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Thread: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

  1. #101

    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Woah! This looks awesome! Just have 2 questions for ya; Do you have a set release date for this? And will you be more uniform mods for other factions?

  2. #102
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    High Elves and Dark Elves have already been released. I hope to finish the Wood Elves end October.

    Then I have to rework High Elves a little to optimize the size of the pack and the effect, probably rework a little the lords and heros.

    I also plan to come back to Dark Elves at some point to add more heraldic units.

    But the big next faction will probably be The Empire.

    Ultimatily, I plan to do every faction in the game. But some will be less detailed.

  3. #103
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Recent work on the icons



    Common things for all icons


    - They have a background linked to race. WE are light green


    - They have a frame showing their origin:
    -- golden for lords and heros,
    -- bronze for units unique to a region (exemple Swordsmasters only in Saphery),
    -- silver for heraldic units,
    -- green for units only in Athel Loren,
    -- brown for generic units recruitable anywhere,
    - red for RoR

    - They have on the bottom left a small icon (diamond): green for core units, blue for special, red for rare. Later I will ude DrunkFlamingo's mechanism to limit the number of rare/special units that can go in an army.
    - and at bottom right, a small flag if they are recruitable in a specific region. For WE, I've done units for each of the 12 realms. And so each Athel Loren region allows recruiting units from 3 different realms? Here you can see some Atylwyth, Cavarroc and Talsyn

    - You can see more units category icons (in this exemple, spearmen with shield, or wild rider with shield)
    - Archer category icon have a green halo for poisoned weapon, and red halo fire weapo, and blue for magical weapon (visible in screen above)
    - The icon is silver for regular unit, or golden for elite units. Elite units are twice smaller than regular units

    I'm also redoing the lord and heros icon to show part of the body, and not only the head. And I'm making different units for each lore of Magic

  4. #104
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Full Wood Elves rosters!

    See here for details


    Spoiler Alert, click show to read: 































    Last edited by Steph; December 30, 2018 at 11:43 PM.

  5. #105
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Cannot find proper words!

  6. #106
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Do you like the new style for the lord and heros? It's quite different from CA that shows only the head.

  7. #107
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    No problem at all!The style is very much in line with unit cards. Everything is very detailed and clear especially with all the colourful mini icons and markings, it is probably more suitable to have lords not just as a head. I think CA is using head detail just to ease the fingind of your lord in army/battle but for me it is no problem. Lord is always in the very left

    Actually now I´m curious to see all other lords and heores in that style as well. But from this example. It is working approach, very good!

    EDIT: need to spread more rep around

  8. #108
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Wood Elves are almost finished. All texture done. I'm considering adding new agents (Shadow Dancers, Spellweavers, maybe Glade Captain or Legendary Lord / Heros such as the Twilight Sisters or Naieth, etc). But since I have never added an agnt so far (except variation for the Spellsingers, but they already existed), I think it may be a little of work, and I don't want to delay the other factions too much.
    So maybe I'll first focus on this kind of work for every faction, and later if I'm still around make a big Lpord and Hero update with new stuff.. And we'll see at tis time if CA added new legendary lord or not.

    But since the DLC will be released soon, I will not work on the table for finalize the WE immediately: I'll do that after the DLC, and solve compatibility issues at the same time.

    In the meantime, I plan to rework a bit the HE. Icons have alredy been upgrrade to the new standard

    But I want to change the rigimodel to wsmodel. For WE, it reduced the size by more than half, and allows more options for effect. If I do the same with HE, I hope to considerably reduce the size of the pack, and maybe allow more effects.
    And I want to give their mages different graphics depending on the lore of magic, and do the icon in the new style for every lord and hero.

    Maybe add a few more variation for the generals on the map.

  9. #109

    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Superbe.

  10. #110
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    The High Elves have recently bought some specific uniforms for their mages!

    Spoiler Alert, click show to read: 


    Lore of Heaven, High, Life, Light and Shadow


    Each have their own skirt and shirt colour, and their own colored globe on their staff.

    They also have different hair and eye colours.


    And in campaign, each mages exists with 3 different variations.

    Last edited by Steph; December 30, 2018 at 11:43 PM.

  11. #111
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Some news!

    First, I had some busy week ends with personnal stuff to do, and very busy days at the office, so I couldn't work as fast as I'd hope...

    I have almost finished the rework of HE lords and heros, to redo the unit cards and portholes in the new style, and add new variations. I only have the princess and handmaiden left to do.

    In the same time, I've worked on the tables
    - Included some AI changes, some adjustement in the rules for Wind of Magic, Tower and Siege...
    - Reworked the speed of units, each unit now has its own speed.
    - Reworked the weapons. Melee weapons are done, projectile are next. The goal is to adjust a little the stats to have it a little more consistent. But not BIG change.
    - Cleaned some effects desciption to make it easier to read, especially for effect like "recruitment cost reduction for X units"

    I'm now considering several options for the future:

    1) Climate overhaul: the idea is to have one more suitability level (if the game engine allows), and more variations (like Desert Mountain, Snow Mountain, Forest Mountain), and a rework of what climates are suitable for each faction. There are already some mods doing this kind of stuff, but I'd like to have my own version.

    2) Occupation overhaul. The idea is to give more options when occuyping some settlements. Exemple with HE:
    - Possibility to vassalize the faction if it's a HE or WE. Other factions cannot be vassals
    - Possibility to gift the region to another "order" faction (HE, WE, Empire, Bretonnia, Teb, Kislev or Lizardmen), if you don't want to keep it
    - Possibility to liberate the faction, if it's an "order" faction.

    There are also some mods like this, but they are usually "liberate any one" kind. I want to make it more detailed. Each faction will have adjusted options.

    For example, the WE will only be able to vassalize another WE, and only when capturing a few specific settlement like Athel Loren. But they could liberate or gift.

    DE can vassalize other DE, or gift/liberate, but only other DE: they will not gift to other races.


    There's also another big decision ahead: what to do with the startpos?

    I'm currently using Crynsos's unlocker. It's nice because :
    - it's widely used, to it helps with compatibility.
    - it allows playing virtually any faction, so it's good for replayability.
    - it already includes special secondary slots for every region, very good for my regional recruitment system.


    However, I think it has several drawbacks
    - Vortex campaign is not covered at all
    - It allows playing any faction... but maybe too many. Selection screen is to cluttered... And it has some minor changes that goes with it.
    - It takes time to update with any new release. Probably because it has too many scripts of additional changes.

    So I'm considering making my own startpos
    - For regional recruitment, included in Vortex campaign
    - With additional slots to allow more building variety. It may allow having two kind of buildings for units "generic units", and "heraldic units". It could make things clearer and easier to organize.

    What do you think of these ideas?

  12. #112
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quote Originally Posted by Steph View Post
    1) Climate overhaul: the idea is to have one more suitability level (if the game engine allows), and more variations (like Desert Mountain, Snow Mountain, Forest Mountain), and a rework of what climates are suitable for each faction. There are already some mods doing this kind of stuff, but I'd like to have my own version.
    Yep, more climates which will force player for example to build different buildings for max effect or to negate the climate. One example of completely uselless building usually is Barly Field/Goat Herd for Dwarfs. What about making it important in non favourite climates? And probably some other changes too so player is force to build a few buildings to counter region negatives and not just focus on getting most money.

    2) Occupation overhaul. The idea is to give more options when occuyping some settlements. Exemple with HE:
    - Possibility to vassalize the faction if it's a HE or WE. Other factions cannot be vassals
    - Possibility to gift the region to another "order" faction (HE, WE, Empire, Bretonnia, Teb, Kislev or Lizardmen), if you don't want to keep it
    - Possibility to liberate the faction, if it's an "order" faction.

    There are also some mods like this, but they are usually "liberate any one" kind. I want to make it more detailed. Each faction will have adjusted options.

    For example, the WE will only be able to vassalize another WE, and only when capturing a few specific settlement like Athel Loren. But they could liberate or gift.

    DE can vassalize other DE, or gift/liberate, but only other DE: they will not gift to other races.
    Sounds great. Actually would it be possible to adopt little similar system to WE/Norsca for other factions too? Like Dwarfs being unable to build full cities in normal land..basically everywhere except mountains and such terrain. Basically compromise between conquer/build everywhere and being limited jsut to some areas as in Wh1.

    About libarating, only limits should be probably order faction unable to liberate chaos/destruction factions and back..

    There's also another big decision ahead: what to do with the startpos?

    I'm currently using Crynsos's unlocker. It's nice because :
    - it's widely used, to it helps with compatibility.
    - it allows playing virtually any faction, so it's good for replayability.
    - it already includes special secondary slots for every region, very good for my regional recruitment system.

    However, I think it has several drawbacks
    - Vortex campaign is not covered at all
    - It allows playing any faction... but maybe too many. Selection screen is to cluttered... And it has some minor changes that goes with it.
    - It takes time to update with any new release. Probably because it has too many scripts of additional changes.

    So I'm considering making my own startpos
    - For regional recruitment, included in Vortex campaign
    - With additional slots to allow more building variety. It may allow having two kind of buildings for units "generic units", and "heraldic units". It could make things clearer and easier to organize.

    What do you think of these ideas?
    -I would invest into own startpos. It means lower number of players but higher control and much cleaner system. Effectively "cloning" Crynsos´s startpos secondary slots for every region is pain in the ass but then if you plan to cover other campaign as well nobody else is doing that for you. It would take time.
    -Own startpos means more landmarks for Vortex, heraldic system, which is great! I would love to play your both in both campaigns.

    -Plus if you want, you can look at changing visual occupation according to the race, i really miss that feature from Wh1.

  13. #113
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quote Originally Posted by Daruwind View Post
    Yep, more climates which will force player for example to build different buildings for max effect or to negate the climate. One example of completely uselless building usually is Barly Field/Goat Herd for Dwarfs. What about making it important in non favourite climates? And probably some other changes too so player is force to build a few buildings to counter region negatives and not just focus on getting most money.
    I'm not sure it's possible to link a building to the climate directly. But indirectly to a region using landmarks that could be possible.
    But if the climate are not suitable, and you have more occupation options, then you could liberate/gift the regions which are not interesting.

    Quote Originally Posted by Daruwind View Post
    Sounds great. Actually would it be possible to adopt little similar system to WE/Norsca for other factions too? Like Dwarfs being unable to build full cities in normal land..basically everywhere except mountains and such terrain. Basically compromise between conquer/build everywhere and being limited jsut to some areas as in Wh1.
    This is a little different but yes I could make some buildings not possible like this, where Dwarves couldn't build in some lands. Once again gives more importance to the occupation options

    Quote Originally Posted by Daruwind View Post
    About libarating, only limits should be probably order faction unable to liberate chaos/destruction factions and back..
    I'm not sure of this. Would Vampire liberate a DE faction? Would DE liberate Norsca?


    Quote Originally Posted by Daruwind View Post
    -I would invest into own startpos. It means lower number of players but higher control and much cleaner system. Effectively "cloning" Crynsos´s startpos secondary slots for every region is pain in the ass but then if you plan to cover other campaign as well nobody else is doing that for you. It would take time.
    -Own startpos means more landmarks for Vortex, heraldic system, which is great! I would love to play your both in both campaigns.
    Yes, it's a lot of work. But if I focus on adding landmarks and slots, it will be quite somework for the first time. But then relatively easy update for the next time, once most db tables are done.
    I believe Crynsos may difficulties are more with unlocking factions, and changing other stuff and scripts

    Quote Originally Posted by Daruwind View Post
    -Plus if you want, you can look at changing visual occupation according to the race, i really miss that feature from Wh1.
    That would be nice, but I'm not sure how it's done

  14. #114
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quote Originally Posted by Steph View Post
    I'm not sure it's possible to link a building to the climate directly. But indirectly to a region using landmarks that could be possible.
    But if the climate are not suitable, and you have more occupation options, then you could liberate/gift the regions which are not interesting.
    It is more opposite way, creating regional effect that is affecting buildings. I was not checking WH1/2 but in Rome/Attila it was possible to add regional effect. For example there is list "Wonders" which were implemented in exactly that way
    https://www.reddit.com/r/totalwar/co...cts_in_rome_2/
    Now you are using the landmark building to provide such regional effect

    Anyway i was more thinking about having more severe negative climate penalties. For example:
    Spoiler Alert, click show to read: 

    current Wh2 climates:

    1)Habitable / Favourable

    Habitable climates have no penalties for occupying a settlement.
    Unpleasant

    2)Unpleasant climates are penalized. Construction times of settlements are increased and income, replenishment and public order are lowered:

    Construction cost: +30% for all buildings

    Construction time: +3 for Province Capital/Settlement buildings

    Income from all buildings: -15%

    Casualty replenishment rate: -8%

    Public order: -1

    3)Uninhabitable

    Uninhabitable climates suffer severe penalties. You can still occupy them, but construction and recruitment times are increased. Income, replenishment, growth and public order are reduced severely:

    Construction time: +100% for all buildings

    Recruitment duration: +1 turn for all units

    Construction cost: +50% for all buildings

    Income from all buildings: -50%

    Casualty replenishment rate: -15%

    Growth: -7

    Public order: -3

    The public order penalty,growth,casualty replenishment are quite nothing in late game. What about stepping those way up.

    Barley Field (tier 1) providing +15 Growth / +2% replenishment..While tier 4 is providing +38/+5%
    Growth from main chain is +5/+7/+10/+13/+15

    There is no Growth problem for Unpleasant climate and Uninhabitable is countered almost just by main building chain. I would either step up Growth penalty but that is just pushing the barrier or if possible rewrite the climate effect to lower all Growth effect inside region by fix percentage.

    Unpleasant: -50% All Growth effects
    Uninhabitable: -75%

    Again, not 100% sure but in R2/Attila engine was recognizing commands to alter resource production via another building (building A - +20 resource XYZ production, building B - modify all resource production XYZ in region by +50% ,think it was working with many other effects as well)

    Just example

    This is a little different but yes I could make some buildings not possible like this, where Dwarves couldn't build in some lands. Once again gives more importance to the occupation options
    Exactly. I love how Wh1 funnel without force some faction to expand or keep around certain areas.
    I'm not sure of this. Would Vampire liberate a DE faction? Would DE liberate Norsca?
    If it will serve greater purpose as buffer? Or liberate in form of Vassals?
    Yes, it's a lot of work. But if I focus on adding landmarks and slots, it will be quite somework for the first time. But then relatively easy update for the next time, once most db tables are done.
    I believe Crynsos may difficulties are more with unlocking factions, and changing other stuff and scripts
    it is pretty repetitive once you started. :-) And it is great groundings for future possibilites. However depends how are you preparing startpos. Doing this kind of work in PFM is way long and every startpos update basically means doing all work anew. Either AK or unpack startpos file via ESFviaXML scripting.
    That would be nice, but I'm not sure how it's done
    there is already mod for that:
    https://steamcommunity.com/sharedfil...ace+occupation
    So either ask author if you want to use his mod or I can write you guide how to do it by yourself. :-)
    Last edited by Daruwind; November 18, 2018 at 08:10 PM.

  15. #115
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Interesting things, here, but a lot to do for a one-man team....

    So I'll do this step by step unless I get some commited an reliable help .

    1) Finish the WE, with the HE update. This will include some
    - use of wsmodel instead of rigidmodel. For HE resources, the size of the pack went from 440 Mb to 250 Gb, with variation added for Mages and some heros/lords
    - general AI and general stats tweaking,
    - some streamlining of the Elven races stats, including weapons. It may not be fully balanced with other races at start, but I'll do the other races one by one later.
    - rework of the unit cards and porthole with the new style, including for Lords and Heros. And with some additional variations.
    - lore specific graphics for mages.

    2) Update the DE, to make them same level as WE and HE.

    3) Rework occupation options

    4) Rework Climates

    I hope to finish these points for end of year, but it's a huge task...


    5) Make my own Startpos
    - Add specific secondary slot everywhere for regional recruitment, and have it work with Vortex
    - Add slots to region

    6) Expand DE, HE and WE with a few additional factions (Bowmen of Oreon, Citadel of Dawn, etc) so it can also work fully with the Vortex Map.

    7) Rework a little the buildings for DE, HE, WE so they are more interesting for new climates

    8) Activate DrunkFlamingo's concept to restrict the number of special/rare units in an army

    If I go fast enough with points 1 to 4, may be I can do this during my winter vacation. But still a lot to do...


    9) The Empire.... and then the other factions.

    I doubt I can start working on this before 2020.
    Last edited by Steph; November 19, 2018 at 04:47 AM.

  16. #116
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    High Elves agents with icon redone and more variation. Here in generic High Elves colors (from Custom battle).

    Spoiler Alert, click show to read: 

    Legendary Lords


    Princes (8 variants)
    Princess (9 variants)


    Mages, 6 variants for each lore, Heaver, High, Life, Light, Shadow


    Nobles (6 variants), Loremasters (6 variants), Shadow Walker (1 variant)
    Handmaiden (15 variants)


    Last edited by Steph; December 30, 2018 at 11:44 PM.

  17. #117
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Magnificent!! I try to find any oddity and nothing! I love HE! ))

  18. #118
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I have added a sticky listing the main changes in the mod beside the graphics and recruitment

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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I have noticed that CA hardly use the visibility and hide scalar parameters.

    So I'd like to play a bit with it. Hide scalar has a base value of 1.0
    - I'd like to big very big units such as dragon with a value of 2.0 So they are very easy to detect
    - Artillery could be 1.5
    - Cavalry 1.2, easier to detect than infantry.
    - Units with shinny armor would be easier to spot (maybe 0.2)
    - While small size units, or with reputation for stealth of camouflage could have -0.2

    Here are some examples:
    - Star Dragon : 2.0. Big, easy to see
    - Phoenix: 2.0 smaller, but easy to spot
    - Silver Helms: 1.4 : Cavalry, shinny, easy to spot
    - HE Spearmen : 1.2, shinny.
    - WE spearmen or archer : 0.9, duller garb
    - WE deepscout: 0.8
    - WE Waywatcher : 0.6 (master at hiding), etc.

    I can also play with the Spot_distance to make some units better at scouting.
    For example, WE hawkrider could have a much better spotting distance than DE Executionner with their mask.

    It could open new interesting ways to use your armies.

    I think it can be fun, but I'd need some testers to try this in different custom battles, with different army composition and different maps, see if it works well.

  20. #120
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quick test: do you notice the difference? Which one do you prefer?

    Spoiler Alert, click show to read: 






    Last edited by Steph; December 30, 2018 at 11:44 PM.

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