View Full Version : Warhammer Fantasy Mod 2.0


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Bohdan
Jul 07, 2005, 08:01 AM
Nope, it lists 23 of them, a random option and so on. I am using Civ III Gold, patched to the most recent version. I installed the DYP, then RAR. I did patch it to the most recent version. Perhaps I should uninstall and reinstall?

tjedge1
Jul 07, 2005, 08:10 AM
DYP and RAR? You mean the WH mod right? If you mean the WH mod then you should redownload and re-install the mod to make it work properly. If you mean DyP and RaR then you are on the wrong thread. ;)

EDIT-Wow, I just noticed this is my 4000th post! [party] Of course it would be in the WH mod thread instead of my mod's. :p

Bohdan
Jul 07, 2005, 08:13 AM
Heh no, I was describing what I installed. For example, there were trucks for settlers even in my Warhammer (and your Mystara) mod. I have the most recent version of Mystara and Warhammer mod. The number of civs available is the same for all of them. The male vamps are also not playable. :confused:

tjedge1
Jul 07, 2005, 08:18 AM
That is strange. Maybe you should uninstal civ and reinstall it. DyP and RaR shouldn't affect the normal game which is the only way that either the WH or Mystara mod could be effected as they both use some of the original game, especially in setup. DyP and RaR are also just mods designed to use the original game, not replace it. Strange.

Bohdan
Jul 07, 2005, 08:21 AM
Ha, so much for the 3 Gb install! Away I go! News at 11.

Bohdan
Jul 07, 2005, 09:13 AM
Problem seemed with the Faerun map. When I use the random map I can be anyone. On the Faerun I can be anyone but Chaos, and male undead. That's odd. Guess I'll just play on the random map then. Thanks all.

tjedge1
Jul 07, 2005, 11:29 AM
Ok, that is an easy fix. Go to Scenario porperties, there you'll see a box with a list of civs. Make sure they're all highlighted and then make sure there is enough starting points on the map itself. Then you're ready to go.

Bohdan
Jul 07, 2005, 11:38 AM
Scenario properties...as in the screens where I select which civ, difficulty, AI aggression, and so on? These are the ones before the game even begins, right?

tjedge1
Jul 07, 2005, 12:10 PM
No. The scenario properties is in the editor. You have to open the biq file with the editor that is included with Civ. Once you have that open you look at the toolbar on the top. One section is Scenario. Make the drop down form there and click on scenario properties. There will be a section called Player Options in the first tab that pops up. It lists all civilizations for the biq that you have opened. Make sure they're all highlighted and then click apply, then ok, save the file and then close it and play. It's easier than it sounds if you've never done this before.

Steel General
Jul 07, 2005, 12:10 PM
No, I beleive tjedge1 means editing the .BIQ file itself.

tjedge1
Jul 07, 2005, 12:11 PM
:lol: You owe me a coke Steel General!

Breunor
Jul 07, 2005, 01:02 PM
Problem seemed with the Faerun map. When I use the random map I can be anyone. On the Faerun I can be anyone but Chaos, and male undead. That's odd. Guess I'll just play on the random map then. Thanks all.

How do you use the Faerun map? Is it in the Map downloads section?

Breunor

Bohdan
Jul 07, 2005, 01:27 PM
Yes

http://forums.civfanatics.com/showthread.php?t=97244

mrtn
Jul 07, 2005, 02:40 PM
Well, next time you have a problem with a map, complain in that thread, instead of in this one. ;)

Bohdan
Jul 07, 2005, 04:00 PM
I had no idea the map would cause the WH2 mod to behave in the way it does. In all honesty, I can't logically explain why all the WH2 dynamics would work, with the exception of three playable civs. The problem is not with the map, but a viable solution was found via using a different one.

aaglo
Jul 07, 2005, 08:42 PM
this Bodhan's problem must be the strangest one ever reported in the history of mods... :lol:

Bohdan
Jul 07, 2005, 09:02 PM
har har, I am just playing as Reikland on a random map. <3 Empire

mrtn
Jul 08, 2005, 06:16 AM
I had no idea the map would cause the WH2 mod to behave in the way it does. In all honesty, I can't logically explain why all the WH2 dynamics would work, with the exception of three playable civs. The problem is not with the map, but a viable solution was found via using a different one.It doesn't make the WH mod to behave in any way; every map is a mod: the guy making the map made changes to the version of the WH mod copied to that map, take it up with him. The WH mod is still intact.

In other words; a map can't change a mod.

If you don't like the rules set up of that map you can import the original WH rules from the WH mod.

Steel General
Jul 08, 2005, 08:40 AM
:lol: You owe me a coke Steel General!

I'll email it to you... :D

Tyrion
Jul 16, 2005, 04:35 AM
The whole Trucks appearing as Settlers in this one and another mod is similar to a problem i have... The cite graphics are the same in all my versions of the game now... its strange seeing Romans living in trees and Native Americans in Steel Fortresses...

mrtn
Jul 16, 2005, 05:48 AM
Tyrion, it seems as if you somehow overwrote the vanilla cities. This wasn't done by this mod though. I would reinstall vanilla, you can do that and not touching c3c.

saneville
Jul 21, 2005, 01:11 AM
I am a newbie, but I have taken the time to read the whole thread so won't trouble you all with stupid questions. Fantastic mod - great work by embryodead & everyone else who contributed. Hope ed turns up soon, but even if he doesn't, keep up the good work everyone else, as I and many others would love to see the new ideas discussed previously be included.

Salamandre
Jul 25, 2005, 04:08 PM
The mod is fantastic, thank you.


Some questions:


I played twice, first with dwarves, second with Loren. I was dissapointed as the elves cant get to deforestation, so they stuck with little food on random map (I took the time to read all the forum, and I know about the "special" elves forest+2food but here is random)

Second is that loren dont get ANY boat better than war galley, while others get some goodies, is this intended or not?


The tech tree should be moddified a bit to be perfect, IMHO. It has no sense to search a tech which gives you nothing, but units for others, no? If Deforestation is invisible to elves, so must be all the others which offers nothing for Loren, in this example.


AI's trade is very strange in this mod, I dont have a clue why. Also they are very undevelopped, even on Emperor, and in trades, they ALWAYS ask 3 techs or more for one which is very old . They never have gold, so its a whole new experience . I played on a very good Europe map and it was fun.


What I hated :p was the wildgriffin.wav which I deleted asap. For the sake of my neighbors. But a Griffin Army is fantastic, invincible. :goodjob:

Breunor
Jul 25, 2005, 07:00 PM
I really love this Mod. One great thing is that the Civ's are really differnt. Loren is a great example. No boats -- it will be a tremendous challenge on Archipelago. No deforestation -- but those units! Wow!

Its a nice trade -off, but I admit on full random they can be very strong or very weak.

Who is your favorite?

Breunor

dark-angel
Aug 03, 2005, 08:02 AM
great mod guys.

just one question. why did you leave out such a fun race as the skaven???
IMHO is that one of the funniest races to play. and they are big enough.

are you gonna include them??

cheers

mrtn
Aug 03, 2005, 08:28 AM
dark-angel, that's because there aren't enough skaven units for a civ. :)

dark-angel
Aug 03, 2005, 08:44 AM
well it all of course depends on how many units you need for a civ but IMHO there at least as many as for the dwarven civ. if you want you give me the sorts of units you need and I will give you the unit names

on the dwarves. I have been collecting them for many years. and I can can understand you won't put in every little special unit of them. but why have you left out the runesmith as a counter balance for the wizards of the other civs. and less important there crossbows and flame cannon. cause in the first era all they realy can build is the clansman and the hammerer if I am not mistaken

cheers

egroen
Aug 03, 2005, 09:17 AM
Dark-angel,
First off, welcome! It is not a case of simply not thinking of enough units to use, it's there are no units to use.

Someone has to make these units... there is a thread working towards completing the skaven, maybe you will be able to help:

http://forums.civfanatics.com/showthread.php?t=118264&highlight=skaven

aaglo
Aug 03, 2005, 11:14 PM
Yeah, mrtn didn't mean, that there are not enough skaven... umm.. units, but there aren't enough unit graphics done for the skaven. You know, those graphics that can be used in civ3.

dark-angel
Aug 04, 2005, 02:19 AM
ah sorry my bad. I really tought there wasn't enoug inspiration :-)
thanks for the welcome :-)

cheers

mrtn
Aug 04, 2005, 02:37 PM
Inspiration is cheap and easily obtainable. ;)

Chairman_Mao
Aug 07, 2005, 02:15 PM
When I try and download from the site the connection keeps getting reset or something. What up with that? Is there anywhere else I can download this?

mrtn
Aug 07, 2005, 03:30 PM
You have to queue before you can start downloading from 3ddownloads.com
Other than that, read the first post carefully.

Chairman_Mao
Aug 07, 2005, 04:38 PM
I queued then started downloading, then it got to about 60% then it said something about the server resetting the connection or something. I'm not sure. I tried three times and kept getting the same thing.

I also saw that thing about downloading at CDG forums. All I found was the same post except it said the files could be found at civfanatics instead of CDG. If theres anything else in that post I should've read I didn't see it.

fe3333au
Aug 08, 2005, 12:38 AM
You could use software like GetRight which will allow the DL to resume where it was cut off ... took me about 3 days to DL this mod ... but it was worth it :D

Oh and welcome to CFC :salute:

Tyrion
Aug 08, 2005, 02:58 AM
Getright for the Win..... The strange thing is Mrtn that i have uninstalled both conquests and Vannila together and the cities are still weird... its ok though i can live with it...

mrtn
Aug 08, 2005, 06:31 AM
Getright for the Win..... The strange thing is Mrtn that i have uninstalled both conquests and Vannila together and the cities are still weird... its ok though i can live with it...
You talking to me? It seems I've lost track of your problem, but you had weird cities, right? When you uninstalled, did you delete your civ 3 folder? A uninstall only removes the game, not any eventual mods you have. I e all scenario folders and such are still there.

@Chairman Mao: Maybe you have a problem with your ISP?

Chairman_Mao
Aug 08, 2005, 10:53 AM
I suppose it could be an ISP problem. This is the only large file I've tried to download through IE for as long as I can remember. Maybe its just IE messing up. Getright should do the trick though. I forgot about getright. thanks all.

Aeon221
Aug 09, 2005, 01:51 PM
As I am sure you have heard about ten million times, this mod is positively splendiferous! Who says we dont need scales that go to 11?! ;p

The real reason I came (besides to annoy you with Spinal Tap jokes) is to ask if I could possibly upload a scenario of sorts I made using your mod. If you want, I could upload the current version of it here before I started a thread for it (so that you can have a first look at it and decide).

Mostly what I did was design a map that has no relationship whatsoever to the warhammer world (too bloody complicated! and the part with the empire is teeny weeny!) and change a few of the terrain modifiers. Oh, and I disabled settlers, but thats because all the space I want filled is filled. Units and cities are pre placed and there are two locked wars going on (wood elves vs dark elves and reik an dwarves vs orcs, gobbies, and chaos). It looks pretty good for a beta and all I really have left is unit placement and testing.

Anyway, if you bothered to read all that I really hope you dont mind! ;p

mrtn
Aug 09, 2005, 02:09 PM
Aeon, embryodead hasn't been seen for a while. However there is a thread in the maps subforum with WH maps, you can maybe post it there.

Aeon221
Aug 09, 2005, 02:25 PM
Thanks! Roger wilco! ;p

CeltFan
Aug 10, 2005, 08:46 PM
This is an awesome idea and mod, from what I can tell. Unfortunately, for some reason, the game crashes every time I try to play the mod...about 3 minutes into the game...I don't know what to do!

Aeon221
Aug 10, 2005, 11:56 PM
What error message do you get? What version of Civ do you have? Have you tried reinstalling civ? Are you missing any files?

CeltFan
Aug 11, 2005, 01:33 AM
I get no error message. The game just crashes after about 3-4 minutes of play. I am playing version 1.22. I have not tried reinstalling.

mrtn
Aug 11, 2005, 02:51 PM
Do you have a very old computer?

Did you muck about with the Net Art folder?

Gojira54
Aug 11, 2005, 02:53 PM
I got a Tandy computer I bought at Radio Shack in 1985... :p

tjedge1
Aug 12, 2005, 04:38 AM
Nice paperwieght, Amejustin. :lol:

pangy
Aug 20, 2005, 12:14 PM
tandy so whats wrong with a tandy..... no no no I dont have a tandy no no no.... Anyways this mod still rocks!

LeChris
Aug 21, 2005, 03:59 AM
Finally registered myself, after being a reading lurker for ages now... :D

I play this mod for the first time in a 2 humans vs 6 'AI' hotseat game(demigod) as the noble and peaceful Hords of Chaos. :satan:
Being at the end of the first age, i could need some advice towards future strategics/techs.

Next age seems quite short, developing knight-class units and for the Chaos a 3-1-1 pirate and a 6-6-1 defender. But the errr next next age is interesting. The non-advancing tech-tree on top seems to have some very big guys with large hammers in the hands. As for wonders, i have already an app. 50-shield-production-city caused by the iron works (no other production-improvements till now, mill to come). It launched a moon in the orbit successfully. :eek:

Globally i'm the smallest one, but my capital and the mentioned city(both 11-12 already) seem to keep me competetiv. North from me are the evil Naggaroth which may get a to-be-forbidden 8-2-2 unit with relegion. Any other advice besides peace?

drzoidberg
Aug 22, 2005, 06:45 AM
Finally registered myself, after being a reading lurker for ages now... :D

I play this mod for the first time in a 2 humans vs 6 'AI' hotseat game(demigod) as the noble and peaceful Hords of Chaos. :satan:
Being at the end of the first age, i could need some advice towards future strategics/techs.

Next age seems quite short, developing knight-class units and for the Chaos a 3-1-1 pirate and a 6-6-1 defender. But the errr next next age is interesting. The non-advancing tech-tree on top seems to have some very big guys with large hammers in the hands. As for wonders, i have already an app. 50-shield-production-city caused by the iron works (no other production-improvements till now, mill to come). It launched a moon in the orbit successfully. :eek:

Globally i'm the smallest one, but my capital and the mentioned city(both 11-12 already) seem to keep me competetiv. North from me are the evil Naggaroth which may get a to-be-forbidden 8-2-2 unit with relegion. Any other advice besides peace?

A new version of the MOD is comming out any day now, thanks to Mr Do. If I where you I'd wait a week or so for that one.

LeChris
Aug 22, 2005, 01:57 PM
Hmmm that doesn't help me we the current game. :D

I must say that the 'tribes' are a bit unbalanced. The Khemri for example get near to no units and other like Norsca and Dark Elves have problems to build the same unit twice...

Scytale
Aug 22, 2005, 03:24 PM
Hmmm that doesn't help me we the current game. :D

I must say that the 'tribes' are a bit unbalanced. The Khemri for example get near to no units and other like Norsca and Dark Elves have problems to build the same unit twice...

That's why Drzoidberg advised you to wait for the new version of Warhammer. The one you are playing has no units for Khemri because there were none at the time it was created (no graphics).
Even so, I think this is one of the most balanced mods I've ever seen. You just didn't play enough.

The Llama King
Aug 26, 2005, 01:23 AM
Hey there everyone. Ive also just registered, i was a "reading lurker" as LeChris put it, for ages too. Anyway, this mod really is wicked, its a pity EmbryoDead has been missing for so long though.
@Aaglo: just saw your Aztec serpent priestess and by the looks of things you have bucket loads of talent. keep up the nice work people. ;)

Sildo
Sep 10, 2005, 02:05 PM
Wonder if anyone will play this after 2.1 is out?

Scytale
Sep 10, 2005, 03:52 PM
Wonder if anyone will play this after 2.1 is out?

Actually you'll be playing the same thing. The rules haven't changed, the mod just got better. And you'll still need the mod installer to play, 2.1 is just a patch ;) .

Prince David
Sep 10, 2005, 07:00 PM
Quick question - one of those annoying one's that may have been answered somewhere inthe last 128 pages of this thread . . .

I'm just playing the conquests version of this mod )after playing Vanilla a few times)and I can't seem to load spells into the "wizard" units. Is there some tech I'm missing, or is there some bug?

Appleboy
Sep 10, 2005, 07:53 PM
Ive been playing Warhammer for a while, and i dont think it was intended for spells to be loaded into wizards. They are launched from either spell towers or cities. Basically, they are airplanes.....that is, unless theres something wrong with my computer as well......... :eek: :eek: :(

Prince David
Sep 10, 2005, 08:05 PM
I'm not sure how it is with the Conquests compatable version of the mod, but in the Vanilla version the Wizard units were basically "aircraft carriers" and able to carry one (or two depending on upgrade) spells. For this reason they could not be loaded onto transports since the program couldn't handle "stacked" transports.

But now that I think about it, I was able to transport wizards. This may simply be something that was changed in the mod.

Sildo
Sep 10, 2005, 08:40 PM
If wizards could load spells they couldn't go on boats, that was a big problem for vampiars.

Genesis988
Jan 19, 2006, 12:19 PM
This MOD is fantastic, I will never get bored of playing this! Thankyou!!!!

LizardmenRule!
Jan 19, 2006, 02:22 PM
did you know there is an expansion too? :)

btw welcome to CFC!

slophantom
Feb 26, 2006, 04:19 PM
Hello
I have heard great things about this mod and wanted to know if the download would work with Civ III: Gold Edition (PTW); Or if there is anything I could do to modify the mod to make it playable for PTW. All of these mods appear to require Civ III: Conquests, why not PTW; Is there that big of a difference?
slophantom (halo2)

Stormrage
Feb 27, 2006, 10:01 AM
Ask questions about the WH mod here (http://forums.civfanatics.com/showthread.php?t=128258). :)

There is a huge difference between PTW and Conquests, I suggest you get Conquests pronto, makes the whole experience much better :) Also, 90 % of cool mods require it to run, so does WH 2.2

boethis
Jun 09, 2007, 07:44 AM
hi im new 2 the game n i just downloaded this n now how do i play it?

Stormrage
Jun 09, 2007, 07:47 AM
Well, I`ll assume you followed the directions on the first page and installed it properly - now just start Civ and go to Civ-content on the title screen. in there pick the WH 2.5 mod, and clicky away ;)

Oh and welcome to CFC! :wavey:

@Everyone - move the WH folder and .biq (and other mods too!) to the Civ3/Conquests/Conquests folder, it seems to run faster from there? Something Civinator discovered. Then you start the game like from the Conquests section.

Stormrage
Jun 09, 2007, 08:15 AM
Wait.. WTF??? Aww man...

Boethis. This is the OLD warhammer thread. Please go to the new Warhammer 2.5 thread, and download the new version from the first page.