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Warsword Conquest Summer News ! Remember, we are still looking for help : if you are a scener/scene_prop modeller, we would be glad to hear from you !

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Hello everyone,

Here are some news showing our progresses through the last two months (time passes by so quickly) on the Warsword Conquest 1.0 mod for Warband 1.153.

Well, we'll start off with some cool suggestions/corrections proposed on ModDB and the TW forum that we'll maybe work on when everything else will be done :

- introduce CANONS and arty
- add magic through projectiles
- add a necromancy script
- blood bowl matches instead of classic tournaments
- remove the death-cam battle and take the control of a NPC
- "raise the Chaos hordes and strike into the heart of the pathetic Empire like the Dark Spear of Chaos" D:
- add a Runic weapon creator Karaz-a-Karak Industries™
- add more banditos on the world map
- add a demonic ascension for Chaos

Comments and thoughts on these ideas are welcome !

Then about what is still in work :

Features still WIP

- We already have implemented some new/modified missions, but we are still working on the random events system (ambushes, encouters, companions-related events, ...).

- For the dialogs : almost all dialogs have been contextualized, and we have found a way to create custom dialogs for evil/good races and even for Orcs ("The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates." also we will need an Orc-Ooman interpreter).

- Freelancer mod for each factions with restrictions depending of your race; we would like to let the player join as a simple soldier with related-factions and not with others. For instance a Human will be able to join more factions than a Saurus or an Orc because there are more human-based factions.

Consider this as the main part of the work remaining regarding the features !

Regarding the Factions

Green - Implemented with full evolution tree
Orange
- Work in progress, still need some new models
Red - Not implemented yet

Empire
High Elf
Tomb Kings
Wild Goblins
Lizardmen
Dwarfs
Chaos Undivided

Bretonnia
Dark Elves
Orcs Tribes

Skaven
Small factions and bandits :
Araby
Night Goblins

Beastmen
Sartosa Pirates
(Mercenaries Lands)
Wood Elves
Border Princes

Kislev
(Tilea
Estalia
)

It was already told before, but modelling is a big part of this mod's contruction : this is why it takes some time for each faction to be completed.

Help Wanted ? Where do I sign up ?

We are still looking for help ! We are doing progresses, but some parts like the scenes or the scene_props still need work. Thus we could use the help of sceners and scene_props modellers willing to help us bringing the Warhammer world to life. If interested, don't hesitate : contact Del or Horla on ModDB or on the TW forum.

Thank you for your support and your numerous ideas. More will come of course, so stay tuned !

PS : enjoy the new screenshots !

Important : Please remember that the file you can download on this topic is only a preview of the final Warsword Conquest mod; thus, all the updates we will make until the release of the official WCq mod will describe our progresses, and not what is in the preview. Thank you for understanding !

Post comment Comments
7ty7
7ty7 - - 785 comments

wow. just fcking wow. I'm amazed you kept in mind those suggestions, I remember seeing some of those and thinking, "yeah it would be cool (cries), but I don't think It'll happen" andn here they are : p

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Horla Author
Horla - - 393 comments

I'm really sorry, I may have told it wrong : those suggestions won't be happening soon (well at least for some of them) but I wanted to say that we kept them in mind and when everything else would be done, we could have a look at them (I'm thinking of necromancy and magic for instance) !

Edit : I corrected the news, so there's no misunderstanding.

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7ty7
7ty7 - - 785 comments

ok :P

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Hopit
Hopit - - 288 comments

The necromancy could just be the surgery skill. All you need to do is to make it necromancers only, make it so other people couldn't invest into it or use a book that increases surgery (ie. book of Nagash)

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Horla Author
Horla - - 393 comments

I was thinking about creating a new skill --> necromancy, the module system was made in a way to allow the modders to add new skills.

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petron1991
petron1991 - - 58 comments

it would be nice to get a newer version to download and test the things you implemented until now. with this we could give you direct feedback while having the fun of playing this awesome mod. i can understand that you might don't want to give us an unready mod, but it would also help you to remove some newer bugs that are not yet in the preview version.

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malanthor
malanthor - - 853 comments

Please don't use Karaz-a-Karak Industries™
It just sounds lame.
And as for blood bowl. Its just a offshot comedy gimmick. Empire vs Orcs playing football... yeah sure.. that's just great. Worst idea ever.
And also: it will be hell to implemenent properly and code.
All other concepts seems fine.
Good luck.

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Extradaemon
Extradaemon - - 588 comments

I agree with the Blood Bowl idea, it's more a ridiculous spinoff that would feel extremely out of place in an open world game, it would also require a huge amount of effort to implement that could be used for other aspects of the mod.

Maybe instead of Karaz-a-Karak Industries™, there could be a master dwarf weaponsmith who will make runic weapons.

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Horla Author
Horla - - 393 comments

Indeed, I was thinking about a Dwarf weaponsmith creating Runic weapons. The Karaz-a-Karak Inc. was a joke. :p

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Guest
Guest - - 689,045 comments

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Chaos_Lord_77
Chaos_Lord_77 - - 5 comments

By The Chaos Gods !!! >:D Keep up The Good Work !!

Regards My Lord Nergle !!!

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Extradaemon
Extradaemon - - 588 comments

And what about the old tournament system with the champion seals which buy unique weapons? (I can't remember how it worked exactly). Will the blood bowl style completely replace that or will there be both? (or can we switch between them in the option?)

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Horla Author
Horla - - 393 comments

No, Blood Bowl tournament was just a crazy idea : as you said up there it would be an incredible challenge in terms of coding, without talking about the AI strategy system. So there will still be tournaments with champions and maybe some monsters for the fun.

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Extradaemon
Extradaemon - - 588 comments

Thanks for the quick answer.

Will there be any additions to the tournament system in this mod that weren't in the old warsword? Or will you stay with the native Warband tournements or old warsword system?

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Horla Author
Horla - - 393 comments

I didn't touched the current system, but I was thinking about some addons :

- add a better system of visual recognition, for some people complained about the difficulty to know who your teammates were (everyone keeps his armor);
- add some great monsters to fight as team; but this would be very difficult, our monsters are quiet the challenge;
- if we find a scener, change the scenes.

This is just a part of the ideas; I will be able to tell more when I'll begin to work on the tournaments.

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ArathHunter
ArathHunter - - 227 comments

Man I can't wait! Though one thing I just can't get out of my head, when will the Fortress scenes be finished or fixed? I suppose you'd have to wait for that scener or somesuch? It was one of my favorite things in this to be able to place a Fort anywhere I wanted. Though, it was a bit annoying that some places weren't set up properly with the npcs just standing on the side of a hill most of the time I set up a Fort. Though, that aside... Next update I'ma go NecroMage, Heck yeah!

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Extradaemon
Extradaemon - - 588 comments

For the visual recognition issue, how about a way similar to the Star wars conquest mod? Where there is a small coloured fire or glow around each fighter? You can justify it as being the magic of the arena wizard or something.

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Horla Author
Horla - - 393 comments

@Extradaemon : I was thinking of lightballs above the heads of the protagonists. Magic !

@arathhunter : Well I don't really know about the whole "build your fort anywhere" feature, and I don't really know which scenes it uses. I'll have a look at it if possible.

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Extradaemon
Extradaemon - - 588 comments

That would be fine as long as they didn't block the vision of the player.

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malanthor
malanthor - - 853 comments

hehe good to hear, I got scared for a moment back there. :D

easier to identify teams are easy. Stronger and more visible colours.

Hopefuly the runic weapons will only be for humans, dwarfs and elves (lol) albeit it might take some convincing to get em to make something for the beard cutters.(elves) I suggest needing really high renown to be able to buy there and it should cost ALOT of gold. Dwarves after all like that.

If I may suggest an add to the above list: make it so that certain factions are at constant war. Or just change the system so that peace just means a delay in hostilities, and not actual peace. You should never ever be able to enter a dwarf stronghold as a orc and buy a beer.
The mere idea makes my blood boil and my beard itch!
Ive said this before im just repeating myself. hehe.

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ulthwe2402
ulthwe2402 - - 95 comments

hey speaking of magic projectiles, i came across this mod and gave it a go because it sounded interesting. Mountandblade.nexusmods.com?
the balance within the mod isnt quite right but..... NECROMANCY and MAGIC seem to work rather well. The nice thing about the noecromancy is that after battles you can raise up the dead and if your character is too weak then sometimes his undead turn against him!

Would it make sense for you to ask him if you could use parts of this mod to enhance the speed of yours??
Just an idea!
looking forward to the release.

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Horla Author
Horla - - 393 comments

Thanks ulthwe2402, someone showed me this mod on the TW forum; be sure I had a look at it !

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Blue_Emporer
Blue_Emporer - - 4 comments

For the chaos faction you may want to split it between the more might-based khorne worshippers and the magic/poison-based nurgle worshippers. could also consider unbound chaos warriors as roving bandits.

I don't particularly care for the blood bowl idea. i hated the game on psp, and i don't like modern sports anyways so i would pray you make it an option and not replace tournaments as a whole. a bloody arena battle works just fine for now. however, if you could find a way to implement some different arena options like singles or pairs with companions that'd be cool.

whatever you do, though. you have my choppah.

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Vinuss
Vinuss - - 8 comments

Please release an updated preview lol.

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jamnotakusingshoribl
jamnotakusingshoribl - - 10 comments

you should also increase the level cap so that people can finish the game without having to face six milion bandits

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Osred
Osred - - 1 comments

Hey. Registered an account to chime in. I've seen the screenshots.

Will you be working on providing a variety of face choices for character creation? Too many mods nowadays have terrible looking face textures (PoP for one), it would be great if work was put into this area.

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Horla Author
Horla - - 393 comments

We have not worked on the face yet ... but maybe in the future.

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maxoroni
maxoroni - - 47 comments

you sould make it so if the goblins take over a villiage the dont recruit dwarves otherwise great work and i think dwarves are natrully better then goblins becuse i led 50 dwarves 20 humans against 500 hunderd goblins and won with 20 dwarf longbeards

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Harala
Harala - - 13 comments

I can't wait for this!

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geoffus
geoffus - - 21 comments

b good 2 c u using some of the others mods in yours, eg: recurting at towns and castles, owning businesses in towns, ship to ship combat. keep up the good work folks

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geoffus
geoffus - - 21 comments

oh and an update on this would b much appreciated.

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Lordman87
Lordman87 - - 37 comments

How about removing tomb king villages and replacing them with temples where you have to pay the Liche Priests to recruit the Tomb Kings units. You would have to recruit a Liche Priest to be able to have the Tomb Kings units in your army. Also remove skeletons as a playable race and have the Tomb Kings as their own race. The soldiers are still skeletons, the Tomb Kings lords and the Liche Priest on the other hand still have remnants of mummified flesh and skin. Also when you decided to play as a Tomb King you get a character creation layout of what your life in Nehekhara was before Nagash turn everybody into piles of bones.

I would also like to see the Vampire Counts or at least Sylvania in a later patch and they can have access to 3 different troop trees, Undead, Living and Vampire. The undead tree starts out with zombies who are the weakest and slowest unit in game but then branches into skeleton warriors both spear and sword variants. Spear Skeleton warriors develop into Skeleton Riders which then into Black Knights. Black Knights then upgrade into the mounted Wight King
Skeleton warriors (swords) extend into Veteran Skeleton warrior. Veteran Skeleton Warriors then branch into 2 variants of Grave Guards. One branch use sword and shield while the other uses Great Weapons. Both branches end with a Wight King, with the Great Weapon Wight King armed with a Black Axe. The Undead line are pretty much zero maintenance as they do not need to be paid nor do they have to be feed, also they will never run away in battle. However to have Skeleton warriors you must have Necromancers, Vampire or yourself know how to do necromancy, if you have these requirements then you either enter graveyards (This can be risky as those in the Empire are protected by the Knights of Morr, while those outside of the Empire are inhabited by Cairn Wraith and Banshees and other dangerous spirits) or you can raise your victims following battle. However if you and or your necromancers die well all your undead unit will instantly crumble into piles of bones and dust. Also the undead line lacks any form of ranged unit

Wight King
I1118.photobucket.com
Wight King (Black Axe)
Store.miniwargaming.com
Wight King (Mounted)
Games-workshop.com

The Living Troop tree of the Vampire counts can be obtained by recruiting Sylvanian serfs from villages in Sylvania. You then branch into the Sylvania Militiaman and the Death Cultist.
The Sylvania Militiaman branches into the Sylvania archer and the Sylvania footman. The Sylvania footman develops into the Sylvania Rider and the Sylvania Sergeant.
The Death Cultist on the other hand branches off into Crypt Ghoul and the Necromancer Initiate. The Necromancer Initiate develops into a Necromancer Acolyte, then a Necromancer and finally a Master Necromancer. The living soldiers require food and payment and suffer from the effects of morale but will not all crumble into dust at once following the death of the Leader or supporting necromancers.

The Vampire soldier then splits into the Blood Knight and the Vampire Guard. The Blood Knight develops into a Blood Dragon (an order of knights who were turned into vampires). Vampires have a high upkeep and require to be feed with prisoners. If there are no prisoners then they will start eating the living soldiers of your army however Vampires are really strong.

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