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April 20th, 2004, 01:07 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Warhammer clone mod
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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.
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Size has nothing to do with upkeep, which is dependent only on the purchase cost of the unit.
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I guess I could make them lifeless but then they would not need any upkeep or food.
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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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April 20th, 2004, 03:46 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Warhammer clone mod
Daaamn. What can I say? I probably don't deserve this much dev attention, all I've got is a boatload of insanely ambitious plans and a few lines of rudimentary script. Much appreciated, anyway.
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Originally posted by Kristoffer O:
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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Woohoo! I'll compile a more legible wishlist ASAP and stick it on the existing wishlist thread.
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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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I know, I know, I'm mostly splitting hairs on this one, it's just that death frenzy isn't the same without half the affected skaven dying of overexertion. I considered using something along the lines of mass "Rage"(Fire lvl 2 thaumaturgy), but the formation and invariable numerical superiority of a skaven army makes this unworkable, unless they can be given some sort of "IF enemypresent=0 THEN chanceofrage=40 ELSE zipahdeedoodah" script. Excuse the pseudocode, it made me feel all... dirty. I mean, I didn't even declare variables. Unsanitary.
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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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Didn't realize that. Thanks for the tip.
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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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Wishing as we speak. The future is now!
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Clan pestilence will be immune to miasma if given swamp survival.
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D'oh! I knew that. In fact, they already had swamp survival when I left off three(Or was it four?) days ago. I just forgot this'd already been fixed.
Anyway, I should be able to get my lazy *** back into gear by tomorrow. KO, you work too hard.
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
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Unless size increases gold upkeep(I was under the impression it only increased supply consumption), this doesn't sound like MUCH of a problem.
#supplybonus'll compensate for the bulimia, Air Shield'll make them count as small targets for MOST missile fire(Not magic), and as far as anyone who actually plans on engaging these guys in melee, fighting alongside them or, Pretender help us, SURROUNDING them is concerned, fanatics DO take up a lot of room. And its probably best to give them even more room, just in case.
Besides, like the stately electron and pi-neutrino of olden days, your average goblin fanatic is much, MUCH bigger than he actually is, by dint of being 2 dozen places at once.
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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.
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Heh, I've thought up dozens of reasons(Most of which only work in Dom 2, not in tactical-only Warhammer) not to rely on Doomwheel/Screaming Bell/Censer bearer without monks/etc. armies. Particularly Screaming Bells. I mean, they only work properly supplementing hordes of Clanrats, and one Screaming Bell is really more than enough for your run-off-the-mill-horde, but if you actually manage to make use of more than one in a battle, expect misfortune events in each province they conquer, on top of having to raze everything above ankle-height to the ground to feed your army.
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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.
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Exactly what I've done, though I've gone with 7 as the resource value. Seems overpriced, but I've taken Kristoffer O's "Underpower everything, then try to strike a balance" suggestion to heart. It's been paying off in testing, too, though I can't properly test Starvation Mechanics(R) without getting the little monsters to eat unburied corpses, in addition to their substantial pillage bonus.
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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.
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I don't want that, I just want them to appear, hero-style, on their own terms(Ideally modified by the number of Seers already in play, and unmodified by Fortune). I think it imparts a proper sense of their role as the only truly unexpendable ratlings in Skavendom. As things presently stand, they're the only skaven with access to astral and random sorcery picks, the most powerful priests(Unholy 2, vs a plague priest's unholy 1), and the're the only Skaven mages of any use on the battlefield.
Blood 1 Death 1 Moulder warlocks get a crossbreeding bonus, but are wasted on imp summoning and, like all skaven, have low precision(Tunnel life'll do that to ya, not to mention the cataracts. Moulder warlocks lead VERY unhealthy lives). Warlock engineers and Skryre masters get a research bonus, and elemental magic is a bit more useful than blood in battle, but they're overpriced, wear high-encumbrance armor(In addition to their racial encumbrance of 5), and have too many alternate uses.
Of course, the very bast skaven mages are the national heroes(The actual heroes, not the herolike Seers), and I'm more than a little worried I've overpowered them. Ikit Claw is a 1 death 3 HOLY 1 random+1 random+2random+2 elemental mage. That's just a wee bit too Pretender-like for my tastes, but giving him any less would ruin his je ne sais quois, his panache, his Ikit. I mean, he's a true Renaissance Skaven.
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And if you do have any pics for the skaven I would love to see them, Mine are really terrible......really
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Believe me, mine are worse. They're just filler for now, I know someone who could put together some gorgeous sprites/flags/a mod logo, but I don't plan on bugging her until I've got something playable. If I do put anything viable together, I'd be delighted to share, of course.
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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.
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My skaven have a base encumbrance of 5(Higher than Caelians!), to represent an INSANELY fast flurry of metabolic overdrive, followed by exhaustion and starvation. This is just one of the reasons even the heaviest Stormvermin only wear full ringmail. Gray Seers have a tad less, being the most levelheaded and disciplined members of their species, and marginally less likely to go into a frothing, calorie-burning frenzy, and assassins have even more, as a result of uberrodent metabolism coupled with yoga, ninjutsu, and regular tantric ratsex.
I wanted to make Pestilens troops distinct in that they wear themselves out just as quickly when forced to spend 10 seconds without gnawing someone's face off as they do when actually in battle(Encumbrance 1). From the moment the battle starts, they're in a mindless, suicidal frenzy of ceaseless motion and ultraviolent Freudian overcompensation.
If you have to find a way around troops' number of attacks, you can just give them additional weapons without giving them additional item slots. The problem is that if you fill up both hand slots, the commanders lose whatever additional attacks they may have had. #bonus attacks, like the bite and the(Presently inactive) plague bite I've given Clanrat and Stormverming champions, plague monks/priests, rat ogres, and certain heroes, don't seem affected, but this is a less than ideal solution, as #bonus also means the attack imposes no multiple attack penalty(Although the -1 defense modifier still applies, for bites).
Erm...I think I had something more to say, but methinks I should be going. Evil is afoot, and today is the first day of the rest of my life.
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April 20th, 2004, 03:49 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Warhammer clone mod
Whoops, just noticed Graeme Dice beat me to that supply bonus thingy.
Just one question for Kris O, apropos of item slots, I've given Deathmaster Snikch(Stupid, puerile title, but all-around nice guy) #itemslots 15630, in order to give him 3 hands, 2 misc slots, boots, a head slot and a torso, precious torso. No effect. Am I missing something?
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April 30th, 2004, 08:46 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Warhammer clone mod
I someone of you working on that mods need I have a Version of this Old World Map
http://www.darkinn.w3.pl/files/wfrp/mapy/oldwor5.jpg
at real high resolution (170MB) ... it comes from a scanning of the orignal one.
Bye
Liga
PS. I would really be happy to see a warhammer mod!
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