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August 28th, 2007, 02:56 PM
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Re: Tomb Kings backstory
It's not so much a rush, it's pretty much what I did with the Skaven. Warhammer armies tend to have a /lot/ of stuff. I mean the Skaven still have a load of things need doing on them and they're already my biggest nation.
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August 28th, 2007, 02:58 PM
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Re: Tomb Kings backstory
Oddly Tomb Kings had the opposite problem. Probably half the units are new things I made up, because the original army list hardly has anything in it, weirdly.
Oh Sombre, I forgot to ask - any recommendations for the range of unit, weapon and armor numbers I should use? I used Vaettiheim as an initial template, so at the moment it clashes pretty much maximally with Vaettiheim, which isn't so good. Any thoughts on good ranges to avoid clashing with any of your mods?
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August 28th, 2007, 03:14 PM
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Re: Tomb Kings backstory
If the nation is for MA, here are the ID notes I update as I do MA releases. Ogre Kingdoms isn't on there, because I don't worry about conflicts until I reach the release.
----------------------------------MIDDLE ERA-------------------------------------------
Worthy Heroes v1.7b
-----weaponslots used : 770-772
-----monsterslots used :2800-2833
-----armorslots used: 380-381
CBM 1.1
MONSTERS -- 2851, 2877-81, 2888, 2890-2 (added 2878-81)
WEAPONS -- 659, 708-710, 751-5, 768, 769 (same as before, but with one conflict on 754 - move to 756?)
ARMOUR -- 252-264 (same as before, but with conflict on 264 - move to 265?)
NO SITES (site 890 no longer in .dm file)
Skaven -- Cool with WH, CBM
----Uses ID numbers
--weapons 670-685
--monsters 2140-2158, 2160-2174
--sites 993-5
--nation 73
--nametype 143
HOburg Alliance SE -- cool with CBM, WH and Skaven
-- ID NUMBERS USED
-- Nation 79
-- Monsters 2101-2119
-- Weapons 640, 641
-- Sites 760
AVERNUM v1.25 -- cool with CBM, WH, Hoburg SE and Skaven
----Uses ID numbers
--weapons 690-695
--monsters 2760-2781, 2783-97
--sites 990, 991, 992
--nametypes 144, 147
--nation 72
ARGA DIS V0.7 -- Cool with CBM, WH, Avernum, Hoburg and Skaven
--nationslot 75 -- fine with all above
--weaponslots 646 -- fine with all above
--armourslots 322 -- fine
--unitslots 2320-2330, 2354-2366 -- fine
--siteslots 790, 791, 792 -- fine
Basically I wouldn't worry about conflicts with other mods. They can be ironed out quickly for combined .dms in mod games and if I make a CBM version of anything I ensure that it is conflict free with all the other CBM stuff of that era, CBM itself and Worth Heroes too.
Anyway, the above might help you. Sorry if it's a bit rough around the edges, they are just notes after all :]
Clashes with Vaettiheim are 100% ok as long as they aren't in the same era btw, as unless this is the case, people have no business having them on at the same time.
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August 28th, 2007, 03:18 PM
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Re: Tomb Kings backstory
Cool, thanks Sombre. I guess Vaettiheim etc don't really matter as you say. I want to make sure they work with Ulm Reborn though, as I think they would be cool opponents for each other (and it's much easier to shift one of them to a different era than to change all the unit numbers).
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August 28th, 2007, 03:26 PM
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Re: Tomb Kings backstory
Well the id ranges for UR can be seen at the top of the .dm file. Pretty sure those are accurate.
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August 28th, 2007, 03:37 PM
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Re: Tomb Kings backstory
Cool, thanks.
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September 5th, 2007, 07:37 PM
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Re: Tomb Kings backstory
Wrote a long description for one of the units. Turns out Dominions won't take such a long description, so I thought rather than waste it I'd post it here as a teaser:
In the dying days of old Nehekhara, the Tomb Priests saw they alone would not be able to protect the vast tombs once the last vestiges of their civilization had fallen. And so to the peasants, criminals and others deemed unworthy of burial in the sacred tombs, the priests offered a terrible choice: watch over the tombs for the millennia to come, and in return live to see the coming of paradise. Some came forward, and the priests chose the strongest to serve as Watchers. Through powerful rituals they were gifted with the same immortality as the priests themselves - while their bodies withered and dried to husks they would never die of natural causes.
Instead they stood guard over the tombs, watching as the kingdoms they had known fell apart and the last villages were abandoned to the encroaching desert. Unsleeping, they watched and waited, spotting any treasure hunters far off, moving stealthily through the necropoli, and killing without warning.
Now by the foul curse of Ermor, the paradise promised to the Watchers has been denied, their tireless millennia all for nought. Where all the awakening Nehekharans are filled with bitterness for what was lost, the Watchers are consumed by it. Now they march alongside the awakened armies to war, seeking vengeance.
They wear no armor but wield halberds salvaged from treasure hunters, and miniature crossbows firing darts which paralyze their opponents - equipment they have come to favour for exacting a swift death on unsuspecting trespassers. Their bodies are no longer as strong as they once were, the harsh conditions of the desert having taken a toll over the thousands of years, but they remain strong and deadly opponents.
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September 6th, 2007, 11:26 AM
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Re: Tomb Kings backstory
Very nearly finished this mod now, but about to go on holiday for a week. Once I get back I expect to release it pretty quickly.
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October 28th, 2007, 10:01 PM
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Tomb Kings mod released!
Well, that took a lot longer than I expected. After a very long time and a good deal of playing and tweaking, the mod is now attached to the first post. I very much hope you all enjoy it. Please leave comments - I will be very pleased to read any comment at all, and constructive criticism is very welcome of course. In particular it can be easy to lose sight of the big picture when balancing a mod like this.
Have fun!
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October 28th, 2007, 10:24 PM
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Re: Tomb Kings mod released!
The preview looks excellent. I'll try this out tonight when I'm free.
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