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-   -   Warhammer MA - Second version now up (http://forum.shrapnelgames.com/showthread.php?t=45208)

Sombre March 27th, 2010 07:24 PM

Warhammer MA - Second version now up
 
2 Attachment(s)
Because people ask about this quite often, I thought I'd chuck all the Warhammer MA nations + CBM + Streamers and Standards + llama's endgame summons into one mod. It is self contained, it requires no downloading of the component mods and will not interfere with them in any way. However it should ONLY be run on its own. Don't attempt to combine this with other mods or your blood will turn into jam.

Anyway it's attached so people can help me test I didn't break anything.

It consists of:

CBM 1.6 (by quantumn_mechani)
Llama version of Streamers and Standards (by zepath, modified by llambeast)
Skaven 1.5
Ogre Kingdoms 0.9
Dwarfs 0.9 (by burnsaber)
Lizardmen 0.7
Bretonnia 0.9 (by burnsaber) -- the thread says 0.95 but the dm says 0.9
Tomb Kings 1.03 (by llamabeast)
Endgame Summons 0.9 (by llamabeast)



ALSO ATTACHED is an alternate .dm (so you still need to have installed the other zip for the graphics) which does not include Streamers and Standards or Endgame Summons, for those of you who just want the nations + CBM.

Sombre March 27th, 2010 07:28 PM

Re: Warhammer MA
 
It is already being suggested I should do a version with llama's endgame summons added. So I will shortly.

Calchet March 29th, 2010 08:17 AM

Re: Warhammer MA
 
A lovely initiative, it's handy to be able to run the whole set with little fuss.

On the topic of a Warhammer mod, I wonder if it might be fun and/or interesting to modify the various horror units into Warhammer daemons (of Khorne, being blood magic), while retaining the approximate power level - say, instead of a lesser horror, you might be attacked by a bloodletter, a regular horror might be a bloodbeast or juggernaut, and bigger horrors greater Daemons.
One might even whip up a Warhammer-themed endgame summon mod, for additional flavour.

Sombre March 29th, 2010 08:31 AM

Re: Warhammer MA
 
If one were to make a Warhammer Total Conversion, yeah, that'd be a cool part of it. But I think such a conversion is far beyond the work capacity of the community.

I'd rather see more Warhammer nations emerge for now. I think they fit pretty nicely into the dom3 world, using the dom3 magic system etc. This usually requires some changes (see ogres and dwarfs particularly) but the end result is cool and free from some of the weirdness you might get with a total conversion.

Sombre April 2nd, 2010 08:42 PM

Re: Warhammer MA - Second version now up
 
I've put together a second version of this. It now includes llamabeast's endgame summons version 0.8 and updates ogres, dwarfs and lizardmen to the more recent versions recently released.

Enjoy!

pyg April 2nd, 2010 10:14 PM

Re: Warhammer MA - Second version now up
 
1 Attachment(s)
Here is the DMG version of this mod. I'm a little worried that something is wrong because my version is half the size.

Sombre April 2nd, 2010 10:28 PM

Re: Warhammer MA - Second version now up
 
No, my version was borked, which is why I took it down. I'm redoing it. I had accidentally taken in old versions of some of the mods somehow. I seriously don't get how though, it's weird.

Sombre April 2nd, 2010 10:50 PM

Re: Warhammer MA - Second version now up
 
I've put this back up.

Hopefully this now works - of course I will fix any more bugs spotted.

Even more hopefully, it should be functionally identical to pygs combined mod there. Although obviously they are not compatible.

WraithLord April 3rd, 2010 03:30 AM

Re: Warhammer MA - Second version now up
 
This is great. Thanks!

Is it possible to extend the idea and create a mega mod?-a mod that will contain the 15-20 best nation mods + balance & diversity mods. This would probably be the holy grail of dom mods. Actually equivalent to a major update to dom III.

Sombre April 3rd, 2010 06:48 AM

Re: Warhammer MA - Second version now up
 
pyg's mod combiner script is what you want for that. But honestly since dom3 still has hard limits which restrict mods, I don't see it being a good idea to throw 15+ mods together. It won't work.


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