View Full Version : Warhammer Version 1.4
Psychic_Llamas Sep 23, 2008, 10:35 PM This post will be where all downloads for Version 1.4 of the Warhammer Fantasy Battles mod version 1.4 will be located. Future Patches and changelogs will be found here. Please dont report bugs here, use the Bug Reports (http://forums.civfanatics.com/showthread.php?t=293195) thread instead ;).
DOWNLOAD Version 1.4:
Mod: [LINK] (http://files.filefront.com/Warhammer+14zip/;11931954;/fileinfo.html)
Sound Track: [LINK] (files.filefront.com/Warhammer+Fantasy+Mod+Sound+Pack/;12325650;/fileinfo.html)
Patch a: patch a is broken, please wait for patch b...
INSTALL PROCEDURE:
1. Extract the main mod file into BTS\mods folder.
2. Extract the music file into BTS\mods folder.
3. Rename the BTS\mods\Warhammer 1.4 folder to BTS\mods\warhammer.
Balance/changes:
1. Changed Spite Resource to give the civ access to also give a range of 'Spite' Promotions.
2. changed 'Oak of ages' to provide +2 food and +2 hammer with the 'Lore of Life' Technology.
3. changed 'shrine of asuryan' to provide +2 commerce and +2 hammer with the 'Lore of Light' Technology.
4. changed 'shrine of Khaine' to provide +2 commerce and +2 hammer with the 'Lore of Death' Technology.
5. Rebalanced a lot of Ghur (Beast) spells
6. Rebalanced a lot of Shyish (Death) spells
7. Rebalanced a lot of Azyr (Heavens) spells
8. Removed health bonus from herbalist (only gets health from tobbaco, tea and mysticism). increased cost to 70.
9. Rebalanced a lot of Nurgle spells
10. Rebalanced a lot of Tzeentch spells
11. Archers can no longer use bronze or iron weapons (can use war tattoos from dyes though)
12. Recon units cannot use war tattoos, bronze or iron weapons.
13. all archers/crossbow units and UUs have a single square ranged attack.
14. removed the free promotion from all spellcasting units.
15. all spellcasting units start with their respective promotions (ie hedge wizard starts with channeling 1 and hedge magic 1. Archmages start with channeling 1-3 and high magic 1-3)
16. changed roads and Wildpaths to starting techs for respective civs and removes tech requirements.
17. changed forest chopping to be avaliable from Agriculture but take more than twice as long to do and yeild no hammers... will need balancing.
Fixes:
1. Fixed Wild lands TXT_KEY
2. removed “unlimited serf” from Caste System
3. prevented Beast units from being able to get the Glamorweave kin promotion.
4. Fixed estalian city San Luis TXT_KEY
5. Fixed salvation and chaos temple issues
6. salvation and chaos missionarieas dont require their temples to be built (only the religion)
7. Wildpaths and Road techs are now non-tradable to prevent one civ having both techs and having their roads degrade to trails every turn.
Additions:
1. Added 'Celestial Palace' Unique Feature (appears only on grassland or plains Hills, grants +1 food +1 hammer and +1 commerce to the tile. +30% defence to all squares in a 3 tile range, acts as a city. +1 Hammer food and Commerce with Philosophy Tech.)
2. Added 'Mount Arachnos' Unique Feature. (Spawns barbarian Giant Spiders. Only appears on Peaks.)
3. Added 'Mortheim' Unique Feature. Provides Warpstone resource and +2 commerce.
4. Added 'Elven Ruins' Unique Feature. Pillaging may gift a City or a large Research or Gold Bonus. may appear more than once.
5. Added 'Vauls Anvil' Unique Feature. +3 hammers to the tile, provides the 'Meteoric iron' resource, provides another +3 Hammers with Advanced Smithing.
6. Added 'The Vortex' Unique Feature Placeholder. (in the future would like it to make enemy spells cast in the owners borders fail 33% of the time, Daemon units in the Owners Borders get -20% strength.)
7. Added Help texts and civilopedia entries for Ghur (Beast) Spells
8. Added Help texts and civilopedia entries for Shyish (Death) Spells
9. Added Help texts and civilopedia entries for Aqshy (Fire) Spells
10. Added Help texts and civilopedia entries for Azyr (Heavens) Spells
11. Added Help texts and civilopedia entries for Nurgle Spells
12. Added Help texts and civilopedia entries for Tzeentch Spells
Cosmetic:
1. Added Graphics for the Celestial Palace U.F.
2. added graphics for The Vortex U.F.
Fixes:
1. Quick fix for the "GFC error: failed to initialise the primary control theme." error when trying to load the mod.
Balance/changes:
1. changed most of the civics effects, moved tech requirements around a bit etc.
2. changed council of 13 to expansive subterranean sprawling and raiders
3. changed skarsnik to spiritual arcane and raiders
4. changed azhag to expansive maurauders and raiders
5. changed malekith to seafaring raiders and arcane
6. changed ariel to spiritual charismatic and Protective
7. changed astragoth to sprawling, industrious and ingenuity
8. changed the raiders trait to grant the 'raider' promotion to all melee, archer, mounted, chariot, gun and recon units. (EDIT) removed free exp from combat (maurauders is not the only trait which gives that)
9. changed all the combat promotions back to giving 20% combat strength not 10%. (EDIT) ignore this, changed back to 10% again :p)
10. changed Vlad to Financial, Aggressive and Summoner.
11. Changed manfred to Organised Summoner and Arcane.
12. Changed amazon leader to barbarian, charismatic and spiritual
13. changed jaffar to spiritual, philosophical and summoner
14. Changed Louen to Protective, Spiritual and Horseman
15. Changed Gilles to Spiritual Charismatic and Horseman
16. changed Wu to Defender agricultural and imperialist
17. changed Magnus to Charismatic, Imperialist and spiritual
18. changed Karl Franz to Organised imperialist and philosophical
19. changed Sigmar to Imperialist aggressive and Charismatic
20. changed Jose Paul to Protective spiritual and Seafaring
21. changed Leung Kwok to maurauders horsemen and Barbarian
22. Changed Akabar to spiritual protective agricultural and adaptive (spiritual = permanent trait)
23. changed katarin to arcane, summoner and protective
24. changed Boris to defender raider and expansive
25. changed takagura to Agricultural organised and industrious
26. changed lucan and lucini to Insane, Financial, philosophical and spiritual
27. changed lorenzo lupo to industrious, seafaring and financial
28. canged borgio to besieger, financial and aggressive
29. Changed Settra to Imperialist, industrious and summoner
30. changed neferata to spiritula industirous and protective
31. changed Finubar to seafaring, financial, charismatic and adaptive (seafaring is permanent)
32. changed mazdamundi to spiritual arcane and industrious
33. changed tehenuinni to spiritual expansive and charismatic
34. changed hobgobla khan to raiders, maurauders, besieger and adaptive (raider is permanent)
35. changed Greaseus to Aggressive financial and raiders
36. changed grimgor to organised aggressive raiders
37. changed Morghur to Expansive barbarian and aggressive
38. chaged arcane promotion to also give extra 10% spell damage and 10% resistance. (seemed underpowered)
39. changed spiritual trait to grant 'healer' and 'spirit guide' to divine units.
40. changed homeland promotion to give 20% combat in borders rather than the pathetic 10%
41. changed lizardman promo to give +20% attack and defence, and double moves in jungle.
42. changed dwarf promo to give 20% attack and defence in hills, and 20% poison resistance
43. Changed skaven promo to give 20% attack and defence in hills, and 30% poison resistance, and -10% holy resistance
44. changed unseen lurker unit to have 1 move, and be able to conduct spy missions, and counter spies.
45. Changed Elven promotion to give +1 move and +1 first strike CHANCE not +1 first strike
Fixes:
1. Subterranean trait no longer gives +2 summons duration.
2. Fixed Comet of Cassandora, now summons a permanent nuke like unit (nuke range of 5 squares), but kills the caster. (will need balancing, ie need to remove fallout and change sounds and special effects)
3. removed tile yeilds from watchtower, keep and stronghold, see if that deterrs AI from building them everywhere...
4. Fixed light houses to only give 1 free trade route to their city, not every city :p
5. wood elves now start with Lore of Athel Loren ,not with High Magic
Additions:
1. added Sicaire (assassin UU) for Tilea
2. added Bombard (Cannon UU) for tilea
3. added Verezzo Crossbowman (Crossbos UU) for Tilea
4. added Arquebusier (handgunner UU) for Tilea
5. Added Condoteri (Mercenari UU) for Tilea
6. added Royal Bodyguard (Royal Guard UU) for tilea
7. added Tilean Galley (Tririem UU) for Tilea
8. added raider promotion. auto pillage and +10% combat strength. (EDITRemoved: 'can use enemy roads', over powered)
9. Added 'Senior officer' promotion, requires either musician or standard bearer. randomly applies the 'morale' promotion to the unit.
10. Added Estalian Jinetes (Horsearcher Warband UU) for Estalia
11. Added Estalian knights (knights UU) for Estalia
12. Added Great Galleon (Ship of the Line UU) for Estalia
13. Added Tercios Pikemen (Pikemen UU) For Estalia
14. Added Conquistadores (requires Navigation, Advanced Smithing) for Estalia
15. Added Chapel of the Grail (Brettonian Salvation Temple UB)
16. Added Temple of Sigmar (Empire Salvation Temple UB)
17. Added Temple of Ursun (Kislev Salvation Temple UB)
18. Added Temple of Mercopio (Tilean Salvation Temple UB)
19. Added Temple of Myrmydia (Estalian Salvation Temple UB)
20. Added Temple of Ulric (Brettonian Salvation Temple UB)
21. Added Temple of Khorne (requires Chaos state Religion)
22. Added Temple of Slaanesh (requires Chaos state Religion)
23. Added Temple of Nurgle (requires Chaos state Religion)
24. Added Temple of Tzeentch (requires Chaos state Religion)
25. Added Temple of Chaos Undivided (requires Chaos state Religion)
26. Added Gateway of Infinite Oblivion
26. Added Gateway of Endless Blood
26. Added Gateway of Limitless Desire
26. Added Gateway of Festering Decay
27. Added The Suiddock World Wonder
Cosmetic:
1. added new Oak of Ages art
2. added new Shrine of Khaine art
3. Added new ancient forest art
4. Added new deep jungle art
5. Added new Volcano art
--------------------
NOTE: There will most likely be some changes/ additions which i forgot to mention on this changlog, its inevitable with such a big update :p
Special Thanks to Humakty, Ahriman and Orlanth for their increadible help with this, took a quarter of the time that it would have taken on my own :)
--------------------
To Do: (in no particular order)
1. Salvation and Corruption UUs
2. Kislev, finalise Old world civs
3. Recon Units/promotions
4. Metals Promotions (need to figure out how this works)
--------------------
To REPORT BUGS please go to this thread: [CLICK] (http://forums.civfanatics.com/showthread.php?t=293195)
--------------------
Ajidica Sep 24, 2008, 01:58 PM I'm assuming that the bugs will be fixed? Nice to see the mod hasnt diead to much with ploeperpengel leaving.
Psychic_Llamas Sep 24, 2008, 10:45 PM yep ill get around to the bugs :)
EDIT: ive gone through the bug list and fixed some of them, some i cannot figure out yet.
Psychic_Llamas Sep 25, 2008, 04:37 AM more changes to the change log.
Ahriman Sep 25, 2008, 06:45 AM Assuming that if you're changing the combat promotions, you're also doubling the shock, cover, formation etc. promotions.
This also might not be such a great idea, because there are so many things in this mod (Standing Armies civic in particular) that gives free xp to newly created units.
Psychic_Llamas Sep 25, 2008, 10:31 AM This also might not be such a great idea, because there are so many things in this mod (Standing Armies civic in particular) that gives free xp to newly created units.
this is true, any ideas on where such free exp should be cut from? (ill increase the other promos to suit, didnt think of those)
Ahriman Sep 25, 2008, 10:54 AM Well, actually I think that the promotions are fine as is, they didn't really need the change. FFH has the double-strength promotions, but those are a little strong really, and encourage super-stack combat and favor the player over the AI (since the player is better at conserving units). Its also an undesirable positive feedback mechanic; once you start winning, you keep winning, because you have an unstoppable superarmy of units with +80% strength or more.
XP is also more readily available in this mod than in FFH:
a) There are a number of mechanics (vampire hunting, etc) that give free xp.
b) There are (were?) a number of leader traits that give +1xp from combat.
c) There are great generals, who can either give mass XP to a stack, or a permenant +2xp military instructor.
d) There are a lot of civics that give free XP, and buildings, wonders and temples that give free xp.
I suggest that you leave the promotions at the 10% level, and if you want to buff traits like aggressive, add to that a +50% gold from pillaging like that which you took away from raiders.
I'd rather keep the Xp boosters, but keep the traits at the current (lower) power levels.
What was your reasoning for changing the promotions?
Psychic_Llamas Sep 25, 2008, 11:34 AM a lot more changes to traits and trait affects (some liek arcane and spiritual seemed too weak, and a lot of leaders had rubbish trait combos. all leaders now have at least 3 traits (only leaders with insane or adaptive have 4 traits)) and i also changed some promotions
EDIT: ok changed combat back to 10%, good argument ;) i might allow archers and mouted to get the buff not just melee?
Ahriman Sep 25, 2008, 11:57 AM i might allow archers and mouted to get the buff not just melee?
Why???
Mounted units are strong enough, especially knights. I shudder to think how defense strength 6, 7, 9 melee units with 10% promotions are supposed to fend off 12 attack strength knights with 20% strength promotions (and 40% shock promotion).
Much easier to just leave everything as it is. You could boost the flanking promotions a little I guess without too much harm.
Psychic_Llamas Sep 25, 2008, 10:12 PM Why???
Mounted units are strong enough, especially knights. I shudder to think how defense strength 6, 7, 9 melee units with 10% promotions are supposed to fend off 12 attack strength knights with 20% strength promotions (and 40% shock promotion).
i got rid of the 20% strngth thing :p
Much easier to just leave everything as it is.
ok, but any other thoughts on the other trait changes?
Ahriman Sep 25, 2008, 10:29 PM They'll need playtesting for balance, obviously, but I quite like the look overall. Certainly traits were very unequal before, this list definitely looks promising. Lots of flavor difference should be fun.
I notice only 2 greenskin leaders in this list - the rest seem to be missing (or I'm blind?).
This is definitely an issue since if you really want 4-5 greenskin leaders in the mod, they definitely need different traits in order to differentiate them; greenskins are going to be very very similar as it is.
As long as you're changing racial promotions, I'd suggest dwarven gives +20% hill attack and defense, and 20% poison resistance. No double move in hills.
orlanth Sep 25, 2008, 11:49 PM I've pretty much finished updating the building XML with the Magic Colleges as grouped national wonders, the unique deity Salvation and Chaos temples, and also adding in some cool Chaos Gates per the new victory condition thread. Some effects like spawning units or a % chance promotion would have to be added later in python. Also tweaked some existing buildings/costs as suggested and have tried to add some flavor to some of the more boring buildings. I just started testing it to work out some kinks and actually it does seem a little more fun to me already. :)
So hopefully I can get something uploaded in the next few days, together with an improved soundtrack including skaven/greenskin diplo tracks. A few other things I could check off the buglist are corrected the Lighthouse bug (it actually was real!), added Skaven diplo text and fixed typos in CIV4GameText_WarhammerInfos & CIV4GameTextInfos_DiploWH.
(P_L I also had to edit Civ4Leaderheadinfos.xml to update the missing diplo tracks, & didn't realize you were also working on it.. hopefully it should be pretty easy to combine though by just copying a few diplo track sections from mine).
Psychic_Llamas Sep 26, 2008, 12:02 AM I've pretty much finished updating the building XML with the Magic Colleges as grouped national wonders, the unique deity Salvation and Chaos temples, and also adding in some cool Chaos Gates per the new victory condition thread. Some effects like spawning units or a % chance promotion would have to be added later in python. Also tweaked some existing buildings/costs as suggested and have tried to add some flavor to some of the more boring buildings. I just started testing it to work out some kinks and actually it does seem a little more fun to me already.
So hopefully I can get something uploaded in the next few days, together with an improved soundtrack including skaven/greenskin diplo tracks. A few other things I could check off the buglist are corrected the Lighthouse bug (it actually was real!), added Skaven diplo text and fixed typos in CIV4GameText_WarhammerInfos & CIV4GameTextInfos_DiploWH.
(P_L I also had to edit Civ4Leaderheadinfos.xml to update the missing diplo tracks, & didn't realize you were also working on it.. hopefully it should be pretty easy to combine though by just copying a few diplo track sections from mine).
thats excelent news Orlanth! at this rate this next version will be out in no time! :D
I notice only 2 greenskin leaders in this list - the rest seem to be missing (or I'm blind?).
This is definitely an issue since if you really want 4-5 greenskin leaders in the mod, they definitely need different traits in order to differentiate them; greenskins are going to be very very similar as it is.
double check the list ;) i went back and changed the other greenskin leaders, every leader has unique trait combos now (i dont think any one has the same as another)
As long as you're changing racial promotions, I'd suggest dwarven gives +20% hill attack and defense, and 20% poison resistance. No double move in hills
ill do the same to skaven.
frenzyslave Sep 26, 2008, 03:09 AM Excellent... Better balance of traits, and with the new units listed for Estalia and Tilea, yay! ;)
And the Comet of Cassandora will maybe have the coolest effects of a spell (graphics wise).
Psychic_Llamas Sep 26, 2008, 03:33 AM And the Comet of Cassandora will maybe have the coolest effects of a spell (graphics wise).
alas, no :( for some reason the nuke explosion effect isnt there :( id like some form of large explosion to occur but do you think i can find where i need to specify what effect should be used? nope... :(
Ahriman Sep 26, 2008, 01:12 PM A thought; if everyone is getting 3 traits, should insane leaders get 4 (plus insane)?
Ajidica Sep 26, 2008, 01:45 PM Related to Ahrimans post, do all leaders need 3 traits? I realize that not all leaders have 3 traits but two will be easier to balence and will preserve Sids idea of 'intersting choices'. If one leader for a civ is good at all things, then there is no need to have another leader. Also, the Slayer dwarf has the exact same traits as Throgrim minus one. I dont remember which trait that is, but currently slayer dwarf is worse in all ways than thorgrim.
Ahriman Sep 27, 2008, 01:31 PM ill do the same to skaven.
I'd suggest something different. Dwarves as a faction are supposed to have very strong, tough individual units, particularly in hill terrain.
Skaven should have a different feel; weak units, with poison and good withdraw chances.
I propose instead that the skaven promotion should be 50% poison resistance, +10% withdraw chance.
See my Skaven suggestions in the Tilea/Estalia/Araby/Cathay/Nippon/UnderEmpire thread for details.
Psychic_Llamas Sep 29, 2008, 09:49 AM Version 1.4 is uploading now. will take at least 7 hours and 20 minutes so im going to go to bed and HOPEFULLY it will have finished when i wake up (without stuffing up)
ill open a new bug thread for this version now as well :p
orangelex44 Sep 29, 2008, 11:11 AM Without actually reading the whole thread, noticed there was a "spites" resource and "spite" promotion.... Isn't is supposed to be "sp*r*ite? (sprite)? Just wondering if it was mispelled in the mod, too.
Ahriman Sep 29, 2008, 11:24 AM Nope, nothing to do with sprites, I think (though I'm still unclear as to what exactly Spites is supposed to represent - something to do with the magic of the Oak of Ages).
Psychic_Llamas Sep 29, 2008, 07:55 PM Without actually reading the whole thread, noticed there was a "spites" resource and "spite" promotion.... Isn't is supposed to be "sp*r*ite? (sprite)? Just wondering if it was mispelled in the mod, too.
hehe yes that is a little confusing i though the same too at first. in the Warhamemr fantasy rulebook for woodelves any unit of woodelvs may be upgraded with a 'Spite' (pretty much the same as a 'sprite' in Real life mythology, just by a different name.)these 'spites' give different benefits, ie grant the unit a magical attack, allow a ranged attack, grant magic resistance, may be sacrificed to kill a single enemy modle (not unit), allows fear, etc.
so i figured the easyest way to represent spites in Civ is via promotions. im actually tempted to change the automatic +10% strength +10% magic resistance to a series or purchasable promotions that do a range of effects (ie +1 poison strength, grant a ranged attack, magic resistance etc)
------------------
And regarding the upload of the mod, i have a power failure at some point last night and the upload was screwed :angry: so im having to upload it AGAIN... should be up in 7 hours should there be no stuff ups...
Ajidica Sep 29, 2008, 07:59 PM Isnt most of the size the artpak? I dont believe there were any major art changes so for now could you just upload everything non-art? All here on the forum right now have the game already installed. BTW, does 1.4 have an installer like the previous versions?
Psychic_Llamas Sep 29, 2008, 08:07 PM no the biggest part of the upload is the soundpack. im reuploading the whole mod though to start fresh. please bear with me, im sorry about the wait :(
also i dont know how to make an installer, so im afraid you will have to unpack the .zip file manually
Ahriman Sep 29, 2008, 08:39 PM A full fresh mod is a good idea.
orangelex44 Sep 29, 2008, 08:58 PM Wait... that is awesome... the ORIGINAL MAKERS of the game misspelled "sprite"? Hahahaha!!
Psychic_Llamas Sep 29, 2008, 09:25 PM Wait... that is awesome... the ORIGINAL MAKERS of the game misspelled "sprite"? Hahahaha!!
my reaction as well :p though i think its a purposful mispelling
orangelex44 Sep 29, 2008, 10:27 PM Maybe. I prefer my way. Makes me seem smarter in contrast.
Psychic_Llamas Sep 30, 2008, 12:23 AM Finally the mod is uploaded and avaliable for download. unfortunately the soundtrack bombed out so i will have to try upload that again *grrr* but at least you can play the mod now (hopefully)
EDIT: regarding patch a, the proposed Asrai promotion will mess up a lot of other promotions, Elf Slaying, Fear Elf etc, because if woodelves get a different promotion they are not affected by fear elf or elf slaying.
Ahriman Sep 30, 2008, 06:28 AM will mess up a lot of other promotions, Elf Slaying, Fear Elf etc
Gosh darn :-)
Psychic_Llamas Sep 30, 2008, 09:28 AM what if we had 2 promotions... generic elf promotion whos only use is for other promotions effects (elf slaying, fear elf etc) and then the other one, Asrai, Asur and Druchii?
Psychic_Llamas Sep 30, 2008, 09:30 AM finally both parts of the mod download are avaliable in the first post, ill link them here as well though for you lazy buggers ;)
DOWNLOAD Version 1.4:
Mod: [LINK] (http://files.filefront.com/Warhammer+14zip/;11931954;/fileinfo.html)
Sound Track: [LINK] (http://files.filefront.com/Warhammer+14+Soundtrackzip/;11933904;/fileinfo.html)
Ahriman Sep 30, 2008, 10:36 AM what if we had 2 promotions... generic elf promotion whos only use is for other promotions effects (elf slaying, fear elf etc) and then the other one, Asrai, Asur and Druchii?
The simpler solution, if you really want to keep the mechanic, is just to change the "Hates Elves" promotion to give +10% vs elf, +10% vs wood elf.
And change "fears elves" to give -10% vs elf, -10% vs wood elf.
Much easier than cluttering things up with even more promotions.
Psychic_Llamas Sep 30, 2008, 10:43 AM The simpler solution, if you really want to keep the mechanic, is just to change the "Hates Elves" promotion to give +10% vs elf, +10% vs wood elf.
And change "fears elves" to give -10% vs elf, -10% vs wood elf.
i dont think there are 2 empty tags for that in the promotioninfos file... will take a look...
Ahriman Sep 30, 2008, 11:39 AM The new version fails to load for me (and I just deleted the old one, too...).
I get "GFC error: failed to initialise the primary control theme." when trying to load the mod.
I'll delete it and redownload to test it the download was corrupted somehow.
*edit*
Redownloaded, reinstalled, same bug.
Are there some missing files or something?
I am correct that this should function entirely by itself as its own mod, in its own folder, right?
Can anyone else get it working?
Ajidica Sep 30, 2008, 01:55 PM @PL: I think there is an installer program in the utility programs forum. If there isnt, I;m sure Ploeperpengel wouldnt mind you asking him.
Psychic_Llamas Sep 30, 2008, 09:04 PM i checked the files i uploaded again, an they work fine. im downloading to see if they got broken in the upload...
@ Ajidica: ill take a look and see if i can work out this installer shinannygans... but its really not that hard to extract manually :p
(extract Warhammer_1.4.zip in your BTS/Mods folder first, then extract Warhammer_1.4_Soundtrack.zip in the same location. done.)
Ahriman Sep 30, 2008, 09:18 PM (extract Warhammer_1.4.zip in your BTS/Mods folder first, then extract Warhammer_1.4_Soundtrack.zip in the same location. done.)
Yeah, thats what I did. Tried it twice (two separate downloads).
Can anyone else confirm that the build works from the download?
orangelex44 Sep 30, 2008, 09:48 PM Worked fine for me (at least a "Play now!" start did) - both with and without the sound. However, I'm not sure the sound was working - there was an error message saying that "Could not find." I keep Civ muted anyway (I like to listen to MY music while playing, thank you), so someone else will have to confirm that.
This may be a bad place to ask this, but I've never actually played a full game of Warhammer - I DL'ed the last version but was stuck on FFH, so never tried it much - and I'd like to play the actual world map, not a random one. However, that map is (was?) flawed with a CTD. Has this/will this be fixed?
And, as long as I'm making unreasonable demands ("Give me your peanuts!" - "What peanuts?" - "GIVE THEM TO ME!!!" - "Yes, of course!" :crazyeye:), is there anywhere to go to figure out the wierd stuff in Warhammer? The UU's are pretty easy to figure out, the UB's too - but many of the spells are obscure, who knows what the Orcs are doing, some of the other civs may be crazy too, and NONE of the World Improvements say [I]anything. I'm scared to try out a game... :eek:
Ahriman Sep 30, 2008, 10:08 PM Hmph.... no idea why it isn't working or me. I'll try it again at some point and then try a full civ reinstall. Probly wont' get a chance for a few days, too much RL work to do.
The warhammer world scenario is probably broken by the new version. Many people reported finding it broken with the previous version, though it still worked fine with me. It will be worked on at some stage, no doubt.
The documentation is still pretty sketchy at this point, particularly for magic. Some of the spells you can figure out from their tooltip text, some are fairly self explanatory from name or effect if you try them, some you can figure out by looking up the appropriate promotions, and some, well, I still have no idea what they're supposed to do :-)
As for orcs; many of their units have the "animosity" promotion, which causes them to sometimes go rogue or fight each other when multiple units with animosity in a stack. If you get a great general (warboss) then you can add it to a unit and get the Discipline promotion; animosity effects will not happen in a stack with a Discipline unit.
Many/most of the factions are still pretty incomplete at this point, too. The best factions to play with are probably the High Elves, Dark Elves, Empire, Bretonnia, Estalia, Tilea and then Wood Elves and orcs/goblins/hobgoblins to a slightly lesser extent. The other factions are all pretty empty atm.
orangelex44 Sep 30, 2008, 10:26 PM Well, when I did it I extracted to my Downloads user file, then moved the stuff from there - sometimes a direct extration will create an extra "layer" file, so instead of Civ4/BTS/Mods/Warhammer/whatever you'll get Civ4/BTS/Mods/Warhammer/Warhammer/whatever, which will mess with everything. I'm assuming you know this already, but everyone makes dumb mistakes sometimes.
Thanks for the Orcish stuff. So, basically, Animosity has two effects - directly, units will randomly die/go Barb, and indirectly I'll get XP from killing them. Great!
I've got my eyes on Brettonnia - Knights are cool - if only they weren't, well, French. Or in France. I'll call them Norman, that'll make me feel better.
Ahriman Sep 30, 2008, 10:39 PM Brettonnia is based on Arthurian Britain as much or more than French high chivalry. Their patron is basically the Lady of the Lake.
I'll check to see if I did something stupid like that; entirely possible :-)
Humakty Oct 01, 2008, 01:54 AM @Ahriman : you need to rename the folder 'Warhammer', and delete the 1.4 stuff, then it works fine.
@Orangebidule : I'm totally offended by what you say about french people. I have so many unpleasant things to tell to you, but no time to do it. I'll live with it.
Psychic_Llamas Oct 01, 2008, 04:09 AM This may be a bad place to ask this, but I've never actually played a full game of Warhammer - I DL'ed the last version but was stuck on FFH, so never tried it much - and I'd like to play the actual world map, not a random one. However, that map is (was?) flawed with a CTD. Has this/will this be fixed?
And, as long as I'm making unreasonable demands ("Give me your peanuts!" - "What peanuts?" - "GIVE THEM TO ME!!!" - "Yes, of course!" ), is there anywhere to go to figure out the wierd stuff in Warhammer? The UU's are pretty easy to figure out, the UB's too - but many of the spells are obscure, who knows what the Orcs are doing, some of the other civs may be crazy too, and NONE of the World Improvements say anything. I'm scared to try out a game...
As Ahriman said alrady, the map is *very* broken and i havent worked on it in AGES. i definately plan on making a new map (or hopefully fixing this one to save the effort) but it will probbaly not be a planned thing, it will most likely pop up when i find myself with more free time than i know what to do with :p
also, that second bit is not unreasonable at all, it is very relivant and i think after i impliment necromancy and elementalism magics (very soon) i will go through and try to completely finish the pedia entries for what we have. its just so time consuming that i have been avoiding it, but i definately recognise that it is important :)
I've got my eyes on Brettonnia - Knights are cool - if only they weren't, well, French. Or in France. I'll call them Norman, that'll make me feel better.
as ahriman said bretonnia is basically a hybrid between french chivalry and arthurian legend.
@Orangebidule : I don't like to make customers (even non paying ones) flee, but you'll be surprised to learn that I'm french, and that I F**K you. That's all. Would I know were you come from, I would make some nasty comments.
So I ask you to no more play this mod,'cause it's partly, well, FRENCH. How, I disgust myself now, I'll have to wash my mouth. Dang B*****D
Humakty, i will NOT tolerate such abuse in this forum, especially not from team members, i am not a moderator but i will not hesitate to contact one if such talk continues. i understand that what Orangebidule said could have offended you but you dont need to be so aggressive over it. a simple "im french and find that insulting" would have sufficed.
so Orangebidule and humakty, id appreciate it if you either appologised or moved your argument to PM.
----------
EDIT: also, the reason for some peoples DLs not working is that the Warhammer.ini did not update as it should have. ill upload a quick fix to force and update.
Humakty Oct 01, 2008, 04:19 AM I'm so sorry, but it's true that blatant ethnicism early in the morning makes me react.
Psychic_Llamas Oct 01, 2008, 04:24 AM I'm so sorry, but it's true that blatant ethnicism early in the morning makes me react.
thats fair enough and i completely understand, but the swearing was un-necessary.
Psychic_Llamas Oct 01, 2008, 04:30 AM Download Patch a: [LINK] (http://forums.civfanatics.com/downloads.php?do=file&id=10814)
this should fix the "GFC error: failed to initialise the primary control theme." error when trying to load the mod.
Ahriman Oct 01, 2008, 07:47 AM @Ahriman : you need to rename the folder 'Warhammer', and delete the 1.4 stuff, then it works fine.
Feeling slightly stupid... this seems to fix the problem. PL, is that all that the patch did (changed a few lines so that they pointed to warhammer 1.4 instead of warhammer)?
About the french thing; I think orange was mostly joking. I've been living in the US for some years now (I'm originally from New Zealand), and people here mostly make jokes about France/the French in a mostly ironic sense; they're making fun of anti-Frenchness (and the ridiculous things that happened here post Iraq war start - "Freedom Fries" and such) as much as they making fun of French people.
Except among a handful of people, I actually find it is much less passionate than English anti-French sentiment, or French anti-Americanism.
As for us Kiwis... we're still pissed about the Rainbow Warrior - and the rugby world cup, some years ago (knocking us out in the quarterfinals? How dare you!). Mostly the Rugby.
orangelex44 Oct 01, 2008, 07:58 AM @ Humakty
It's just something we say - a joke about France's military history (or, rather, the possible lack thereof).
From what I can gather, many French/European people dislike Americans much more than we, in general, feel negative about the French. We really don't have many angry feelings at all, actually (in Ahriman's works, we're not "passionate")... other than, perhaps, a sort of bromance relationship with the Aussies (you too, Kiwis!) and that little in-joke over the fries :p.
Ahriman Oct 01, 2008, 08:12 AM (or, rather, the possible lack thereof)
I do find this one slightly bizarre, given that France was arguably Europe's dominant military power for ~450 years (end of 100 years war though to end of napoleonic wars). Plus, you know, Charlemagne. Americans have no sense of history :-)
this should fix the "GFC error: failed to initialise the primary control theme." error when trying to load the mod
Actually, I changed the mod name back to Warhammer 1.4 and installed the patch and got the error again. whereas renaming the mod folder Warhammer and NOT installing the patch worked fine. I'm going to go with this for now.
Psychic_Llamas Oct 01, 2008, 09:00 AM Actually, I changed the mod name back to Warhammer 1.4 and installed the patch and got the error again. whereas renaming the mod folder Warhammer and NOT installing the patch worked fine. I'm going to go with this for now.
urgh but it worked when i did it :confused: no idea why it wouldnt work (the .ini change SHOULD have fixed it all... unless the rename back to warhammer then warhammer 1.4 then instalation of the patch changed it all... i havent a clue....im confusing myself now, pay no heed to me lol)
Humakty Oct 01, 2008, 09:13 AM I had a similar problem renaming mod folders for another mod, must be tied to font size or something. The best thing to do is to copy paste the name in the .ini . Then it SHOULD work. Maybe.
orangelex44 Oct 01, 2008, 11:21 AM If you want to see someone that really has it out for French military exploits (I think he's a Brit), check out this site (http://www.albinoblacksheep.com/text/france.html). I, of course, in no way sanction this version of French history, but if you squint your eyes a bit it makes sense, kinda.
I'll admit, I am a little behind on my European history - I keep forgetting the order of the Thirty Year's War, Hundred Year's War(s), the Protestant Reformation conflicts, etc. - Compared to most Americans, though, I'm a mile beyond because I even know these existed.
But that's off topic. Started my first game today, we'll see how these Arthurian French guys do...
Ahriman Oct 01, 2008, 11:37 AM Hundred years war = 14th/15th century conflicts of the competing claims of English and French claims to areas of (modern) France and to the French crown. Joan of Arc, Crecy, Agincourt, etc. Eventually the English get booted off the continent except for Calais.
French wars of religion = late 16th century, basically massive civil war conflicts and turmoil that end with the protestants getting the boot. I don't know that much about these.
30 years war = early-mid 17th century religious war protestant vs catholic. Starts basically as a religious war within the HRE as various elector states go one way or the other, but expands into a general French vs Hapsburg competition for continental dominance. Lots of mercenary armies. Big swedish intervention - this is Gustavus Adolphus, who goes on a rampage through germany. In the end, no-one really wins much, and the war totally destroys much of (modern) Germany from economic collapse, massive pillaging and depopulation (total German population reduced by like 25% or more). Solidified French power as the dominant military presence; really showed up the decline of Spain.
France lost a ton of wars to some extent basically because they were really good at getting people to unite against them (Prussia, Austria, Russia *and* Britain?!?).
orangelex44 Oct 01, 2008, 11:45 AM Right - then after the Thirty Year's War, the French and Brits get into their little spats (French and Indian Wars - or whatever they call them in Europe), followed by the American Revolution, which influenced the French Revolution, which led to Napoleon, who was replaced by the monarchy then Nappy III, who got beat by the Prussians, who united Germany and went a-conquesting. Got it.
Ahriman Oct 01, 2008, 11:53 AM Actually, the French and Indian wars were barely a skirmish in a relative sense; basically they were just what the colonial troops did while Europe was busy fighting the 7 Years War.
But yeah, thats the order. Also, the War of Austrian Succession is in there just before the 7 years war (1740s or so?), and the War of Spanish Succession before that (early 1700s, battle of Blenheim and all that).
Damn, thinking about all this stuff again really makes me look forward to Empire Total War. That game should be awesome.
orangelex44 Oct 01, 2008, 01:25 PM Of yeah, I forgot a couple of those "empires falling into pieces" wars. I'm going to enjoy Empire, too - the only games that come close to the Total War series are, ironically enough, the Civ series. It's a tie there - but I'm interested in how they're going to do combot now that it's all ranged. All the tactics are different...
Ajidica Oct 01, 2008, 01:40 PM @PL: The installer is nice when there are patches out and nwe people come to the forum. When I first dled Warhammer, I had no clue what I was supposed to overwrite. Also, the GFC control thing in on the FFH bug thread. IIRC, it is when the mod is installed in the improper spot.
@Humakty: orangealex probably meant no disrespect to the French army, but in America there is sort of the 'french military joke'. From most people in america, the extent of their knowledge of the french miltiary is WWII and WWI, both of which, no offense, France didnt do so well in. Napoleon, Charlemagne, and other french generals were awsome and for the most part france was strong militarily.
@Ahriman: I cant wait for Empire TW too, but it probably will crash my graphics card.
Darkform Oct 01, 2008, 02:52 PM hey I'm American and I heard about the 100 year war and WW II, so they finally made a prequel to WW II huu?
Ajidica Oct 01, 2008, 05:36 PM I meant that most people, although they know of the 100 years war, the only two battles they know are Crecy and Agincourt, not the greatest example of the French Army. Besides, Im just trying to stop an argument, lest it become nasty.
Darkform Oct 01, 2008, 05:56 PM OH. well I know there was a 100 year war I didn't know any of the battles or even that France was in it.
Amuroray Oct 01, 2008, 06:28 PM @Humakty: orangealex probably meant no disrespect to the French army, but in America there is sort of the 'french military joke'. From most people in america, the extent of their knowledge of the french miltiary is WWII and WWI, both of which, no offense, France didnt do so well in. Napoleon, Charlemagne, and other french generals were awsome and for the most part france was strong militarily.
I am french, and you're right about WWII, we were really really bad , but please
do not say the same for WWI because even if americans came to help us at the end of the war, we had fought bravely (Germans too) during 4 for long years.
frenzyslave Oct 01, 2008, 06:56 PM other than, perhaps, a sort of bromance relationship with the Aussies (you too, Kiwis!) and that little in-joke over the fries :p.
@kiwis
Hey, we are a bit iffy about the French. We hate the French government (they sank our "Rainbow Warrior" in our port! :cry::mad:) and rugby team (dont get me started there :mad::mad::mad: ... not again!! :cry: oh you got me started)... The French people on the other hand, we like ;). Especially the french women and their accents :lol::D
About da latest release: excellent work :goodjob:. Gonna test play it over da weekend and check out da goodies :D
Psychic_Llamas Oct 01, 2008, 09:21 PM im going to vainly try and redirect this thread back to its original pupous, ie warhammer :p if you really want to keep discussing french history and such go ahead and make an off topic thread ;)
orangelex44 Oct 02, 2008, 08:42 AM Soz, PL.... my fault. Unintentioned, but my fault nonetheless.
Anyway, those new Unique Features seem like cool ideas, maybe a couple of them are overpowered - one of them can become a city? Whoa....
Here's a thought; FFH .34 is coming out (as I assume you all know), with the Illians looking beastly. Assuming their strategy is to summon some really wicked badass unit and kill everyone, does that seem like something you'd want one of the Chaos factions to try to do? Maybe it will carry over, and in the finest modding tradition you will be able to ste- borrow someone else's idea! With the proper credit, of course.
Just figured ya'll should check it out.
Psychic_Llamas Oct 02, 2008, 09:22 AM Anyway, those new Unique Features seem like cool ideas, maybe a couple of them are overpowered - one of them can become a city? Whoa....
hehe nope thats just coder talk for acts lets your units get defencive bonuses like it were in a city, and allows ships to dock in it (like a fortress) you cant actually build stuff from it :p
Illians could very well be a nice source of Norsca ideas :D
orangelex44 Oct 02, 2008, 09:30 AM 6. Added 'Elven Ruins' Unique Feature. Pillaging may gift a City or a large Research or Gold Bonus. may appear more than once.
*ahem* ... That sounds like getting a city to me... :mischief:
Psychic_Llamas Oct 02, 2008, 10:37 AM *ahem* ... That sounds like getting a city to me...
AHAHAHAAH ohhhhhhh im with you now :lol:
its not really any more powerful than popping a settler from a goody hut (except you cant decide where to put the city) plus the actual chance of getting the city out of the range of other effects which i have yet to actually think up, PLUS the fact that it is a unique feature and you would be lucky to get more than 3 on an entire map... means the chances that youd get a city is pretty slim. plus i actually havent figured out how to code this yet :p im hoping to use the 'Marnoks mod' with the explorable lairs mechanic for this, which will probably require more than a patch...
Ahriman Oct 02, 2008, 10:42 AM its not really any more powerful than popping a settler from a goody hut
.... which is so massively overpowered that it is turned off on any reasonable difficulty level. (I'd also love if you could remove free techs from goody huts and just make them get a research bonus, like in the Fall Further mod - last game I popped crafting and ceremonial burial in the first ~25 turns or so, basically won me the game right them.)
But anyway, flavorful unique features are cool with me. But a free tech (from foraging the ruins) might be easier to implement/less OP than a free city.
Psychic_Llamas Oct 02, 2008, 10:51 AM But anyway, flavorful unique features are cool with me. But a free tech (from foraging the ruins) might be easier to implement/less OP than a free city.
probably true. what if foraging the ruins popped a barbarian city that you had to conquor? (Orcs taking up residence in the ruins of a stately Highelven city?)
the only reason i was thinking along these lines is because a LOT of human cities in the oldworld are built on the ruins of elven cities.
Ahriman Oct 02, 2008, 10:56 AM Well, if you're using something like the marnok dungeon mod, you need several options.
If you search the ruins you might find something positive (like a free tech or a piece of magical equipment or gold) or something bad might happen (a monster is released, or a barbarian city is created).
I do quite like the idea of a barbarian city with a culture-creating building and a couple of more powerful barbarian units popping up though.
Squirrelloid Oct 03, 2008, 04:04 PM I get the following error when trying to extract warhammer_1_4a.rar:
"Unable to expand archive
Archive: C:\ ...(snipped file location)...
Engine Error: Format Error"
And of course, the mod fails to load without the patch. How am I supposed to use said patch?
Ahriman Oct 03, 2008, 04:08 PM Don't install the patch; just rename the mod folder from 'Warhammer 1.4' to 'Warhammer' and it should run fine. We're still in the process of fixing some of these issues (new version was only released a few days ago).
Squirrelloid Oct 03, 2008, 04:14 PM Don't install the patch; just rename the mod folder from 'Warhammer 1.4' to 'Warhammer' and it should run fine. We're still in the process of fixing some of these issues (new version was only released a few days ago).
It would be nice if the first post had detailed installation instructions - I'm only guessing as to what to do with the sound files based on where they're located in other Mods.
Ahriman Oct 03, 2008, 04:21 PM Yeah, some better instructions would be helpful. We might manage to get an installer working.
As it stands, the best procedure for the moment is:
1. Extract the main mod file into BTS\mods folder.
2. Extract the music file into BTS\mods folder.
3. Rename the BTS\mods\Warhammer 1.4 folder to BTS\mods\warhammer.
We will hopefully fix the naming issue soon. There has been a ton of new work in the last couple of weeks which have introduced a bunch of new bugs into the mod, but a better version should be out soon.
Psychic_Llamas Oct 04, 2008, 02:28 AM ill post an install prcedure in the first post :blush: sorry guys ill try be more efficient...
kylekorver Oct 04, 2008, 05:33 AM hi
i have a problem... when the game is starting in the mod, it gets an error when it's loading graphics. these doesn't happen when it's a normal game, but with the mod i cant play... what can i do?
Psychic_Llamas Oct 04, 2008, 10:29 AM try renaming the file to 'warhammer' not 'warhammer 1.4'...
kylekorver Oct 04, 2008, 12:53 PM i have that name..
Ahriman Oct 04, 2008, 03:15 PM PL, I suggest that you take patch a down, it really doesn't help.
Psychic_Llamas Oct 06, 2008, 08:37 AM @ Team members,
Patch b (now version 1.5) is uploaded and ready for download in the team forum. ill open a new thread.
Psychic_Llamas Oct 14, 2008, 09:55 PM ok guys, im pleased to say i have finished the assignments that are immediately important and now have more freetime! YAY! as such i made another unique feature to kick off with:
The Great Maw
This is The great Maw, a religious icon for the Ogre Lords of the Warhammer World. it is a bottemless pit ringed with jagged rocks and pinnacles that look strangely like teeth, the Ogres offer sacrifices to the Great maw by throwing captives down the pit.
http://img406.imageshack.us/img406/9896/greatmawnw8.th.jpg (http://img406.imageshack.us/my.php?image=greatmawnw8.jpg)http://img406.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
Heres the link: THE GREAT MAW (http://forums.civfanatics.com/downloads.php?do=file&id=10958)
in the mod it will grant 2 food and 2 hammers with insatiable humger tech, and another 3 hamemrs with the warfare tech. i want to make further unique stuff for the destruction religion and ogres civilization later on down the track.
frenzyslave Oct 14, 2008, 10:08 PM Looks good! Bags not for being pushed in the pit! ;)
DemonMaster Oct 17, 2008, 03:42 PM I am doing something wrong, I mean I downloaded the mod, so far so good, but when it comes to the soundtrack - the link take me to filefronts start page not to the soundtrack download page, so am I donign something wrong or is it something wrong with the link? (perhaps I should ask if this mod is still going strong or if it is dead as well)
Ajidica Oct 17, 2008, 03:57 PM The mod is still going stong (perhaps a tiny bit less considering ploeperpengel left). When I downloaded the mod I had no problems with the soundtrack. I'll check.
EDIT: I just checked, your right, the soundtract takes you to the main page of filefront, not to the soundtrack. Psychic Llamas (mod leader) needs to fix that.
Psychic_Llamas Oct 17, 2008, 08:25 PM ill look into the sound track issue (in fact ill link it to Orlanths new soundtrack that he made)
EDIT: and i have NO intension of letting this mod die. but considering the chaos gods have invaded my real life and have cursed me with exams and assignments, i have less time to mod than i would like. i thought i would have some time this week but alas, no luck so far :(
my last exam is on the 20th next month, so rest assured after that i will be back in full force ;) (ill definately try to mod as much as i can untill then though, just bear with me guys, sorry :()
Ahriman Oct 17, 2008, 08:51 PM Heh. Before exams was usually when I spent the most time online... the joys of procrastination.
Ajidica Oct 18, 2008, 08:32 AM Same with me, I suppose that I am still in the 'work hard' mindset so I get more done. Good luck on your exams!
Ahriman Oct 28, 2008, 03:39 PM I can confirm that Maurauder Horde also isn't buildable by Norsca. This makes the chaos factions pretty weak.
Err0l Oct 31, 2008, 02:43 AM The Sound Track link is broken for me, it's just redirecting to the filefront homepage.
NeverSurrender Nov 01, 2008, 11:42 AM deleteddddd
andber Nov 12, 2008, 06:22 AM between the time comes version 1.5
Psychic_Llamas Nov 12, 2008, 10:10 PM you can expect version 1.5 after the 22nd this month, i still have 3 more exams to do. (and have a job interview on saturday)
Arexack_heretic Nov 16, 2008, 04:00 PM good luck!
remember: Exuding confidence is as important as skills. :p
Psychic_Llamas Nov 16, 2008, 06:28 PM haha thanks AH :)
Psychic_Llamas Nov 24, 2008, 12:09 AM Well my exams are over and ive had my job trial, not sure if ive got the job yet though cause the manager wasnt there, oh well.
on to news that you guys care about ;)
version 1.5 is finished and will be uploaded in 5 hours time (to the team forum so we can check the links and make sure it all works to avoid the stuff ups i had last time), in the mean time i fixed the soundtrack link in the first post of this thread, (thanks orlanth for the fresh link!)
i would advise on waiting untill 1.5 is uploaded because it has an installer (as many people begged for) and comes with the soundtrack. a full install will be required so youll need to get rid of (or back up) version 1.4.
anywho, im gonna go back to watching the progress bar on that upload lol :p
Arexack_heretic Nov 24, 2008, 03:41 AM should be finished by now...
Let's go see. :)
hoodlum Nov 24, 2008, 05:52 PM Hey guys,
I've been watching this, excitedly waiting for 1.5, but where is the team forum?!
Ahriman Nov 24, 2008, 06:20 PM Team forum is a private forum for team-members only; where we post all our secret messages that we don't want you to see.
1.5 is not yet generally available, but it should be in a day or so.
hoodlum Nov 24, 2008, 06:45 PM Well that would explain why I couldn't find it! lol
Psychic_Llamas Nov 25, 2008, 07:40 AM my appologies for the delay everyone, my uploads keep being cancelled on FileFront, i get the following message:
Your computer has been blocked from submitting files. If you are unsure about this, please contact an administrator.
i have no idea what this means, i have tried 3 times to upload it and each it comes up with this. any suggestions for other host sites?
also i havent been able to access CFC all day, its been down or something? so i couldnt tell you sooner :( once again i apologise for the delay
Ahriman Nov 25, 2008, 07:42 AM Yeah, civfanatics has been down. I know nothing about download sites.
Maybe use whatever site FFH uses?
Also, you could try contacting an administrator.
Maybe there is a maximum file size that you're breaching, or a maximum you can have uploaded at any one time (so deleting some older versions could help)?
Psychic_Llamas Nov 25, 2008, 08:11 AM im pretty sure im within download specs, and surely if i wasnt they would tell me before i wasted 9 hours waiting for the bloody thing to upload? i made a new account and tried uploading in that so maxed out upload space cant be the issue either...
frenzyslave Nov 25, 2008, 03:34 PM I loaf burucratsy. Id rather stik my axe in it. Tak ur time boss... I kud kill ya sum stunties to in da meantim if ya lik. I lik illin me sum stunties and ose pointy eared gits. A hoomie town is da problum? Waaaagh! Lets get em ladz! :mad:
*ahem*
Bureaucracy sucks :rolleyes:. Especially when they make it a mountain to climb up first. In the meantime, I can patiently wait and shorten some dwarves. Unless its da elves, in that case I might shorten them too. Oh I bet those hoomans are up to no good in this Filefront settlement you mentioned. I will get them too. Good luck bossdude, i will help shorten some "red tape" and show em Warboss PLs anger! :mischief:
Ahriman Nov 25, 2008, 03:43 PM frenzyslave; I think you'd be an excellent candidate to design some greenskin-themed events. Basically, flavor events that can happen only for greenskin factions, or generic events with interesting alternative options for greenskin factions.
Any ideas?
Example:
Famine
Requires: city with granary.
A plague of rats and mice have devoured the food from our granaries, and our people risk famine.
a) Import what food we can purchase at reasonable prices and sell it at a profit to those who can afford it. (+50 gold, 10% chance civil unrest for 1-3 turns.) (Requires Tilean)
b) Import as much food as we can get our hands on, no matter the price. (-120 gold).
c) Open up the cities granaries, and distribute our food to the masses. (-100% stored food in city, -1 city population)
d) Bah! Those were weak and stupid people. (-1 city population, requires Chaotic.)
e) Food shortage? Thats what snotlings are for! (-1 city population, requires orc or goblin.)
Psychic_Llamas Nov 25, 2008, 08:13 PM frenzyslave; I think you'd be an excellent candidate to design some greenskin-themed events. Basically, flavor events that can happen only for greenskin factions, or generic events with interesting alternative options for greenskin factions.
:lol: oh i agree 110%! hahaha i love reading your posts :p
frenzyslave Nov 25, 2008, 10:01 PM frenzyslave; I think you'd be an excellent candidate to design some greenskin-themed events. Basically, flavor events that can happen only for greenskin factions, or generic events with interesting alternative options for greenskin factions.
Any ideas?
Hmm... Me go knock sum gobbo eads togetha an see wha i cum up wit... ;)
Masada Nov 26, 2008, 02:48 AM A fellow Kiwi! :o
Ahriman Nov 26, 2008, 07:11 AM I'm from Wellington - though I live in Washington DC atm.
There are plenty of us infiltrating teh interwebs.
Masada Nov 27, 2008, 01:02 AM Muhahaha nothing south of the Bombay Hills. ;)
Ahriman Nov 27, 2008, 07:29 AM Bah! Damned JAFA. We know you're all just jealous of us Real Kiwis :-)
Psychic_Llamas Nov 27, 2008, 07:56 AM *conversation flys over my head*
in other news 40 mins till 1.5 is uploaded.
Ahriman Nov 27, 2008, 08:10 AM Thats ok; all you need to know is that Auckland (largest city in NZ, whose southern border is ~ the Bombay hills) is full of the desperate dregs of humanity, wallowing in their own self-importance. Much like Sydney :-)
Whereas Wellingtonians are noble and virtuous, and incredibly good looking. More like Melbourne.
Sadly, in reality Auckland is actually better than any other city in NZ, after Wellington. God help those poor bastards from Christchurch.
Psychic_Llamas Nov 27, 2008, 08:54 AM WOOT upload finished, test link in the team forum.
Arexack_heretic Nov 27, 2008, 10:42 AM link works fine.
Masada Nov 28, 2008, 04:31 AM Bah I'm actually from slightly North of Auckland... so I know the pain... I long ago disavowed being an Aucklander :p
I tend to associate with way up North, the Bay of Islands, and way down South Gore :)
frenzyslave Nov 28, 2008, 04:21 PM I was born in Auckland, but fled happily to Hamilton where the traffic is better and no-one tries to run you over. ;)
So uh, when can us lesser folks burn down and raise these Filefront settlements? How far away is 1.5 for us peons? Oh and any reason why the versions went 0.13 to 1.4 to 1.5? Maths fail :P Lol...
Psychic_Llamas Nov 28, 2008, 08:18 PM Oh and any reason why the versions went 0.13 to 1.4 to 1.5? Maths fail :P Lol...
O_O EPIC maths fail... oops.... SHHHHH its a secret, tell no one!
So uh, when can us lesser folks burn down and raise these Filefront settlements? How far away is 1.5 for us peons?
probably within the day, im waiting on some feedback from another team member on the download link before i make it public, i dont want a repeat of the utter confusion from 1.4 :p if i dont get word within about 12 hours im gonna put it public anyway :p
thanks for being patient with us guys! :D
fghero Jul 05, 2010, 06:56 AM Hi all,
I'm new to this forum, an avid player of WH Fantasy Battles, and I was very much looking forward to installing this mod. The download link seems broken, and I've read that there has been some difficulty in finding a server to host it.
I also see that the last post is quite old, so I guess this is a shot in the dark. But, is there any way I could get my hands on WH 1.4?
Thank you very much for this fantastic work, and I look forward to playing it!
gendoikari87 Oct 17, 2010, 01:51 PM um the download link no longer works filefront seems tohave trouble finding the file. I think it might have been moved/removed.
sempervirens Oct 30, 2012, 07:09 AM Hello guys!
Sorry for necromancing the thread that is apparently dead for a couple of years but I would really want to know. If there is possible to acquire this Warhammer mod nowadays?
Because all the links are dead (or at least i can't find any - I'm new on the forum, so forgive me) and this was a really nice mod.
If there is a working Warhammer mod in this forum? If yes, please show me this.
The_J Oct 31, 2012, 07:03 AM Seems you're right, lost due to the closure of MegaUpload.
mmhh...if Ahriman still looks into there, then there might be a change of a reupload...
sempervirens Nov 09, 2012, 10:57 AM But there must be at least one copy on somebody's computer!
Anyone, please provide this beautiful mod!!! :-)
Makkah Apr 11, 2013, 06:44 PM bumpz
|
|