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Warhammer Greenskin hype/brainstorming thread....
Taking a page from Burnsaber, Sombre and Honeybadger, I thought I would start a hype thread for me and Fantomen's latest attempt at making a warhammer greenskins mod. I can't promise regular updates just yet, but I anticipate having more free time in the coming months so who knows what may happen. :D
My ideas thus far: Unit recruitment will be 4 tiered: Gobbos with spear/shield combo and archer variety tier 1; Regular orcs with 1 hand choppas or bashas/shield and Arrer (archer) boys 2nd tier; mounted units, gobbo wolf riders (most likely armed with spears and short bows) and Orc Boar Boys and Boar Chariot 3rd tier; Black Orcs with 2 hand choppas or bashas as elite 4th tier units. I want some of the rest of the greenskin units to be summonable I think: Savage orcs, squigs with squig herders, squig riders, and 3 troll types (reg trolls, stone trolls and river trolls). That is the bare bones structure so far. Now comes the brain storming and I would like community feedback please. I wish we could mod whole new schools of magic since Waugh! magic is so unique but since that can't be done what would be the optimum schools of magic for Greenskins? Death? Blood? Do we really need more nations with those as main picks? What other schools might be thematic? Also, Greenskins play significantly different from the other Warhammer nations. There is always the possibility that greenskin units will squabble with each other, leading to a stalled turn of combat. As far as I know, this is also not possible to mod so perhaps lower morale for reg troops could signify this? It would make them quite difficult to play I think. Players can also choose to embed a night goblin fanatic within a regular goblin unit, essentially turning that unit into a landmine since the opposing player doesn't know where these nasty lil' buggers are. Is it possible to mod a unit coming out of an already existing unit on a battlefield? as a secondshape command perhaps? Thoughts, ideas and suggestions are very, VERY welcome. I want to know what you all think should go into this mod and I'll do my best to make it happen. I will be using this thread to post any new info and hopefully Fantomen can post some previews of his very pretty sprites that he has made in here as well. Thank you all for your time in advance. |
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Though it pains me to say it, I think astral, weak fire, extremely weak death, and nature would probably be the best fits for waagh magic. I mean what better approximation of a brain busta can you get than a nether bolt. Berzerkers and a touch of madness can be a substitute for Waagh!. Starfires for the gazes, and mass luck for Gork'll Fix Us. Likewise anti-magic could fill the role of Mork Save Us!
A way to work around poor morale could be through a creation of a boss unit. A boss would be an expensive recruit everywhere elite with a weak standard ability, rather than serving as your generic commander. (Big Bosses and Warbosses should fill those rolls) Goblin fanatics could be one battle only purchases with high berserk, built in fatigue, and an aoe two handed weapon. |
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I had an idea about WAAGH! magic a while back. How about making all your shamans #onebattlespell "Power of the Spheres" but give them low picks otherwise. This would make them:
1)poor researchers (thematic!) 2)poor forgers/ritual casters (thematic!) 3)strong battlemages (thematic!) As for paths, I think WAAGH could be major nature combined with fire, astral and very minor death. |
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Those sound like good picks for magic then. Thank you for the idea of the #onebattlespell as well. I was thinking the boss type commanders should have some sort of standard effect. Black orcs as well, since they are able to stop squabbling in Warhammer games.
Also, question for Burn and Sombre, how do you guys generally translate Warhammer stats into Dominions stats? |
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Ooooooooooiiiiiiiiiiiiinnnnnnnnnnkkkkkk! :eek:
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You can do a Deathshape for the night goblin, BandarLover, and also make it a Shapechange option, so that the night goblin doesn't *have* to be hidden in the weaker unit (some tactics might work better with the night goblin having an immediate presence on the battlefield.).
The concept could be quite an exciting one, if developed fully enough. Surprises on the battlefield were common enough, historically. Multiple units with various applications might be spawned from a single, lookalike, "seed" unit, via Deathform. (One might possibly even be able to juice an entire Nation's basic theme from the concept...). It would be fun to witness how the game's AI handles it, and how players might plan for such, through the direction of that AI. For the squabbling: Berserk might have some application there. Isn't there a form of Berserk in the game that, when triggered, causes units to lash out at the closest enemy, including their own side? There are Neutral units, too. Also, possibly very low Morale in general, with the addition of lots of cheap, low Banner units, so that the accidental/incidental elimination of those Banners could cause the Greenskin army to cave in upon itself. |
Re: Warhammer Greenskin hype/brainstorming thread....
Hmm. I've got a lot of this nation mapped out (into two nations in fact). No code or graphics, just thought about how I'd do it if I ever did.
Okin has done several of the graphics and presumably chunks of code too, if you want to use any of that it might be a good idea to contact him. Regarding animosity: Ignore it. I don't think it should equate to a + or - to morale, because animosity doesn't map well to how morale works in dom3. Basically animosity means your guys will sit around doing nothing every now and then. If you wanted to represent that, I'd say give them lower AP - personally I wouldn't represent it at all. Regarding fanatics: I found a pretty simply solution that worked well when I tested it. You have night goblins in single units with 4 guys in the graphic (as with gnoblars in ogre kingdoms). Ordinarily they just shapechange down, down, until they reach 1 gob, then they vanish. With the fanatic embedded variant (which you choose to build) - the last gob (so the fourth form) is a fanatic with a powerful aoe 3 attack, who is mindless. He'll blow himself and his friends up now and then, but mostly hit the enemy. He'll only appear and fight pretty damn randomly, since getting to 1 gob without the unit routing or him getting killed instantly isn't that common. Greenskins have a huge variety of units, they truly do. That's why I proposed splitting them into two groups. One more badlandsy with the black orcs, night goblins from the mountains etc. One more feral with savage orcs, forest goblins etc. That way you can do stuff like assign river trolls to the feral ones, stone trolls to the mountains/badlands ones. You get enough space to do justice to the huge roster of units and avoid being overwhelmed trying to do it all in one mod. Regarding magic: I thought roughly the same paths as witch doctors and machakan style shamans made sense personally. I wouldn't go with astral, even if the spells do map to some stuff in the army books, because you will presumably make new spells for those anyway. I figured lots of randoms for the NFD with generally somewhat poor research and weak magic overall. They certainly aren't known as a magical powerhouse. I would agree with burn's suggestion about making them always stronger in combat. I'd also give them all reinvig as standard. |
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Regular orcs should be max str of 12. It's hard to justify a strength 3 unit in warhammer being above that in dominions, in my opinion. As size becomes a factor, as it does with ogres, I'd say you can do a +1 per level or size or so, on top of what you reckon based on the actual strength stat. So ogres got 14/15.
But essentially you want to go with what works, rather than stick with hard and fast rules. It should match up sensibly with comparable dom3 units if possible, but more important is to match up with existing warhammer mod units. I believe stats for an ordinary orc should be something along the lines of: prot: 5 str: 11 att: 10 def: 9 hp: 14 mor: 10 ap: 10/12 mr: 9 gcost: 9 The 'choppa' could either be a regular falchion, which is high damage without stat bonus, or it could be something like dmg: 8 att: 0 def: -1 |
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Thanks for the replies so far!! Except for this guy.... Quote:
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With night goblin fanatics, it would be better to be able to limit their use. You never see that many fanatics in a tabletop army anyway, so it'd probably be best if they were incorporated as level 0 summons at 1 fanatic per cast.
I was also thinking that instead of just having a huge AoE weapon, that the goblins would instead be large tramplers with a normal high-damage weapon. Goblins give them a wide berth anyway, so that would justify the Fanatic being large enough for a square to itself as well as explaining that other tramplers wouldn't want to try and trample the Fanatic, swinging that huge ball around like he is. To represent the Fanatic's lack of self-control, perhaps when the unit turns into the Fanatic, it would autocast a caster-only MR resists easily version of Rage on himself? |
Re: Warhammer Greenskin hype/brainstorming thread....
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Hello.
Here are some of my drafts for basic ork sprites. Frim left to right: Savage ork, Ork boy with spear and shield, with choppa and shield and the last one with bow. The shield has a simplified broken tooth emblem for now. I also took a look at Okins projekt, abandoned or not I don´t know. There is some good stuff in there. Is he still around? I especially like the night goblin sprite, that could be used as is with Okins permission. |
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Here's a greenskin sprite I'm fairly happy with from my Chaos Dwarfs project, though it might be a little low on detail - six snotlings make up one size 1 unit!
(They tend to flow into each other and other nearby units on the battle map, but I like the way it looks - it's like a green carpet, with additional waaagh!) I won't be using it myself, except perhaps as a slight chance for enslaved greenskin commanders to autosummon them - where's there's greenskins, there are snotlings - but I imagine a mod like this will need 'em, so feel free to grab it unless you want to make your own. In case it's hard to tell, their method of attacks are, keeping in mind that snotlings mostly try - and fail - to imitate larger greenskins: - Upper left, hitting with club - Lower left, stabbing with an oversized dagger - Upper middle, flailing its arms about wildly - Lower middle, stabbing with a stick - Upper right, trying to fire a bow-shaped piece of scrap - Lower right, dropping a rock on its' own head Sprite may be considered in the public domain, to be used, re-used or distributed as desired. |
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Those are useful.
Would you mind if I altered them a tad before use? Mainly to get the skin colour match the rest of the army. |
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I like Sombre's idea of dividing the Greenskins into 2 Nations.
What era will these guys be in, by the way? |
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These will most likely be Middle Era since the other Warhammer nation mods are ME.
Also, nice job on the sprites Fantomen! The broken toof looks quite nice!! |
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And about whenever or not to separate into two nations or not. I'd go first for a single nation and then decide if to continue further. I don't think that it's necessary to have every single obscure miniature presented in the nation. I like Bandarlover's idea of just taking the profilic units from the different clans (like forest goblin spider riders). Having both a Forest gobbo and a Night gobbo spearmen would just be recruitment screen clutter IMHO. But on another subject, I think I had an idea about how to include the iconic "Gork's Warpath" spell. You'd make a special unit with graphic of a giant green foot (think Monthy Python's Flying Circus, expect green). This "Gork's foot" unit would have very high ap, trample and ethereal and be size 6 (it would also be very, very highly old age, read along for the reason). When it is summoned, it is hit by an #nextspell that causes it to go confused and decayed, after that it is blinked. After one turn of mad trampling, the decay effect will kill it off. |
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I agree that having forest gob archers, forest gob spearmen, nightgoblin archers, nightgoblin spearmen, goblin archers, goblin spearmen etc would be recruitment clutter. I also agree there would not be a huge difference between them, though of course the differences could be increased. I do think they should be represented though, because they are part of what makes the greenskin army special. If I want to play with throngs of mostly savage orcs and forest gobs, along with their special units, I feel like I should be able to. In much the same way I want to be able to field an Ulric themed army for Empire or a host of Sotek for the lizardmen.
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Maybe a solution would be to pick which of the two, between forest goblins and night goblins, you're most enthusiastic about, and make that Nation first, and then once you have a working Nation, decide whether it's worth it to make the other Nation, or whether the working one needs the additional fleshing out.
That way, you'll have one tightly crafted, well-oiled Nation done, and can then make more educated choices based on what you've learned in the process. |
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You're perfectly free to modify those snotlings as you see fit, cutting down on their numbers, changing their colours, rearming them or anything else you feel like.
On that note, might I perhaps borrow some of the larger greenskin sprites, slap on some chains and such, and make them slaves for my Chaos Dwarfs? (Which should be finished enough get their own thread in... a month or so, at this rate. Progress!) |
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I absolutely understand where Sombre is coming from. That is originally how I wanted to do the mod; at the time I thought it would be cool to make forest provinces allow the recruitment of forest gobbos and savage orcs etc., and mountain provinces recruit blackorcs, night gobbos and such. That is not possible however and since it is Fantomen and not myself doing the sprites, I don't want to commit to something that will be even more time intensive as this is already. I honestly believe Fantomen's sprites are what will make this mod, I'm just trying my hand at coding.
That being said, I feel the way I have the mod planned now is the most effective way to capture the feel and flavor of the greenskins. I really just want to get this mod made so that Orcs can finally be an option to play. Perhaps later me, Fantomen and Humakty (who has offered to help me with any special modding commands I may need to use) can split the Greenskins into 2 seperate nations. I just don't want Fantomen to feel crushed by the weight of doing even more sprites. :D |
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Oh, nearly forgot...
Calchet. Personally I don't mind if you re-use the orc sprites for your chaos dwarf mod. Fantomen is the proper person to answer that though, I suppose. Though I can't see why he would say no. :D |
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If you can make a Forestform unit, and a Mountainform unit, and make each of them irreversable (in other words, cause them to shapechange into a unit without Forestform/Mountainform), then I don't see why it shouldn't be possible to recruit a single unit with both a Forestform and a Mountainform, so that it permanently becomes a different unit, when recruited in a forest or a mountain.
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you've blown my mind Honeybadger!! I don't quite understand what you said, but I'm intrigued enough to see if I can make something like that work.
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Basic Unit = "Teenaged Orc". Teenaged Orc doesn't know what he wants to be when he grows up. But, his inattentive yuppie parents have a lot of money. In the fall they go camping in Seattle (forests), and in the spring they ski outside of Denver (mountains). Teenaged Orc has a girlfriend in both Seattle and Denver, and both of them want him to move in with them
(they don't know about each other). Teenaged Orc has a choice to make. He could either become a ranger in Seattle, or a ski instructor in Denver. His parents, however, want him to become a famous surgeon, and will cut him off if he drops out of college. He doesn't have a car, so he's going to have to backpack his way across the country to either Seattle or Denver. Once he leaves, he can't go back and live with his parents, and it's too far to switch back and forth. |
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LOL that's all I can think to say to that Honey.
Any ideas on unit numbers that are available? I was thinking of just copying the unit numbers of a seperate mod not related to any of the Warhammer nations. Same with weapon numbers, spell numbers, etc. Also, how do name lists work? I suppose I could just about copy/paste Sombre's name list from Ogre Kingdoms. |
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The only problem with that is, once one of the basic variety goes into a forest or a mountain, it would turn into one of the other forms. That would seem a bit strange. Also, mountain shape isn't completely available for modding. I guess you could copy one of the new jomon units?
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There is no mountainshape is there? Just forestshape and plainshape. So you would have two possible outcomes on recruitment (savage orcs/forest goblins in forests, normal orcs/goblins elsewhere), and no possibility of the bug rdonj describes. You couldn't have mountain specific night goblins though.
I like the idea of goblins and orcs recruited in forests coming out as forest goblins / savage orcs very much! I think it would be funky. |
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Would make the terrain type of your Cap a rather large factor on your early game unit options (more-so than the usual resource availability effect of surrounding provinces)
Would also mean that you wouldn't be able to see exactly what you're getting on the recruitment screen. Not that either of those is necessarily horrible...just different. |
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Here's a list of Dwarf Numbers -Monsternumbers -> 2650-2680?? -Weaponnumbers -> 840-860 -Armornumbers -> 340 - 360(max) -Sitenumbers -> 795 - 799(max) -nationnumner -> 77 Here's a list for Bretonnia --nationslot 78 --weaponslots 715 - 721 --armourslots 322 - 323 --unitslots 2750 - 2786 (will probably go up to 2790) --siteslots 788 - 789 --10 spell-slots (will eventually take 12) And only Calchet knows what slots the Chaos Dwarfs will take. As for namelists, things look grim. Ogres and Bretonnia take up the Bogarus namelists and Tomb Kings + Skaven take the 126/127 slots. IIRC, one of the Hinnom giant name lists was restricted to either EA/LA, which would make overwritable (in the same way like Bretonnia and Ogre names overwrite Bogarus male/female names). If nothing else seems to work, the "nature beast" namelist could be overwritten with a minimal effect on the vanilla game. It doesn't make stuff any easier that I'll need a name slot for dwarfs too... Ugh.. I'll likely have to co-operate with Clachet to use the same namelist and type for both dwarf races. |
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Looking at name types, it should be possible to use the following without much disruption, if their names are accurate - I've yet to test it, though.
131, "EA Ulm Male" 132, "EA Ulm Female" 135, "Amazon" (Might disrupt indies, but if used for a female nametype, it shouldn't be too obvious~) 137, "Maverni Male" 138, "Maverni Female" 141, "Inuit" It should be fine to share a nametype between regular Dwarfs and the Chaos version, as the Chaos Dwarfs might as well keep the same system, even after falling to Chaos. |
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That's pretty generous of Oink considering he doesn't like your graphics.
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That is a dirty lie and you are a bad person.
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Dude don't get angry with me, I like both your graphics! You both did great!
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I would be very interested in seeing whatever code you've done so far, Okin!
I've been working on a bare bones DM so far, basically it just has orc foot units, or will soon. But I had some questions I wanted to post here and get peoples thoughts on. I planned on adding #charge to the orc choppa, to simulate the +1 to strength they get on opening round of combat in tabletop. Fantomen expressed concern that it might be over powered. I really don't know either way, so thoughts please. Also, how would one go about setting gold and resource cost for units? I've been erring a bit on the cheap side, since reg orcs aren't as disciplined as similar troop types for other nations. About 9g and 5 resource for an Orc Boy with choppa/shield and leather armor. Too cheap? Not cheap enough? If I think of other questions I'll post again soon. |
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I'd personally do something like add an additional "Get stuck in!" bonus weapon to orcs, usable once/battle, to represent their opening bonus - that way, it can be fine-tuned for power with more precision than slapping 'charge' on their regular choppas.
On the topic of costs, my plan for the enslaved version is to have Choppa Boyz at a cost of 10/5 or so, Big'uns around 14/4, Arrer Boyz around 10/7, Gobbos at 6/2 or thereabouts, and Black Orcs much higher, perhaps 19/15. For other greenskins not enslaved, Snotlings at 3/1 for a six-pack should be about right by my reckoning, letting twelve be had for the cost of a gobbo. |
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How exactly would I go about doing something like that? I was thinking charge just because I wanted them to have some real Umph! packed into their opening attacks. But if there is a different command I could use, then please, do tell! I didn't notice anything else in the mod manual. |
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What you'd do is make a new weapon, named "Get stuck in!", "Orcy Charge", "WAAAGH!" or whatever seems good to you, and give it an #ammo value of 1, and the #bonus flag. (Said flag makes orcs with forged weapons retain their charge attack.)
This means the Orc will attack an additional time, using this new weapon, the first time it gets into contact with an enemy in each battle, then proceed to fight using only its normal weapons. |
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Sounds good but I have to ask cause I'm still a bit noobish...how is doing the above different than adding #charge to the weapon? I guess what I mean is, why that way and not charge?
Thank you for explaining the code commands as well, Calchet. |
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With #charge, you have no control over the effectiveness of said bonus, other than by increasing or decreasing the mobility of the orc.
With a separate weapon, you can increase or decrease the chance of dealing damage, the damage done, and any other properties of the attack if you like, and even do something like have it scare enemies through a #secondaryeffect of 255 (Area Fear). (This might be over the top for regular orcs, but the charge of a boss causing fear might be fun and thematic.) |
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They also always get the attack, whereas they'd lose the extra opening damage from charge if you gave them a forged weapon.
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ah, ok I see. I like this idea then and will see what I can come up with.
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Almost forgot, I need ideas on start sites. What gems they should produce, units, etc.
Hopefully on my next 2 days off, I'll have completed a bare bones dm file of just orc units, but I'd like to add start sites to it as well. |
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I think the capital only sites should be idols of gork/mork respectively each would give 1 F and 1 N gem. There could be a separate badlands or black wastes site that produces 1 D gem and allows for the production of black orcs. Of course that is if you want to make black orcs capital only. As far a summons go, I think most of them should center around nature magic, particularly for squigs and trolls. A possible high level summon could be to call a Waagh or great Waagh which would produce large quantities of orcs and goblins as well as a couple of commanders. |
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OK a few more questions to get people's reactions on some more ideas. Note, once Okin sends me his notes and/or code that he has already done for his orc mod, some of these may change, but I want some feed back regardless.
The Orc Choppa: Would it be thematic if I give it the armor piercing command? It is a fairly nasty weapon but I felt it would help make the Orc units more tactical, ie. orcs with choppas can pierce armor and orcs with Bashas will have the flail tag giving them bonus against shields. Black Orcs: or specifically, their armor. I know they are the heavy armor unit but I feel as though I should give them custom heavy armor, since giving an orc "full plate armor" doesn't sound as interesting as "Large metal bits with lottsa' spikey bits" does. It would be the same stats as full armor, just a more colorful orc description. One more modding question: I know it's possible to give a nation an affinity toward cold or heat scales...is the same possible with other scales? Like, I know Abyssia's income is unaffected by death scale, or so says the mod manual. I'd kind of like to give Greenskins an affinity for Turmoil for thematic reasons and I noticed the #turmoilincome command in the General modding section of the manual. All in all, I've got the recruitable orc units written out. I'm leaning towards making Orc shamans stronger in Death and fire, while Gobbo shamans will be stronger in Nature and Fire and also making the gobbo shamans the 'better' national mages, seeing as how they are so cunning and their minds are more receptive to Wauugh! magic. I'm holding off a bit until I see what Okin has to inspire me more, and for Fantomen to finish up the Black orc and Orc shaman sprites before releasing a 'beta' version of this mod. |
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Almost forgot, I made the bonus weapon as suggested by Calchet but it doesn't appear in the unit description screen. It's getting late here and I can't think why it's not showing, it's listed in the unit commands. Ah well, so sleepy.
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