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September 9th, 2007, 08:35 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Warhammer MA: Empire
Jade Wizards should also probably have forest survival.
About Witch-Hunter:
I think they shouldn't be spies, scouts, perhaps. Spies are coolheaded folk who don't attract attetion to themeselves. Witch Hunter preaching with foam-coming-out-of-the-mouth and burning womenfolk attracts attention. Besides if they're spies they might have a bit too much going on. Summon, patrol, spying, preaching? He'd just cost too much gold to do any of those things because of his diversity. Even if he's a mere scout he still has the stealthy inquistor combo going on.
If you want a spy unit, how about agitator? I got a inspiration to write a improptu description:
"In the busy life of well populated Empire cities, many charismatic characters earn their living by making loud speeches against/for political issues (depending on which side pays them more). Many of them end up shouting speeches that are wiewed to anti-nobility and thereby, heretical. They are captured and put to the rope. Sometimes, an especially charismatic invidual might be saved form the rope, if he starts saying the right things about the Holy Empire.."
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See this thread for the latest info concerning my mods.
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September 11th, 2007, 01:47 PM
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Sergeant
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Join Date: Jan 2006
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Re: Warhammer MA: Empire
I'm anxious to see this one come about. The Empire is my (second?) favorite WH Fantasy nation.
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September 23rd, 2007, 02:31 AM
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Corporal
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Join Date: Aug 2007
Location: SoCal, USA
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Re: Warhammer MA: Empire
Let's see what we can add here...
Flagellants! We loves them - and maybe Flagellant commanders? And they seriously need Berserk. I dunno why the vanilla Dom3 Flagellants don't...
Standard Bearers. I've never seen an Empire Army in TT w/out being fully decked out w/SB + Musician for Morale bonuses.
Greatswords. Yeah, baby!
Warrior Priests are Sacred Priest (H1?) Commanders w/Leadership.
Light Mages would have to be Holy as well.
Grey Mages should have Glamour instead of Flight. Also should have Cause Unrest and/or Assassin Order.
Amber Mages w/Shapeshift, Stealth, all Survival abilities.
Jade Mages w/Supply, Poison Immunity, Rejuvenation.
Celestial Mages w/innate Luck? Or just leave as A/S Magi.
Gold Magi should have higher Resources Cost to offset Forge Bonus
Priest of Sigmar has H2S1, while Priest of Ulric has only H2 but higher Str and Atk and Sacred?
Can't be Empire w/out Artillery, either.
Shortbows and Crossbows too - but no Comp. Bows or Longbows.
Knightly Orders provide mounted Sacred units.
Are we including Allied contingents too? Or is that too much?
Here's a brain-bending idea for you...
Instead of having an Empire faction, why not have seperate factions for each Electorate and replay the Time of the Three Emperors?
We could do this because there is enough variety between factions. The Northerners worship Ulric and tend towards melee-heavy armies. The Westerners favor Sigmar and favor newfangled weapons like artillery, magic and cavalry. Finally, the Easterners love Taal, and their forces reflect this by being fast and mobile, with lots of skilled archers and light infantry.
Oh right, the Magisters weren't around. Damn space/time continuum...:P
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September 23rd, 2007, 03:08 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Warhammer MA: Empire
I had already decided to split The Empire into two nations, combined in one mod. The divide is basically Northeast / Southwest, I've decided to call one Empire South and one Empire North. Empire North gets the cult of Ulric, Middenlanders and Kislev allies. South gets more stuff from Nuln, the Reik etc.
I'll update the first post with extended army lists. They still aren't finished.
The sprites are actually proving harder than anticipated, because I don't feel happy only slightly modifying vanilla ones. I want them to look distinctive. I will use some vanilla sprites as a base/placeholders at first, but sometimes it's hard to find suitable ones.
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September 23rd, 2007, 12:27 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Warhammer MA: Empire
2 points..
1. STEAMTANK
2. with the new warhammer world map in progress (ye olde world thread) I think your mods would be the best ones to play on that map..
--> the old world is a fairly small part of that map where a lot happens
--> splitting the empire in 2 means MORE players on that small part
so I would ask.. please create (next to this idea maybe) a race which would be the empire as one race..
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 23rd, 2007, 12:34 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Warhammer MA: Empire
1. How is that a point? What about the steam tank?
2. Like Greenskins, the Empire army list is too large to cram everything into one nation. Once I'm finished, someone can combine the two nations into one with great ease. It's just a matter of a few lines of code and a bit of copying and pasting. I'm not going to do it personally because I think it's a bad idea. It would be like putting the units and commanders from EA Ulm, MA Ulm and LA Ulm all into one nation. Just too much stuff.
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September 23rd, 2007, 02:53 PM
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Second Lieutenant
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Join Date: Jul 2007
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Re: Warhammer MA: Empire
Couldn't you divide the magicians between the two empires ?
True the magical game will be less random, but it would avoid a maybe too powerfull late game ?
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