View Full Version : Is there WH fantasy battle total mod?
Seve82
October 30th, 2009, 10:50 PM
As topic says is there total mod which has all WH nations that are available? If anyone has all in same mod I sure would appreciate it.
MAY CHAOS UNDIVIDED RULE SUPREME!
Burnsaber
October 31st, 2009, 06:04 AM
There is the "Six Nations" version, it contains Chaos (with heavy modifications), Itza, Bretonnia, Ogres, Skaven and Tomb Kings + CBM 1.6.Download Here (http://forum.shrapnelgames.com/showpost.php?p=711986&postcount=55)
Yeah, no Dwarfs (which is good, since they are not really finished at this point).
I'm not usually the kind of guy that suggests to someone else to do somehing work-intensive (I just prefer to cut the "middle-man" and do it myself), but it would be really good if some PERL wizard could take he complimation mod under his protection. You know, updating the complimation mod when one nation gets updated and adding new nations as they come (Chaos Dwarfs and Orcs are in the works, for example).
llamabeast
October 31st, 2009, 06:09 AM
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
Burnsaber
October 31st, 2009, 07:07 AM
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
llamabeast
October 31st, 2009, 11:43 AM
Ooh, good thought. I'll bear that in mind when I look into it.
alansmithee
December 11th, 2009, 08:34 AM
Just wondering, I'm having some free time coming up, and I decided I'd try my hand at a couple of WH mods (Wood Elves and VC, respectively). I'm about half-done on the code for Wood Elves, and for now have just been leaving all numbering blank. Is there a list of which numbers are available to use if I want my (prospective) mods to be compatible with the other WH mods?
Stavis_L
December 11th, 2009, 09:49 AM
Just wondering, I'm having some free time coming up, and I decided I'd try my hand at a couple of WH mods (Wood Elves and VC, respectively). I'm about half-done on the code for Wood Elves, and for now have just been leaving all numbering blank. Is there a list of which numbers are available to use if I want my (prospective) mods to be compatible with the other WH mods?
See Gregstom's excellent Mod Compatibility Index (http://forum.shrapnelgames.com/showthread.php?t=43434) project to cross-reference nearly all mods posted on these forums.
Sombre
December 14th, 2009, 08:38 AM
I will resume work on WH stuff in the new year. In case anyone is interested :]
I'd like, with the help of others, to get a total WH nations mod eventually.
Shovah32
December 15th, 2009, 04:01 AM
I will resume work on WH stuff in the new year. In case anyone is interested :]
I'd like, with the help of others, to get a total WH nations mod eventually.
Sombre, you are a beautiful, beautiful man
I can't wait
Kheldron
December 15th, 2009, 04:32 PM
I will resume work on WH stuff in the new year. In case anyone is interested :]
Sombre do you perchance wear a white beard and a red hat? ;)
Seve82
December 18th, 2009, 09:34 PM
And im glad that my thread is resurrected with such glorious purpose as gettin all WH FB nations under single mod!
MAY CHAOS RULE SUPREME! :evil:
Sombre
December 21st, 2009, 08:58 AM
Chaos may currently be the weakest WH mod. It's certainly the one with the most problems.
Burnsaber
December 21st, 2009, 09:01 AM
Panpiper PM'd me a while back that he's going to work on it. That was about two months ago, thought.
alansmithee
December 21st, 2009, 09:31 AM
I'm looking at the list of armies, and from what I can tell the ones not currently done/in development are:
Vampire Counts
Orc & Goblins
Chaos Beastmen
Chaos Demons
High Elves
Dark elves?
I'm hopefully gonna polish off the Wood elves over the next couple of weeks (not sure how much I'll do on the graphics, but I hope to get them a little better and get rid of the most egregious flaws), as well as finish up the little coding I still wanna do (mainly finish the heros, decide on a nametype, couple other balance things). I'll probably look at either the Counts or Orcs after that though.
Sombre
December 21st, 2009, 10:02 AM
Most of those have someone who started work and never released anything. Okin was doing orcs, then someone else started that up for example, but no idea where it's at now.
There's also Chaos Dwarfs, which had some work done on them. Dogs of War/Tilea which I did a chunk of code for but no graphics as yet.
Calchet
December 21st, 2009, 02:06 PM
I've currently two relevant mods in progress - Dark Elves fairly close to a first release (~70%, working on sprites), and Chaos Dwarfs, further up the line and on hold until I figure out how I want them.
Sombre
December 21st, 2009, 03:00 PM
I have a half done executioner sprite if you want it for dark elves.
Edi
December 22nd, 2009, 04:55 AM
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.
That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).
alansmithee
December 22nd, 2009, 09:38 PM
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.
That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).
Yeah, I'd like to add I noticed that things in the mods seem to load top-down. I was doing a couple of my combat spells, but they didn't work until I put the nextspell on top of the actual spell to be cast. I'm sure this behavior is found in other things in modding.
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