Reiksfart's Stinker's Version 1.4 released

Thread: Reiksfart's Stinker's Version 1.4 released

  1. Reiksfart's Avatar

    Reiksfart said:

    Default Reiksfart's Stinker's Version 1.4 released

    Thanks to RedDwarf's generosity here's a video of the new Slayer's in action.



    So, I thought I have been using photoshop for quite a long time so decided to give it a go at skinning some new units. Maybe a little bit rough round the edges, but not too bad for a first attempt. I have a number of new units in mind, but unfortunately for now they will only be using existing models. They'll all be units that I know the CoW devs either won't be adding or will be in no rush to add, so this sub-mod might actually get used by some.

    Unit One:
    Dwarven Dragon Slayers. These homicidal lunatics will be in very limited numbers, in small units and only recruitable once every 20-30 turns at the Slayer Keep. They are rare in lore so will be rare in CoW. They will pack a serious punch, as they should, and given their insanity and ability to survive being troll and giants slayers for so long, will be considerably more survivable than troll slayers. They've been Troll Slayers, Giant Slayers, and by now as Dragon Slayer's are starting to become insane, harming themselves before battle, frothing at the mouth and gibbering madly. However, they have yet to have forgotten their roots, and with the coming threat of Chaos and massive orc Waaagh's!!! they are leaving the swamplands of the Old World to seek their deaths helping in the fight for the homelands.
    Spoiler Alert, click show to read: 



    [img][/img]


    Unit Two:
    Dwarven Daemon Slayers. The pinnacle of the slayers. Tough, frenzied and completely insane. Very rare, small but deadly unit, only buildable at Slayer Keep 3 or 4 times in a campaign.
    Spoiler Alert, click show to read: 






    Unit Three:
    Dwarven Troll Slayers. What the 'Dwarf Slayers' unit should be in release version of CoW. Not a huge change to the texture, just lore orange hair, a few extra tattoos and a change of pants. (Dragon Slayers will be getting a makeover too, including the orange hair instead of red). Giant Slayers unit coming when I feel like making it.
    Spoiler Alert, click show to read: 


    Unit Four:
    Ogre Bull mercenaries. New texture and name change for standard Ogre unit in CoW. They are now named 'Ogre Bull Mercenaries'. Includes new sprites and unit card.
    Spoiler Alert, click show to read: 




    Unit Five:
    Dwarf Giant Slayers New recruitable unit. Difficult to spot the differences between them and troll slayers, but there are plenty. Smaller unit size and less availability than Troll Slayers (since most die before the transition from Troll Slayer.) Need opinions on what to do with Gotrek Slayers. I haven't read the books, but did read somewhere he was a Daemonslayer. So make his unit Daemonslayers? Or Dragonslayers with Daemonslayer officers? Not sure what to do with it, but will need changing in some way to differentiate them from Giant Slayer unit. Make his unit special in some way.
    Spoiler Alert, click show to read: 



    Unit Six:
    Gotrek Slayers and Gotrek Himself.
    Spoiler Alert, click show to read: 





    Unit Seven:
    Chaos Giants of Nurgle
    Spoiler Alert, click show to read: 







    Unit Eight, Nine, Ten and Eleven:
    Daemon Prince of Nurgle. Pestigors. Gors of Nurgle. Ungors of Nurgle.
    New unit cards.
    Spoiler Alert, click show to read: 


    Daemon Prince of Nurgle.



    Pestigors.


    Gors of Nurgle.


    Ungors of Nurgle.



    1.4 update includes:

    Official Daemon Prince renamed to Daemon Prince of Khorne. Daemon Prince of Khorne now recruitable at the Khorne capital for Khorne and Undivided in the Altar of Daemons level 3. One every 30+ turns. Special event Daemon Prince still active.
    Daemon Prince of Nurgle added for Nurgle, recruitable at the Nurgle capital for Nurgle and Undivided in the Altar of Daemons level 3. One every 30+ turns.
    Fixed 4 or 5 spelling errors in the Daemon Prince description.
    Ungors of Nurgle, Gors of Nurgle and Pestigors added to recruitment pool for nurgle, replacing regular beastmen units.
    Info card and unit pics added for daemon prince of nurgle, gors of nurgle, ungors of nurgle and pestigors.

    Ungor spears of nurgle recruitable at chaos temple level 1
    Gors of nurgle recruitable at chaos temple level 2
    Pestigors recruitable at chaos temple level 3
    Campaign script updated to include gors of nurgle, ungors of nurgle, pestigors, nurgle giants and daemon prince of nurgle in scripted nurgle armies.
    Nurgle giant recruitable in camp of mercenaries level 2. Changed from level 1
    Nurgle starting armies changed to include Beastmen of nurgle
    New sprites for all new units
    All new units recruitable by other chaos factions when chaos becomes undivided.
    Giants and Nurgle Giants size increased to 5 (huge size)


    Units twelve, thirteen, fourteen, fifteen, sexteen, seventeen and eighteen.
    Marauders of Nurgle. Marauder Desolators of Nurgle. Marauder Axe Throwers of Nurgle. Warriors of Nurgle. Warrior of Nurgle Halberds. Knights of Nurgle. Mounted Marauders of Nurgle.

    Spoiler Alert, click show to read: 


    Unit cards for all new units



    Warriors of Nurgle


    Warriors of Nurgle Halberds


    Warriors of Nurgle Halberds Upgrade 1


    Marauders of Nurgle


    Marauders of Nurgle Upgrade 1



    Devastators of Nurgle


    Devastators of Nurgle Upgrade 1


    Marauders of Nurgle Axe Throwers


    Marauders of Nurgle Axe Throwers Upgrade 1


    Mounted Marauders of Nurgle
    No armor upgrade.


    With armor upgrade.


    Knights of Nurgle





    1.4.1 Update includes:
    Campaign script updated to include all new Nurgle units in scripted nurgle armies. Changed composition of most nurgle scripted armies for more variety, challenge and surprise. Some armies are far more experienced and many now have weapon and armor upgrades.
    All new nurgle units replace undivided units in nurgles recruitment pool. New nurgle units recruitable by other chaos factions when they become undivided.
    Mounted Marauders of Nurgle have had their javelins removed and changed to light cavalry. They now charge with spear then switch to axe. I changed this to stop the A.I wasting them by charging their mounted marauders close to your lines on their own to be mown down before they can throw more than a couple of volleys of javelins.


    Khorne update information:





    Latest release includes:

    All scripted chaos armies led by a Khorne general updated to include the new Khornate roster. Much more variety in the armies and more usage of upgraded weapons and armor. Overall difficulty level increased significantly when compared to original script.

    Scripted orc armies updated to include more variety, including giants and ogres, more upgraded weapons, increased experience. All orc generals of one experience upgraded.


    New banners for Nurgle standard bearers.
    New Chosen and Chosen Knights of Nurgle textures. Unique banner for Nurgle Chosen.
    Officers added to Nurgle Chosen foot and mounted.
    Officers added to Knights of Nurgle.
    New unit cards for Nurgle Chosen.
    Improved Plaguebearers texture and new Plaguebearer unit card.

    New banners for Khorne standard bearers.
    New Chosen and Chosen Knights of Khorne textures. Unique banner for Khorne Chosen.
    Officers added to Khorne Chosen foot and mounted (officers yet to be re-skinned)
    Officers added to Knights of Khorne.
    Marauders of Khorne, Marauder Devastators of Khorne, Marauder axe throwers of Khorne, Mounted Marauders of Khorne, Warriors of Khorne, Warrior Halberds of Khorne, Knights of Khorne, Khorngor's, Gors of Khorne, Ungors of Khorne, all replace standard chaos units for Khorne faction.
    Improved Bloodletters texture. Improved Khorne Juggernaut texture.
    Mounted MArauders of Khorne no longer throw javelins. Changed from skirmish to light cavalry.
    New unit cards for all new Khorne units, bloodletters and juggernauts.

    Toho's dismounted Empire Knights included. All recruitable in campaign.


    Spoiler Alert, click show to read: 
































































    Download link 1. Galloper's English voicemod required and CoW version 1.44.

    Move the Call_of_Warhammer folder into your mod folder and overwrite. Link updated 28th June.
    http://www.mediafire.com/?wv265cc310qf2r6

    Download 2 courtesy of mw2xboxplayer
    Includes:
    Galloper's voicemod
    The latest version of Reiksfart's Stinkers
    Installation instructions for both sub-mods
    http://www.mediafire.com/?e3m04pz9vmuiaj4

    Patch to fix an issue with the campaign script:

    http://www.mediafire.com/?k9bod32ziuq0zg1

    Copy and overwrite into your CoW/data/world/maps/campaign/imperial_campaign folder



    Dwarven Forge and Tomb Kings compatible version coming soon.

    Toho's Elven settlement addon
    Download link: http://www.mediafire.com/?x070o0t5qtn9dbu Updated July 2.
    -new regions
    -fixed settlement garrisons
    -fixed settlement culture/upgrades

    Quote Originally Posted by Toho View Post
    what i added was to advance some buildings, for example the elven ruins in central talabhiem have been upgraded to huge city so that when a player or AI captures them they remain "elven ruins", also i upgraded stromstaad hold as an empire castle (as it should be). in short i just upgraded some buildings, the empire province capital all have a level 3 Cold Fire chapter house but the chapter house has been disabled as a building so that one chapter house is all the player gets...unless he conquers other capitals.











    Not compatible with any sub mod which changes export_descr_units, export_descr_buildings or Battle_models. You will need to wait for mod authors to implement this and any further units to their mod or change them yourself.
    Permission is granted to any sub mod authors to implement any of my units into their mod, no need to ask. Just give credit.
    Last edited by Reiksfart; July 13, 2011 at 05:52 AM.
  2. LittleDwarf said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Very cool, although slayers do not wear amour AT ALL, that's why the mail leggins kinda bother me. You could add more jewelery/bracers/more elaborate belts or something. But otherwise, i also had this idea very long time ago, but i can't model so i only took normal Ginat Slayers (with 2 weapons), changed their costs/stats/numbers and name to Deamon Slayers. Btw. you could add more wounds/scars, maybe an eyepatches on some or even missing ears/broken noses/missing limbs probably even and make them DEAMON slayers, cause THESE are the ultimate 'upgrade' of trollslayers and seem to fit more into Storm of Chaos (lots of chaos), while Dragonslayers... during the storm of chaos it's certainly easier to slay deamons than dragons

    Although, i like it very much. +rep!



    Also, i have idea of new unit using existing model, i also had it long time ago, but as i say, I can't texture/model so i could only think of it : Dwarven Engineers (they exist in lore, as well in the tabletop) -

    base model : cannon crew
    texture changes : mail instead of leather armour
    Weapon : pistol and hand weapon
    role : support unit, moderate close combat and distance attack


    EDIT : Here is Deamon Slayer description for an unit. I hope it will save you some work :

    Not all who hunt dragons find their death. Of those few who survive, most do so simply because dragons are so rare that they despair of ever finding one. These survivors, more convinced than ever that the Ancestors Gods have denied them the release of death, choose to follow in Grimnir’s footsteps. They go far to the north, to the Chaos Wastes, and embark upon the path of the Deamon Slayer. At this point, most Slayers believe that their inability to find honourable death has an entirely deeper meaning : Grimnir himself has found them worthy to help close the Chaos Gate.

    Deamon Slayers seem to have an uncanny sense of where Deamons can be found. Enveloped in madness, only a remote corner of Deaon Slayers mind recognizes any kinship, so they feel no need to shun other Dwarfs. Lesser Slayers will sometimes join a Deamon Slayers heading to the Wastes ; and they will certainly find the death they seek.
    Last edited by LittleDwarf; February 11, 2011 at 05:03 AM.
  3. King Cow said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    http://www.twcenter.net/forums/showthread.php?t=392314

    Tomb king Sub Mod I'm helping with really needs a skinner and we don't mind if you just do some units to pratice and learn. I've been considering learning how to skin but at the moment I don't have the time but maybe we can help each other...

    Turambar and death the team leader is very helpfull you can pm him if you are interested and he will help you allot!
  4. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    LittleDwarf. I was initially going to make Daemon Slayer's using the Slayer King model. Created the unit but it looked silly in game since the Slayer King wears a huge suit of armor. I didn't think the regular slayer model suited a Daemon Slayer. Slayer King head on Slayer body would work, but I can't do that. Still banging my head trying to learn 3ds max and milkshape.

    As for the leggings, yes I know they don't wear armor, but as with painting miniatures (something I was bad at 15 years ago when I played tabletop) there's freedom for some originality. Think of it as them having to wear them after their clothing rotted off while in the swamps looking for dragon lairs.

    King Cow: T&D already contacted me. Going to think about it, then will let him know.
  5. Klierowski's Avatar

    Klierowski said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Great ! i love the ppl who can make new units ... rep !.
    All Orks is equal, but some Orks are more equal dan uvvas.
  6. T&D's Avatar

    T&D said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Reiksfart do you know how edit uvmaps???
    If you have milk you must go to texture cordinator in window options.Cordinate maps to sqare.Then you must download python and GOAT in GOAT you have a tool in which program will do for you uvmaps.
  7. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Never tried. At the moment anything model related is over my head.
  8. RedDwarf's Avatar

    RedDwarf said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    +Rep for even opening that hairy hole that is skinning
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
  9. paradamed's Avatar

    paradamed said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    I liked the skin.
  10. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Dragon Slayers complete. Download link updated in first post.
  11. RedDwarf's Avatar

    RedDwarf said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    +rep for making it open source(After I spread some around first) Will try them out and add to my mod
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
  12. boatie said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Will you make this compatible for 1.4.3, so we can just copy it into there?
  13. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Yes, I will do. I still don't have the patch yet though. Links are not working for me.
  14. RedDwarf's Avatar

    RedDwarf said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    I am currently uploading to filefront. Will post a link in torrents Thread.
    http://www.twcenter.net/forums/showthread.php?t=416825 Link up 1.4.3
    Last edited by RedDwarf; February 15, 2011 at 01:03 AM.
    "When In doubt? Belive the person with the bloodier weapon!"
    "When you need to shoot. Shoot, don't talk!" Tuco
  15. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    First post updated.
  16. .:Zack Fair:.'s Avatar

    .:Zack Fair:. said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Very nice pics!! And so are the units!!
    Best M2TW mods :)

    1st Place) Third Age
    2nd Place) THERA - Call of Warhammer
  17. King Cow said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    looks good how hard would you say it was to learn how to texture?
  18. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    If you're semi proficient with photoshop it's not too difficult, but that's if you're just adding to an existing skin like I've done with the slayers. Making a professional quality skin from scratch is going to be another story. It's why I've yet to accept an invite to a couple of bigger mod teams - I need practice with my own stuff first.

    I'm also making another unit which isn't a dwarf and it's proving much more difficult to even look ok. Think it's due to the crappy model though.
  19. Reiksfart's Avatar

    Reiksfart said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    First post updated. Still waiting for translation so can't release yet.
  20. LittleDwarf said:

    Default Re: Reiksfart's Stinker's (Unit sub-mod)

    Great work! Keep up!

    P.S. It IS possible to use this units with modified edu, just copy all other files, only not EDU, and then copy the edu entry for new units to exact same place in your, modified, edu. It worked in my case and now i can slaughter my enemies using dragonslayers (once i killed 1000 goblins with them )

    BTW. About translation :

    Quote Originally Posted by isilendil View Post
    1/4/4 - no new text so 1/43 transl should work
    Last edited by LittleDwarf; February 17, 2011 at 08:33 AM.