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Thread: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

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    Default DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    [WIP]
    DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Again under lazy construction - please be patient Also I´m surely missing a lot of lore facts,ideas etc. I will try to make it into something useful and fun in the end!

    [TODO get cool intro picture here ]

    This mod is designed for my own playthroughs... Aiming at Lore and Vanilla friendly feeling. My main goal is to improve economic part of game and add some depth to it as well as to settlement development. This is probably first mod offering more building slots across all settlements in province and thus allowing better management, focusing of region or just overall development. Another core aspect will be slight overhaul to how resources and trades work. And of course bigger emphasis on unique resource chains and Landmarks so in finale almost every province and region will feel little unique. I´m building upon my previous work with buildings, a lot of thought has went into the balancing, location, addition, and requirements of resources based on faction. However remember this is a video game, so it has been balanced with that in mind. I didn't want to go overboard and have everything be required at all times.

    Tags:
    -Warning heavy startpos modification thus not compatible with any major overhaul mod
    -Vanilla style
    -Lore friendly
    -Covering all campaigns

    Features:

    Building slots

    -Featuring my own Rework UI to properly show all my new building slots (75%done)
    -More building slots for all settlements.
    6 instead of 4 slots for all minor settlements.
    8 (10?) isntead of 6 slots for all province capitals.
    10 (12?) isntead of 6 slots for unique province capitals (Altdorf, Black Crag, Castle Drakenhof, Couronne, Icedrake Fjord, Karak Eight Peaks, Karaz-a-Karak, Kislev and Miragliano).
    14 (12?) instead of 10 slots for Wood Elf capitals in Athel Loren.
    Also more building slots for Norscan capitals and Wood Elf outposts built in province capitals.

    An Eye for Eye campaign - (Carroburg), Marienburg, Middenheim will be 10 slots with bigger Garrison to provide addition challange, rest will be as well 8/6 slots. Beastmen Horde possibly 12 slots.

    The Season of Revalation - Bordeleaux, Castle Carcassonne, Mousillon, (Parravon), King´s Glade and Watterfall Palace will be 10 slots, Oak of Ages 2 getting new unique landmark chain,rest also 8/6

    -This alone should help AI with building infrastructure, for AI should be easier to build advanced units which require more particular buildings.
    Spoiler Alert, click show to read: 

    Original UI
    New UI
    TODO get finally new better pictures with right number of slots...


    Economy+Resources
    -Improved economy and trade aspect of game, new resources (from WH2 and from other games like R2/Attila/ToB combination of best)
    *new resources + list of resrouces
    *differenciace races with different priorities
    *trade enhancement
    [ spoiler]map resources Vanilla + my new[ /spoiler]

    Landmarks

    -More Landmarks for Old World and minor campaigns
    *list of landmarks
    The Old World campaign
    Spoiler Alert, click show to read: 

    -Altdorf (Reikland) Humans (except Bretonnian Kingdoms)
    Altdorf Conclave of Battle Wizards
    Altdorf Colleges of Magic

    -Altdorf (Reikland) Humans (except Bretonnian Kingdoms)
    Imperial Palace

    -Altdorf (Reikland) Vampire Counts
    Altdorf Conclave of Forbidden Magic
    Altdorf Colleges of Forbidden Magic

    -Altdorf (Reikland) Humans (except Bretonnian Kingdoms)
    Castle Reiksguard

    -Altdorf (Reikland) Humans (except Bretonnian Kingdoms) Bretonnian Kingdoms, Vampire Counts
    Occupied Imperial Palace

    -Black Crag (Death Pass) Greenskin Tribes
    Dork's Rock

    -Black Crag (Death Pass) Greenskin Tribes
    Big Fort


    -Bordeleaux (Bordeleaux) Humans
    Morceaux Valley Orchards
    Morceaux Valley Vintners
    Morceaux Valley Vineyards
    Bordeleaux Wine Market

    -Special port Bordeleaux (Bordeleaux) Bretonnian Kingdoms
    Bordeleaux Port
    Bordeleaux Harbour
    Manann's Dry Docks

    -Carcasonne (Carcassonne) Bretonnian Kingdoms
    Tower of the Enchantress

    -Carroburg (Middenland) Humans (except Bretonnian Kingdoms)
    Knights Panther Chapterhouse

    -Castle Drakenhof (Eastern Sylvania) Counts Von Carstein
    Mausoleum of the Mad Count

    -Castle Drakenhof (Eastern Sylvania) Vampire Counts, Von Carstein
    Von Carstein Court Hall


    -Couronne (Couronne) Humans
    Couronne Tournament Grounds

    -Couronne (Couronne) Bretonnian Kingdoms
    Abbey of the Grail Companions

    -Special port Erengrad (Troll Country) Humans
    Erengrad Docks
    Erengrad Port
    Erengrad Harbour

    -Erengrad (Troll Country) Wintertooth
    Cave of the Rocky Throne

    -Erengrad (Troll Country) Greenskin Tribes
    Chaos Troll Lair


    -Galbaraz (Southern Badlands) Dwarf Realms, Greenskin Tribes
    Oathgold Mine


    -Karak Kadrin (Peak Pass) Dwarf Realms
    Slayer Shrine of Karak Kadrin
    Grimnir's Monument of Karak Kadrin

    Great Slayer Shrine of Karak Kadrin

    -Karaz-a-Karak (The Silver Road) Dwarf Realms
    Throne Hall of the High King

    -Karaz-a-Karak (The Silver Road) Dwarf Realms
    Airfield


    -Kislev (Southern Oblast) Humans
    Bokha Palace

    -Kraka Drak (Gianthome) Dwarf Realms
    The Silver Hall

    -Magritta (Estalia) Humans
    Archecclesiatium of Myrmidia

    -Special port Marienburg (The Wasteland) Humans
    Marienburg Docks
    Marienburg Harbour
    Marienburg Port

    -Mousillon (Lyonesse) Vampire Counts
    Fortress of Merovech


    -Karag Dromar (Zhufbar) Dwarf Realms
    Bugman's Brewery


    -Karak Eight Peaks (Eastern Badlands) Crooked Moon
    Deep Passageways
    Looted Treasure Halls
    Defiled Ancestor Tombs

    -Karak Eight Peaks (Eastern Badlands) Clan Angrund
    Reinforced Citadel
    Recovered Underhalls
    Ancestor Tombs

    -Karak Eight Peaks (Eastern Badlands) Dwarf Realms
    Grand Underway Junction

    -Karak Izor (The Vaults) Dwarf Realms
    Copper Mountain

    -Middenheim (Middenland) Humans (except Bretonnian Kingdoms)
    Middenheim Great Temple of Ulric


    -Mount Gunbad (Rib Peaks) Dwarfs
    Brightstone Mine

    -Nuln (Wissenland) Humans
    Nuln Cannon Foundry
    Nuln Gunnery School

    -Nuln (Wissenland) Vampire Counts
    The Blood Keep


    Parravon (Parravon) Bretonnian Kingdoms, Wood Elves
    -Peaks of Parravon


    -Salzenmund (Nordland) Wood Elves, Humans
    Laurelorn Forest


    -Talabheim (Talabecland) Humans (except Bretonnian Kingdoms)
    Blazing Sun Chapterhouse


    [ spoiler]map landmarks+ new ones[ /spoiler]

    Buildings overhau
    More slots means more tiers especially for Minor settlements. This will boost both military and economic power for end game. Full development of provincies takes longer and each province has bigger potential in case you want to roleplay.

    -Buildings overhaul
    -more tiers of buildings for major/minor settlements, higher tiers of province capitols will unlock 2 slots instead of 1
    *new resource chains and more option into current ones eg. boosting war aspect vs economy aspect
    *new buildings
    *overhaul of all buildings

    Wood Elf outposts:
    - 1 additional slots in minor settlements (three slots in total)
    - 2 additional slot in province capitals (now four slots in total)
    - 2(3?) additional slots in unique capitals (now four(five?) slots in total)

    Norscan settlements and unique outposts:
    - Norscan factions may now utilize up to 10(12?) building slots in occupied unique capitals instead of 6

    Spoiler Alert, click show to read: 

    -Dwarfs
    Spoiler Alert, click show to read: 
    current+new building trees

    -Empire
    Spoiler Alert, click show to read: 
    current+new building trees

    -Greenskins
    Spoiler Alert, click show to read: 
    current+new building trees

    -Vampire Counts
    Spoiler Alert, click show to read: 
    current+new building trees

    -Bretonnia
    Spoiler Alert, click show to read: 
    current+new building trees

    -Wood Elves
    Spoiler Alert, click show to read: 
    current+new building trees

    -Norsca
    Spoiler Alert, click show to read: 
    current+new building trees

    -Beastmen
    Spoiler Alert, click show to read: 
    current+new building trees

    -Chaos Warriors
    Spoiler Alert, click show to read: 
    current+new building trees



    Wall overhaul


    -Clan Angrund, Crooked Moon, Empire Secessionists, Mousillon, Red Fangs, Vampire Counts and the Von Carsteins will relocate their capital once the original one is retaken.
    -Wall and garisson overhaul




    Probably some other startpos additions and changes
    ------------------------------------------------------------------------------------------------------------------------------------------------
    building upon older stuff and inspiration
    http://www.twcenter.net/forums/showt...ul-Compilation
    Build around my undending playing with building slots -_-
    http://www.twcenter.net/forums/showt...building-slots


    Thanks to SPARTAN VI for permission to use his Building Icons :-)

    www.twcenter.net/forums/showthread.php?731844-RELz-Building-Progression-Icons
    Thanks to Xil0 for his original R2 Meaningful Resources
    http://www.twcenter.net/forums/showt...gful-Resources
    Thanks to Magnar for his advices, Dresden for his ESFviaXML guide, Taw for his etwng and Dainu for PFM
    Thanks to ABH2, Hloeric and other friends who shared ideas across a few years back :-)
    Thanks to Jack Lusten because I got lucky with inspiration

    Last edited by Daruwind; August 14, 2018 at 07:46 PM.

  2. #2
    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Reserve #1

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    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Reserve just in case of UFO attack

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    Steph's Avatar Maréchal de France
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    I think more slots could be interesting. I see in SWO-RD, with extra buildings, it's hard to get everything you may need. On one hand, it forces the player to make some strategic chocies, but on the other hands, it can be frustrating.

    In SWO-RD, I plan to have 5 levels for each landmarks, so you could start having them sooner. With fewer benefits of course, but I think it helps with the flavour. Maybe you can consider it.

    The big question I think is that with heavy startpos modification, you are losing a lot of compatibility, especially for the unlocker which is quite popular.

    Also, why WH1 only and not directly Mortal Empire?

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    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    I want to keep the strategic aspect of choice. That´s why Minor settlements will be 6 slots, which is still +50%. Adding on top of it more tiers, 4-5 for minor settlements. That should make them viable to roleplay. Usually if I own just one minor settlement in province it feels almost like some backyard. No real space to feel at least like small keep in enemy territory. But I will think about limit for Major settlements, if 12/10 is too much or if 10/8 is not better etc.

    Definitely I would like to have in almost every region some kind of resource + landmark if possible. And exactly from lower levels so player can use the uniqueness but with limited effect at lower levels of course.

    WH1 because it is complete in terms of DLC,content. And it is easier for me to test everything. This is like testing version later I will hopefully move to WH2/WH3 and ME of course And about compatibility, first I have to finish my mod then I will think about other mods. There is probably not better solution right now.
    Last edited by Daruwind; July 29, 2018 at 10:01 AM.

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    Steph's Avatar Maréchal de France
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    The unlocker for example already has secondary slot in every region of ME. This makes landmarks easier to add. But no extra slots...

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    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    I quickly checked WH2 UI files and while they are similar, they are not completely same, still it is less change than from R2>Attila>WH1/2.

    Second i found a need to change a few more UI parts to have everything alligned. Namely Building browser panel is also 4 slot locked for minor settlements and garrison panel is also little off but looks like the files are quite similar.
    because this
    Spoiler Alert, click show to read: 



    i need to change also this
    Spoiler Alert, click show to read: 



    And this is little incorrect as well
    Spoiler Alert, click show to read: 



    Third, Spartan allows me to use his progression unique icons, that´s great cause I cannot draw a stick http://www.twcenter.net/forums/showt...gression-Icons

  8. #8
    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Any idea/note about which cities should be *special* ...with more building slots?

    For main campaign I would go with 10 instead of 6 slots for unique province capitals (Altdorf, Black Crag, Castle Drakenhof, Couronne, Icedrake Fjord, Karak Eight Peaks, Karaz-a-Karak, Kislev and Miragliano), 14 instead of 10 slots for Wood Elf capitals in Athel Loren. Basically every playable faction should get one plus some special :-)

    An Eye for Eye campaign - Marienburg, Middenheim will be 10 slots with bigger Garrison to provide addition challange, rest will be as well 8/6 slots. (Beastmen Horde possibly 12 slots)

    The Season of Revalation - Bordeleaux, Castle Carcassonne, Mousillon, (Parravon?), King´s Glade will be 10 slots, Oak of Ages 2 getting new unique landmark chain,rest also 8/6
    Last edited by Daruwind; August 14, 2018 at 10:31 PM.

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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    I would say that you should have an option for all the big settlements to have 12 slots with the smaller ones having 6. Just as an option mind you.

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    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Just spending some time in Wh2. Looks like Wh2 UI is not direct copy of Wh1 UI. But it is similar. And Pirate Coves are set up in similar way to Minor Settlements, which means I can add more slots. However more deeper question is, can i duplicate whole pirate_cove structure of UI? Examining startpos and savegame startpos files seems to indicate the game engine is treating both in very similar dynamic way. Especially calling pirate coves with numbered slots but limited just to one. Putting all those hints together means possible ability to add Foreign building slots for different factions...like Skaven and their undercities or maybe Elven Ambassy? Well sad thing is, researching this part of code would require half year and we will probably get skaven Undercity building slot with next DLC. Well probably nobody here understand my lecture, so going to sleep. :-)

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    Steph's Avatar Maréchal de France
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Do you plan to finish it? If niot, I'd like to take over.

    But could you go a little more in details about this: what files are you editing, and some info about where to look for size?

  12. #12
    Daruwind's Avatar Citizen
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    Still working on it.

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    Steph's Avatar Maréchal de France
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    Default Re: DMR-WH1: Daru´s Meaningful Resources - Warhammer 1

    When do you think we can see something released? Possible to do something in steps? Like release first some "modder resource" with UI option to have more than 4 slots in secondary settlement, and in a second time the full mod with your extra resources and building?

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