Warhammer Dark Omen Forum

Modifications => Campaigns => Topic started by: Flak on July 03, 2009, 04:15:45 PM



Title: Undead/Evil Campaign
Post by: Flak on July 03, 2009, 04:15:45 PM
Hello guys

ive started to draw out ideas and so on for a new campaign featuring the undead

and ive had to change the campaign as it was simply too easy to win with the current army, so i will look in another direction.


Title: Re: Undead/Vampire Campaign
Post by: warhammerfreak on July 03, 2009, 05:00:46 PM
Seems great, I would be happy to try it.  :D


Title: Re: Undead/Vampire Campaign
Post by: Nitrox on July 03, 2009, 11:13:45 PM
I'm wanted to make a Undead/vampire campaign, so be happy to see it. And it's will be made by Flak, so it's be nice in my opinion ;) (Goblin campaing is nice).


Title: Re: Undead/Vampire Campaign
Post by: Flak on July 05, 2009, 12:51:18 PM
im testing the 3 first missions and wow dark spells are even more powerful on undead than on humans and orcs,
especially "Blade Wind", it kills undead so fast its unreal.
Have just seen 16 of 17 skeleton horsemen fall to it, taking less than 5 seconds

The difficulty is hard to set, as the performance of many undead troops can wary greatly and with the scull catapult being as unreliable as it is.


Title: Re: Undead/Vampire Campaign
Post by: Flak on July 06, 2009, 07:39:17 PM
To compare with original difficulty

My vampire unit just took Helmgart Keep Single handed

Kills 130 Skeletons and Zombies + 1 necromancer

(http://img9.imageshack.us/img9/1789/helgart.png) (http://img9.imageshack.us/i/helgart.png/) (http://img9.imageshack.us/img9/helgart.png/1/w639.png) (http://g.imageshack.us/img9/helgart.png/1/)


Title: Re: Undead/Vampire Campaign
Post by: alavet on July 07, 2009, 06:09:33 AM
what about making new units/modify standard regiments even more?

i enjoyed 3 knights at dwarf campaing and i wish to see a chariot or something extra with stats (for example very superior but fragile skeletons like W=7, S=6, TO=1; or 5 archers with BS 9 and high moving speedm or maybe true horde with like 40-50 rats with small size) etc.

all of such changes will take a lot of new interest to the game imo, comparing to just switching regiments to "another race" (as it partly was at goblin campaing; sorry didnt played dwarf campaing much)




Title: Re: Undead/Vampire Campaign
Post by: Flak on July 07, 2009, 03:16:00 PM
i also like costum units and i will make some for this campaign especially since there isnt as many undead units

the Hero of this campaign is a vampire with 2 wight bodyguards


Title: Re: Undead Campaign
Post by: Flak on September 16, 2009, 09:38:35 AM
the first proposed campaign has been scraped, it was too easy even with ghouls, zombie, scull and vampire to win, unless i made the enemies unrealistically powerful undead foe's

but dont be faint hearted, ive come up with a new idea


Title: Re: Undead/Evil Campaign
Post by: Darkmancer on September 17, 2009, 01:02:29 AM
Replace the vampire with a necromancer to up the difficulty.

Also remove the shield of phobos for the castle seige level,  and stuff becomes alot harder.

Also it's all well and good you vamp killing everything, the problem is all your other units aint getting any experiance, so the pult remains piss poor, and your troops die easy, not very good on the black pyrimid level.


Title: Re: Undead/Evil Campaign
Post by: Flak on September 17, 2009, 08:12:33 AM
oh i dont intend to give many items at all, atleast early on while the enemy armies are small

using skeletons and zombies instead of ghouls also makes it harder.


Title: Re: Undead/Evil Campaign
Post by: sipax on September 17, 2009, 02:06:30 PM
What about making enemy stronger?


Title: Re: Undead/Evil Campaign
Post by: Flak on October 01, 2009, 12:23:09 PM
trust me Sipax the enemy is not easy to deal with, you will face only the best armies that the enemy has.

I will also make this game available for multiplayer, one will be the enemies and one the hero


Title: Re: Undead/Evil Campaign
Post by: Flak on October 02, 2009, 12:35:26 PM
Here is a teaser to play in multiplayer with your friends, the Trade Post map
Remember to play fair and send them in 2 waves like the AI does, being the enemy player is kinda like being the GM, ST or DM whatever you like to call it.


Title: Re: Undead/Evil Campaign
Post by: Malus on November 30, 2009, 08:30:40 PM
Hi Flak,

do you need some help with the UD campaign?

I found a way to change the order of the maps (by change grafics), the AI script and to add more units which use the same script as the others.

E.g. Now its possible to play the count carstein map at first instead of the trading post, and with an other script (e.g. goblin camp (mainreason is the available waargh magic) , if you want to attack some gobz in their cave ;D).

greetings

Malus


Title: Re: Undead/Evil Campaign
Post by: Flak on November 30, 2009, 09:39:04 PM
to be honest ive kinda hit a block and not sure how to make it work balanced its hard to find the right difficulty

but changing maps and change AI script that is really really something Malus, i already use your spell editor thing to change the spell books of enemy mages

id like to hear more ;D


Title: Re: Undead/Evil Campaign
Post by: Malus on December 01, 2009, 09:58:44 PM
I like to play with UD-units. But to create a campaign of them they realy suck. Its not there strenght or weakness, its the fact that they cause fear. If you play a battle, it can happen that every time you charge the enemy flees and you kill all without any lose or that nothing happens and you die because the enemy is stronger to avoid the first case.

Its nearly impossible to create a balanced battle without changing the unit stats.
Without changes the battles are stupid as hell.
Flawless victory or allinclusive lose  >:(

Lets increase leadership of the human/orc units to 9 or 10. But then cause fear is useless, so you can delete this flag for all of your UD-units. The reason is, that the enemy with LS 9 or 10 nearly never flees in CC or under heavy attacks.

Skelletonflag, destroyed if routed and cause fear are not good for a campaignarmy  :P


Title: Re: Undead/Evil Campaign
Post by: Flak on December 01, 2009, 10:28:44 PM
exactly Malus

its either or with undead,

ive kinda got an idea for a Mathias Tuhlmann campaign fighting lots of undead

is there anyway to edit the spell books?


Title: Re: Undead/Evil Campaign
Post by: Malus on December 01, 2009, 11:30:27 PM
Magicchanges?
Yes, but just for the player and only for one battle. If you save your game, the spells disapear. Reason? The game canĀ“t save spells like items. Only wh32editor can do this.

The AI uses the spells of the CTL-file. Any change at the armyfile is useless. e.g. a bright wizard uses darkmage if its a CTL-file with darkmagic.
There are only dark or warghmagic CTL-files  :-\

If we find the position of the spells in the CTL-file its possible to change them easily.


Title: Re: Undead/Evil Campaign
Post by: olly on December 02, 2009, 12:10:43 AM
Alternative -Some of the Units in the DOC111 mod have their Magic directly Hexed onto them, such as Morglum NeckSnapper, a single Orc Boar Boy but with Permanent Morks Banner, ideal for hunting down Wizards. Also DOC111 Volkmar (and Escort) had mixed magic, so has Greenskins 'Ere we go and Bright Wizard's Blast magic, again done by using Hex Editor (Winhex etc..). However, they may not open in WH32edit to be examined, due to being Hexed and you'll have to confirm how well they work in single player.

http://sturmlord.tripod.com/hex.htm (http://sturmlord.tripod.com/hex.htm)

http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/doc111.html (http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/doc111.html)

http://wiki.dark-omen.org/do/DO/Magic_Items (http://wiki.dark-omen.org/do/DO/Magic_Items)

(http://img154.imageshack.us/img154/7164/thorgrimvolkmarbq5.jpg) (http://img154.imageshack.us/i/thorgrimvolkmarbq5.jpg/)

:)




Title: Re: Undead/Evil Campaign
Post by: Malus on December 02, 2009, 09:36:00 AM
Yes i know, i have  modified my wh32edit and it shows the values in the right name.
e.g.
33  Death spasm
34  Blade Wind   
35  Arn Black Horror
36  Soul Drain
37  Witch Flight
and so on
But at my last tests, if you give a campaignunit these values and save the game after first battle, the magics disapear.


Title: Re: Undead/Evil Campaign
Post by: Ghabry on December 02, 2009, 12:18:29 PM
Yepp all Spells "Auto Sell" (like Treasures), no idea how to disable this :/

To display readable names instead of numbers you can edit the wh32edit/rc/database.xml with any texteditor. There should be a section <magicitem> where you can add new hexvalue->text translations.

Wh32Edit should be able to read them olly, if the "magic item" is unknown it just displays the value.


Title: Re: Undead/Evil Campaign
Post by: olly on December 02, 2009, 06:26:36 PM
Cool, it does indeed, it must have been WhEdit that had trouble opening them,

(http://img98.imageshack.us/img98/9192/volkmarescort.jpg) (http://img98.imageshack.us/i/volkmarescort.jpg/)

I guess Magic Items can be placed each round, in the deployment zones to re-pick up, could a Magic book also be placed, like Treasure chest to exchange spells, as a not so pretty work around, alternative perhaps?

:)

Thnx for the update ->

http://forum.dark-omen.org/tools/modding-with-wh32edit-uniteditor-t339.0.html (http://forum.dark-omen.org/tools/modding-with-wh32edit-uniteditor-t339.0.html)

:)


Title: Re: Undead/Evil Campaign
Post by: Flak on December 02, 2009, 07:54:13 PM
ive got the "Necromancers" to use other spell if i add them in that way malus, in the dwarf campaign all the chaos dwarfs have ice mage spells and use them, the dark elves have fire spells.

also thanks for the guide eventho lol its pretty advanced for me :o, im glad youve cracked it  ;D


Title: Re: Undead/Evil Campaign
Post by: Malus on December 03, 2009, 09:42:03 PM
I have tryed to give a goblin shaman (AI controlled) Blast or Burning Head and it works. But sometimes the game crashes.
He uses wargh magic too.
Conflagration of Doom works too.
The game crashed if:
-wrong wizardsprite is used. e.g. goblin with brightspells
-spells are placed at first magic item e.g. burning head works only on slot 2 or 3

if i disable the waaghbook for the goblinshaman (with brightwizardsprite) he uses more the brightspells(blast and conflagration of doom) and only sometimes a waaghspell (gaze of mork)

just some fast trys but i have no idea how it realy works and why it crashes  :o


Title: Re: Undead/Evil Campaign
Post by: Grend on December 03, 2009, 10:41:28 PM
By God, you are awesome. So glad someone has the patience to just try stuff to see what works!