View Full Version : Warhammer MA - Second version now up
Sombre
March 27th, 2010, 07:24 PM
Because people ask about this quite often, I thought I'd chuck all the Warhammer MA nations + CBM + Streamers and Standards + llama's endgame summons into one mod. It is self contained, it requires no downloading of the component mods and will not interfere with them in any way. However it should ONLY be run on its own. Don't attempt to combine this with other mods or your blood will turn into jam.
Anyway it's attached so people can help me test I didn't break anything.
It consists of:
CBM 1.6 (by quantumn_mechani)
Llama version of Streamers and Standards (by zepath, modified by llambeast)
Skaven 1.5
Ogre Kingdoms 0.9
Dwarfs 0.9 (by burnsaber)
Lizardmen 0.7
Bretonnia 0.9 (by burnsaber) -- the thread says 0.95 but the dm says 0.9
Tomb Kings 1.03 (by llamabeast)
Endgame Summons 0.9 (by llamabeast)
ALSO ATTACHED is an alternate .dm (so you still need to have installed the other zip for the graphics) which does not include Streamers and Standards or Endgame Summons, for those of you who just want the nations + CBM.
Sombre
March 27th, 2010, 07:28 PM
It is already being suggested I should do a version with llama's endgame summons added. So I will shortly.
Calchet
March 29th, 2010, 08:17 AM
A lovely initiative, it's handy to be able to run the whole set with little fuss.
On the topic of a Warhammer mod, I wonder if it might be fun and/or interesting to modify the various horror units into Warhammer daemons (of Khorne, being blood magic), while retaining the approximate power level - say, instead of a lesser horror, you might be attacked by a bloodletter, a regular horror might be a bloodbeast or juggernaut, and bigger horrors greater Daemons.
One might even whip up a Warhammer-themed endgame summon mod, for additional flavour.
Sombre
March 29th, 2010, 08:31 AM
If one were to make a Warhammer Total Conversion, yeah, that'd be a cool part of it. But I think such a conversion is far beyond the work capacity of the community.
I'd rather see more Warhammer nations emerge for now. I think they fit pretty nicely into the dom3 world, using the dom3 magic system etc. This usually requires some changes (see ogres and dwarfs particularly) but the end result is cool and free from some of the weirdness you might get with a total conversion.
Sombre
April 2nd, 2010, 08:42 PM
I've put together a second version of this. It now includes llamabeast's endgame summons version 0.8 and updates ogres, dwarfs and lizardmen to the more recent versions recently released.
Enjoy!
pyg
April 2nd, 2010, 10:14 PM
Here is the DMG version of this mod. I'm a little worried that something is wrong because my version is half the size.
Sombre
April 2nd, 2010, 10:28 PM
No, my version was borked, which is why I took it down. I'm redoing it. I had accidentally taken in old versions of some of the mods somehow. I seriously don't get how though, it's weird.
Sombre
April 2nd, 2010, 10:50 PM
I've put this back up.
Hopefully this now works - of course I will fix any more bugs spotted.
Even more hopefully, it should be functionally identical to pygs combined mod there. Although obviously they are not compatible.
WraithLord
April 3rd, 2010, 03:30 AM
This is great. Thanks!
Is it possible to extend the idea and create a mega mod?-a mod that will contain the 15-20 best nation mods + balance & diversity mods. This would probably be the holy grail of dom mods. Actually equivalent to a major update to dom III.
Sombre
April 3rd, 2010, 06:48 AM
pyg's mod combiner script is what you want for that. But honestly since dom3 still has hard limits which restrict mods, I don't see it being a good idea to throw 15+ mods together. It won't work.
mehrunes_dagon
April 3rd, 2010, 08:41 AM
I wish the collection included Chaos Undivided and other nations (such as Angmar) and magic site diversity mod
Sombre
April 3rd, 2010, 10:06 AM
Angmar isn't warhammer. Magic site diversity,... is interesting. I could do a version which included that. I'm a bit worried about the quality of some of the sites, simply because they're user submitted and I haven't tested it that much.
Trumanator
April 3rd, 2010, 01:21 PM
Thanks for this Sombre!
RE: Magic Site mod, you should talk to Squirrel. As I recall he took an in-depth look at it and found that the majority of the sites were uniques, and quite a few were just plain poorly designed. He also thinks that the mod might mess with the magic settings set at the beginning of the game.
Sombre
April 3rd, 2010, 04:22 PM
Here's the dm upload for people who were having problems with the tomb kings flag.
The main version on the OP is also fixed, but it might be annoying to redownload that.
Sombre
April 4th, 2010, 11:40 AM
ALSO ATTACHED to the first post is an alternate .dm (so you still need to have installed the other zip for the graphics) which does not include Streamers and Standards or Endgame Summons, for those of you who just want the nations + CBM.
Sombre
April 7th, 2010, 10:39 AM
Next for this mod is to fold in Burn's very recent Dwarf update, then to offer another version with other MA nations added in (Arga Dis, Tharoon, Avernum?) after they have been reversioned to avoid ID clashes.
WraithLord
April 7th, 2010, 10:41 AM
yummy :)
Keep up the great work.
rdonj
April 9th, 2010, 02:12 AM
Bug found. It appears that casting eagle eyes also casts the touch of madness spell. I double checked, this is the only mod enabled.
Sombre
April 9th, 2010, 04:20 AM
Huh. Don't understand why. Eagle Eyes is not modified by the dm. It is copied, by a newspell with research -1 (therefore shouldn't be researchable) which nextspells berserk, but it's hard to see how that would interfere with the actual eagle eyes spell (which is unchanged).
I'll look into it. This would be an Ogre Kingdoms bug though, not a warhammer ma bug, as far as I can see.
Sombre
April 9th, 2010, 05:22 AM
My current thinking is that I've probably misunderstood what researchlevel -1 actually means. I thought it meant the spell would not appear in research and not be castable. But I suspect it actually just means it's like a holy spell - doesn't appear at level 0, but you still already know it and can cast it.
If this is the case, the 'eagle eyes' you were casting was actually a copy which was designed to work as a onebattlespell and never be castable. So eagle eyes (if researched) should be showing up in your castable list twice.
Burnsaber
April 9th, 2010, 05:34 AM
Use the command #school -1 to make a #onebattlespell uncastable. That's what I'm using and it has proved to work.
rdonj
April 9th, 2010, 11:50 AM
My current thinking is that I've probably misunderstood what researchlevel -1 actually means. I thought it meant the spell would not appear in research and not be castable. But I suspect it actually just means it's like a holy spell - doesn't appear at level 0, but you still already know it and can cast it.
If this is the case, the 'eagle eyes' you were casting was actually a copy which was designed to work as a onebattlespell and never be castable. So eagle eyes (if researched) should be showing up in your castable list twice.
You are correct, and due to my state of sleep deprivation I managed to overlook this.
Sombre
April 9th, 2010, 12:33 PM
Fortunately this is a trivial fix.
Unfortunately it's a trivial fix in multiple dms, many of which are currently being used in games. I think I will make the fixes and then leave it up to the admins of those games as to whether they update or not - the update should not change anything, just prevent those spells being cast.
Graeme Dice
May 1st, 2010, 06:47 PM
How much balancing do you think still needs to be done to make the Wood elf mod also a part of this?
Folket
May 3rd, 2010, 01:59 AM
Bring Sombre back.
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