The Dwarven Forge

Thread: The Dwarven Forge

  1. RedDwarf's Avatar

    RedDwarf said:

    Default The Dwarven Forge



    Welcome to the Forge! A source of small projects and mods covering, various areas.

    Note: Given that The Holy Pilgrim has a very balanced EDU that will come out with Real Warhammer. I am, for now. Going to forgo EDU updates. I have seen what he is doing, and his formula is very sound. I will continue to work on the various small mods I have mentioned plus others. But not going through the EDU will save me immense time. When THP releases his Real Warhammer(ETA is still unknown, But he is working diligently on it!) I will make my mods compatible where necessary. For those that wanted a combo of my Fire Power Plus mod and Klierowski's WarCry Mod, I have made the WarCry & CoW Fire Power Combo {Be sure to +rep Klierowski for allowing this}
    Also do not forget Reiksfart {For letting his Reiksfart's Stinkers Mod to be open source}

    Preview Screen Shots For Script Mods{Titles and Fluff Still not set in stone yet}
    Spoiler Alert, click show to read: 
    Opening Warning Turn 2


    The Turn before warning of impending attack


    Message of conditions in mine.


    Telling you the current NG force has fled


    And the dwarves go back to there daily life......


    Screenshot before NG attack


    Screenshot before NG attack


    Event message for the "Dwarven Limited Man Power Script"


    Meant to upload this earlier, Shows the devastation, wrought by a HELL Cannon to a unit of zombies. Note 1 hit left 6 rotting corpses.


    Here is a preview of a future Event and script I am working on "Of Grudges & Oaths"


    Here is a preview of a future Event and script I am working on "Rash Of Skaven"


    Here is a preview of a future Event and script I am working on "Avatars & Heros"




    Releases:Please read the details spoiler right above the download files, for full information on contents.
    1. {NEW 3-13-11}WarCry & CoW Fire Power 2.0{Galloper Voice}Not save game compatible! Contains all mods, check contents spoiler below.
    2. {NEW 3-13-11}WarCry & CoW Fire Power 2.0{Vanilla Voice}Not save game compatible! Contains all mods, check contents spoiler below.


    What the mod does...........
    Spoiler Alert, click show to read: 
    Changes in EDU by Klierowski. Artillery and siege engines EDU changes by me.

    All Batteries consist of 4 pieces. Except Shamans, HELL Cannons, which have 1. Greenskins have 5 or more. Mercenary artillery have 6.

    Steam Tanks are now a platoon of 4. They are also recruitable about every 25 turns.

    All ranges changed on both gunpowder and mechanical artillery. 280 to 400 Ballistas{Eagle Claw}

    300 - 400 Catapults{Grudge Throwers} 400 Rock Lobba, Smaller caliber cannons 350 - 450

    Cannons 450 - 650, Mortars 366, Shamans 800, HELL Cannon 1000{Most Deadly unit in game}

    Radius effects changed, Lower crews. Except Greenskins and mercs. Cost on some units doubled{HELL Cannon}

    Implemeted the Hero Mod{Partial only still}

    Generals and heros have doubled Hitpoints, all traits{not ancilleries} give double the standerd.

    With Klierowski's EDU changes should make for tougher generals and heros.

    Many changes to EDB, this is a mix of both Klierowski's and mine.

    Nearly all building construction time reduced by half or a third.

    Costs changed on many. Effects changed. Many with better bonuses.

    Giants enabled and recruitable without special event. {Not they do cause CTD's in night battles, so try to avoid night battles when they are present}

    Slower pool refreash time for dwaves in all categories.

    Dwarves can build 2 Tier Weapon Smith.

    Added extra profit from mine for dwarves

    Settlement Mechanics changed, Slowed down growth rate dramatically.

    Many start changes made to desc_strat

    Dwarven Karaks reduced in population.

    Changed up many armys.

    All factions have double the starting treasury.

    Kings purse increased across the board.

    Dwarven Karaks start more developed.

    Towers placed in many locations.

    Implemented latest Reiksfart's Stinker Mod {Nurgle Giants Included}

    Implemented "When Goblins Attack" script

    From turn 2 onward, no Karak is safe from them. Even Karaks you liberate.

    Message will appear the round before, stating in which mine system they are coming from.

    You will receive 3 temporary defenders for the upcoming battle.{1 unit of Ironbreakers, and 2 Miners}

    These are random percentages of attack. {10% on all the lesser Karaks, 20% on The bigger Karaks}

    Being attacked once at a Karak will not end it either.{It is possible to get attacked at Karak many times}

    Implemented the "Dwarven Garrison" script.

    Based on the Karak a Dwarven Defending force will spawn to repeal attacks.{Siege Attacks only}

    The Major Karaks Spawn better forces.

    Implemented the "Limited Dwarven Man Power" script

    When recruiting troops, this will actually reduce the population of your Karak you recruit from.

    Disbanding will return these troops to the population.

    A scripted event can happen to represent Off map clans Rallying to help the High King.

    Planned Future Releases and Ideas
    Spoiler Alert, click show to read: 
    Plan to make attacking NG stacks more varied and random.

    Fully develop "Of Grudges & Oaths" script

    Which will spawn after certain conditions are met. A army of angry dwarves bent on paying a grudge back 3 fold. In essence will be a type of dwarven crusade.

    Fully develop "Rash Of Skaven" script

    A script that will be similar to the "When Goblins Attack" script. But with skaven instead. Stacks wont be as common ether.

    Fully develop "Avatars & Heros" script

    This one will be the farthest away from completion. I wish to tie it into the Hero mod.

    Develop some special attacks for the greatest hero's. Also implement some Avatar hero's based of users guest appearing in game.

    Like I said long way away from implementing.

    Plan on special ancillary titles for retaking conquered Karaks. {ie, "Liberator Of Karak Varn"}

    Same for some other provinces.

    Intro movies for each faction.

    and some other smaller things.

    I will post updates when able.

    Video's
    First Video Is a Dwarven Intro of a few units.

    Dwarven Fire Power Video

    New Dwarven Fire Power Video in HD

    Combo & Fat Pack Contents






    Spoiler Alert, click show to read: 

    • WarCry & CoW Fire Power 2.0{Galloper Voice}Includes Reiksfart's Stinkers Mod(Latest version), Revised EDB, Revised Strat, CoW Fire Power, CoW Tower Mods,Mergedwith Klierowski's WarCry{Compatiple w/Gallopers Voice Mod}When Goblins Attack Scripts, Dwarven Garrison Script, Dwarven Limited Manpower Scripts, Teaser Future Release Scripts{Contains only event message}
    • WarCry & CoW Fire Power 2.0{Vanilla Voice}Includes Reiksfart's Stinkers Mod(Latest version), Revised EDB, Revised Strat, CoW Fire Power, CoW Tower Mods,Mergedwith Klierowski's WarCry, When Goblins Attack Scripts, Dwarven Garrison Script, Dwarven Limited Manpower Scripts, Teaser Future Release Scripts{Contains only event message}
    Hero Mod
    1- Download zip folder


    2- extract to dummy location. Like a temp folder. Or a download folder.

    3- Launch installer{Default path of installer C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Call_of_Warhammer\data, If your defualt location is diffrent change it. You must target the data folder!!!

    All are in a installer.
    1- Download zip folder

    2- extract to dummy location. Like a temp folder. Or a download folder.

    3- Launch installer{Default path of installer C:\Program Files (x86)\SEGA\Medieval II Total War\mods\Call_of_Warhammer, If your defualt location is diffrent change it. You must target the Call_of_Warhammer folder!!!





    Here you will find "Free To Use Dwarven Avatars" By Turambar and death Thanks agin T&D

    Note to other modders: Open service if you want your mod in an installer format. PM or leave a message here.
    Credits
    Call of Warhammer team - For this great mod .

    isilendil - For giving me permission to release a Sub Mod.

    Reiksfart - For letting his Reiksfart's Stinkers Mod to be open source.

    LittleDwarf - For his lore help.

    Tsarsies - For the base Population Script.

    The Holy Pilgrim - If not for his kind ways on this forum. I probably would not have played this great mod

    boatie - For his general support, and play testing.

    .:Zack Fair:. - for feedback and play testing

    Klierowski - For allowing me to Combo WarCry{For his mod fans}

    Point Blank - For his RealCombat 1.8 Guide

    TWC - For having a great forum center to do all this at.

    Last edited by RedDwarf; March 16, 2011 at 02:24 AM. Reason: Update
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  2. LittleDwarf said:

    Default Re: The Dwarven Forge

    I'm here if you need any info from the lore, clanbrother. Unfortunately, I can not model or texture, but i have A LOT of information about Dwarfs. Good luck, and may the ancestors smile on you and your work.
     
  3. RedDwarf's Avatar

    RedDwarf said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by LittleDwarf View Post
    I'm here if you need any info from the lore, clanbrother. Unfortunately, I can not model or texture, but i have A LOT of information about Dwarfs. Good luck, and may the ancestors smile on you and your work.
    "Aye me bearded brethren. A source for lore be always useful." In fact adding lore here sounds good!
    Your info on dwarven population was very helpful. I am also sure ill be asking for more specific lore in the future. +Rep for help, New and old!



    @c.ryo Thank you
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  4. boatie said:

    Default Re: The Dwarven Forge

    Red,

    You are a dwarf among dwarfs! Nice to see this. Some observations.

    First, Dwarfs don't just fight greenies. So whatever you do to constraint growth and population, you need to also take into account the 30 (or more) stacks of Chaos that magically appear around turn 60s (and then completely crash my current campaign, lol).

    Two, don't weaken Dwarf general units, strengthen them! I hate babysitting a unit during a fight, but unless I do that with current general unit they die fast. They are worse than regular warrior dwarfs, who if upgraded, can go toe-to-toe with many other units. Every general unit, of every faction, should be tweaked in this way. Then you can really have an elite unit single-handedly turn a battle around.

    I see Dwarf general units as heroes. They should be able to go toe-to-toe with any elite (except super elites like daemons or blood dragons, etc.). It should take 3v1 good units (non-elites) to beat them. In my game, I gave same stats to them as regular hammers (armor, size, etc.), 2hp (otherwise, they still die pretty fast) and have it take 10 turns to recruit. So they fight and die like heroes. Same with slayers. Now when my slayers die, it is usually a great death being swarmed under by 3-4 enemy units. Before, regular slayers (without any change in stats) were much superior to the general slayer unit. It should only be the other way around. Like general, it takes 10 turns to recruit one, so in both cases, impossible to spawn armies of these.

    Third, make it so that we can get more unique and elite units into the game (as gift) to counter random attacks by goblins and greenies. Otherwise, the player is too busy surviving and healing units. I have not yet gotten to build and buy flame cannon, organ gun, etc. in nearly any campaign because I am too busy just surviving. I would like to see in regular campaign every special unit show up. 1 or 2 such units being gifted to the player (like the Elder currently is, great idea btw) makes it worth the hassle of being randomly attacked and not just frustrating. If this were so, I would look forward to getting attacked each time!
     
  5. RedDwarf's Avatar

    RedDwarf said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by boatie View Post
    Red,

    You are a dwarf among dwarfs! Nice to see this. Some observations.

    First, Dwarfs don't just fight greenies. So whatever you do to constraint growth and population, you need to also take into account the 30 (or more) stacks of Chaos that magically appear around turn 60s (and then completely crash my current campaign, lol).

    Two, don't weaken Dwarf general units, strengthen them! I hate babysitting a unit during a fight, but unless I do that with current general unit they die fast. They are worse than regular warrior dwarfs, who if upgraded, can go toe-to-toe with many other units. Every general unit, of every faction, should be tweaked in this way. Then you can really have an elite unit single-handedly turn a battle around.

    I see Dwarf general units as heroes. They should be able to go toe-to-toe with any elite (except super elites like daemons or blood dragons, etc.). It should take 3v1 good units (non-elites) to beat them. In my game, I gave same stats to them as regular hammers (armor, size, etc.), 2hp (otherwise, they still die pretty fast) and have it take 10 turns to recruit. So they fight and die like heroes. Same with slayers. Now when my slayers die, it is usually a great death being swarmed under by 3-4 enemy units. Before, regular slayers (without any change in stats) were much superior to the general slayer unit. It should only be the other way around. Like general, it takes 10 turns to recruit one, so in both cases, impossible to spawn armies of these.

    Third, make it so that we can get more unique and elite units into the game (as gift) to counter random attacks by goblins and greenies. Otherwise, the player is too busy surviving and healing units. I have not yet gotten to build and buy flame cannon, organ gun, etc. in nearly any campaign because I am too busy just surviving. I would like to see in regular campaign every special unit show up. 1 or 2 such units being gifted to the player (like the Elder currently is, great idea btw) makes it worth the hassle of being randomly attacked and not just frustrating. If this were so, I would look forward to getting attacked each time!
    First thank you.
    Second I appreciate you giving your opinion.
    About the EDU The Dwarves have already been done. But still want to balance out rest of the roster. (Just very time consuming)
    I might release a type of beta to get feed back from both dwarf users and from those who might download it but not play the dwarf faction(ie how the dwarves do under AI control)
    Though many have a slight reduction in attack power there total defense is up.
    I agree about the General units Hammer Bodyguards. There pretty tough in my mod so far.

    The EDB im building further enhances and limits the dwarves.

    The descrption_strat changes how the dwarves start off also.

    Ill Post further info later in first post. Right now I need to finish helping people with some problems.
    Last edited by RedDwarf; February 14, 2011 at 10:12 AM. Reason: Typos
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  6. c.ryo's Avatar

    c.ryo said:

    Default Re: The Dwarven Forge

    Seems as a good idea, good luck with you work.
     
  7. LittleDwarf said:

    Default Re: The Dwarven Forge

    Greetings, fellow clanbrothers. Here are my thougts :

    In my opinion, to adjust dwarfen rebalancing to other races, you should remodel ALL of the units stats. It's a long work, but worthy in my opinion. I did this and now every faction has kind of it's own unique feel, more than before. But here's what i have done to Dwarfs alone :

    Overall

    I consider Dwarfs to be almost unrivaled in hand-to-hand combat, and it is expressed in my EDU. The only ones who can match them one vs one are elves, warriors of chaos, vampires or the biggest and strongest of orcs. Dwarfs are also being described in lore as "the most determined race in Warhammer world" and i take it as a truth : Dwarfs in my EDU have one of the highest morale values. But it comes for price of : increased costs, lowered unit numubers (only slightly in case of normal units, greater in case of elite), and even more lowered speed (exceptions are rangers 1,1 speed and slayers 1,2 speed) : basic 0,9 speed, longbeards, greatbeards and hammerers 0,8 speed and ironbreakers/elders 0,7 speed.

    Here is what i done to exactly every unit :

    Dwarven warriors

    +1 attack
    +1 defense skill
    +1 shield

    Number : 115 (was 125 before)
    Morale slightly up.
    Cost : 1300 (was 1000 before)

    Dwarf Axes
    Same as above, but without shields and +3 attack and a little charge and mass for 2h weapon.

    Dwarf Longbeards :
    attack 10/13 (2h)
    Defense value : 10/7/7(0 in case of 2h)
    HP : 2
    Unit number : 100 (was 125 before)
    cost : 2000

    Dwarf Hammerers are now truly and offensive force to behold, with good armour also :

    Attack : 15
    Defense : 15/13
    HP : 2
    Lock morale, they even have it in tabletop
    Number : 75 (was 125 before)
    Lowered unit speed.
    Cost : 2500

    Slayers : mostly unchanged, sligtly + to defense skill, deleted all armour (was 2 before, i don't know why). Number : 115 (was 125)

    Deamon Slayers/Gotrek Gurnisson's Slayers (i made them buyable in custom, i treat them like deamon slayers from lore)

    Attack : 18
    Charge : 18
    Defense skill : 20
    HP : 3
    Number : 50 (on huge)
    Cost : 5000

    Ironbreakers are now the most amazing defense unit in the game, but still die quickly from siege engines/magic/when sorrounded. They seem a bit imba but gromril is the hardest, most endurable metal in the world, and none can rival dwarfs armourship. I assure you, it is possible to win agaist them in multiplayer, so even more possible against AI

    Attack : 10, ap
    Defense : 24/7/9 (total 40!)
    Lowered movement speed
    Shieldwall ability added (wasn't there before, which i considered AT LEAST very odd)
    Unbreakable
    HP : 2
    Number : 75 (was 125 before)
    Cost : 5000

    Rangers and quarellers mostly unchanged, only are now 115 instead of 125, slightly better morale, higher cost.

    Thunderers :

    16 attack now (was 14), better morale but cost increased to 1700 and number lowered to 115.

    Siege machines unchanged.

    Yeah, yeah, they may seem a bit imba now, but it is possible to beat them against living opponent (tested multiple times), and other factions are redone too, some go toe-to-toe with dwarfs, like elves or vampires/warriors of chaos, while others make it up in numbers.

    EDIT : Sorry red dwarf, didn't see your post when was writing mine, that's why i do not refer to it.
    Last edited by LittleDwarf; February 06, 2011 at 04:38 AM.
     
  8. Klierowski's Avatar

    Klierowski said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by LittleDwarf View Post
    Greetings, fellow clanbrothers. Here are my thougts :

    In my opinion, to adjust dwarfen rebalancing to other races, you should remodel ALL of the units stats. It's a long work, but worthy in my opinion. I did this and now every faction has kind of it's own unique feel, more than before. But here's what i have done to Dwarfs alone :

    Overall

    I consider Dwarfs to be almost unrivaled in hand-to-hand combat, and it is expressed in my EDU. The only ones who can match them one vs one are elves, warriors of chaos, vampires or the biggest and strongest of orcs. Dwarfs are also being described in lore as "the most determined race in Warhammer world" and i take it as a truth : Dwarfs in my EDU have one of the highest morale values. But it comes for price of : increased costs, lowered unit numubers (only slightly in case of normal units, greater in case of elite), and even more lowered speed (exceptions are rangers 1,1 speed and slayers 1,2 speed) : basic 0,9 speed, longbeards, greatbeards and hammerers 0,8 speed and ironbreakers/elders 0,7 speed.

    Here is what i done to exactly every unit :

    Dwarven warriors

    +1 attack
    +1 defense skill
    +1 shield

    Number : 115 (was 125 before)
    Morale slightly up.
    Cost : 1300 (was 1000 before)

    Dwarf Axes
    Same as above, but without shields and +3 attack and a little charge and mass for 2h weapon.

    Dwarf Longbeards :
    attack 10/13 (2h)
    Defense value : 10/7/7(0 in case of 2h)
    HP : 2
    Unit number : 100 (was 125 before)
    cost : 2000

    Dwarf Hammerers are now truly and offensive force to behold, with good armour also :

    Attack : 15
    Defense : 15/13
    HP : 2
    Lock morale, they even have it in tabletop
    Number : 75 (was 125 before)
    Lowered unit speed.
    Cost : 2500

    Slayers : mostly unchanged, sligtly + to defense skill, deleted all armour (was 2 before, i don't know why). Number : 115 (was 125)

    Deamon Slayers/Gotrek Gurnisson's Slayers (i made them buyable in custom, i treat them like deamon slayers from lore)

    Attack : 18
    Charge : 18
    Defense skill : 20
    HP : 3
    Number : 50 (on huge)
    Cost : 5000

    Ironbreakers are now the most amazing defense unit in the game, but still die quickly from siege engines/magic/when sorrounded. They seem a bit imba but gromril is the hardest, most endurable metal in the world, and none can rival dwarfs armourship. I assure you, it is possible to win agaist them in multiplayer, so even more possible against AI

    Attack : 10, ap
    Defense : 24/7/9 (total 40!)
    Lowered movement speed
    Shieldwall ability added (wasn't there before, which i considered AT LEAST very odd)
    Unbreakable
    HP : 2
    Number : 75 (was 125 before)
    Cost : 5000

    Rangers and quarellers mostly unchanged, only are now 115 instead of 125, slightly better morale, higher cost.

    Thunderers :

    16 attack now (was 14), better morale but cost increased to 1700 and number lowered to 115.

    Siege machines unchanged.

    Yeah, yeah, they may seem a bit imba now, but it is possible to beat them against living opponent (tested multiple times), and other factions are redone too, some go toe-to-toe with dwarfs, like elves or vampires/warriors of chaos, while others make it up in numbers.

    EDIT : Sorry red dwarf, didn't see your post when was writing mine, that's why i do not refer to it.

    Poor Greenskins... maiby giwe dwarf + 10 attack...
    Did u tried to battle a orc boyz with a dwarf warriors? Dwarfs are winning and 30% of them still live .
    Dwarfs just need to have less number elite but much stronger.
    All Orks is equal, but some Orks are more equal dan uvvas.
     
  9. LittleDwarf said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by Klierowski View Post
    Poor Greenskins... maiby giwe dwarf + 10 attack...
    Did u tried to battle a orc boyz with a dwarf warriors? Dwarfs are winning and 30% of them still live .
    Dwarfs just need to have less number elite but much stronger.
    Dwarfs ARE lower in number in my edu. And your 'poor' greenskins have now 2hp again, with black orcs having 3 hp, and boasting 18 attack in the case of destroyers. Normal orc boyz have 10 attack, which is still more than dwarf warriors. They have weaker defense, yes, but with greater numbers they still stand a chance. Oh and did i mention 3hp, 18 attack, 14 defense black orcs? I did? Ok, so i did again. I wasn't trying to create EDU where dwarfs just pwn everything, i tried to create edu close to the lore, and lore-wise it IS A FACT, that greenskins need to horribly outnumber dwarfs to win. There are examples in the lore where dwarfs won against 5-6 times greater greenskin force. So in my edu, dwarfs are really good, yes. But orcs have high attack, which combined with huge numbers gives them just the same chance to win if played correctly. Tested it on MULTIPLAYER multiple times, and it IS possible to win against dwarfs using Orcs (and also Empire, Chaos, Elves and Sylvania. All factions in fact.)

    EDIT :

    @up

    your mortars have higher range than rock lobbas, (360 to 300) so try to use them to destroy them before they start firing. Suprisingly, bolt throwers are also quite good in destroying artillery. I made them more accurate in my edu, cause they should be very reliable after all this hundreds of years. With their range of 400, you should be able to destroy orcs lobbers before they start shooting, if you deploy far from your foe. It worked for me in the multiplayer, so may as well work in the single.
    Last edited by LittleDwarf; February 06, 2011 at 03:16 PM.
     
  10. boatie said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by LittleDwarf View Post
    Dwarfs ARE lower in number in my edu. And your 'poor' greenskins have now 2hp again, with black orcs having 3 hp, and boasting 18 attack in the case of destroyers. Normal orc boyz have 10 attack, which is still more than dwarf warriors. They have weaker defense, yes, but with greater numbers they still stand a chance. Oh and did i mention 3hp, 18 attack, 14 defense black orcs? I did? Ok, so i did again. I wasn't trying to create EDU where dwarfs just pwn everything, i tried to create edu close to the lore, and lore-wise it IS A FACT, that greenskins need to horribly outnumber dwarfs to win. There are examples in the lore where dwarfs won against 5-6 times greater greenskin force. So in my edu, dwarfs are really good, yes. But orcs have high attack, which combined with huge numbers gives them just the same chance to win if played correctly. Tested it on MULTIPLAYER multiple times, and it IS possible to win against dwarfs using Orcs (and also Empire, Chaos, Elves and Sylvania. All factions in fact.)

    EDIT :

    @up

    your mortars have higher range than rock lobbas, (360 to 300) so try to use them to destroy them before they start firing. Suprisingly, bolt throwers are also quite good in destroying artillery. I made them more accurate in my edu, cause they should be very reliable after all this hundreds of years. With their range of 400, you should be able to destroy orcs lobbers before they start shooting, if you deploy far from your foe. It worked for me in the multiplayer, so may as well work in the single.
    Actually, I like it the way it is now. It makes all fights very unpredictable and forces me, as dwarf, to play as an attacker. I can't just sit back. So the fights are much bloodier and chaotic - as war should be - but not strictly lore-wise. For me, lorewise v. fun, fun wins all the time. I think in 1.4.2 COW team may have tweaked Lobbas, they are not as accurate. I might change it back to how it was. Made Orks brutal to fight.

    Mortar don't have as good accuracy and not much ammo. Probably take 1/3 or more of their rounds to knock out Lobbas at extreme range.

    EDIT: It's great to see all this EDU rebalancing. Out of all these exchanges of ideas, we may come up with a final balance that is not only lore-wise but also makes for great battles. I would love see battles where my dwarf generals or slayers are able to seek out and engage with the enemy generals. Both kill everything in their way. That would be fun.
    Last edited by boatie; February 06, 2011 at 05:22 PM.
     
  11. LittleDwarf said:

    Default Re: The Dwarven Forge

    Actually, in my edu your generals are more than capable to fight with ANYONE in the game. (Or not, if i didn't change _bodyguard units, only regular ones, cause i balanced it for mp, not campaign. But still, hammerers are one of the best units in the game, along with the top elven and chaos ones.) I also tried to stay close to the lore. Maybe it came out as too much... heroic for the warhammer world, but, hey, even in lore, there ARE evidenced situations when certain formations (Greatswords, Hammerers, Ironbreakers) stood their ground against many times greater foe and prevailed. In the Karak Azgal addon, there is even a description of an Ironbreaker regiment that prevailed over 5 times greater greenskin force.

    Slayers... they also tend to do pretty well when engaged with certain type of units, like slow and low numerous elites. They have high attack and ap, but when they get sorrouded... What do you expect with having no armor AT ALL? But they are very good to kill trolls/giants for example. Have special bonus for this.
     
  12. boatie said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by LittleDwarf View Post
    Greetings, fellow clanbrothers. Here are my thougts :

    In my opinion, to adjust dwarfen rebalancing to other races, you should remodel ALL of the units stats. It's a long work, but worthy in my opinion. I did this and now every faction has kind of it's own unique feel, more than before. But here's what i have done to Dwarfs alone :

    Overall

    I consider Dwarfs to be almost unrivaled in hand-to-hand combat, and it is expressed in my EDU. The only ones who can match them one vs one are elves, warriors of chaos, vampires or the biggest and strongest of orcs. Dwarfs are also being described in lore as "the most determined race in Warhammer world" and i take it as a truth : Dwarfs in my EDU have one of the highest morale values. But it comes for price of : increased costs, lowered unit numubers (only slightly in case of normal units, greater in case of elite), and even more lowered speed (exceptions are rangers 1,1 speed and slayers 1,2 speed) : basic 0,9 speed, longbeards, greatbeards and hammerers 0,8 speed and ironbreakers/elders 0,7 speed.
    Little Dwarf, love your modded stats. I updated them in my game for 1.4.2 However, the reduced speed I took out. When fighting Rob Lobbas + Ork mounted + being always outnumbered 2v1 or 3v1 = dwarf slow death. This is the same against chaos and hellcannons.

    Rob Lobbas have better range, accuracy, and damage vs. dwarf cannons and mortars, so you can't turtle up. Once the Lobbas or hellcannons come into play, unless you charge and take them out, they will devastate your army. The reduction in speed = death. Rangers or slayers alone cannot charge Lobbas, their weak armor makes them meat for archers and enemy elites.
    Last edited by boatie; February 06, 2011 at 02:47 PM.
     
  13. RedDwarf's Avatar

    RedDwarf said:

    Default Re: The Dwarven Forge

    No need to apologize I welcome feed back. This mod will be for general consumption so needs to have a certain balanced appeal.
    Perhaps after I get this Music Torrent fully loaded up I'll post some beta files to get further testing even though not alls complete.
    I have had little time to truly test in any depth.
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  14. Reiksfart's Avatar

    Reiksfart said:

    Default Re: The Dwarven Forge

    Could you add a filefront link for the watchtower mod please? It's telling me I'm already downloading a file so can't download another yet. I'm not downloading anything from it.
     
  15. Bela's Avatar

    Bela said:

    Default Re: The Dwarven Forge

    Great ideas! I will check this sub-mod regularly (finally the dwarfs are in the right hands! ), looking forward to see all the planned details!
    "No Rest until the Blood of Greenskins flows like Dark Ale upon the Earth!"

    +++ Josef Bugman +++



     
  16. RedDwarf's Avatar

    RedDwarf said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by Reiksfart View Post
    Could you add a filefront link for the watchtower mod please? It's telling me I'm already downloading a file so can't download another yet. I'm not downloading anything from it.
    Sorry but until I reslove a buggy issue I have with them. Megaupload is the only option.(Working on it though)
    Quote Originally Posted by Bela View Post
    Great ideas! I will check this sub-mod regularly (finally the dwarfs are in the right hands! ), looking forward to see all the planned details!
    I plan to release a beta that's still heavy WIP(Though the basis is working), just to get some feedback probably sometime this week.
    Users are the best source of what's working and whats not
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  17. RedDwarf's Avatar

    RedDwarf said:

    Default Re: The Dwarven Forge

    FileFront Link added for Tower Mod
    Added Info about Dwarven Limted Manpower Script
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  18. T&D's Avatar

    T&D said:

    Default Re: The Dwarven Forge

    Attachment 138887Attachment 138888Attachment 138889Attachment 138890
    remember that i am a begginer so some of them have bad quality...
     
  19. RedDwarf's Avatar

    RedDwarf said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by Turambar and death View Post
    Attachment 138887Attachment 138888Attachment 138889Attachment 138890
    remember that i am a begginer so some of them have bad quality...
    NP, +Rep for even trying Mind if I paste them on first post with a Quote "Free To Use Dwarven Avatars" By Turambar and death
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
     
  20. T&D's Avatar

    T&D said:

    Default Re: The Dwarven Forge

    Quote Originally Posted by RedDwarf View Post
    NP, +Rep for even trying Mind if I paste them on first post with a Quote "Free To Use Dwarven Avatars" By Turambar and death
    Ok thay are free to use.And keep work on dwarfies