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Thread: Cry Havoc!:: An Expanded Faction Mod | New Map preview

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    Default Cry Havoc!:: An Expanded Faction Mod | New Map preview


    AN EXPANDED ELVEN FACTION SUBMOD

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    INFORMATION
    CREDITS
    Thanks to the amazing Call of Warhammer Team and all their sources for the amount of work that has gone into the original mod, for without that, none of this would have been possible.
    USE OF MATERIALS
    All work in this mod is available to the community to use for free - all that's requested is that the creators of the work are appropriately credited. I reserve the right to rescind this permission on whatever basis I deem necessary, including and not limited to in retrospect to granting either personal or global permission.


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    FREQUENTLY ASKED QUESTIONS
    WHAT EXACTLY IS "THE ELVES?"
    The Elves is a submod which current purpose is to increase the potency of the Elves and introduce a new style of gameplay to the Call of Warhammer. Currently, our main aim is to create a far more varied and provincial High Elven Faction, but as they are released, the Dark Elves, and the Wood Elves will be gradually imported, and modified to fit the mod.
    I'D LIKE TO HELP, IS THERE ANYWAY I CAN?
    Yes! Most definately, there's no way I'd turn down potential help for something of this size, as my time occasionally gets cut short. As most team leaders would, I'd appreciate any experienced help, but even if you've never even looked at modding past downloading those already out, then that's no real issue. If you're keen on working on it, and are a hard worker, able to do so without requiring constant attention, then I'd be happy to take you on board. However, I don't have the time to babysit - and I'd expect you to do some experimenting and research on your own if you're struggling.

    Give me a PM [link], and I'll have a chat with you. I have set up a Social Group which will do currently for
    SO, WHERE'S THE DOWNLOAD?
    Ask me again in ~5 months.
    WHY SHOULD I DOWNLOAD IT?
    You shouldn't. Yet, anyway. If you are downloading "The Elves:: An Expanded Elven Faction Mod now, then I'd like to borrow your time machine.

    But no, seriously, it's just a different style of play. It's not an addition to the vanilla mod - it's completely different. It's not intended as competition, it's for those players that like their pointy ears, but don't like their current incarnation. I'm not fussed what your reason is for clicking and waiting, just that if you do, I hope that you enjoy it.
    HOW WILL YOU DO THE NEAR IMMORTALITY OF THE ELVES?
    Well, I have a plan. Other than just saying that I'm awaiting confirmation for it to work, but it should be able to have both Immortal and Old Age Deaths.
    WILL YOU INCLUDE THE PHOENIX KING?
    Yes. But he will be a defensive AI only, unplayable, and nigh unnassailable. However, I've not yet come up with a way to allow you to "elect" a Phoenix King, in your role as Asuryan, and they will most likely just be a Family Tree. Still needs a lot of work, but basically, he's not going to move, but yes, you can "crusade" to the New and Olde World, if need be.
    THE EVERQUEEN?
    Yes. But I'm not sure how, just yet.
    WHAT ABOUT THE DARK ELVES, WHAT DO THEY HAVE?
    Jihads. The Cult of Khaine, or Excess, depending on who your generals give the most support to over the course of their lives may allow you to call Jihads. The Witch King, Malekith may be the Leader of the Dark Elves, yet it is his Mother, Morathi, Consort to the Dark Prince, or her rival, the Bride of Khaine, Hellebron, who control the spiritual excesses of the Druchii.
    AREN'T THE WOOD ELVES FEELING A LITTLE LEFT OUT THEN?
    No. But then again, the official canonical fluff states that they are an intorverted peoples, with few dealings with outsiders - and those that they do have usually consist of a Longbow and Arrow. They will play a minor part in the mod, but a challenging one, defending all alone against Bretonnians, Greenskins, and Beastmen.
    SHOULDN'T THE BRETONNIAN'S/HORDES OF CHAOS HAVE THE ABILITY TO CRUSADE?
    Well, the Errantry Wars were relatively few and far between, and with only one faction representing Bretonnia, we can have them scripted. As to the Chaos Invasions, again, those are scripted - After all, it's an Expanded Elven Faction, not a general spruce up of all factions (or at least, not yet!).
    SO, IF THIS IS AN EXPANDED FACTION SUBMOD, WHAT FACTIONS CAN WE EXPECT TO SEE?
    Easy, tiger. There are plans to include all 3 Elves, in addition to expanding to currently unknown areas in the Warhammer World, such as to Araby, and fighting against the Jafar.

    So far, we have;

    • High Elves
      • The Phoenix King of the Asur
      • The Kingdom of Eataine
      • The Kingdom of Caledor
      • The Kingdom of Ellyrion
      • The Kingdom of Averlorn
      • The Kingdom of Saphery
      • The Kingdom of Tiranoc
      • The Shadowlands of Nagarythe
      • The Northern Isles
      • The Kingdom of Chrace
      • The Kingdom of Cothique
      • The Kingdom of Yvresse
      • The Blighted Isle

    • Dark Elves
      • The Druchii of Naggaroth
      • The Druchii of the Black Arks

    • Wood Elves
      • The Asrai of Athel Loren


    In addition to the 3 Major Elven Factions, there is also the humans and other races of the world -

    • Humans
      • The Breton
      • The Empire
      • The Lands of the Grand Vizier Jafar.
      • The Mercenaries of Swamp Town

    • The Hordes of Chaos
      • The Horde of the Everchosen
      • The Beasts of Morghur
      • The Daemonic Legions

    • The Undead

      • The Red Duke of Mousillon

    • The Cold Blooded
      • The Spawnings of the Old Ones

    • The Green Skins
      • The Hordes of the Mountains


    Yes. You counted right - 22 Factions. Luckily, much of the leg work is already there, so the rest comes in from translation, and slight edits of units. However, bear in mind that a lot will be shared, and only the difference in Choosing certain Asur Kingdoms over others is the availability of certain Elite units.


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    FACTION PREVIEW 1.01:: HIGH ELVEN MILITIA REGIMENTS
    The High Elven army is heavily tiered - containing definate changes between militia and elite level units. Whereas the militia are still well trained, they aren't dedicated to that task. While they can go toe to toe with almost any other unit, they lack the skill needed to take on other dedicated units, like Slayers, Chosen, and other elite Elven units. They are, however, available in relatively large numbers, and also available to each and every High Elven faction, after the reign of Tethlis the Slayer meant that all settlements of the Asur had to be fitted with a Martial field to train the levy in case of an attack while the army was away.



    MILITIA
    SPEAR MILITIA
    Armed with long spears, the Spear Militia are more than a match for a Goblin Warband, or Marauder Raiders. They are available anywhere in the kingdom, and come in quite large numbers, but they cannot truely win a battle. They are taught the rudimentary of battle tactics, and are frequently called upon to patrol the countryside when the army goes away. If caught in the open, their lack of numbers and skill might see them beaten in a straight fight. However, knowing this, and trusting their neighbour implicitly, they will form a Defensive Ring - shields touching, spears facing outwards in a ring of nigh unpenetrable steel.
    SPEAR-ELVES
    Where the Spear Militia are concerned, there are always those who are either trained as such to be a part of the army, or they gain the relevant experience to elevate them in rank to that of a full blown army spear-elf. Here, they are taught true battle tactics, where the battle is fought and won as a group, rather than individual valour, or even regimental valour. Here, the true power of an Elven Phalanx can be seen - instead of guarding all around them, fighting back to back, an Elven Spear-Elf Regiment will form a single part of that defensive ring, with all the warriors dedicated to fighting against a single opposing formation, relying on other regiments to keep the formation tight and prevent numerically superior foes from lapping around, and against small elite units, the hedge of long pikes facing them will mean that a single foe will be fighting up to 6 other elves.
    PHOENIX GUARD
    The Phoenix Guard are the Chosen of Asuryan, and they do his bidding. Although not normally available to a general, the Ancestor God may order his feared temple guards to defend against this threat to his faithful. Armed with great halberds, they are more than a match for any foe - able to use the lance point to annihilate a cavalry charge, or the sweeping axe head to cut an opponent from neck to hip, little in this world can stand before them. Having seen the inner chamber of The Shrine of Asuryan, they take an unbreakable vow of silence - even as their last breath is torn from their bodies they do not utter a sound. It is said that each one has seen their own death, and suffers no fear, for each knows that their alloted time of death cannot be changed, and can be found where the fighting is hardest.
    ARCHER MILITIA
    Like the Spear Militia, the Asur levy system regularly sees the naturally keen eyed elves placed into Archer Militia Regiments. This is most often seen during a time of strife and warfare - the Asur have many other Regiments dedicated to defeating their foes in the vicious swirl of melee. However, for a comparitively untrained individual, it would see them cut down in an instant. Instead, they are trained to use the longbow - although not as technologically advanced, as say a handgun, or even the crossbows of their dark cousins, it is a simple yet powerful weapon, capable of launching a shaft further than either the handgun or crossbow, and is generally faster at firing as well.
    ARCHERS
    The Archer Militia also has a system of progression - there are those who dedicate their lives to defending the kingdom, and there are those militia who earn their place in the Archer army regiments through skill and experience. Although Elves are naturally keen eyed, far greater than that of even a trained human sharpshooter, with training they are nigh on peerless. Armed with great composite bows that are customized and shaped to fit the elf in question, during times of peace, they train ceaselessly, so that when war comes, they are not found wanting.
    KNIGHTS OF THE KINGDOM
    The Knights of the Kingdom is also a militia establishment, but exclusively made up of mounted elves. Entry into the Knights is not restricted by birth as many similar formations in the human world limit themselves to, but rather on whether an elf can afford to maintain their equipment, namely their steeds. They have not yet earned the right to join the Silver Helms, and as such, the ithilmar helms and barded steeds are not granted, but armed with a lance, and shield, they can run down enemies and encircle their enemies far easier.
    SILVER HELMS
    Once a Knight has earned their right to join the Silver Helms, their tall pointed helm is made of solid ithilmar, and shines like the sun, blinding their foes with the glare. Taking advantage of this, they will hammer home a charge, ripping through enemy ranks like a hot knife through butter. However, just in case an enemy spear or swordsman still has their wits about them and evade the point of the lance, their steeds are armoured in finest ithilmar scale mail - the slight loss in speed more than made up for by the effectiveness of their charge.
    EAGLES CLAW
    The Elves do not actively specialise in siege warfare - in ages past, the Asur spread from Cathay to the Old World, and much of that time was of peace, and they could walk the lands with safety, and should a threat arise, the power of the Elves military kept the lands safe. At that time, they had no need to retreat to the safety of a castle, and few other foes had the knowledge or inclination to build huge great fortresses, and neither did they go to battle in close knit phalanxes as the Elves did. As such, the artillery developed by the Asur reflected as such, and batteries of Ballista's were designed with the intention of scattering a vast number of projectiles over a wide area, like a hundred arrows firing all at once.
    HAWKS TALON
    Much like the Eagles Claw was designed to fight against innumerable hordes of loosely packed enemies, the Hawks Talon was developed out of necessity as the human race began to learn the value of warfare fought as a group, with formations, rather than hordes of warriors, and soon took to fighting in ranks. As inevitable as the changing of seasons, the grip of chaos ensnared some such soldiers, and began to turn them to its own uses. In self defence against, the Hawk's Talon was created, and it was capable of such a destructive potential that even the Dwarfs, who had been major siege engineers were troubled by its power, for it could bring down even stone walls with immense accuracy. Of course, human flesh and bone would stand no chance.

    Last edited by Vaz; January 10, 2010 at 10:58 AM.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
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  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    Can't wait

  3. #3

    Default Re: The Elves:: An Expanded Elven Faction Mod

    More campaign excelent idea!

  4. #4
    cedric37's Avatar Why Not ?!
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    Sounds nice Vaz!
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  5. #5
    Borissomeone's Avatar Citizen
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    Sounds great, can't wait...well I will but not very well.

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  6. #6
    Senator
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    i can help with names and lore for the elves, think up traits, ancillaries, that type of stuff.

  7. #7
    Werebear's Avatar For Mother Russia
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    Quote Originally Posted by Saladin View Post
    i can help with names and lore for the elves, think up traits, ancillaries, that type of stuff.

    we need list of 30 names (dark and high) + 15 -20 surnames

    send me pm plz

  8. #8

    Default Re: The Elves:: An Expanded Elven Faction Mod

    That would be greatly appreciated Saladin I have a few names already from Trawling through the army books and a couple of novels, but it would be greatly appreciated for any others!

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
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  9. #9

    Default Re: The Elves:: An Expanded Elven Faction Mod

    Quote Originally Posted by Saladin View Post
    i can help with names and lore for the elves, think up traits, ancillaries, that type of stuff.
    I can only offer the same kind of deal, as I know next to nothing about scripting total war games.

  10. #10
    CK23's Avatar Campidoctor
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    I can't wait, if I can help in anyway I can do it. If you need basic stuff done such as text I can do it.
    Rabble rousing, Pleb Commander CK23

  11. #11
    Beorn's Avatar Praepositus
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    So that's what u are making, Vaz!

  12. #12

    Default Re: The Elves:: An Expanded Elven Faction Mod

    Uee, no Dwarfs? :/ So I'm not going to download it. It has been said : Never take a gift from and elf. So I'm not going to, may Grungni and all the Ancestor curse you all, you cowardly, pointlessly tall, pale-skinned oathbreakers and liers. You have fallen before the might of our armies during the War of Vengeance and someday we will er... khe, khe. Hm. As I said, I'm rather not going to download it, but well... *fights with himself to say it* Argh... good luck. ;P
    But I can help you... with developing huge numbers of insults to inflict upon the Elves :/
    Last edited by LittleDwarf; January 05, 2010 at 08:46 AM.

  13. #13
    King Siegfried's Avatar Semisalis
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    Why do you plan to separate the High Elves into twelve to thirteen factions, but leave the Empire with only one? Lore-wise, the High Elves are much more united than the Empire. And, because of the uniformity of the High Elf army, it seems strange for you to split them apart. They certainly wouldn't be fighting each other.

    Creator of Kingdoms of Heaven

  14. #14

    Default Re: The Elves:: An Expanded Elven Faction Mod

    Hi Beorn =) Yeah, finally decided to get off my arse with it, haha!

    LittleDwarf, I'd offer to fight you in a duel, eye to eye, but I don't like fighting lying down, haha ;D However I may include the Dwarves, as Karak Vorn is situated in the Grey Mountains, and just past that is the northern limit.

    And to your point over infighting Elves, Sieg, Archaon has developed a script which stops Allies attacking each other, requiring a Diplomat to declare war on a faction. The Campaign is not focusing on the Olde World, but more on Ulthuan, Lustria, Araby, and the New World, although due to scaling, the map will be slightly warped to fit them in - and consequently, Boat Movement will be slowed dramatically in all but coastal waters.

    As for the splitting of the Elven Faction, it's more for you to make your own future out of it, and put more of a slant on you helping your allies. During the course of the Elven History, they've only managed to survive due to combined arms - ranging from the attempted assassination of Caledor I to Finuval Plains - hence if you just turtle (as you cannot attack the other Friendly Elven Provinces (no diplomats, you see), and wait until the enemy destroys your own, you will soon find that Massive Fleets of Tilean Mercenaries, Norse Marauders (and eventually Daemons), and Druchii will be beaching on your shores, depending on who you lose land to, so that it becomes a real struggle to get them off your land - for example, the Blighted Isle.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
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  15. #15

    Default Re: The Elves:: An Expanded Elven Faction Mod

    Can't say i'm a fan of the divided faction either. Divided Faction implies a federal system and a electoral struggle for power amongst the small states, which is the case for the empire, but definetely not for the elves. So you're basically burdening yourself with more work, which isn't true to lore in the end.
    Why not have a very restricted area of recruitment, so loosing a special Ulthuan region really hurts, as it equals loosing one or more of your elite-troops.

    Apart from that, i'm looking forward to this mod. While i'm a dedicated hater of 'dem pointy ears, faction- and stratmap expansions are always a great thing
    Last edited by Fulgrim88; January 05, 2010 at 12:45 PM.

    ~~~~~~~~~~~~~~~|>Deus ex Machinegun<|~~~~~~~~~~~~~~~~~~

  16. #16

    Default Re: The Elves:: An Expanded Elven Faction Mod

    Because the elves are very political, perhaps? Even more so than the Empire.

    6th Edition Intrique at Court? Malekith throwing a hissy because the politics of court voted against him?

    As for the mod, regardless of whether it's restricted AoE or not, the fact that the Elves would then own almost 1/3rd of the map at the start of the game (considering that it's centred ON Ulthuan), etc under a SINGLE faction... Not good, all things considered. Also, that's the best way to represent the Phoenix King opposite the Witch King.

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
    My turban brings all the muslims to the yard and they're like العنصرية ش

  17. #17
    Titus2009's Avatar Libertus
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    Bretonnia also included, aye?
    Great!!
    Pour le Roi et la Dame du Lac!! Charger!
    An eternity of opportunities lies within each moment; the choise is which one to make.

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  18. #18

    Default Re: The Elves:: An Expanded Elven Faction Mod

    It is Karak Norn, actually, you stupid elf :/. Theres also Karak Izor in the Vaults, south of Athel Loren, but I don't know if you map will cover this area. As for the duel, I already know that you wouldn't fight with honor. All elves are liers and oathbreakers :/.

    .
    ..
    ...
    *Dwarfen mode off*
    *Human mode on*
    Nevertheless, I wish you luck

  19. #19
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    Default Re: The Elves:: An Expanded Elven Faction Mod

    hey vaz i sent islendil the names for the asur and druchii, anything else i can do just let me know

  20. #20

    Default Re: The Elves:: An Expanded Elven Faction Mod

    Sounds good, could you send me them as well pretty please? Check your PM Box as well for the names I have

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
    My turban brings all the muslims to the yard and they're like العنصرية ش

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