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| Warhammer World Project; eurocentric warhammer | |
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| Tweet Topic Started: Oct 13 2012, 01:50 PM (8,276 Views) | |
| Sombre | Oct 16 2012, 10:57 AM Post #16 |
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Leader of the Community
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Yep, looks like the one I posted is just a coloured in version of the one you did, with terrain painted on top in campaign cartographer or something. I think Ulthuan is supposed to be very mountainous though. I don't agree with the really scarce mountains on the black and white map. |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Deathjester | Oct 16 2012, 11:06 AM Post #17 |
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*Spicy* Crew
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Agreed on the mountains. Regarding terrain: Averlorn: Forest Caledor: Mountain Eataine: farmlands, border mountains (most populated and developed province) Ellyrion: border mountains Saphery: plains, maybe farmland (many sites) Chrace: border mountains, Forest Cothique: Forest Tiranoc: plains Shadowlands: waste Yvresse: border mountains |
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Check out my mods: The Empire of the Fallen based on Steven Erikson's books (Dom4): Malazan Empire Amazon Tribes United - Feminye, The War Cult (Dom 4): LA Feminye High Elves based on the Warhammer HE (Dom 4): High Elves | |
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| Sombre | Oct 16 2012, 01:27 PM Post #18 |
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Leader of the Community
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-thumbs up- So for the world map, here is the land province numbers breakdown I was thinking, per 'area'. These are rough, of course. It should give a sense of how cut down some of the places will be. This will be done partly by making their provinces bigger, but mainly by the actual landmass being shrunk down. Before explaining this I should also point out two non conforming 'areas' which are spread across the map. These are the Skaven Tunnels and the Dwarf Mountains. The Skaven Tunnels consist of provinces scattered across the map in locations of famous skaven lairs. They are always mountain/caves. They are always connected with at least one other Skaven Tunnel prov somewhere else on the map. They only ever have a single connection to the outside world of non Skaven Tunnels, except when they are connected to Dwarf Mountains. The Dwarf Mountains are similar, but work a little differently. The wide mountain ranges are impassable except in select locations where famous passes are known. This creates choke points between countries like the Empire and Bretonnia. However these mountain ranges are also like tubes, a series of provinces which connect one by one to each other. These are the Dwarf Mountains, which sit next to the Darklands, Border Princes, Empire and (to an extent) Bretonnia and even Athel Loren, but aren't connected to them. Instead the Dwarf Mountains can be accessed at particular places (so they have choke points at the end) and by the Skaven Tunnels. They still have several neighbours, but they always, always have a choke point against them. For each area I list name, expected owner/claimant (many areas are disputed), number of provinces and bordering areas. Ulthuan - 10 provs. High Elves. Borders only Naggaroth, but many sailing opportunities. I will make sure the seas are primarily for sailing, so they will be expansive provinces. Sailing will be extremely powerful. Naggaroth - 10 provinces. Dark Elves. Borders Ulthuan, Lustria, Northern Chaos Wastes. Excellent sailing potential granted by special 'long' sea provinces representing slaver routes across the world. Lustria - 9 provs. Lizardmen. Borders Naggaroth, Skaven Tunnels, Southern Chaos Waste, possible teleporter to Southlands? Southern Chaos Waste. Chaos. 3 provs. Borders Lustria, Southlands, Cathay, Northern Chaos Waste (the two chaos gates are connected) Araby - 3 provs. Tomb Kings. Borders Estalia, Southlands Estalia - 5 provs. Bretonnia/Skaven. Borders Araby, Tilea, Bretonnia Southlands - 6 provs. Tomb Kings/Lustria/Chaos. Borders Araby, Dwarf Mountains, Darklands, Badlands Bretonnia - 9 provs. Bretonnia. Borders Athel Loren, Empire, Estalia, Skaven Tunnels, Tilea Empire - 10 provs. Empire. Borders Skaven Tunnels, Bretonnia, Athel Loren, Darklands, Dwarf Mountains, Sylvania Tilea - 4 provs. Skaven. Borders the Border Princes, Skaven Tunnels, Skaven Tunnels - 6 provs. Borders Tilea, Lustria, Bretonnia, Empire, Dwarf Mountains, Darklands,.. possibly more? Northern Chaos Waste - 3 provs. Chaos. Borders Southern Chaos Waste, Naggaroth, Norsca, Great Steppe, Kislev Norsca - 2 provs. Chaos. Borders Empire, Kislev Great Steppe - 4 provs. Chaos/Ogres. Borders Mountains of Mourn, Cathay, Northern Chaos Wastes, Kuresh+Ind Kuresh+Ind - 4 provs. Chaos/Ogres/Greenskins. Borders Darklands, Mountains of Mourn, Cathay, Great Steppe Cathay - 4 provs. Chaos/Ogres. Borders Mountains of Mourn, Great Steppe Kislev - 3 provs. Empire/Chaos. Borders Northern Chaos Waste, Empire, Dwarf Mountains, Norsca Nippon + Other islands - 8 provs. Almost always have a land connection, but are also vulnerable to sailing. Dwarf Mountains - 10 provs. Dwarfs. Borders Southlands, Empire, Darklands, Kislev, Skaven Tunnels Mountains of Mourn - 6 provs. Ogres. Borders Darklands, Great Steppe, Cathay, Kuresh+Ind Darklands - 4 provs. Greenskins/Ogres/Vampire Counts. Borders Dwarf Mountains, Mountains of Mourn, Sylvania Badlands - 3 provs. Greenskins/Tomb Kings. Border Princes - 2 provs. Greenskins/Skaven/Vampire Counts. Sylvania - 4 provs. Vampire Counts. The VCs control special passes to the Darklands and Border Princes to avoid being crushed in a corner. Athel Loren - 5 provs. Wood Elves. How do I avoid them only being connected to Bretonnia? I think the answer is a free to cast version of Faery Trod and special mountain passes leading to Tilea and Empire. Borders Empire, Tilea, Bretonnia. Size is still an issue though. The only solution really is simply to make Athel Loren a really big forest and sort of push Bretonnia a bit more into Estalia. Because of their magical defenses against Bretonnia, they will have a single 'gate' chokepoint province on that border. Much easier to defend. That adds up to 134 provs. Then there are like 12 sea provinces? So this is maybe a little large. But then again I work on the assumption of 13 warhammer races ready in a few months. I know there are technically more, but basically,.... High Elves Greenskins Dwarfs Chaos Empire Bretonnia Vampire Counts Dark Elves (the only one we don't really have anything promising for. I might have to just do it myself.) Ogres Wood Elves Lizardmen Tomb Kings Skaven Further possibles Greenskins (second nation) Empire/Kislev (second nation) Dogs of War (tilea) Chaos Dwarfs Cathay (just putting TC on the map to avoid ogres and chaos running off with too many provinces in the east) Chaos Powers (separate nations for the chaos powers Khorne, Nurgle etc) Beasts of Chaos (beastmen etc) |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Sombre | Oct 16 2012, 01:41 PM Post #19 |
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Leader of the Community
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That's a big post. Please understand how much work writing that was, haha : ] |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Sombre | Oct 16 2012, 04:46 PM Post #20 |
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To present this information from a nation standpoint High Elves Home: Ulthuan (10) Disputed: Nagarythe on the west coast of Ulthuan (1) Neighbours: Dark Elves Greenskins Home: Badlands (3) Disputed: Border Princes (2), Kuresh+Ind (4), Kislev (3), Darklands (4), Southlands (6) Neighbours: Tomb Kings, Ogres, Chaos, Dwarfs, Empire, Skaven, Vampire Counts Dwarfs Home: Dwarf Mountains (10) Disputed: None Neighbours: Empire, Greenskins, Chaos, Skaven Chaos Home: Northern Chaos Wasteland (3), Southern Chaos Wasteland (3), Norsca (2) Disputed: Cathay (4), Great Steppe (4), Kislev (3) Neighbours: Empire, Lizardmen, Dwarfs, Ogres, Dark Elves Empire Home: Empire (10) Disputed: Kislev (3), Border Princes (2) Neighbours: Bretonnia, Chaos, Greenskins, Vampire Counts, Dwarfs Bretonnia Home: Bretonnia (9) Disputed: Estalia (5) Neighbours: Wood Elves, Empire, Skaven Vampire Counts Home: Sylvania (4) Disputed: Border Princes (2), Darklands (4) Neighbours: Empire, Greenskins Dark Elves Home: Naggaroth (9) Disputed: Nagarythe (1) on the west coast of Ulthuan Neighbours: High Elves, Lizardmen, Chaos Ogres Home: Mountains of Mourn (6) Disputed: Great Steppe (4), Cathay (4), Kuresh+Ind (4) Neighbours: Skaven, Chaos, Greenskins Wood Elves Home: Athel Loren (5) Disputed: None Lizardmen Home: Lustria (9) Disputed: Southlands (6) Neighbours: Dark Elves, Chaos, Greenskins Tomb Kings Home: None Disputed: Araby (3), Southlands (6), Border Princes (2) Nieghbours: Greenskins, Skaven, Lizardmen, Dwarfs Skaven Home: Tilea (4), Skaven Tunnels (6) Disputed: Estalia (5), Araby (3) Neighbours: Bretonnia, Empire, Dwarfs, Greenskins, Chaos, Ogres |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| builds character | Oct 16 2012, 05:33 PM Post #21 |
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Troll
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Why not give wood elves connections to other forest regions? Could even only give them connections to forests if you want. Be an interesting dynamic. |
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| Deathjester | Oct 17 2012, 08:25 AM Post #22 |
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*Spicy* Crew
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Nice work. Builds C: see this part in Sombre's first post: "Athel Loren - 5 provs. Wood Elves. How do I avoid them only being connected to Bretonnia? I think the answer is a free to cast version of Faery Trod and special mountain passes leading to Tilea and Empire. Borders Empire, Tilea, Bretonnia. Size is still an issue though. The only solution really is simply to make Athel Loren a really big forest and sort of push Bretonnia a bit more into Estalia. Because of their magical defenses against Bretonnia, they will have a single 'gate' chokepoint province on that border. Much easier to defend." |
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Check out my mods: The Empire of the Fallen based on Steven Erikson's books (Dom4): Malazan Empire Amazon Tribes United - Feminye, The War Cult (Dom 4): LA Feminye High Elves based on the Warhammer HE (Dom 4): High Elves | |
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| builds character | Oct 17 2012, 06:05 PM Post #23 |
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Troll
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Neither of those things address wood elves getting rushed by bretonnia unless it's implicit that they come with not being connected to bretonnia at all. Adding forest-forest connections also gives you resources for any forts you're building and doesn't give super duper movement ability that free faerie trod has the potential to give. |
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| Deathjester | Oct 17 2012, 10:24 PM Post #24 |
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*Spicy* Crew
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I guess the solution atm is a choke point that can or can not be defended. There's no getting around them being connected to Bretonnia really. They will have to plan for fighting knights.. Re: the forest connections - good points, worth considering! |
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Check out my mods: The Empire of the Fallen based on Steven Erikson's books (Dom4): Malazan Empire Amazon Tribes United - Feminye, The War Cult (Dom 4): LA Feminye High Elves based on the Warhammer HE (Dom 4): High Elves | |
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| Sombre | Oct 18 2012, 12:27 AM Post #25 |
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Leader of the Community
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I would expect a diplomatic solution to be forthcoming. They are not at war in the flavour and have other neighbours that are more obviously their enemies. Anyone using warhammer nations on a warhammer map is probably going to have some interest in the backdrop and be less likely to just gank their non-hostile neighbour of the past thousand years. |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Deathjester | Oct 18 2012, 09:55 AM Post #26 |
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*Spicy* Crew
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OK, terrain added, I added special sites, but I am not sure we should, but they are easily removed if we wish. Speaking of that - any plans to add special sites at all? It is a daunting task, but it could be done as a side project with a separate mod adding them.. Previews: Blighted Isle and Chrace: Caledor: Eataine and Lothern: https://dl.dropbox.com/u/11811103/Maps/warh...e%20Lothern.JPG Saphery, Averlorn and Gael Vale: Shadowlands: Overview: |
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Check out my mods: The Empire of the Fallen based on Steven Erikson's books (Dom4): Malazan Empire Amazon Tribes United - Feminye, The War Cult (Dom 4): LA Feminye High Elves based on the Warhammer HE (Dom 4): High Elves | |
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| Sombre | Oct 18 2012, 11:24 AM Post #27 |
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Leader of the Community
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That looks excellent. My only suggestion would be to lose the giant mushrooms, though they don't look that bad. Are you using those long yellowy grass tiles to represent farms? That was my thinking too. You can also put fences around them which are small enough to not look crazy in terms of scale and make them look even more like farm crops. I would say only put them in provinces that are actually going to be farms, of course. In terms of magic sites I think having predefined small ones is fine - as long as they are just 2 gems or something. In terms of the actual map graphic they are fine as long as the scale makes sense and the warhammer maps are so crammed with little bits that I wouldn't want to mark them all out, only the really important ones (so the chaos dwarf capital ziggurat would get on the map, but Altdorf and Nuln wouldn't, Fester Spike wouldn't, Nagash's black pyramid would etc). I assume the one in the top pic is the altar, right? That makes sense and the scale looks ok to me. What's the giant crystal on the middle right of ulthuan though? That does look a big huge,... |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Deathjester | Oct 18 2012, 11:55 AM Post #28 |
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*Spicy* Crew
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Yeah, I think the flowers will be enough to denote "magical" forest.
Yes, those are farms. I'll try the fences.
Yeah, the top pic is the Altar of Khaine, the other altar is the Altar of Asuryan. Vaul's forge is marked, as well. The giant crystal is actually the Tower of Hoeth. ![]() Btw, as a nice side effect, this project has REALLY inspired me to get up to speed on the High Elves. I will have a version out today with some of the graphics in place. |
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Check out my mods: The Empire of the Fallen based on Steven Erikson's books (Dom4): Malazan Empire Amazon Tribes United - Feminye, The War Cult (Dom 4): LA Feminye High Elves based on the Warhammer HE (Dom 4): High Elves | |
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| Sombre | Oct 18 2012, 11:59 AM Post #29 |
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Leader of the Community
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I would suggest throwing in some of the really thin tall light green glowing trees. I have used these to represent the inner provinces of Athel Loren where the wood elves chill. You could chuck a couple up in appropriate places on Ulthuan. For the tower of Hoeth, why not us an actual tower? Or is it too large? I was planning on using one for one or two places elsewhere in the world. I suspected it might inspire you, why do you think I asked you to do Ulthuan? ; ] |
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I mod for free and fun. But if you want to tip me for work I've done, you can do so through PayPal to rabbitoflegend@gmail.com General Mods: No PopType Recruitment (NI), No Mercs Mod Nations: Warhammer Empire, Warhammer Lizardmen, Warhammer Skaven, Warhammer Chaos Dwarfs, Warhammer Ogre Kingdoms Maps: Warhammer World Older mods not yet ported: AI Recruitment, Ulm Reborn, Black Ulm, Jomon Broken, Avernum, Tharoon, Arga Dis, Daikaiju, Epic Magic Fail, Dromeda | |
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| Sasooli | Oct 18 2012, 12:26 PM Post #30 |
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Opuntiales
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Very impressive looking work so far guys! As discussed previously I'm very happy to help with this. Any suggestions on what you'd like me to work on? Bear in mind that my knowledge of Warhammer geography is not as extensive as yours, though of course I can use existing maps etc. |
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8:29 AM Jul 11