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Kal-el
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Well, there is a a huge gap in time between the two so it might be hard to transition. plus there are different races/civs involved. I think we should probably do two mods.
Over the summer I was working on a warhammer fantasy mod for civ2, I had a great map of the old world. I wonder if I still have that. My computer crashed on me last summer and I liost everything on my hard drive. Can't remember if I di the map before or after the crash. I will check and see. If i still have it we can use the map converter to get the basic map started. Other wise I think I at least have the outline map which is better than nothing.
for civs I think we could just look at warmaster as an outline and go from there.
for the 40k things are a lot different, much fewer civs:
--humans -which include squats, ogryn, halflings, imperial guard, space marines, sisters of battle, possibly necromunda.
--eldar
--dark eldar
--orks
--genestealers
--chaosmarines
--chaos
--necrons
--tyranids
--tau
Writing these down, I guess there are more than I thought.
for warhammer fantasy the civs i can think of are:
--The Empire
--Bretonia
--Albion
--Dwarfs
--High Elves
--Wood Elves
--Orcs & goblins
--Dark Elves
--Lizard Men/Slann
--Skaven
--Vampire Counts
--Khemri
--Chaos
--Chaos Dwarfs
well, thats it for now
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Kal-el
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here are two maps I just found online.
Attachment: warhammermap.jpg
This has been downloaded 477 time(s).
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Kal-el
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a fuller version of the map. notice that ulthuan is different in the second map. I think this is an older map becuase the games workshop site has the circular ulthuan onits maps.
Attachment: whworld.jpg
This has been downloaded 454 time(s).
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Kal-el
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of course there is also the scope of the combat environment to think about. in whf you are just talking about one planet, while in 40k you are dealing with a whole galaxy. I am think ing that we would want to use new terrain artwork for this. They are working onthat for the Star Wars mod and I see no reason why we shouldn't be able to appropriate it once its done.
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Lab Monkey
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London
Apr 2002 time: 05:18
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Hello!
Firstly I agree with Corinthian that beer was a better buy than lead soldiers, and also that you really need to find a way to stop alliances between opposed races. So far I've been unable to do this in the editor.
My own plan was to upgrade from Fantasy to 40K, but it wouldn't take much to fill in the blanks. Warhammer fantasy covers the ground way into the industrial age, all you have to do is eliminate the gunpowder units from the ealier game.
I'll list a few ideas that I came up with, though I'm a bit rusty on Warhammer fantasy, or all GW stuff in fact....
Barbarians should be those lizard men, they never really got sophisticated enough to form a civ.
Skaven should be a medieval - industrial chaos unit, employed for their rifle skills.
Space Marines require Genetics as a pre-requesite
The Space Marine legions should be an offshoot of the Empire Civ, all other human races should only be able to create Imperial guard type troops.
or
Diferent human civs spawn different Marine Chapters
Tyranids should be a future era of a human civ, once genetics is discovered. Nasty...
The tech tree should remain pretty much as it is, the interesting thing would be to look at the different ways in which the civs use the techs
Well, that's it for now, good luck!
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Lab Monkey
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London
Apr 2002 time: 05:18
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Sorry to be a total git, but this problem concerns city improvements....
Elves, Dwarves, and Orcs would not build the same buildings, and the only way to grant civ specific improvements is through the 'requires government' tag on the improvement editor.
One solution requires (according to Firaxis) the next patch to work properly.
You create civ specific governments flagged to techs that are outside of the tech tree. These techs are given free to the appropriate civ at the beginning. No other governments are allowed.
Limiting GW races to one government isn't too bad as they're all pretty one dimensional.
Or you can just have them build the same improvements and just have civ-specific units....
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Bodiless Jack
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quote: Originally posted by Jesse Coombe
I'm in the early stages (very early, only 1 or 2 units on the conveyor belt so far) of a Warhammer/Warhammer 40,000 mod and I'd be interested if any of you guys would be interested in playing and/or helping out with the making of the mod. Thanks for reading. |
Count me in I can't contribute any unit animations but I can come up with ideas, work on pedia references (I have some Warhammer Fantasy material at home) and play-test. I'd prefer the fantasy option - I never played 40k.
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Bodiless Jack
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quote: Originally posted by Jesse Coombe
Great to have you on board!
Now our team consists of:
Self Biased
DJensen/Kal-el
Lab Monkey
Bodiless Jack
Jesse Coombe
Looks like we are developing a bit of a following!
Spread the word to anyone you know that plays Civ and likes Games Workshop Games and who knows, we might get our own web-community someday! |
GW fans
A team of 4 does that mean we can get started?
Excuse my enthusiasm but I think we need some direction. If we agree on some basics I think we can start doing something productive, so I've come up with a list for gauging opinion
1. fantasy/40k/both
2. list of civs, traits and their units.
3. a tech tree
My personal prefs are
1. fantasy.
2. Here's a list of civs that we could represent in the mod. I've stated civ specific traits and units where I could:
Border Princes,
Bretonnia,
The Empire, Mil + Com,
Estalia, Com + Exp,
Kislev,
Norsca, Berserkers
Tilea,
Albion,
Araby,
Nippon,
Cathay,
Southlands,
Amazons, Rel + Sci, Kalim Warriors (someone's already made a bunch of Amazon units which are great).
Slaan, Rel + Mil, (Eagle/ Jag/ Gator warriors + Cold One Riders, Slaves)
Orcs, Exp + Mil, (Orcs + Black Orcs + Goblins + Hobgoblins)
High Elves, Sci + Rel,
Dark Elves, Mil + Sci,
Wood Elves, Rel + Ind,
Dwarves, Ind + Com,
Skaven, Ind + Exp,
Ok there's too many so we could trim out a few of the old worlders eg, Border Princes.
3. I liked some of the ones on your list Jesse eg. beast handling could make a heap of useful units available: cold one riders for Slaan; wolf/boar riders for goblins & orcs.
Some more ideas:
I think barbarians could represent chaos. If we give them access to beefier units we can make them quite formidable. Also if we get a good map of the world we can put lots of settlements in the Northern wastes that would spawn chaos units to descend on the unfortunate civs in the north.
Magic is going to be hard to represent in the game but we could look for technological advancements that look like magic eg., airports can be portals.
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Shadowlord
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Sounds great, although I have nothing to contribute personally... My skills mostly involve programming, and that's mostly useless for something like this, eh?
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Kal-el
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As far as the legal situation goes, if GW doesn't want us to do this then they can probably stop us from going ahead with it. I can't imagine why they would want to prevent the creation of this mod.
Be sure to indicate that we will not be attempting to make any money from this mod and in fact it is free advertising for their products. IMO it would be a public relations slip up to prohibit the making of a Warhammer Mod for Civ3. If I am not mistaken there was at least one warhammer mod made for Civ2.
But the ball is in their court. They have the copyright on the name and all the associated names and histories that they developed.
It would have been better to not contact them at all and just go ahead with the mod. then if they didn't like what we had created after we were finished they could have gotten a court order to stop us from distributing it. Oh, well.
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