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Re: Mod thread- WH hordes of chaos
Eh,.. I think if you take the attitude that those placeholders will do fine indefinately you might not get a lot of people playing the mod.
I mean eyecandy isn't everything, but it's pretty important from a Warhammer perspective - half that hobby is just collecting, customising and painting miniatures. |
Re: Mod thread- WH hordes of chaos
You are right Sombre, I just looked at the sprites again in a thumbnail viewer. What I wrote wrote is clearly inaccurate. I should have said, 'some' of the place holders will do 'for quite a while', while other much less appropriate placeholders get replaced with proper sprites.
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By the way Sombre, you might have noticed that I used one of your mods, Arga Dis, as a template of sorts to guide me in getting everything filled in properly. Nothing of your mod survives now in Chaos Undivided other than the structure of the DM file, but I thought I aught to acknowledge the debt. Humakty, thank you. The mod is at the point right now that unless I get feedback or stuff from Valandil, there is not much left for me to do other than graphics (which I have little experience with) or the Tzeentch magics, of which I have little knowledge. On that note, does anyone want to take a shot at writing the essential Tzeentch combat spells (astral)? Only Valandil, the thread's starter, can put a diskette icon on the thread I believe. |
Re: Mod thread- WH hordes of chaos
This is just how I'd initially approach Tzeentch magic, so it's a bit rough.
Red Fire - An accurate (prec 10) midrange fire ball type spell that does aoe 1 18 damage, but can be resisted by mr. Yellow Fire - Either a small aoe fire shield buff, or some sort of protection buff. It gives a 5+ ward save in warhammer to mage and his unit, which basically translates into a defensive buff of your choice. Green Fire - Just a Tzeentch version of confusion, really. Blue Fire - An upgraded version of red fire. Prec 20, better range, more damage, more AOE. Again, can be resisted by mr. Indigo fire - In warhammer this spell kills enemies and produces horrors from their ashes. It's nasty as all hell. I guess there are a few options here, but what I'd go for is actually a combat summon of a handful of a special kind of horror which has flying (representing them being cast forward by the caster) and does weak but aoe red fire esque damage as its melee attack, coupled with a nice explosion sprite which will cause them to look 'staggered', going off one by one. Trust me that'd look roughly right, they'd burn a few guys and then probably die. It'd be cool. Violet Fire - Pretty much a straight copy of the banish to inferno spell So all 6 Tzeentch spells are actually doable, which is nice. |
Re: Mod thread- WH hordes of chaos
Thank you Sombre, I will work with that. Right now though my brain is so full of Gimp that I don't seem to be able to think in terms of coding at all right now. I'm a bit burnt right now having done nothing but this mod for the last three days. I might yet continue working on more sprites this evening. I think your spells will probably spell the 0.30 version of the mod.
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Re: Mod thread- WH hordes of chaos
I've been trying to playtest your mod,but the rapid progression of your work has not made it easy.( I tested with a 4F/4W/4S/4D/4B pretender, with prod 3 and growth 1)
Has they are now they're maybe the most powerfull army around, because an elite army with 2/3/4 F mages,before phoenix power,is absolutely deadly.As it is, their only weakness is the low MR of these guys. I would suggest lowering the ressource cost of the marauders, or to give them some 30/40 admin forts, so that I don't end up with chaos warriors only (they cost twice as much in resource, but they make up their cost every day). I also had some minor recruitment pbm.(very minor) As for the gold cost, abysian heavy infantry is 20 gold, and wouldn't hold the line for ten seconds against these brutes. I suggest putting the base cost of chaos warriors to 30, and see how it fits.(and raise the cost of latter units accordingly, all of them are gorgeously powerfull) The basic mage is worthless, the exalted one is a pure machine of destruction.(upkeep :150 basic/125 exalted : I wouldn't see a superior chaos mage costing less than his apprentice) As for the test, I've made an early war with arcos and burned them to cinders. I lost several chaos warriors to my own artillery. As I've some mages with F4, I'll recruit some indep archers, so as to flame arrow them... As for the summons, I ve only had time for two of them : portepeste : 5D gems for 20 of them : really nice with a nurgle army, so you can poison them before they get burned (great combo possibility with bog beasts).To the opposite I found the discs of tzeentch : 10 gems for 10 : useless, even caelian archers would fit better in a melee, but they don't cost gems! Great and speedy work on this mod ! Keep going, and you'll have the undisputed honor to finish the 13 other nation mods (with their UPP). |
Re: Mod thread- WH hordes of chaos
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Thank you, thank you, thank you Hamakty. As I've said several times before, I am really bad at playbalancing myself, much preferring to work within a point build system. Your feedback (and hopefully that of others) is what will really get this mod properly aligned with other races. Quote:
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Re: Mod thread- WH hordes of chaos
I want to add a 'musician' summonable unit similar to the banner bearer summonable unit. This is thematic with the way the miniatures game works and will make Chaos armies even more colorful. The banner bearer currently confers a 10 standard and a +5 fear. This is appropriate for the banner. However I really am not sure what effect to give the musicians to make them different and worth including in a unit. Does anyone have any ideas?
I am thinking of perhaps replicating somewhat the effect of the banner bearer, giving the musician a 5 standard and +0 fear and instead of the near useless 'kick' attack of the banner bearer, give them instead a reasonable area effect attack. For a melee unit however that could well be more of a handicap than a boon, given that they are likely to be hitting their own guys half the time they attack. |
Re: Mod thread- WH hordes of chaos
You should be very careful putting fear on any but the strongest units. It's extremely powerful.
Also with the standard bearer, even AOE1 is powerful. I assume you must be talking about larger areas, since AOE1 would never hit your own men. But anything larger than AOE1 is almost certainly overpowered. |
Re: Mod thread- WH hordes of chaos
Banners are an integral part of warhammer armies, something that is seen with virtually every showcased unit. The game mechanics have these banners as powerful magical devices that indeed, project power causing fear in the enemy and strengthening the morale of their own men. I really feel that including such a banner is vital to preserving the spirit of warhammer. However there is nothing to say that such banners come cheap. It may well be that I have them too cheap, perhaps far too cheap.
Currently in the Chaos Undivided mod, such a banner is carried by a 'relatively' crunchy troop, not much tougher than the standard, recruit anywhere chaos warrior (other than being blessable). He has a rather ineffectual attack. Currently it costs 5 blood to summon (create the banner effectively) and is a level two blood spell for research. Assuming it is kept in the game, what level and blood cost would you recommend llamabeast in order for it to be balanced? |
Re: Mod thread- WH hordes of chaos
If you make the standard bearer a commander, you can make him more powerful without making him cost bajillion gold.
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Re: Mod thread- WH hordes of chaos
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I want to keep it a troop, not a commander, for a couple of reasons; I like the visual of the banner being among the troops when looking at the army setup screen. Also I envision that many players would want to have one such banner per unit and if it were a commander, that would turn into a 'lot' of commanders. |
Re: Mod thread- WH hordes of chaos
Um, I'm not really sure about summoning costs, that would take a bit more thought. Having a banner bearer is fine - there are already quite a few of these in Dominions, and they all have the morale boosting effect. Fear is a strong thing though - probably equivalent to Terror in Warhammer. It is similarly rare. If you really want fear then I would say make it fear+0.
What you could do is have two summons. One would be an ordinary banner bearer at the cost you describe or even cheaper, basically a slightly above-average warrior who gives a morale boost to his neighbours. Then you could have a higher-level summon to get a banner bearer with a powerful magical banner enchanted by the chaos gods to cause fear in their enemies. This guy could have the fear property, or it might even be possible to mod the weapon so that it causes AOE fear in those it strikes, which would be fun. This is also slightly more warhammer-y to my mind. After all most standard bearers don't carry magic standards. |
Re: Mod thread- WH hordes of chaos
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I would take your advice with the standard bearer and eliminate the fear from the basic version and create a 'better' more expensive version for the later game. However I don't really want to have a player wind up with 'redundant' standard bearers, as one never sees a unit with more than one banner. I would rather simply find the right cost for the banner bearer as is such that a player won't have them until they can afford their effect. Then they can gaze upon their army, rightfully proud of it's awesome power. :-) |
Re: Mod thread- WH hordes of chaos
Before this mod, I had never looked at spell modding before. My first stab at spell creation may have left something to be desired. Many thanks to Sombre for pointing me in the correct direction, any deviations are my own fault.
Does this look right to you all? Are there any glaring errors, inconsistencies or imbalances I should correct immediately? -- Red Fire - #newspell #name "Red Fire" #descr "An accurate (prec 10) midrange fire ball type spell that does aoe 1 18 damage, but can be resisted by mr." #restricted 75 #school 2 #researchlevel 1 #path 0 0 #pathlevel 0 1 #fatiguecost 10 #effect 2 #damage 18 #aoe 1 #flightspr -1 #explspr 10113 #precision 10 #range 30 #spec 4096 #end -- Yellow Fire - #newspell #copyspell "Tempering the Will" #name "Yellow Fire" #descr "It gives a "5+ ward save" in warhammer to mage and his unit." #restricted 75 #school 4 #researchlevel 5 #path 0 4 #pathlevel 0 3 #fatiguecost 20 #aoe 8 #end -- Green Fire - #newspell #copyspell "Confusion" #name "Green Fire" #descr "A unit in the area of effect has a 50% chance each turn of becoming confused, subject to magic resistance." #restricted 75 #path 0 4 #end -- Blue Fire - #newspell #name "Blue Fire" #descr "An upgraded version of red fire. Prec 20, better range, more damage, more AOE. Again, can be resisted by mr." #restricted 75 #school 2 #researchlevel 4 #path 0 0 -- The magic path for casting, IE: fire, water, etc. #pathlevel 0 3 #fatiguecost 20 #effect 2 #damage 24 #aoe 3 #flightspr -1 #explspr 10141 #precision 20 #range 40 #spec 4096 #end -- Violet Fire - #newspell #copyspell "Infernal Prison" #name "Violet Fire" #descr "Toast!" #restricted 75 #school 5 #researchlevel 9 #path 0 4 #path 1 0 #pathlevel 0 4 #pathlevel 1 3 #fatiguecost 300 #end -- Indigo fire - #newspell #name "Indigo Fire" #descr "A combat summon of a handful of flying elementals." #restricted 75 #school 2 #researchlevel 6 #path 0 4 #path 1 0 #pathlevel 0 3 #pathlevel 1 2 #fatiguecost 50 #effect 1 #nreff 5 #damage 2337 #end #newmonster 2337 #spr1 "./chaos/indigo_fire_1.tga" #spr2 "./chaos/indigo_fire_2.tga" #name "Indigo Flame" #descr "Indigo elemental, short lived but burns twice as hot." #hp 1 #size 2 #prot 0 #mor 10 #mr 8 #enc 1 #str 10 #att 8 #def 10 #prec 8 #mapmove 0 #ap 30 #gcost 0 #rcost 1 #weapon 171 -- small area fire weapon effect #flying #end |
Re: Mod thread- WH hordes of chaos
I hope you won't have those descriptions in the real version. You don't mention game mechanics in flavor text.
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Re: Mod thread- WH hordes of chaos
Having only cursory knowledge of Warhammer, I offer the following descriptions. I'm certain they could be better, but I'm trying to sleep before 2:00 AM. Maybe they'll provide some inspiration. As well... I have the feeling that they aren't quite the flavor for the Forces of Chaos, from what I do know... But if I was hijacking those spells to add to all nations, here's how I'd add em. I'd let someone who owns fluff material come up with nation-specific descriptions.
Red Fire - A spiritual flame, it burns unbelievers. Red Fire - A spiritual flame, it burns those weak of mind and faith. Yellow Fire - This flame burns away the doubts of the believers and makes them strong in their faith. Green Fire - A sickly pale green fire that devours the sanity of your enemies. Green Fire - A sickly pale green fire that consumes trust, causing friends to turn upon one another. I hope this was of use, but if it missed the mark.. no big loss of my time. Best of luck with the mod. |
Re: Mod thread- WH hordes of chaos
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Re: Mod thread- WH hordes of chaos
A few suggestions:
The Lord of the End Times is at strong variance withe existing pretender chassis, making him difficult to balance. I suggest lowering his magic to FSB, his cost to 150 pts., his dominion strength to 3, and his new path cost to 40. A quick glance at your magic and it appears roughly comparable to MA Marignon. - I assume that all of the natural prot-23 stuff represents chaos armor. Add "Chaos Armor" as an armor, and put it on them, instead. - Having a "Dark Citadel" as your capital sounds thematic but is a huge disadvantage, and possibly a good part of the reason the position seems weak. Give them an admin-40 fort instead, maybe a regular Citadel. - The warhound has to cost at least 4 gold. It could be a freespawn from some other unit, but 1/1 is unbalancing because of what it lets you do to your tax rates and blood hunting. - The "Flail" is a two-handed weapon, the weapon you want would be closer to a morningstar. - Even given that he's got 3 hands (cause of the flail), the Nurgle Chaos Warrior is too expensive - compare to the Emerald Guard. The other chaos warriors likewise. - Likewise, the Chaos Knight is only marginally more elite than a conventional knight. - Now, the *chosen* chaos knight legitimately costs 120 gold. Likewise the other chosen, although I think they could stand to have additional magic powers. My suggestion - * Give all of the "of Khorne" units Berserkers, even the little warriors. Bigger berserk as they rise in rank. * Make all of the "of Nurgle" units Undead. This makes them all immune to disease. Now give the more elite ones a disease cloud. * The Chosen should have a higher MR. The MR bonus for the Tzeentch types should be larger (+3 or more.) The Lord of Tzeentch should absolutely be MR 18 - one of the few units that could justify MR 20. * Give all of the "of Slaanesh" a huge morale boost - and give the chosen ones Awe +1. The Champions are too expensive. Compare them to the Jotun Herse. With the exception of the mage-lord of Tzeentch, the lords are too expensive as well. In general, my suggestions would be to balance this nation against MA Jotunheim for the commanders, who are all so buff they count as giants, and MA Marignon for the military. So I think you did overdo it nerfing your position. |
Re: Mod thread- WH hordes of chaos
A thousand 'thank you's DrPraetorious, I shall implement virtually all of your suggestions. The only ones I am debating are;
- I don't like the idea of making chaos armor something they 'wear' and can take off and replace. Chaos armor is something that is part of their bodies like a horn is to a rhino or armor plates are to a stegosaurus. I realize that making it a part of their bodies eliminates resource costs and encumbrance, but this is actually intentional, and leads to their high gold costs. - The dark citadel IS thematic as a starting location. Rather than breaking that theme, I think I would rather just put back the resource bonus on the starting location. - I've long worried about using the poison cloud effect with Nurgle champions and lords. Your suggestion about making it disease clouds and Nurgle followers undead would certainly make the effect more properly what it is supposed to be and appropriately less powerful than poison. However I worry that making Nurgle followers 'undead' will make them vastly weaker due to the power of priest banishments. I'll do it and see. I think I'll pump their magic resistance a tad though. - The flail is listed twice in Edi's database. One of the entries has it as a single hand weapon. I used that one assuming it was a smaller flail. I just compared the stats with the two hand version and they are identical. Oops. The flail is very thematic for Nurgle. I guess I'll have to drop the shield (except that will require that I redo a bunch of sprites). Hmm... I guess morning stars are thematic too. ;-) Quote:
Again, thank you ever so much for the lookover and advice. I really do not want this race mod to be out of balance, that's no fun for anyone. |
Re: Mod thread- WH hordes of chaos
- If they don't have Torso slots and you put Torso armor on them, then they can't take it off. You can certainly leave it at Enc-0. Should chaos armor be immune to Rust Mist and Armor of Achilles? Maybe it should.
The chief concern is that natural prot values cannot be boosted by an earth blessing. - Pump their MR and possibly hit points (for nurgle). - You could add a "horseman's flail" or a "light flail", if you wished. The 1-H flail is for use by giants and Gods (like the Mother of Rivers.) If you're going to give them an Admin-20 capital, that's potentially workable, but a 10% reduction in the costs of capital only units might be apropriate, to compensate for the lost gold revenue. You also might wish to give them superior fortress options elsewhere - the Motte-and-bailey and the Citadel are both excellent forts that you could claim would be built more or less anywhere. The Wizards' Tower is a secret super-cool fort type that you might allow them to build, but that'd be weird. What you really need to do is run some combat tests with your mages and thugs, and see how they do. |
Re: Mod thread- WH hordes of chaos
Oh, one other thing - your sprites look nice, but they have black outlines around them. This is how you prevent that from happening (in GIMP):
take an image that still has a transparency layer, shrink it down to your heart's content. once you are finished working on the image: select layer -> transparency -> threshold alpha you may want to try this a couple of times but the default value (127, which corresponds to 50%) usually works fine. NOW flatten the image to add the black background (Image -> Flatten Image). Make sure that your background is black when you do this. Tada. |
Re: Mod thread- WH hordes of chaos
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I did not know this! I shall promptly create chaos armor to put on them. Quote:
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Your advice on sprites is much appreciated, but you assume a greater understanding on our parts than may be warrented. I think I understand what you mean about 'transparency layer' though I don't yet know how to create such a thing. I haven't a clue what 'threshold alpha' means, though I am sure that by 'trying' to follow your instructions, I might at least gain a clue. ;-) Paraphrasing; If we paint the sprite on a layer that is transparent, then we won't get bleedover dark pixels at the edge of our sprite. 'Flattening' the image onto a black background afterwards gives us our final product without the dark borders. I think I get the theory. Now I just have to figure out where all the buttons are, what the labels mean, and how not to get lost in the morass of options. (How I long for the fictional 'simpler times'.) |
Re: Mod thread- WH hordes of chaos
Unless you resize or skew/rotate a sprite you shouldnt get bleedover dark pixels. I dont use Gimp so cant help you with that. You dont have to use transparency at all, if you paint on pure black (0,0,0) background. Personally, I only use transparency when I'm playing with alot of layers.
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Re: Mod thread- WH hordes of chaos
Actually I use resize and rotate quite a bit. I find for instance if trying to get a nice graduated shade on a small sprite, it is easier to paint the shading with an airbrush tool on a 'sprite' three times larger then shrink down. In fact in order to get a nicer blending effect, even on sprites that I have built pixel by pixel at the normal sprite size, I will often blow it up to three times it's size and use the blend tool to get a cleaner shading. When then shrunk back down, the pixel shading looks far better. This way I can build the sprite using only a handful of shade gradations and still make it look like I used dozens.
I stand however in awe of your sprite painting talents Amos. |
Re: Mod thread- WH hordes of chaos
Just had my first very quick look at this - good work! Looks like it will be a really nice mod. It's already really good fun.
A couple of quick comments: - Maybe the graphics for the units from the different gods could be somehow differentiated a little more, apart from just their weapons? Maybe Khorne could have red armour or red edging to the armour, Nurgle could be covered in rust and mould, etc.. - I think the Champions and Lords may be a bit overpowered, or at least it warrants looking into. The only ones I tried were the Slaanesh ones. Two Champions of Slaanesh or one Lord are enough to conquer pretty much any indie province - I think that makes them overpowered. If you want to keep cool uber Lords (and they are pretty cool), maybe they could be summons. |
Re: Mod thread- WH hordes of chaos
Applying light "Blur" filter would be far neater. But I dont know if Gimp has filters and anyway you dont need it. Just resize the canvas (not the size) to anything other than the standard (64x64, 128x128 etc.). It will look like the sprite contains more pixels than it does.
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Re: Mod thread- WH hordes of chaos
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*Done in version 0.44* Quote:
;-) I've been bouncing the gold cost of those units all over the place trying to find the right balance. DrPraetorious felt they were too expensive and suggested I compare them to Jotun Herse at only 60 gold. I dropped the cost down slightly. I think I agree though that especially the champions and lords of Slaanesh need to be bumped back up, the lord matching the Lord of Tzeentch at 400 gold and the champion going back to 250. I do not want to make them summons though as Slaanesh needs regular recruitable commanders. Enslavement and enslave mind are powerful effects, but they are also completely thematic for Slaanesh. I never thought to try having any of the commanders solo indies. I didn't think them powerful enough to try. I guess I should. Edit: llamabeast is right, One Lord of Slaanesh or two champions can indeed solo standard independents. Gold costs are going back up for those for sure. And then I'll look more closely. *Slaanesh champions and lords nerfed slightly in 0.43 and again in 0.45* |
Re: Mod thread- WH hordes of chaos
Panpiper
Just playing this nation- thanks- great fun! The variety of units makes for an interesting range of tactical options and it is thematically strong. I thought you may like some feedback. Why not have dominion (I assume it is dominion doing this ) produce mutants instead of warhounds, it seems thematically more appropriate and you could perhaps use a foulspawn sprite as a placeholder, if not permanently.(Incidentally a foulspawn sprite would be a good placeholder for your chaos spawn unit). Regards Brownoak |
Re: Mod thread- WH hordes of chaos
Sorry Valandil and Panpiper misread the thread and mixed you up...
Brownoak |
Re: Mod thread- WH hordes of chaos
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As for including 'mutants', I agree that it would make sense if simply going with the theme of chaos mutation, but I am trying to stay relatively in tune with the Warhammer fantasy miniatures line. As far as I know, there have never been simple 'mutants' in the chaos army lists other than the mutations one finds on the units already listed. For instance, chaos armor is itself, considered a chaos mutation. |
Re: Mod thread- WH hordes of chaos
In Mordheim you could rectuit units called, I believe, simply "mutants".
I'd be of the position that crossbreeding is close enough. A national holy ritual that didn't cost any gems and made, like 1+holy skill crossbred units would be fun and balanced. |
Re: Mod thread- WH hordes of chaos
Oops. I don't think there were any downloads of the mod in the last nine hours, but if you did and got a race that starts with a 'lord' of Khorne and a daemon prince of Slaanesh, you got a test file I was using to test those two commanders. Sorry. The race is meant to start with a champion of Khorne and a chaos cultist. The correct file is now uploaded.
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Re: Mod thread- WH hordes of chaos
(2 lev)Lesser summoning of Nurgle -> for 5 gems i get 20 plaguebeares.. (5 lev)Summoning of Nurgle -> for 10 gems - 10 nurglings.. This doesn't sound right, does it..? |
Re: Mod thread- WH hordes of chaos
Lol.. I'm rude.. Apologies... The mod is otherwise briliant! |
Re: Mod thread- WH hordes of chaos
I've been playing this mod for several days now* and so far it's been great. Very nice graphics, a variety of units, and reasonably balanced, all things considered.
1. Greater Daemons. I've summoned all except for a Bloodthirster and have been rather disappointed. Why aren't they all commanders? I summoned them with the intention of having each leading its own daemon host, and instead I'm stuck trying to dig up a nature mage to give them the Gift of Reason. I don't even know what their combat performance is like (their stats are great) because they haven't left my capital. 2. Graphics tweaks for the chaos warriors/champions/lords would be greatly appreciated and flavorful. 3. Ooo, it would be nifty to have heroes from the actual Warhammer mythos. I might contribute on this, digging up the relevant fluff/stats and trying to find imagery. I've never done any Dom3 modding, maybe it's time I started. *I'm using the Chaos, Ogre Kingdoms, Tomb Kings, and Skaven races on the Warhammer map (with appropriate starting locations that I added myself). All we need now are Dark Elves, High Elves, Dwarves, and Orcs! |
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