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  #1  
Old April 19th, 2004, 09:21 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Warhammer clone mod

Make your wishes for new mod commands:

#marked (starts with HM)
#afflicted (starts with affs)

would not be too difficult I believe.

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I do not remember how 'Death Frenzy' works in Warhammer, but you can mod 'berserk' and 'touch of madness' into being death spells restricted to skaven only.

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Mod Pythium or Man if you want innumerable heroes. 'Master of games' and 'Knight of the Stone' are unlimited. They are still rare though. Make the blind one into Thanquol etc and make the knights into unspecific grey seers.

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do not think this is moddable, but I can give magic skill bonuses (including negative ones) to units. Wish for a #magicboost command.

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Clan pestilence will be immune to miasma if given swamp survival.
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  #2  
Old April 19th, 2004, 11:11 PM

E. Albright E. Albright is offline
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Default Re: Warhammer clone mod

Quote:
Originally posted by Theldan:
Don't think I can make fanatics though. The scripting does not work for those things, thinking of trample, but since gobbos are small size, that means the only thing they can trample is mice and killer rabbits. If you have any ideas on how to incorporate them please tell me!
Um... By given' them trample but not making 'em small? Seriously, couldn't you just set their size up to three or four? They are, after all, drugged-up gobbos swingin' great-wonkin'-big ball 'n chains all over the place. 'Tisn't exactly compact...

[ April 19, 2004, 22:13: Message edited by: E. Albright ]
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  #3  
Old April 19th, 2004, 11:41 PM
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Default Re: Warhammer clone mod

Quote:
Originally posted by Kristoffer O:
Make your wishes for new mod commands:
The ability to give the effect of a specific item to a unit would be nice. Something like building a lifelong protection into the Moloch.
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  #4  
Old April 20th, 2004, 12:28 AM

Theldan Theldan is offline
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Default Re: Warhammer clone mod

Quote:
Originally posted by E. Albright:
quote:
Originally posted by Theldan:
Don't think I can make fanatics though. The scripting does not work for those things, thinking of trample, but since gobbos are small size, that means the only thing they can trample is mice and killer rabbits. If you have any ideas on how to incorporate them please tell me!
Um... By given' them trample but not making 'em small? Seriously, couldn't you just set their size up to three or four? They are, after all, drugged-up gobbos swingin' great-wonkin'-big ball 'n chains all over the place. 'Tisn't exactly compact...
The Only problem with increasing their size is that their upkeep is higher and they take up a LOT of room on the battle map. I guess I could make them lifeless but then they would not need any upkeep or food. Belive me, my favorite units in the whole of warhammer is the gobbo fanatics. I would love to have them in the game.
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Old April 20th, 2004, 12:47 AM

Theldan Theldan is offline
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Default Re: Warhammer clone mod

With the skaven army being SO diverse(even more then the orcs) they will be the most difficult to tranfer to Dom2. I have the basic units down but not their special abilities(most of which the game can not do(yet )are of course not in. But there are thing I want to keep in the first mod very similar to the WHFB game and not just to it's history.

Like being able to get all units, and not being restricted(since that can not be done). Like fielding an army of Doomwheels would be absolutly AWSOME, but unlikely when considering how many resources it would take to build one.

For the slaves you could just make them small and cheap(like 1 gold ea) but increase their resource cost to 5 or 6. That cost being how many resources it takes to round them up.

I do not hink it would be possible to limit tan army to one grey seer except to make them too expensive, but then nobody would want them.

I love the plague censors, and wish to have them in the game but I can not figure it out, maybe give them a limited Version of the "Bile" ability as a weapon? Am gonna test that soon.

And if you do have any pics for the skaven I would love to see them, Mine are really terrible......really

As for the reinvigorate in the clan pestilense, you can increase their encumbrance, an increase the AP skill is all that is required, the only problem is the multiple attacks for leaders.Other then giving a general 4swords or a sword with 4 attacks, which you would have to give to magic items too(and that would bee too powerful), I do not see a way around that.

[ April 20, 2004, 00:00: Message edited by: Theldan ]
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  #6  
Old April 20th, 2004, 12:48 AM
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Default Re: Warhammer clone mod

Quote:
Originally posted by Theldan:
quote:
Originally posted by AztraGoth:
A Warhammer FB mod would be great, to bad I know nothing about coding/scripting and i suck with graphics...or els I would be more then happy to help ya out =)
If you have any ideas with what you would like to see in the mod that would be helpful
Ill go up to the addic and dig up my old Chaos FB army book(or was it codex it was called?) and look though it...there is a commander riding a two-headed dragon that I would like to see in game =P (cant remeber his name)
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  #7  
Old April 20th, 2004, 01:07 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Warhammer clone mod

Quote:
Originally posted by Theldan:
The Only problem with increasing their size is that their upkeep is higher and they take up a LOT of room on the battle map.
Size has nothing to do with upkeep, which is dependent only on the purchase cost of the unit.

Quote:
I guess I could make them lifeless but then they would not need any upkeep or food.
Making them lifeless wouldn't change their upkeep if you still have to purchase them. You could always just have them generate a few supplies to counter their eating.
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