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1  Warhammer Dark Omen / Multiplayer / Re: How to avoid CRASH with W32Edit2 - and Multiplayer with Dark Omen 2 Expanded on: February 04, 2013, 07:58:52 PM
It depends on the value you change and what to.

Dark Omen is a bitch for crashing so you need to be careful.  General guide

Keep the unit stats below 8.
Keep the number of units in a squad to 24 or less.
Keep the number of squads to less than 16 per side.

Make a save each time you change something to confirm where the error is occuring.

Ask here what you want to do, we should be able to tell you if its possible or how to achieve a similar effect.
2  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Hangover Cure... on: January 25, 2013, 01:17:57 AM
I'm not sure what sort of game your aiming for but OSRIC seems to be RPG oriented which farely ill suited to large scale combat.

There's a few alternatives to WHFB kicking about but tbh you be better coming up with your own system because at the end of the day real time always plays different to turn based systems.  It's all about what you gameplay to be about.
3  Warhammer Dark Omen Community / Tavern / Dark Omen 2 in production on: December 08, 2012, 04:26:54 AM
Well I doubt it will be a direct sequel but creative assembly - the guys behind the total war series of games, have aquired the right to produce multiple titles based on the warhammer fantasy battles (empire not space marines).

I doubt they will not produce a rts/rtt.  Here's hoping Smiley

http://www.creative-assembly.com/news/121206/sega-and-creative-assembly-announce-partnership-games-workshop-create-warhammer-game



Creative Assembly™, award-winning creator of the Total War™ series, and SEGA® Group have entered into a multi-title licensing deal with Games Workshop® to create videogames based in the Warhammer® universe of fantasy battles.




A new high-calibre development team has been set up at Creative Assembly’s UK studio to work alongside the existing Total War, Alien™ IP and Mobile teams on the first Warhammer title in the deal, scheduled to launch from beyond 2013.

“With this year being our 25th anniversary”, said Tim Heaton, Studio Director at Creative Assembly, “it seems fitting for us to embark on such a dream project with such a well-established partner. The incredibly rich and detailed Warhammer world is something we grew up with, and has left an indelible imprint on us as both designers and gamers.”

“We’ll be doing the Warhammer universe justice in a way that has never been attempted before. We’re bringing those 25 years of experience and expertise in extremely high-scoring games to bear, delivering a Warhammer experience that videogamers will absolutely love.”

“We have enormous respect for SEGA and Creative Assembly and have felt for a long time that the combination of the enormously rich setting of the Warhammer world, and their stunning development talent is a match with huge potential,” said Jon Gillard, Games Workshop’s Head of Licensing. “Now that we’ve managed to bring these two giants of gaming together it is safe to say that some truly amazing products are going to be unleashed as a result. We are excited at the possibilities, and are enthusiastically working with the team at Creative Assembly already.”

This first Warhammer game joins the eagerly-awaited Total War™: Rome II and the untitled Alien IP as one of five projects currently in production at Creative Assembly, now one of the largest developers in Europe.

For future updates and career opportunities please visit www.creative-assembly.com.

About Creative Assembly

Founded in 1987 and based in Horsham, West Sussex, Creative Assembly is one of the UK’s most successful and established game studios. Creator of the multi award-winning Total War strategy series, the studio has received numerous press, industry and consumer accolades, including BAFTA and the Develop Industry Excellence awards.  With nearly 250 highly talented developers and counting, the studio is expanding to embark on thrilling new triple-A console, PC and mobile projects.

About Games Workshop®

Games Workshop® Group PLC (LSE:GAW.L) is based in Nottingham, UK. Games Workshop designs, manufactures, retails, and distributes its range of Warhammer® and Warhammer® 40,000® games, miniature soldiers, novels and model kits through more than 400 of its own Hobby centres, the Internet and independent retail channels in more than 50 countries worldwide. Further details on the company can be obtained at www.games-workshop.com(link is external)

Warhammer © Games Workshop Limited 2012. Games Workshop, the Games Workshop logo, GW, Warhammer, the Warhammer logo, the foregoing marks’ respective logos and all associated marks, logos, names, places, characters, creatures, races and race insignia, illustrations and images from the the Warhammer world and Warhammer game setting are either ®, TM and/or © Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All Rights Reserved to their respective owners

About SEGA® Europe Ltd.

SEGA® Europe Ltd. is the European Distribution arm of Tokyo, Japan-based SEGA® Corporation, and a worldwide leader in interactive entertainment both inside and outside the home. The company develops and distributes interactive entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Europe. SEGA Europe’s web site is located at www.sega.com(link is external)

About SEGA® of America, Inc.

SEGA® of America, Inc. is the American arm of Tokyo, Japan-based SEGA® Corporation, a worldwide leader in interactive entertainment both inside and outside the home.  The company develops, publishes and distributes interactive entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft and Sony Computer Entertainment Inc.  SEGA of America’s Web site is located at www.sega.com
4  The Remake Project / General Suggestions / Re: Leopotam's Unity 3D Dark Omen possible remake project on: September 19, 2012, 10:24:56 PM
Hope it goes well, unfortunatly i've the fruit based phone.
5  The Remake Project / General Suggestions / Re: Leopotam's Unity 3D Dark Omen possible remake project on: September 18, 2012, 01:19:09 AM
I don't know enough about unity to properly comment.  But what you using for pathfinding round your squads?

If a player creates a unit of zombies that will create a moving shape altering pathfinding block, the firewall spell is no different. 
6  The Remake Project / General Suggestions / Re: Leopotam's Unity 3D Dark Omen possible remake project on: September 17, 2012, 09:26:41 PM
No feature is essential, just the more features the better the end product will be its upto you if you think the work is worth it.

Lighting & Shadows
Essential no, but the effect from a burning head wizzing past your troops during a night time battle would be just wargame porn Smiley

It doesnt have to be pixel perfect it's not a fps, typically the camera is what 100 - 200 ft from the troops themselves, so just tinting the sprites, and a elongating blob under neath would do, (or use shadows from trasparent cylinders?).  Maybe a glow from your troops during night time  battles would be a cool effect to.

Fire/Water cool enough, i'm surprised you can't create tempory barriers/access's thou.

Level/Sound/Unit/Campaign Design Tools,
Ya i've just had a quick look into unity and see the packager problem.  The way around it is to load content from a server which we can provide.  Perhapes it's something to add in later one once the basics are in, but out of anything you can add this is what will create community & interest, first thing people look for (besides getting the thing to run) is new mods for the campaign.  It doesn't require the release of any source code, just how the data needs to be presented.



7  The Remake Project / General Suggestions / Re: Leopotam's Unity 3D Dark Omen possible remake project on: September 16, 2012, 10:40:05 PM
Looking good although the troop movement looks a little off which may be down to no unit animations yet.

In DO when you issue a movement command typically the squad reforms then moves like:



Wish List
Dynmic Lighting - looks awsome

Well designed featured level design tools - a must if you want to generate intest in people creating new levels / campaigns.

Talking Heads

Some simple environment effects - Water can be frozen, fire can spread.
8  The Remake Project / General Suggestions / Re: Wilbefast's Dark Omen/Myth/Total War game engine on: August 21, 2012, 11:28:06 PM
Nice quick summary thou a few points.

Rock, Paper, Scissors is a really boring game, if you’re going to do anything interesting there will usually be a range of counters, combined arms, and/or incomparables.

Saying the game (myth 2, and dark omen) is mostly about luring enemies into a cross-fire is a little disingenuous while yes it is usual central tenant to the players strategy, I can’t think of a single level that doesn’t force you out of it.  Dark Omen in particular while “glass cannon” is paramount in order to reduce casualties most kills will not be achieved by cannon/mortar crews in most levels.  

The outnumber/wave structure in both games comes down to the level designer sitting down  and creating a puzzle for the player to figure out.  This has 2 effects, one good a.i. is really hard to produce, with this method you can almost skip it, two, It makes the player feel powerful.  Slaughtering wave after wave of troops does that, thou it needs to be done right not to feel dumb/cheap.

Also of interest is that the multiplayer component of these games is completely different, okay they use the same world rules but they are both totally different game experiences.  

Thinking about it you could futher split RTT games into the puzzle & wave types (myth, dark omen, nexus), and the I dunno “world simulation??” or games with actual a.i. types like total war, close combat, Gettysburg, etc.
9  Modifications / Troops / Re: Artillery => Archers on: April 14, 2012, 03:19:18 AM
The other solution is to edit the main siege engine sprite so it has a crew member or 2 on it.

10  Modifications / Troops / Re: Artillery => Archers on: April 12, 2012, 08:38:59 PM
it will be rare that the squadies will die but the leader will survive, think about how many times have you have had regiments with 1 unit left.

Wounds should be redirected fromthe leader to its squad mates, in practice this does not happen, any hits to the leader are lost, until squadies are dead.

11  Modifications / Troops / Re: Archers vs Infantry in melee. on: April 10, 2012, 01:54:11 PM
That is correct the melee mechanics are the same for archer/infantry, so the stats decide.

I think there is a difference in the persue mechanics when the enemy breaks thou.
12  Warhammer Dark Omen / Black Prophecy (Dark Omen Mod) / Re: BP 5.71 - New Release + Stats on: April 06, 2012, 12:24:58 AM
BP uses a seperate program which allows you to build your armies, when the user saves his army the program then automatically adds one or more autodeploying 0 health units these get the game to load magical effects and models, but stop the player getting random spells.  These units die as soon as the battle loads - during deployment.

The spells themselves are pre-assigned as hex values to the item slots.

I didn't look into single player at all, cept testing some of the spells on the first level.  Loading set spells onto any particular friendly unit is easy, the challenge will be finding the best way of loading the spellbooks.
13  Warhammer Dark Omen / Singleplayer / Re: changin spells in spellbook on: April 04, 2012, 07:50:58 PM
Again this might apply only to multiplayer.

The game seems to use the ice/dark/etc magic book as a cue to load the relevant spell icons, effects,and 3d models.

The exception to this is certain fire spells, specifically any (fire) magic spell that does not require a 3d model.  These spells do not need a magic book, presumably because the effects are already loaded up for use with fire based magic items.

(burning head and conflag require 3d models)
14  Warhammer Dark Omen / Singleplayer / Re: changin spells in spellbook on: April 03, 2012, 11:22:03 PM
There actually may be a way round this.

In multiplayer at least it is possible to assign spells to a unit without giving it a magic book.  They key is that another unit on your or the enemies side must have the correct magic book(s).  For my mod BP, i used auto deploying unit with zero health.  As soon as the game started those units would die but the unit the player chose remained with the assigned spells working.

I can think of several ways this could be implemented in a single player campaign to make units have set spells on set levels, however the usual trial and error will be needed to confirm it works.

* Give the book to an  enemy unit.
* Give the book to a neutral Unit
* Give the book to an uncontrollable friendly unit
* Give the book to an autodeploying unit with 0 health
15  Modifications / Campaigns / Re: Goblin Adventures, Part1 on: March 30, 2012, 07:16:22 PM
I have to concur with Hari8, Bogen is just to OTT.

To make it to the end without losing a regiment requires a ridiculous amount of good luck.

Upto Bogen it plays well though and the mods quite enjoyable.

I've resisted the temptation to look at stats, but heres a few suggestions to not make it any easier, but a little less randomly fustrating:

Could you give gobo's ignore terrain flag, they are quite large regiments and it makes them a bit numb to maneuver.

Increase Ld on gobos to make them a bit more likely to reform.

Black Orcs seem a bit flaky, do they have the immune to fear tag?

I suspect you dont want the Ogre mage in direct combat, but he seems a bit of a weed (embaressment to ogres actually), he could do with another wound/b,s/w,s point.
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