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

  1. #141
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Lore of Death is simply black, with darkened metal

    Spoiler Alert, click show to read: 



    Last edited by Steph; February 10, 2019 at 04:01 AM.

  2. #142
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    New categories and reorganization of the custom battle setup


  3. #143
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Sorceresses

    Spoiler Alert, click show to read: 

    Fire


    Beast


    Dark


    Shadow


    Death

    Last edited by Steph; February 10, 2019 at 04:05 AM.

  4. #144
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    And a rework of the supreme sorcerreses

    Spoiler Alert, click show to read: 

    Fire


    beast


    Dark


    Shadow


    Death


    With this, DE textures are finished. Next step: do the icons and portholes

    Last edited by Steph; February 10, 2019 at 04:06 AM.

  5. #145
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    For the future updates of the mod, I will try to add each time
    - a new race, "SWO-RD" processed, with regional recruitment, heraldic units, officers, lore specific graphics, etc.
    - a new gameplay feature.

    The next update (hopefully this month) will include the finalized Dark Ekves, and a visibility overhaul.

    This is what I plan to do (all numerical values are subject to change):

    The view distance is the distance at which you can spot a standard unit in the open (no forest to hide, no hill or obstacle to block LOS, the line of sight)

    The default view distance unit will vary with each unit. Mostly using the race as a base:
    - Hgh Elves: 750 m, Wood Elves, 700m, Dark Elves 650m.
    - Human: 600 m
    - Beastmen, Goblins : 550m
    - Dwarves, Ors, Lizardmen: 500 m
    - Skaven : 450
    - Undead, : 400m




    For reference "battle realism" uses a view distance of 600m.

    For monsters, I'll do that case to case. Some can see very far, like an Eagle (probably 1500), some may be almost blind and require spotters (Kharybdys at 300m)

    This default view distance will then be adjusted based on different parameters

    - Cavalry : +50 (they are higher and can spot ennemy more easily)
    - Archers: +50 (let's suppose archer usually have a better sight)
    - Specialized spotter : +150 (unit such ad deepwood scouts, shades...)
    - Unit with large helmet: -100 (view sight reduced), -50 with small helmet.

    Maybe I can also have the view distance increased a little with the experience of the units (I need to check if this work).


    The idea is that you cannot see the ennemy from very far, and will need scouts to find him, and cover the whole battlefield.

    The parameters above are combined to give a final view distance. Great Eagles, or WE Hawk Riders can see up to 1500m, and can spot ennemy untius from across the battlefield.
    Dragons also have a good view distance. Then you have waywatchers, deep scouts, mages...
    On the other hands, Cygor barely see up to their range, undead (except the carrions or their lord) have a poor view distance, and very heavy cavalry with large helmet don't see very far.


    As said, this is the view distance for a "standard" unit.

    But this will be adjsuted by a coefficient. 1.0 means the unit is visible at this distance (i.e. 600m for a human spotter, 700m for Elves). 0.5 means it is visible at half the distance (300m for men, 350 foe Elves), 2 it is visibvle at twice the distance (1200m for men, 1400m for Elves).
    Base game uses
    - 0.5 for Dryads/Treemen (they do look like trees)
    - 0.7 for Camelon Skink
    - 0.8 for Goblins and small Skavens

    And that's it..

    In SWO-RD, the system will be a bit more complex.

    The base will be the size of the unit
    - Elves, Lizardmen, Orcs: 1.1
    - Human, Undead, Ungor, etc : 1.0
    - Dwarves: 0.9
    - Skink: 0.8
    - Skaven, Goblin : 0.7

    - Monsters: depends on the size. Bat may be 0.3, Dragon and Giant 3 (so more or less always visible).

    Then, additional parameters will be taken into account
    - Mounted units : +0.2 depending, but even more for large mount (a dragon could be 3)
    - Units with shining armor / bright colours / tall helmet: +0.2
    - Units with "camouflage" (like Camaelon Skink, Wood Elves): -0.2 to -0.5

    A foot WE archer may have 0.7 at the end while an HE aromored archer may have 1.5, and a glittering silver helm 2.0

    Beside this global effect, each unit will laso have a specific "spot tree" distance which determine how far it can spot an ennemy unit hidden in a forest. Vanilla value is 60 and 160 for some lzardmen.

    I plan to adjust this to have more variety:
    - wood elves archers will see better in forest than others
    - Human knight with big armor won't be so good
    - Hawk, Eagle, etc will see farther
    - Same as Dryads, Treemen, they will have an even better view
    - Some creatures of the Forest, like Beastmen, will also have a better view.

    And last, it is possible to adjust the minimal distance: the distance at which a unit can ALWAYS detect over units, even if not in sight (exemple: behind a hill or a forest)
    By defautl, CA used 40, except for a very few units like Chaos Lord with lore of Shadow.

    I plan to change this a little for a few units, for exemple
    - Mages maybe able to see a little farther, thanks their magical senses
    - Some units like Wolves or wardgos could have this increase to make them good 'hunters".

    Let me know what you think of all these ideas!
    Last edited by Steph; January 23, 2019 at 08:25 AM.

  6. #146
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I've almost finished working on the Dark Elves. Only a few icons for the Dreadlord and Supreme Sorceresses to do.

    And the next update will include a general overhaul of the visibility. "Final version" is described above (edited from previous suggestions). Every faction is done, but for the other factions than the 3 elven races, it's kind of a placeholder, and will be refined when adding them.

    But I'd like you guys to give it a try and tell me how you like it.

  7. #147
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    With Dark Elved almost finish, it is time to start talking about the next race: the Empire.

    Here are the main changes I plan for them:

    First, I will add several types of units:
    - Pikemen: same as spearmen, but with longer pike, more bonus vs large units, but weaker against infantry (similar to the HE pikemen)
    - Archers
    - Huntsmen (smaller unit size, better at hiding and scouting)
    - Lancers: will be a fast shock cavalry with anti large, but little armour. I think this is missing from the Empire roster. I know it's not really in the lore...

    Second, regional recruitment with 4 levels:
    - Generic units, recruitable anywhere, without limits for core troops (and some global limtis for special or rare units). They will have smaller size, weaker stats, and keep the colour of their recruiting faction. Same as the generic units for the Elves
    - State Provincial Troops: recruitable in any barracks in a province. Limited in number, but large units with better stats.
    - State City Trops: recruitable in any barrack in a province, IF you control the corresponding city.
    - Knightly order, recruitable if you have the corresponding landmarks, and so only in a specific region. I plan to have at least Knight Panters + Wolf, maybe some more. This means that the Blazing sun to one region too...

    Provincial and City toops will have limited number of units and each with their own heraldry.

    Number are not fixed, but we could imagine something like:
    - Wissenland: 4 spearmen +2 for each barrack built (so 10 if you build one in each region of the profince)
    - Nuln : +4 spearmen
    - Wissenburg: +4
    - Pfeildorf: +3

    This should give a great variety of uniform and regiment to the Empire... The most cosmopolite as it should be!

  8. #148
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I have finished the icons and porthole for the DE

    Legendary lords


    Lords, with lore specific supreme sorceresses and Heros, with lore specific sorceresses
    Last edited by Steph; February 03, 2019 at 03:52 AM.

  9. #149
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Overview of the heraldic core units (with faction specific shields).

    Black Ark


    Bleak Holds


    Clar Karond


    Cult of Pleasure


    Deadwood sentinels


    Ghrond


    Hag Graef


    Har Ganeth


    Karond Kar


    Naggarond


    Ss'ildra Tor


    Forgebound


    Blessed Dread

  10. #150
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Dark Elves update is now available on Steam.

    This includes the visibility overhaul

  11. #151
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    First screens for the Empire, starting with Reikland heraldic units

    From the wealthiest province in the Empire, Reikland units have polished cuirasses and helmets, trimmed with gold.

    Spearmen


    Spearmen with shields


    Swordmen


    Pikemen


    Crossbowmen


    Handgunners


    Archers
    Last edited by Steph; February 10, 2019 at 04:45 PM.

  12. #152
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Regiments from Altdorf have red and blue colours. The wealthiest city of the Empire can equip its soldiers with polished armored, trimmed with gold. But they prefer the more fashionable feather hat to the helmets worn by Reikland soldiers.

    Spearmen


    Spearmen with shields


    Swordmen


    Pikemen


    Crossbowmen


    Handgunners


    Archers

  13. #153
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Grunburg use the same pattern as Reikland province, but with Green color instead of red. They are however not wealthy units to provide their soldiers with polished armor trimmed with gold, but metal cuirass trimmed with silver.

    Spearmen


    Spearmen with shields


    Swordmen




    Pikemen


    Crossbowmen


    Handgunners


    Archers

  14. #154
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Eilhart is similar to Grunburg, the difference bring the yellow colour instead of green, and different shield heraldry

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners



    Archers

  15. #155
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Helmgart troops have the same colour as Reikand province, but they have metal armor trimmed with silver, instead of polish armor trimmed with gold. Moreover, they have leather jacket between the clothes and the cuirass.

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners



    Archers



  16. #156
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    New province: Averland. A rich province, they also have polished armor trimmed with gold. Their colours are yellow/black, with bi color (left/right) patterns.

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners




    Archers



  17. #157
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Averheim has almost the same colour as Averland, with a dark blue instead of black. However, instead of polished armor, they flavour blackened armor trimmed with gold.
    An their color pattern is different: they have uniform pants and arms instead of alternate.

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners




    Archers

  18. #158
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Grenzstadt also has similar colors, but with grey instead of black. They have blacken armour, trimmed with silver instead of gold. And they like strips!

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners




    Archers

  19. #159
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    New province: Hochland. Dark Green and Red colours in alternate pattern, with metal armour.

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners




    Archers

  20. #160
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Hergig has almost thee same colours as the province, but brighter. And they have stripped pattern.

    Spearmen


    Spearmen with shields


    Swordmen





    Pikemen


    Crossbowmen


    Handgunners




    Archers
    Last edited by Steph; February 17, 2019 at 08:23 AM.

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