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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.

mehrunes_dagon April 3rd, 2010 08:41 AM

Re: Warhammer MA - Second version now up
 
I wish the collection included Chaos Undivided and other nations (such as Angmar) and magic site diversity mod

Sombre April 3rd, 2010 10:06 AM

Re: Warhammer MA - Second version now up
 
Angmar isn't warhammer. Magic site diversity,... is interesting. I could do a version which included that. I'm a bit worried about the quality of some of the sites, simply because they're user submitted and I haven't tested it that much.

Trumanator April 3rd, 2010 01:21 PM

Re: Warhammer MA - Second version now up
 
Thanks for this Sombre!

RE: Magic Site mod, you should talk to Squirrel. As I recall he took an in-depth look at it and found that the majority of the sites were uniques, and quite a few were just plain poorly designed. He also thinks that the mod might mess with the magic settings set at the beginning of the game.

Sombre April 3rd, 2010 04:22 PM

Re: Warhammer MA - Second version now up
 
1 Attachment(s)
Here's the dm upload for people who were having problems with the tomb kings flag.

The main version on the OP is also fixed, but it might be annoying to redownload that.

Sombre April 4th, 2010 11:40 AM

Re: Warhammer MA - Second version now up
 
ALSO ATTACHED to the first post 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 April 7th, 2010 10:39 AM

Re: Warhammer MA - Second version now up
 
Next for this mod is to fold in Burn's very recent Dwarf update, then to offer another version with other MA nations added in (Arga Dis, Tharoon, Avernum?) after they have been reversioned to avoid ID clashes.

WraithLord April 7th, 2010 10:41 AM

Re: Warhammer MA - Second version now up
 
yummy :)

Keep up the great work.

rdonj April 9th, 2010 02:12 AM

Re: Warhammer MA - Second version now up
 
Bug found. It appears that casting eagle eyes also casts the touch of madness spell. I double checked, this is the only mod enabled.

Sombre April 9th, 2010 04:20 AM

Re: Warhammer MA - Second version now up
 
Huh. Don't understand why. Eagle Eyes is not modified by the dm. It is copied, by a newspell with research -1 (therefore shouldn't be researchable) which nextspells berserk, but it's hard to see how that would interfere with the actual eagle eyes spell (which is unchanged).

I'll look into it. This would be an Ogre Kingdoms bug though, not a warhammer ma bug, as far as I can see.

Sombre April 9th, 2010 05:22 AM

Re: Warhammer MA - Second version now up
 
My current thinking is that I've probably misunderstood what researchlevel -1 actually means. I thought it meant the spell would not appear in research and not be castable. But I suspect it actually just means it's like a holy spell - doesn't appear at level 0, but you still already know it and can cast it.

If this is the case, the 'eagle eyes' you were casting was actually a copy which was designed to work as a onebattlespell and never be castable. So eagle eyes (if researched) should be showing up in your castable list twice.

Burnsaber April 9th, 2010 05:34 AM

Re: Warhammer MA - Second version now up
 
Use the command #school -1 to make a #onebattlespell uncastable. That's what I'm using and it has proved to work.

rdonj April 9th, 2010 11:50 AM

Re: Warhammer MA - Second version now up
 
Quote:

Originally Posted by Sombre (Post 739699)
My current thinking is that I've probably misunderstood what researchlevel -1 actually means. I thought it meant the spell would not appear in research and not be castable. But I suspect it actually just means it's like a holy spell - doesn't appear at level 0, but you still already know it and can cast it.

If this is the case, the 'eagle eyes' you were casting was actually a copy which was designed to work as a onebattlespell and never be castable. So eagle eyes (if researched) should be showing up in your castable list twice.

You are correct, and due to my state of sleep deprivation I managed to overlook this.

Sombre April 9th, 2010 12:33 PM

Re: Warhammer MA - Second version now up
 
Fortunately this is a trivial fix.

Unfortunately it's a trivial fix in multiple dms, many of which are currently being used in games. I think I will make the fixes and then leave it up to the admins of those games as to whether they update or not - the update should not change anything, just prevent those spells being cast.

Graeme Dice May 1st, 2010 06:47 PM

Re: Warhammer MA - Second version now up
 
How much balancing do you think still needs to be done to make the Wood elf mod also a part of this?

Folket May 3rd, 2010 01:59 AM

Re: Warhammer MA - Second version now up
 
Bring Sombre back.


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