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Author Topic: New Army mod in the making  (Read 3154 times)
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Demigan
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« on: March 26, 2014, 08:13:36 PM »

Hello, I'll be trying to make a new army mod. I'll try to post updates in here as well as hope to get people to discuss some changes I intend to make.

First a question. For the Empire I want to create a type of melee warmachine. I want to do this by altering the warmachine to have a melee weapon and be attackable (easy in Wh32edit). Question is: will any steam-tank in combat crash the game? There aren't any attack sprites ofcourse...
Whats more, with the 'engine of war' rule off, will it still be able to crush enemies by driving over them? That would be a bit disastrous, imagine a fleeing steamtank that the enemy regiment is trying to keep up with. The entire regiment would crush itself under the fleeing steamtanks treads.


For those interested in what I am planning. I want to introduce a more rock-paper scissors kind of gameplay.

Infantry can fulfil different roles. Polearms would be used to engage cavalry. Broadswords and similar as anti-infantry and normal weapons for standard combat.
-Light infantry functioning as cheap ass skirmishers or cannon fodder, small-medium squads, good manouvering, pretty fast when it can walk around. (just examples, you don't need to agree with these units, Grudgebringer infantry, Countess guard, outlaw infantry, night goblins, zombies)
-Medium infantry functioning as Shocktroopers to take the brunt of any assault, medium-large squads, medium manouvering, slow units.(Skeletons, ghouls, Orc Boys, imperial greatswords, dwarf warriors)
-Heavy infantry (cheaper then Heavy Horse and also for heavy combat), small-large squads, varied manouvering depending on size, very slow. (Flagellants, Orc Big un's, Mummies, Wights)
-Light horse, small-medium squads, very good manouvering, extremely fast units to run down stuff or tear into archer/artillery units. Light armor but have a good punch. (Carlson's cavalary, Ragnars wolves, Skeleton horsemen)
-Heavy horse, small-large squads, tough manouvering, heavy armor means slow movement slightly faster then Light Infantry (Orc boar boys, Knights of the Realm, Grail knights, Black Grail knights, Grudgebringer cavalry)
-Special units, usually small squads with a lot of varying abilities. (wraiths, wizards, Treemen, chariot, spiders, scorpions, trolls, etc).
Note that this is just a quick mockup, the actual abilities etc should still vary from faction to faction, but a more clear line between units could help create a better balance. Attacking archers would be more profitable with light horse then Heavy horse as light horse can close the distance faster. Cheaper units can still be fielded without being nothing more then a temporary barrier that deals practically no damage to the ultra-heavy units like Black Grail.

Ofcourse it would be important to make all 3 factions unique. If they are carbon copies there would be a lot of fun lost.
Now I'm not well-versed in Warhammer lore, so if these idea's aren't in line with it tell me and I'll try to change it.

Greenskins seem to be a mix of low-power to Heavy hitters, missing a medium choice. Goblins are a bunch of easy-to-scare and lacking a punch groups more meant as cannon fodder than anything else, while their Orc Archers are already a full melee group with the added power of arrows. I would try to enforce this rift by giving the greenskin armies either ultra-light units or Heavy, tough creatures. Their 'abilities' seem to be centered on sly cunning (fanatics) and physical abilities (regeneration, 360 view) mixed with mystical abilities that boost the unit itself (magic resistance). These would be the unique factors I would try to put into the army.

Empire is a middle ground. I would give them lower damage potentials per-turn than Orcs. The empire mostly seems to rely on ingenuity to win: Steam tanks, cannons, crossbows, pistols and a lot of well-build armors to protect their men. I would give them the ability to wear the most armor in the game and give them the most tactical advantages given to them by their ingenuity, such as larger arrow range, slightly faster troops and good manouvering.

The Undead are in my eyes large groups of meatbags in worn armor. They would get a lot more hitpoints (An arrow in dead flesh doesn't do much) but low armor ratings compared to the other two factions. They would rely mostly on fearless warriors as well as mystical and psychological abilities that are projected on their enemies rather then themselves (Fear, ignore armor) and a few on themselves (incorporeal).
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Demigan
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« Reply #1 on: March 27, 2014, 10:36:53 AM »

I forgot to mention the mission for this mod:

Currently there are a lot of rules everyone has made to deal with imbalances in the game. Having a fear inducing, heavily armoured, hard-hitting and fast group of Cavalry for reasonable prices is all fun and all but also introduces imbalances when 3 regiments of cheaper units have so little attack and damage they will surely lose. Not to mention tactics with Wizards or Pistoliers capable of annihilating entire armies with a single regiment.

The goal would be that any mixed armies would be best used instead of single-unit armies. Preferably there will be at least two types of regiments capable of dealing with one type of other regiment. For instance, one cavalry and one infantry type capable of dealing with hit&run style shooters like pistoliers, probably by being faster or more manoeuvrable.
And perhaps two types of units with automatic anti-magic capabilities to deal with late-game wizards teleporting all over the place.
An infantry type and one specialised unit like a monster designed to have extra attack against Cavalry.
A group of units that is capable of casting ice-shield to protect against arrows, but are slow enough that a light & fast cannon-fodder regiment like Zombies or Night Goblins can intercept them. etc etc.

Key would be to shift which units are capable of what per faction. Empire might have magic-protection in the form of large, rune-inscribed war-machines and Infantry regiments capable of dispel magic.
Greenskins would sport their magic resistant Trolls and perhaps a monster-type Cavalry regiment with magic resistance
Undead could sport magic resistant chariots and a group of dispel-magic capable archers.

You get the gist, a counter against wizards in the Empire would be a different regiment than the counter the Greenskins could field. Creating more unique tactics and capabilities among all factions.

Yours sincerely,
Demigan.
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olly
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« Reply #2 on: March 27, 2014, 11:42:14 PM »

Sounds well thought out and balanced, will look forward to playing it.

Thanks


Smiley
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hari8
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« Reply #3 on: March 28, 2014, 01:21:53 PM »

Smiley I hope you succeed with your ideas Smiley
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Demigan
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« Reply #4 on: April 12, 2014, 11:55:15 AM »

So I've been fiddling a bit. I have made several infantry units for Empire and Greenskin. While creating they have gotten some unique features that are still under my own review Smiley.

I want to test these groups against eachother before continuing. Balancing of all units will take a long time, better to start now before I move on to other balance issues such as infantry vs mounted, archers vs infantry/mounted etc. I got a laptop and PC to try it out on but I don't know how to push my own units into the game. Anywhere where i can find how to do that?
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olly
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« Reply #5 on: April 12, 2014, 02:44:56 PM »

I'm just finishing off a new Modder's guide for you to follow, that uses all the latest tools and shows how to add new units, AI scripts and maps, so should be done by tonight.

Smiley

Early test picture ->


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« Last Edit: April 12, 2014, 02:52:47 PM by olly » Logged

and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
Demigan
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« Reply #6 on: April 13, 2014, 12:29:06 PM »

Thanks! looks very promising Smiley
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Oggrr
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« Reply #7 on: June 01, 2015, 10:49:35 PM »

Got any updates Demigan? Sounds like a promising and interesting idea.
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