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embryodead
Feb 02, 2004, 12:17 PM
@Raw is War?
No, sorry. Making units really takes a lot of time, and if had to replace all civ3 units with mine (and make all other needed units), I would need another year :rolleyes: Also, I don't really think there's such problem - the only three examples I can think of are that chariot, musketman and native american playing as "elf warrior" (which is no longer present in 2.0). I have imperial long rifle on my list, but quite on the bottom of it.

Here's a map for you (and others ;) - a 140x140 fictional map for WH-Mod 1.1:
http://forums.civfanatics.com/showthread.php?s=&threadid=77429

Raw is War?
Feb 02, 2004, 12:33 PM
@embryodead
The other examples are the doubling up on graphics, especially for the high and dark elves, but i thought it would be time consuming. I understand, so it's not that big of a problem.

And thanks again for taking time out from 'work (or play? :) )' to do me that map. :)

embryodead
Feb 02, 2004, 12:49 PM
I also have the doubling elves on my list, but I doubt I'll be able to do them on time (again, they're of secondary priority). Black Guard has new fitting animation though (IronEast conversion by Vuldacon).

hanskamp
Feb 02, 2004, 04:11 PM
Embryodead,

I have extracted the following files:

- WH-Mod_base.rar in Conquests/Scenarios folder
- WH-Mod_headpak.rar in the main folder C:\Program Files\Infogrames Interactive\Civilization III
- WH_Update_1_1.zip in Conquests/Scenarios folder


But I cannot see anything different after starting C3C.

What do I do wrong?

Hans Kamp.

lycanthrope
Feb 02, 2004, 04:57 PM
Ok. I installed everything correctly, (or thought that I did). I deleted the labels.txt file that you said to delete.

But when I try to play, I get:

Load Error

FILE NOT FOUND

"art\advisors\Karl-Frantz_all.pcx"


Somebody please tell me what I did wrong, because I'm sure it's something stupid, but I've not installed a mod before so I have no idea what it is.

Mr. Do
Feb 02, 2004, 04:59 PM
So, got any scenarios planned for when 2.0 is done? Don't even think of having any life outside this mod, at least until Civ 4 is out ;)

embryodead
Feb 02, 2004, 07:36 PM
@hanskamp
To play this mod, or any mod actually, choose "Civ-Content" option from C3C main menu and then, load desired mod file (WH-Mod.biq in this case). Also remember to get "trebuchet fix" (also in updates section) if you haven't already.

@lycanthrope
use windows search function to find that file on your computer. if it isn't there, either you haven't downloaded all packs needed, or got corrupted download (so you should download again). if this file exists somewhere, it means you installed the files in wrong places (the above post of hanskamp generally shows the proper locations).

@Mr. Do
Yes, got many planned, but that's all until it is done ;)

hanskamp
Feb 03, 2004, 12:35 AM
Originally posted by embryodead
@hanskamp
To play this mod, or any mod actually, choose "Civ-Content" option from C3C main menu and then, load desired mod file (WH-Mod.biq in this case). Also remember to get "trebuchet fix" (also in updates section) if you haven't already.

Thanks. I was wondering what the purpose of "Civ-Content" was. I thought your mod was in fact a scenario.

I played a few turns and then I stopped, due to lack of time. I will let you know soon what I think of that mod. It looks great, as far as I can judge at this moment.

lycanthrope
Feb 03, 2004, 09:51 AM
I've noticed people referring to a single download instead of the two part one. Where is the link for that?

For some strange reason, I'm not getting all of the files. Either they are not all downloading or they're not all being extracted.

I'm extracting them to the right place. They're just not all there.

embryodead
Feb 03, 2004, 10:48 AM
Originally posted by lycanthrope
I've noticed people referring to a single download instead of the two part one. Where is the link for that?

For some strange reason, I'm not getting all of the files. Either they are not all downloading or they're not all being extracted.

I'm extracting them to the right place. They're just not all there.

The single download was taken out temporarily, but it wouldn't help you (it's packed with rar too, see below).
anyway, the reason you are missing files is most likely that you have outdated archiver. What are the sizes of the rar files you downloaded? If they're around 80 and 50 MB, it simply means you need more decent WinRAR version.

Cabbit
Feb 03, 2004, 11:10 AM
Hey Embroyodead,

As I mentioned a couple posts back I came up w/ a fictional map and scenario set within your mod. I'm ready, more or less, to upload it, but I'm not sure how I should referance it. Should I post them independantly in a thread as "Zentrumsland Map/Scenario for Embroyodead's WH-Mod", or would you like to have the files yourself and then post them as you see fit?

(this is, by the way, my first file upload of any type)

lycanthrope
Feb 03, 2004, 12:23 PM
Originally posted by embryodead


The single download was taken out temporarily, but it wouldn't help you (it's packed with rar too, see below).
anyway, the reason you are missing files is most likely that you have outdated archiver. What are the sizes of the rar files you downloaded? If they're around 80 and 50 MB, it simply means you need more decent WinRAR version.


I just downloaded WinRar after I downloaded your mod.

Anyway, I don't think that that is the problem. My computer doesn't seem to be downloading the whole files. I have no idea why.

I'm going to try it from a friend's house, who has a cable connection. It'll be quicker that way, too. LOL

embryodead
Feb 03, 2004, 12:25 PM
@Cabbit
I will be perfectly OK if you upload it independently to scenarios forum as "Zentrumsland Map/Scenario for WH-Mod"... (no need to put my name in title really), though of course with explanation / link to this thread, so that people know that they need the mod base to play.
Additionally, later I'll compile info about people's maps/scenarios and put links to them in 1st post. Thanks :)

@lycantrope
It's strange, since normally WinRAR won't unpack a file that was broken/partially downloaded. Well, try from your friend's, and if you need more help, let me know.

hanskamp
Feb 03, 2004, 03:17 PM
Embryodead,

I like your mod very much. It is for me a bit like Fantasy of Civ II: Test Of Time, but it also has the neat characteristics of Civ III and Warcraft.

Some units can only be built by some civs, not by all civs. I didn't notice whether that also is true for city improvements.

I would say: Keep up the good work! I am curious to see further of your ideas!

tjedge1
Feb 03, 2004, 03:17 PM
I was wondering if you ever thought of a gnome worker. I know, I mentioned this before, but now I noticed the worker strength spot in the units tab, and I was wondering if you ever thought of adding an advanced unit like the gnome who would be much faster at doing worker type things? Just a thought.

embryodead
Feb 03, 2004, 03:41 PM
@tjedge1
There is Dwarven Engineer unit that has 200 work rate, and apart from being buildable by the dwarves lately, it is produced by Dwarven Workshop wonder, available for everyone. It's animation of a dwarf, and Gnomes are more inventors than laborers (still they have their workshop), so Dwarf Engineer fits better, though the idea is the same.

tjedge1
Feb 03, 2004, 03:55 PM
Ok that makes since. I think you had settled on their representation as the workshop before when I mentioned that. Your idea makes more since. I hardly play the dwarves so I guess I never noticed that unit.

Isembard
Feb 04, 2004, 02:24 AM
A small note on dwarven engineers, btw : when playing with the dwarves, i can't seem to be able to upgrade normal miners into engineers, although normally miners are listed as upgradable into engineers :/

It seems strange and, when you already have quite a lot of workers spread around the map, and would need to delete them to replace them with engineers when you could simply upgrade them, it is a bit frustrating...

embryodead
Feb 04, 2004, 02:33 AM
@tjedge1
Yeah, though in 2.0 that workshop comes in, so that Dwarf Engineers can be accessed by anyone.

@Isembard
Yes, I know, it was bug already reported (I forgot to check upgrade button for Dwarf Miner in the Editor).

SirVile
Feb 04, 2004, 02:39 AM
Love the Mod ! I'm playing the C3C version and am having a ball !

I found that I was missing files in the correct locations when I started (as I see a LOT of other folks have). I put it down to have not actually INSTALLED PTW. I went straight from vanilla Civ3 to Conquests. I figured that although the files required may actually be there, some config file didn't know there location for your mod to access.

I basically copied the entire folder which contained a file which your mod had touble with to under the mod folder (eg ../WH-Mod/Art/Units/). This has worked a treat !

Some thoughts about changes for 2.0:

- No support cost for spells as this doesn't seem to make much sense to me. Cheaper to build maybe, or lethal bomb. After all, it is magic! I'm not sure if you can, but they spells don't seem to effect Coracles. I'm not sure about other boats. Not sure if this can be "fixed" in the mod or it's a Civ3 issue.
- Elephant Unit seem a little weak. I know their the same as CIV3, but in your mod their pretty much a redundant unit since they don't have the advantage of not requiring a Strat Resource. I like the beefy HPs, but I'd up them a little more and give them 3 Def so that they stand out. Balance can be done in shield cost.
- The Attack/Defence strengths of most nations units seems very "flat" with much more variable HPs to vanilla civ. I think a bit more variance in unit strengths, especcially Def, would add more flavour to the mod by making units more distinct. Most races have very little between Hv Cav Att 4 and Dragons Att 10+.
- Elvish "Magical Woods" improvement which Doubles City Growth rate would go a long way towards doing away with Elvish Growth woes because of no irrigation. It may sound a little unballanced, but you can fix that with making it take lots of shields to build, have high maint or come a little late in the tech tree.
- Another way to easy the Elvish food woes and mitigate "plains dwarves" would be to have a "Racial Secrets" tech which was only available to these races which allowed for "Fae Woods" and "Dwaven Cache" bonus resources. Maybe even a "starting tech" like your Lizardmens "disease immunity".
- Sylvania units seem a little slow. Yeah, they have Cav but no flight. Also the number of vamps they eventualy get into the field can be enormous (especially once necromancy). What if Vamps and Vamp Lords had "flight" but were more expensive? Flight doesn't "break" blitz does it?

Just so you know, dispite these suggestions, I found your mod inspirational ! I've started to look at doing a mod myself. Wish me luck !

SirVile
Feb 04, 2004, 02:47 AM
I was just talking to my House-mate about the last post and we had a thought. If you go with the bonus "racial" resources, wouldn't it be cool if dwarven settlers could a) go over mountains and b) built cities on mountains? Also, if there is a race that shouldn't be "wheeled" (ie not able to traverse Mountains) it's dwarves ! IMO, all the dwaven foot units should be able to pass over mountains.

aaglo
Feb 04, 2004, 02:57 AM
Hey,
I think that the dwarves need a cavalry unit. A mechanical cavalry.

If you ever played a game called Fantasy General (by SSI/mindscape), there was a mech cavalry unit called rolling fort. That would suit perfectly for the dwarfs.

It looks like a locomotive on 8 wheels with spikes, blades and all kinds of nasty stuff in the 'fender'. That would be cool...

I know the downside of dwarfs are the slow units, but after all - they are scientific ;)

embryodead
Feb 04, 2004, 03:03 AM
Originally posted by SirVile
I was just talking to my House-mate about the last post and we had a thought. If you go with the bonus "racial" resources, wouldn't it be cool if dwarven settlers could a) go over mountains and b) built cities on mountains?

It is not possible in Civ3. Ability to settle in a specific terrain is set globally for all civs. If I let Dwarves go to mountains and build cities there, other factions will be able to do it as well, only that would need a bit more work to do it (build road first). And now the worst thing - no matter what faction it plays, AI favors mountains over any other terrain because of defense bonus.
I guess this will be possible in LotM, since it has completly different approach to mountains (no race can build roads there, only dwarves).

Also, if there is a race that shouldn't be "wheeled" (ie not able to traverse Mountains) it's dwarves ! IMO, all the dwaven foot units should be able to pass over mountains.

Of course if there was are a race that shoulnd't be wheeled, that would be the dwarves, but personally I think that no race should be unwheeled, to keep the borders, balance and "realism" (dwarves can't go through mountains just that - they need tunnels - and their miners are better in building those tunnels than other races). Imagine you fight with dwarven kingdom, having mountains as the only border. You are raided to hell, without any chance of counterattack. I am open to at some (late) point, add one unwheeled combat unit ie. Dwarven Ranger.

@aaglo
I am one of those people thinking that dwarves shouldn't have any "cavalry", or cavalry replacement. This always seemed like a "forced" idea to me. Also, I generally prefer machines from warhammer world though I won't refuse another machine ;)

aaglo
Feb 04, 2004, 03:18 AM
Originally posted by embryodead

@aaglo
I am one of those people thinking that dwarves shouldn't have any "cavalry", or cavalry replacement. This always seemed like a "forced" idea to me. Also, I generally prefer machines from warhammer world though I won't refuse another machine ;)

Fair enough :)
But that doesn't stop me from forcing you :lol: ;)

And if I decide to make some mech cavalry units (you can most certainly ignore that 'if'), I will certainly ask your opinion wheter it would or wouldn't fit in the WH-mod for some other race.

embryodead
Feb 04, 2004, 03:48 AM
OK... as mentioned earlier, steam tank is one of such machines that would fit another race very well ;)

Isembard
Feb 04, 2004, 04:32 AM
A steam tank unit could be added for the dwarves as well : if the "pressure vehicle" experiment by Sven Hasselfriesan and Burlok Damminson had succeeded, or if the Dwarf engineer's guild wasn't so insistant on traditions, the dwarves would have such a thing :P

And anyway, the dwarves already don't have dragons, which are a very fearsome attack unit, which even tons of thunderes can't defend against :/ (I know, i've had to face the combined mights of the Empire and Bretonnia who launched hundreds of the winged beasties at me...)

Mr. Do
Feb 04, 2004, 05:03 AM
A Dwarven Ranger unit being able to go through mountains sound like a good idea, especially if it's around the point that Dragons come into play. Not that ranger should be able to defeat a dragon, but still...

lycanthrope
Feb 04, 2004, 07:11 AM
Ok. Well, I went to a friend's downloaded the files, extracted them, burned them to a cd, brought it home, loaded the files onto my computer, and now that other error is gone.

But, now I've got: ERROR READING FILE


Missing entry in "text\Pedialcons.txt":Icon_BLDG_Windmill

wtf???

Is this telling me that the icons for the civilopedia are not there?? There are ten of them for the windmill, aren't there?? How do I fix this???

By the way, when is the new mod coming out, and will it have a selfextractor??

Dragonlord
Feb 04, 2004, 08:17 AM
Originally posted by embryodead


I guess this will be possible in LotM, since it has completly different approach to mountains (no race can build roads there, only dwarves).


LotM? What's that? Am I missing something here?:eek:

Any news on when 2.0 will be finished? (nag,nag,nag) ;)

Dragonlord
Feb 04, 2004, 08:31 AM
Originally posted by Cabbit
Hey Embroyodead,

As I mentioned a couple posts back I came up w/ a fictional map and scenario set within your mod. I'm ready, more or less, to upload it, but I'm not sure how I should referance it. Should I post them independantly in a thread as "Zentrumsland Map/Scenario for Embroyodead's WH-Mod", or would you like to have the files yourself and then post them as you see fit?

(this is, by the way, my first file upload of any type)

Have you uploaded your scenario anywhere yet, Cabbit? Sounds interesting... :D

embryodead
Feb 04, 2004, 09:07 AM
@lycanthrope
You most likely messed up the patch installation. The 1.1 patch should be installed into Conquests/Scenarios, so that in result, you have WH-Mod.biq, WH-World-140.biq and WH-Mod folder (with Art and Text folders inside). No other files from the update should lie around.
Since you already extracted the files at your friend's computer, I can't really tell you what exactly you did wrong, but the error given occurs when the patch is installed in the wrong folder, or installed without overwriting old files. The problematic file is PediaIcons.txt. It should reside in Conquests/Scenarios/WH-Mod/Text/ folder.

The new mod will come in no less than a month; installer program is planned.

@DragonLord
LotM = Middle Earth: Lord of the Mods. You can read about it in main C&C forums, it's constantly under development (and far from being finished)

Isembard
Feb 04, 2004, 09:50 AM
Originally posted by Mr. Do
A Dwarven Ranger unit being able to go through mountains sound like a good idea, especially if it's around the point that Dragons come into play. Not that ranger should be able to defeat a dragon, but still...

I've defeated dragons (badly wounded, but still) with a few miners, since they were hanging around over mountains :D

I too think that dwarves should all be unwheeled, but it would definitely give them too much advantages in wars.

Cabbit
Feb 04, 2004, 10:41 AM
To any who are interested, here is the link to my Map/Scenario thread:

http://forums.civfanatics.com/showthread.php?s=&threadid=77710

To any who know, how do you get CFC to let you upload RAR files? (my scenario is a zip for now)

Here is a direct link to download the zip:
http://www.civfanatics.net/uploads6/zentrumsland.zip

embryodead
Feb 04, 2004, 11:10 AM
Thanks Cabbit, I'll check it tonigh :)
CFC doesn't allow RAR files, you have to use zip (WH-Mod went through since it wasn't uploaded with Easy Upload, but temporary FTP account).
I also used rar once, renaming the file to filename.RAR.NOT.ZIP , but it may be a confusing workaround, not really worth it ;)

Mr. Do
Feb 05, 2004, 04:00 PM
I just remembered a dwarven piece of machinery, the Deathroller... although it is only used in Blood Bowl as far as I'm aware. Oh well, that was useless ;)

Fools Jewels
Feb 05, 2004, 04:56 PM
AWESOME isnt grand enough to describe the WH files..

:goodjob: GREAT work!! :goodjob:

(woot my first post)

Right now Im working on several Goblin conquest scens for the WH Mod, how do i go about find playtesters?? Well, other then sending out my snottlings to drag em' back to the cave??

SirVile
Feb 06, 2004, 01:35 AM
Originally posted by embryodead

It is not possible in Civ3. Ability to settle in a specific terrain is set globally for all civs.


Fair enough. You're absolutely right !

[/quote][/b]
Of course if there was are a race that shoulnd't be wheeled, that would be the dwarves, but personally I think that no race should be unwheeled, to keep the borders, balance and "realism" (dwarves can't go through mountains just that - they need tunnels - and their miners are better in building those tunnels than other races). Imagine you fight with dwarven kingdom, having mountains as the only border. You are raided to hell, without any chance of counterattack. I am open to at some (late) point, add one unwheeled combat unit ie. Dwarven Ranger.
[/B][/QUOTE]

Also fair points, but I'd like to try and address some of them.

- Balance
More of a shield cost issue I would have thought. There are many superior units in the game, but they are balance by the tech advance required for them and the shield cost. If Dwarven foot units cost a little more but weren't wheeled you would achieve two "realism" effects. One would be a reduced population of dwarves, and the other would be the "dwarves in the mountains" feel.

-"dwarves can't go through mountains just that"
I agree. I'm suggesting that they would still pay full movement cost to enter a mountain square (ie 3 movement). So mountains would deffinetly slow them down, but just not stop them.

-"You are raided to hell, without any chance of counterattack"
Just a point here first, I don't play dwarves. =) But the idea of Dwarves raiding from the Mountains still feels very right to me. It may be a little frustrating to play against, but hey ! they're Dwarves, it's their job!. I'd have to setup a well garisoned fort nearby and hope that the ZOC helped thin out their numbers.

- Dwarf ranger
Sounds cool ! Probably just move through Mountains as roads and not all terrain, so not as powerful as a normal ranger (movement-wise).

One last thing. I truely love your mod ! I get excited just thinking about how cool v2.0 will be and that gets these sorts of ideas running through my head.

Three cheers for embryodead !!!!

erez87
Feb 06, 2004, 01:48 AM
It is not possible in Civ3. Ability to settle in a specific terrain is set globally for all civs.


The ability to SETTLE is global... but you can easily make units to not be able to move on some terrain types no?

Mr. Do
Feb 06, 2004, 03:17 AM
Saying it'll still cost dwarfs three points of movement to go through mountains is just nuts considering all their units are movement one to begin with- it won't make any difference whatsoever! Also erez that's already been considered, but all units are considered as being wheeled so they can't enter mountain squares without a road, except for wokers/ dragons etc... all units can move on mountains if they go on a road, so that would you can't make one civ able to settle mountains without giving ALL civ's settler's the same ability.

embryodead
Feb 06, 2004, 04:54 AM
- Balance
More of a shield cost issue I would have thought. There are many superior units in the game, but they are balance by the tech advance required for them and the shield cost. If Dwarven foot units cost a little more but weren't wheeled you would achieve two "realism" effects. One would be a reduced population of dwarves, and the other would be the "dwarves in the mountains" feel.

No, you cannot raise shield cost beyond a point. Dwarves are already more expensive than human or goblin units, and that few more shields will stop them from expansion. Actually, if a faction in civ3 expands really slowly (which you think would be realistic for the dwarfs), it's dead. It's not balance at all. Small number of cities = slow research and little production = first faction to die. Every faction needs a set of basic, cheap defenders.

-"dwarves can't go through mountains just that"
I agree. I'm suggesting that they would still pay full movement cost to enter a mountain square (ie 3 movement). So mountains would deffinetly slow them down, but just not stop them.

As pointed out by Mr. Do, this is quite funny, considering that dwarfs have 1 movement point ;) (and no, raising movement points of all units in game is out of question, I explained why few pages ago...)

-"You are raided to hell, without any chance of counterattack"
Just a point here first, I don't play dwarves. =) But the idea of Dwarves raiding from the Mountains still feels very right to me. It may be a little frustrating to play against, but hey ! they're Dwarves, it's their job!. I'd have to setup a well garisoned fort nearby and hope that the ZOC helped thin out their numbers.

Dwarfs are not evil, and don't come out of nowhere. This idea doesn't appeal to me at all. Maybe, if Skaven are in at some point (though don't count on it), this would be idea for them, but it just doesn't fit the dwarfs.

Originally posted by erez87
The ability to SETTLE is global... but you can easily make units to not be able to move on some terrain types no?

This is also global. "Impassable/Impassable by Wheeled" flags affect all units in game, and won't prevent other settlers from settling, if there's road already built.

tjedge1
Feb 06, 2004, 04:59 AM
As far as dwarves raiding from mountains? As SirVile said, you set up a heavy garrison near to the mountains and then don't forget the option that some civs have and that's artillery. If your playing Riekland you just bombard any dwarf that tries to leave the mountains. My strategy is to have some kind of fast offensive unit and several workers build roads just one space away from the mountains so the dwarves if they leave the mountains are stuck in the open per say. Then I chase them down with the fast units. Besides, even if dwarves can raid from the mountains, they can't build cities in them so they are still vulnerable to invasions. It adds some strategy and an new challenge to the game. Great work embryodead.

On another note: I noticed that the DyP crew or I guess it is RoR now, are waiting on the new patch before finalizing their release of their mod. Would you be doing the same, or are you as I am and still trying to put it together?
They said they are waiting because the new patch will clear up some problems they have had. I'm interested to see what the patch will bring if it really makes a difference.

aaglo
Feb 06, 2004, 05:18 AM
Good points about dwafs again, Ed.

I've been playing them for a while now:
- The cost of settlers is really hurting. As they should - Dwarfs grow slowly
- While the clansmen is the initial superior unit (2/2/1, +2hp) The cost is quite okay. If some changes would be under consideration, I'd say the cost could be a bit higher (for those stats, since all other basic units are 1/1/1 and no hp-bonus).
- The dwarfs need more units (and that's what I'm after ;) )
- I haven't been able to play so far, that I could have built ironclads. I think their stats (attack and defence 3) could be changed just a bit. Like defence of 4 - after all it's made of iron - right? ;) And I don't remember the speed of it in relation to other ships, but I suppose it's slower - and that's good :thumbsup:

Cabbit
Feb 06, 2004, 07:31 AM
While we are arguing about dwarves:
I think that the dwarves need a more powerful end-game unit... something to balance the fact that they don't have the ability to build dragons. I have played a couple games as dwarves and either its becuase I suck at civ3, but towards the end of the game I always find myself a marginal power. Not getting killed, no, but no longer in the Tech lead and without a really fierce army. In the beginning, however, their great clannsman unit can easily win an early war. I don't know.... I'm not saying that the game doesn't work as it is.... it just seems it could be better

Isembard
Feb 06, 2004, 12:52 PM
Ditto on that end of game unit...Although the dwarven cannons are very efficient, no dwarven unitis strong enough to resist a dragon,and even a city filled with dozens of thunderers and cannons, can resists an attack by only 10 dragons...I know that i've almost lost all my cities in a regent game of my map with cities against the combined dragon mights of Bretonnia and Reikland...

I have no problem with technology, though, but still, by the end of the game when everyone reaches the same technological level, which is often way before the end of the game, well, there's not much else to do than just try to...stay out of war :P Which is a bit of a downside, considering that dwarves are prone to pick grudges and defend their honour and all that.

Raw is War?
Feb 06, 2004, 01:13 PM
What will the stats be on the gyrocopter? I thought that was their new end game flying unit?

Raw is War?
Feb 06, 2004, 01:35 PM
Oh yeah, another question, though more generic I guess. Does plague ever disappear? 3 of my wood elven cities have it, and I don't like it :(

Edit: Well after 6 of my cities became infected it ended.

Isembard
Feb 06, 2004, 01:35 PM
I doubt it would be as strong as a dragon : by WH standards, they are pretty unstable, and mostly used for recon..

Cabbit
Feb 06, 2004, 02:11 PM
What will the stats be on the gyrocopter? I thought that was their new end game flying unit?

I thought the gyrocopter was out due to an acute lack of unit graphics... is there something I don't know? (edit: now there's a hole with no bottom)

embryodead
Feb 06, 2004, 02:43 PM
Gyrocopter is 7.3.2 (flying = all terrain as road + recon + radar), 80 shields
Dragons are 20.10.2, 400 shields :) but they are much farther in the tech tree, so Gyro's will rather face Eagles & Griffons, and will be good for chasing knights and injured units.

It's hard to find a good end-game unit for dwarfs, they simply don't have any :) Maybe +1 def. point for Thunderers will make some difference (6.8.1 vs. 5.7.1 Imperial Handgunner).
Dragon Slayer is already pumped up to the limits, I think - 11.4.1 +2hp, 80 shields (it's extremely cost-effective).

Plague lasts up to 100 years, which was too long for WH settings (less years per turn). I lowered it to 50 years in 2.0.

@tjedge1
I'm waiting for stable patch before final release.

@Cabbit
Yes, look here :)
http://forums.civfanatics.com/showthread.php?threadid=77718

SirVile
Feb 06, 2004, 04:08 PM
I've also noticed that the tech tree is bottom heavy...That is to say that most of the important and worth while stuff is in the first age. I'm mainly playing Sylvania and after I get Vampirism for my Lords, tech is not too much use to me as it mainly focus on flight and demons (which I have none). This isn't a whine for more Vamp-tech, just looking for maybe a bit of a "tech shuffle" so some of the earlier interesting stuff came a bit later is all.

The third age seems a bit bare. I was thinking, would it be possible to generally "shift" the tech a little further on so you had a more sparsly populated first age and a fuller third? Just a thought.

SirVile
Feb 06, 2004, 04:36 PM
New post, just to keep things straight...

I've been messing around with leader stats. I seem to recall you mentioning you were going to do the same in v2.0 and also maybe have "improvable" leaders. That all sounds cool, but I thought I'd just put forward some suggestions.

- I've been considering the idea of dropping the support cost from Kings. Not sure if it "realistic" or not, but seems strange to charge EVERY Nation one coin a turn to be in the Game. Also, support on King "breaks" Multi-Regicide games. If you wanted to keep the 1 coin a turn thing, you could have the Palace have a maintainence and drop it off Kings.

- Nation leaders should be distictive from one another. IMO, it should almost be the case that no two leaders have the same stats or abilities.

- Seems to me that some leaders seem more likely to have "Enslavement" than others. They would be Sylvania (of course), Khemri and Chaos. This is especially true in the early game since most of the "enslavement" opportunities will be against Evil Undead/Spider barbarians. If leaders can be improved in the later game, them ALL of them should get it IMO. This also puts a little "carrot" out there for folks to risk there King and not just leave him sitting in a well defended city.

- Leaders should be balanced, and where possible and it makes sense, closely resemble their Nation's "Golden Age" unit. Obviously Loren and Tilea wouldn't make much sense here.

- Other cool leader abilities.
Blitz, All terrain as roads, Amphibious, Radar, Invisible, Infinite Bomb range, Stealth, Detect Invisible, Spell Casters, Bombard in defence (ie Battle Magic).

What do folks think?

embryodead
Feb 06, 2004, 06:37 PM
@SirVille
Thanks, though these suggestions were brought up few pages ago... Most issues are no longer valid ie. there is new tech tree in 2.0, with 87 techs spanning in 4 eras.

- Support cost for kings wasn't there at the beginning (as kings in civ3 in general don't need support). It's a bug that got in 1.1 since editor "loses" this flag when converting from PTW to C3C.

- Kings are re-done completly, they use most of the abilities mentioned and upgrade through the tech tree. Some are not very distinctive when it comes to stats, because it has no sense in cases such as Estalia or Tilea. Still, many king animations are missing, and I won't be doing units just to be used as kings (personally I think Regnicide mode is stupid, nothing is more ridiculous than killing the king and watching 30 cities suddenly dissapear from the map :rolleyes: )

all details will be available when beta is launched

BTW infinite bombard range can't be used, because it's exploitable (you can pillage whole enemy Empire without actually sending any troops). Spell carrying is also out because spell-carriers cannot be loaded onto ships.

mrtn
Feb 07, 2004, 03:17 AM
Originally posted by embryodead
...Spell carrying is also out because spell-carriers cannot be loaded onto ships. So what will be the wizards role then? Offensive? :hmm:

embryodead
Feb 07, 2004, 05:00 AM
@mrtn
I was referring to the proposal of giving this ability to king units... wizards are still spells carriers of course.

drzoidberg
Feb 07, 2004, 05:28 AM
I have a suggestion about making the black pearl ghostship a khemri ship.
http://forums.civfanatics.com/showthread.php?s=&threadid=77909
-Tom

drzoidberg
Feb 07, 2004, 05:32 AM
I also think you should work your earth-elemental into your mod. I mean It looks great. It could be the result of a ambion druid attack. Much like necromancers raise skelletons.
Just a thought. Would be cool.
-Tom

drzoidberg
Feb 07, 2004, 05:36 AM
and this

http://forums.civfanatics.com/showthread.php?s=&threadid=76573

Would look great as a orc warship
-Tom

embryodead
Feb 07, 2004, 05:45 AM
@drzoidberg
Don't worry, I have all units released, and all that fit are already added to the mod. I did Earth Elemental for WH-Mod, so it's quite obvious it's in ;) (it's produced by Palace of Wizard's Caliph wonder)
Ghostship is for Sylvania (Khemri have Tombships).
Native American boat is used by Lizardmen - they do need their own ship, and for obvious reasons it fits them well.

BTW there are over 50 new units added.

Isembard
Feb 07, 2004, 05:48 AM
Good to hear about the new improved stats for dragon slayer, and the pretty good stats for gyrocopter :) I would also agree on adding a little more defense for the thunderers, since after all, dwarf guns are better still than imperial ones ;)

From what i understand, then, there will be no skaven in v2.0 ?

aaglo
Feb 07, 2004, 06:36 AM
just don't release the version 2.0 before you get me in too :p (or something that looks like me)

aaglo
Feb 07, 2004, 10:07 AM
BTW, just for your information,
I really-really like these goody-huts
http://forums.civfanatics.com/showthread.php?s=&threadid=42171

Me advertising? Nooo.... :mischief:

BTW,
I thought that as now in C3C you can change the unit cost shield-by-shield (instead of multiply's of ten):

Some civs should have a bit cheaper settlers, and some civs should have a bit more expensive settlers - like it does now with the dwarfs (settler cost 40 shields). What civs could have increased settler production speed? Agricultural civs (like lizardmen propably should be)?

embryodead
Feb 07, 2004, 10:55 AM
I planned to make my own goody huts resembling old slann / elven ruins. Those in that link look quite... polynesian ;)

Dunno about the settlers - currently, normal settlers cost 30, while elven, dwarven and amazon cost 40. Lowering other settler cost by 5 can affect the game greatly and unbalance it even more - agricultural civs already expand much faster (in every c3c game I get the same result, agricultural seems the best trait for AI). I don't really know which faction should get cheaper settlers too (Lizardmen live in the jungle, though they spawn in pools; maybe...). Orcs & goblins? They need a boost.

I used 5 shield adjustments for various military units, mostly elven and dwarven, to balance their advantages.

aaglo
Feb 07, 2004, 11:10 AM
fair enough - for all your comments. Besides, you know a bit more about this mod anyway ;)

Fools Jewels
Feb 07, 2004, 04:02 PM
Originally posted by Isembard
I would also agree on adding a little more defense for the thunderers

I must disagree.. This is WH Fantasy and dwarfs use a modified blunderbus. A low defrense for all rifle/pistol troops is expected due to the time it takes to reload such a weapon.. They're not inserting a new clip of ammo rather repacking powder, wadding and a projectile.. Unless you want them to also wield a sword and shield which is totaly out of the question..

As to an Earth Ele, hmmmm.. still cant find one in my WH army books.. But Marauder/GW probably didnt make such an army addition as you would only need 2 or 3 different pots of paint to complete it.. Gotta remember Games Works you over did exactly that, screwed over retailers like myself along with gamers..

The work I have seen so far is awesome, I cant wait for your new Mods. How about some slann, skaven and a zoat or 2 for us oldtimers!!

Are there any plans on a WH40k mod pack??

SirVile
Feb 07, 2004, 04:28 PM
I use Regocide most of the time. I also don't like the "lose the king and the empire crumbles" facet of it though. I wish you were just out of the game and your cities somehow just went "neutral". It's kind of weird for this sort of game, but I like the "roleplaying" side of "that unit is my leader, if he dies I'm out of the game". I just wish he was a bit more powerful so I could use him (and risk him) later in the game.

With regards to Kings being Spell casters, yeah I know they wouldn't be able to get into boats which isn't very "realistic" same as the other Spellcasters. If it was possible to "loop" upgrades so that Unit A upgrades to Unit B and Unit B upgrades to Unit A (which it's not), you could allow a Spellcaster to upgarde to a "Naval" version and then have the naval version upgrade back to the foot version. If you could...but you can't...Bah !!!...sigh...

embryodead
Feb 07, 2004, 04:46 PM
@Fools Jewels
On Thunderers - first of all, this is Civ3, which has much different rules from Warhammer, and to get things working you must simplify everything. The idea in civ3 is simple - you have to divide units into offensive (archers, cavalry), balanced (infantry, knights) and defensive (polearms, firearms). And actually, low reload rate is as much against defense as againt attack... it's just a feature, that can't be transferred to civ3.

Earth (and other) elementals are present in Warhammer, just as dozens of other creatures you won't find in WFB army books. Just a reminder - this mod isn't based on Warhammer Battle, but whole Warhammer world, including Warhammer RPG, which for obvious reasons has much more details on background than WFB.

As for more armies, I need more units, and making those takes days or weeks. Slann are in 2.0, but I'm still waiting for Saurus warriors and leaderhead to be finished. There are no chances for Skaven units for now, so there will be no Skaven in WH-Mod. I'd really love to have them personally, since it was my last and greatest army in WFB. BTW new civs in 2.0 are: Slann, Amazons, Westerland, Ind and Ungols.

If WH40k mod ever happens, that will be in far future. You would need 50-100 new units... now, if someone had a spare year... Actually I had the models for marines and some tanks, but unfortunately no spare year ;) I've just sent them to another person who is interested in making them, but that will still take a lot of time and won't fill even one-third of needed units.

SirVile
Feb 07, 2004, 05:13 PM
If the Dwaves have a strong defensive unit that can weather an attack by a dragon, then in combination with a Dragon Slayer should often equal a dead dragon. If they had a high defense "War Machine" type unit with good HPs, that would probably do the job. I'm not much a Warhammer follower and I know it probably means a new unit animation, but are there any beefy Dwarven Warmachines which may suit this roll? I was also think that maybe a "Dwarven Runesmith" may be able to balance things out vs dragons with a high Bomb and RoF, but Dwarves already have a stack of artilery to chose from, so it's probably not worth it...

On Chaos Cultist, should they have a little Bomb "Battle Magic"?

Been doing some web searches on Warhammer stuff and a unit caught my eye, Blood Dragon on Winged Nightmare....Yummy Vamp Unit ! ;-)

SirVile
Feb 07, 2004, 05:24 PM
New 0/0/1 unit (no fancy animation required since it's not attacking unit) called "Spoils of War" which Dwarven Units "capture". The unit isn't able to be "built" by anyone, but has a decent shield cost and no maintainence. Dwarves get it back to a town, disband it for a shield bonus to the current production. Maybe it looks just like a chest or something. Looks the same moving in any direction with no "idle or attacking" animation.

What do folks think?

Tyrion
Feb 07, 2004, 07:21 PM
Hi its me again.

Mods working well, i love it. however i have a question i got the 1.0 version the first one and then the patch which lets it work on c3c does that patch give me all the stuff that the others do or do i need to get the latest other patch. if i do should i wait for version 2.0 because i dont know when its coming out and if its soon ill wait. anyway great work, love it.:love: :goodjob:

Fools Jewels
Feb 07, 2004, 07:41 PM
How about adding a civ adv that allows wyvern eggs to appear on the map.. Once that happens you build a hatchery that allows you to grow nestlings of wyverns..

Make this ability available to dwarfs....

Just my 2 shinnies worth..

Isembard
Feb 08, 2004, 06:03 AM
Wyverns (and wyvern riders, being shamans with of course spell carrying capacity but also some good attack bonuses) could be a good end of game unit for orcs and goblins...If someone found the time to make such a model :) For dwarves, though, i feel it would be slightly inappropriate, since they do not tame wyverns as greenskins do.

However, to limit perhaps the over-use of dragons by those factions that canbuild them, perhaps indeed a "dragon nest" ressource, similar to the griffin one, could be added...For some balance.

Too bad for the skaven, they would really have made for some more interesting scenario (must rule them out of my plans for Goblin Wars scenario :))

Small question @ED : who will you use for leader for Westerland ?

Raw is War?
Feb 08, 2004, 08:08 AM
I don't know if you plan on doing this, but as a suggestion:

The great eagle has no sounds. Why not link them to the sounds from the griffin?

aaglo
Feb 08, 2004, 10:34 AM
A question, if you don't mind:

What is skaven? What's their speciality?

embryodead
Feb 08, 2004, 12:07 PM
On Wyverns - I'm also certain that they are used by orcs & goblins rather than the dwarfs.. anyway it's quite pointless since there is no wyvern unit...

Isembard - I didn't limit the dragon by resource for a simple reason - balance. Yes, actually putting a resource like dragon eggs would unbalance the game greatly. Those are too powerful units to give them only to a couple of lucky factions... I'm thinking, however, of making dragons even more expensive... I don't usually play games so big to have 50 dragons flying around, but if people do... say 500 shields, why not.

Since Westerlanders are simply Dutch, I used Dutch leaderhead.

@SirVille
Treasures don't work with AI, it has no idea how to use it. If he gots such unit, it leaves it in place, fortified, and disband it only if he has too much units. And then again - not in the city, but in the field, without any bonus...
Chaos Cultists don't have animation for magical attack, besides they represent followers of chaos spreading corruption, not chaos champtions/warlocks, which are different units.

@Tyrion
You have the latest patch, so no worries. The next version will be 2.0.

@Raw is War?
Good news, I've spent most of this week on fixing the sounds of various units, there were actually more without any sounds, or linked without testing which caused cacophonous looping... Not the best way to spend time, but I wasn't in mood of doing anything in Poser.

Raw is War?
Feb 08, 2004, 12:12 PM
@embryodead
Nice to hear :)

embryodead
Feb 08, 2004, 12:29 PM
reply part. 2 : Skaven
Skaven are rat-men. Specialties.. hmm:
- huge population, dwelling in tunnels, underground fortresses, mines etc. spreading like... rats
- powerful magic (grey seers) and plague control
- refining of mutagenic warpstone, used to breed new races such as rat-ogres, or to fuel machines
- ingenuity (skaven think of themselves as the most intelligent race on the planet) - they're amazing engineers, making the most unusual devices and war machines. I'd say they're on the highest technological level in Warhammer world, though a bit weird ;)

Skaven on Warhammer.com (http://uk.games-workshop.com/warhammerworld/warhammer/skaven/skaven.htm)
A selection of older Skaven units (http://website.lineone.net/~ratkis/Skaven%20Page.htm)
Warp Lightning Cannon (http://www.buchancollect.com/gwshop/skaven/skavenwarp.jpg)
Ratling Gun (http://www.buchancollect.com/gwshop/skaven/skavenratlinggun.jpg)
Warpfire Thrower (http://www.buchancollect.com/gwshop/skaven/skavenwarpfire.jpg)
Doomwheel (http://www.espace.cz/~Honza/Gaming/Gallery/images/skaven/Skryre.Doomwheel.jpg)
Screaming Bell (http://www.espace.cz/~Honza/Gaming/Gallery/images/skaven/Skryre.ScreamingBell.jpg)
New Screaming Bell (http://www.buchancollect.com/gwshop/skaven/skavenscreamingbell.jpg)

Isembard
Feb 08, 2004, 01:05 PM
Nah, dwarfs are the highest :p Actually, i do think that, since although skaven are quite ingenious, they are a bit too...unstable :)

embryodead
Feb 08, 2004, 01:36 PM
man, face the facts: genetic engineering, electricity, machine guns... that's too much for the poor dwarves :p

Mr. Do
Feb 08, 2004, 03:22 PM
Yeah, the latest WD issue has a neat explanation of Throt The Unclean's latest works since Chaos and Skaven signed an alliance, combining their mutating abilities.

Also, aaglo, I can't beleive you actually made a deathroller unit! :D

Oh, one last thing: ED, you've doubled the attack values of the units, why is that? I've been meaning to ask that question for about 10 pages now :o

embryodead
Feb 08, 2004, 03:40 PM
@Mr. Do
To get more variety in units. Values are not just doubled, but doubled and adjusted so that for example you can have
ordinary knight 8.6.2
bretonnian knight 9.6.3
knight panther 8.7.2
or have some defensive advantage with infantry (6.4.1) over cavalry (6.3.3) etc.

Actually it's partly PCHighway's fault ;) but now I'm glad that I listened to this suggestion since it doesn't change the mechanics (proportions matter, not numbers) while allows more differences among units.

erez87
Feb 09, 2004, 02:13 AM
About the new earth element unit... Maybe you should do some elemanth types units and put them as mighty barbarians.
I think you can also make it that they won't get out of several areas... (like puting water element in a lake or earth element between Mountains...) It could be like titans...

Isembard
Feb 09, 2004, 07:49 AM
Originally posted by embryodead
man, face the facts: genetic engineering, electricity, machine guns... that's too much for the poor dwarves :p

BUT...dwarves don't have ugly rat faces :p Skaven don't have anything close to a gyrocopter, their warp-lightning cannons are much more unstable than dwarf flamecannons, and the organ canon is quite close to a machine gun, although less moveable ;) Plus, runic magic is much more safe and less weird than using warpstone...

Oh...And Bugman was a dwarf, not skaven : that beer was certainly onbe of the best inventions available in the Old World, no ? :D

Mr. Do
Feb 09, 2004, 10:20 AM
Well Doomwheel beats Deathroller, that's for sure :p

Isembard
Feb 09, 2004, 10:36 AM
True, but i'm sure that, from a pleasure point of view, its much more satisfying to roll over greenskins in a deathroller than in that twisted contraption ;)

Also, a War of the Beard scenario is coming up...I'll do a first version of the map (slightly modified from ED's WH-140 map), and thnen will later edit it with the 2.0 version (mostly to get such units as longbeard and deathroller :D)

Mr. Do
Feb 09, 2004, 11:50 AM
Thinking more about dwarfs, since people have said they're difficult to defend with against the powerful later unit (i.e. dragons), how about giving the dwarfs an extra untradeable tech which allows them to build a high-defence improvement like "Dwarven Gates"? The crux would be that they shouldn't be able to build these gates until they've built a much more advanced building like a fortress (Kinda like how AFAIK the Wall Street small wonder has no tech pre-requisite, but you need to have 5 stock exchanges to build it) so it wouldn't matter that the building is "available" from the start, and it would reinforce the idea of the dwarfs holed up in their impenetrable mountain fortresses... maybe it's something just for the scenario you're thinking of. I don't actually know what the War of the Beard is beyond reading some vague references to it...

aaglo
Feb 09, 2004, 12:39 PM
Since I cannot this thing to be used in anywhere else than here, I'll show you some of the stuff I've done. This is actually quite fun to do :) And as you can see, it's quite unfinished

I believe this will go to reikland?

Lachlan
Feb 09, 2004, 01:09 PM
BEAUTIFUL UNIT :goodjob:

Fools Jewels
Feb 09, 2004, 02:24 PM
You all seem to forget the fact that dorvs are wimps.. Orks and Gobbos have been feasting in their ancient halls for over 3500 years.. Face it, stunties are wussys and shouldnt be made the power they are not..

Tupid dorv, Orkz klomp ju gudda, gib ju mal.. WAaaghh!!

glug glug

dorvs :die:

Isembard
Feb 09, 2004, 03:01 PM
@Fools Jewel : I'll also be doing a Goblin war scenario, and then you'll see that ultimately, dwarfs hold the ultimate power...

Stupid greenskins, can't even speak correctly :P

@Mr. Do : war of the beard, also called war of vengeance, was the war between dwarves and high elves, with some dark elf intervention, around -2000 IC, up till -1500 ...It explains the animosity between elves and dwarves, and the fact that wood elves actually exist as separate from the high elves.

borgun
Feb 09, 2004, 06:09 PM
All this talk about the dwarves...any plans to get the Chaos Dwarves in the mod? They are pretty different from the regular dwarves, with their hobgoblin slaves and bull centaurs.

embryodead
Feb 09, 2004, 06:51 PM
@borgun
No, there are no chaos dwarf units available.

Mr. Do
Feb 11, 2004, 07:37 AM
Well don't just stand there aaglo, start making them! Don't you want the challenge of fusing that rinky-dink dwarf model with that of a bull? :p

Edit: for some reason half my original message was cut out. Rrr...

WoundedKnight
Feb 11, 2004, 08:51 AM
Very cool! Any ETA on when v2.0 will be ready for release? I would like to do some AD&D type scenarios with this mod and it would be nice to have the Amazon civ and other updates.

Some suggestions for addition, which would help with the playability and overall fun of the mod by harnessing some of Civ3's unique features. These would also increase the WH mod's ability to simulate AD&D and other fantasy-type settings:

1. It would be nice to have a hero unit that can level up, like the daimyo in the Sengoku scenario for conquests. Samurai would be a good icon for this. One thing that's really missing from WH as a fantasy mod is the lack of any real "hero" equivalents.
2. Consider the addition of teleporters (airport) later in the tech tree, which would allow instant city to city transit.
3. Addition of a local railroad-like equivalent late in the tech tree requiring a special ingredient (brightstone, gromril, etc.) with a special graphic to speed local transport.
4. A strategic resource (reagents) necessary for spells.
5. Dragonjumpers: a paratrooper equivalent.
6. Wonders that produce special units every x number of terms, like an equivalent of Knights of the Templar or Temple of Zeus. This new wonder ability is a big enhancement to C3C.

Some critiques and suggestions:
1. Government types -- the lack of any real government options besides chaos and monarchy is unrealistic and very limiting. It hampers the ability to deal with corruption and removes critical decision-making steps that are a lot of fun in Civ3. There is no reason why alternative forms of government, like Oligarchy, Nation-State, Theocracy, etc. cannot be considered.
2. I don't like the fact that no unit except flying units, leaders, and workers can enter mountain squares (I mean, really, even DWARF warriors can't enter mountain squares?) I realize this was intentional, but feel it is somewhat unrealistic as the definition of a "wheeled" unit is far too broad.
3. Higher-end upgrades of defensive units would be helpful. Albion and many other civs have no defensive land unit beyond a three, while there are lots of land units with attack values of five or better. This tends to be somewhat unbalancing.

With these additions and changes, I think the mod would be just about perfect.

Thanx.

WoundedKnight

Isembard
Feb 11, 2004, 10:24 AM
For the "teleporters", or "railroad", i know i bugged ED about it for some time, for example to replace the dwarf underway, or even for the similar skaven systems, but he explained why this could not be, good reasons, especially for dwarves (also reason why they are wheeled :))I have also heard that there will be unit producing wonders...

And i too can't wait for 2.0, especially since i am on holidays with too much time on my hands :p

dreiche2
Feb 11, 2004, 11:42 AM
I was just about to say to WoundedKnight that many of his points were already adressed by ED and he should read through the previous posts in this thread...

but damn, its already 30 pages long! Seems like someone has to write a FAQ :lol:

Raw is War?
Feb 11, 2004, 01:21 PM
Addition of a local railroad-like equivalent late in the tech tree requiring a special ingredient (brightstone, gromril, etc.) with a special graphic to speed local transport.

I disagree with this idea. I don't think it would be right having instant travel in a fantasy mod.

Cabbit
Feb 11, 2004, 02:09 PM
1. Government types -- the lack of any real government options besides chaos and monarchy is unrealistic and very limiting. It hampers the ability to deal with corruption and removes critical decision-making steps that are a lot of fun in Civ3. There is no reason why alternative forms of government, like Oligarchy, Nation-State, Theocracy, etc. cannot be considered.

The reason there are only 3 governments and no switching is that it allows for some control of how the Civs interact... The monarchy civs stay on relatively good terms w/ each other while they are on poorer terms w/ chaos and despotisms. (so using this Chaos (evil civ) and High Elves(good civ) do not get allong well)
Also many wonders can only be built by either monarchy, despotism or chaos. Example: the Underways is avialable only to Chaos Civs... it wouldn't make much sense to have High Elves skulking around in Sewers now would it;)

Personally I miss the ability to change governments... but you can't have it all and I think that Embroyodead's gov't system adds more to the game than it subtracts.

Vanadorn
Feb 11, 2004, 02:17 PM
AD&D is not WH, they are 2 distinct worlds, 2 distinct game systems, and do not lend to exact matching and compromises. Even in AD&D, the various game worlds (ravenloft, dragonlance, toril, oerth) do not match up.

Since the early pages of this thread, ED has stated what and why certain things were omitted from the Civ 3 vesion.

- No instant Travel.
- No railroads.
- Too many resources already, stripped one out, and this would limit spells to the lucky ones who had the resources only.
- Wonders DO create other units (the Moot comes to mind).
- Governments are limited to the existing 3 to maintain the rought estimations of alignments: Chaos does not like Monarchy, Monarchy does not like Despotism (if you look at the gov's for each in the civilopedia, you will see that other than corruption, they operate mostly the same)
- There was a 2 page discussion on mountains, dwarves, and wheeled units from pages 25 on in this thread. Can a regiment of Albion Knights REALLY fight from a Mountain Range? How about climb it, use it, and work in at and around it? No. Read ED's comments on this as mentioned.
- The units have all been revamped for version 2.0. The stats are nothing like we are used to. However, unlike Civ normally, warhammer world is a world of WAR! Nobody, not naggaroth, greenskins, the empire, tomb king, slaan mage priests, or the undaunted and mighty Grail Knights of Bretonnia (note the plug for my favorite army here) wins a war by defending. Hence, the "weighting" towards attack units.

Want to play a defending army? Try Dwarves. No move, no flight, no spells, but hit the gunpowder/caol age, and Whoo-hoo! Last game: lost 2 cities and 18 dwarven thunderers (9 per city) against 83 (yes, I counted) Khemri Skelton Warriors. Both cities were size 6, with Keeps and Fortresses, one was situated on a hill, the other was attacked from across a river. Next turn, smashed their stack with 10 Iron clads firing from the sea, 15 Dwarven Cannons, and 4 size 4 armies of Dragon Slayers.

Long and Short - this mod works the way it does for good reasons, and I know that there are a bunch of pages here, but your questions have been answered here by ED and asked by other before.

I would love to see an AD&D mod (tjedge1 - get to it!) but my life is not conducive right now to me modding. I would also like to see the MTG mod finished (Gidustin - you to!) or even the LotM (ri-ight, like that will get done B4 Civ 4! LOL (Too many cooks spoil the pot)).

ED, keep up the great work (btw - stats on the Empire tank?), and keep on modding.

embryodead
Feb 11, 2004, 02:40 PM
@WoundedKnight
People already answered to your points, either they are already in 2.0, or can't be considered since they are absolutely essential to the mod mechanics (ie. mountains as natural borders and 3 fixed governments - btw it's explained on the mod's webpage, visit it sometimes :) ). These are actually unique features that mods can have, utilizing certain rules for new purposes.

I don't really know when 2.0 will be out. I need no more than 2 weeks to finish all stuff, but I'll have to wait for some requests from other people to be done. Then, I hope 2-3, weeks will be given to beta-testing. Moreover, I really do prefer to wait for the final patch from Firaxis.

I haven't decided on Steam Tank yet, I've just got it. One thing for sure - it will be a highly defensive, mobile ground unit with additional artillery capability (making it a normal unit will force AI to use it).

Thanks for help in replying, I can devote more time to making units :D

Drift
Feb 11, 2004, 03:04 PM
Civ color collar for these puppies? ;)

Vanadorn
Feb 11, 2004, 03:08 PM
Speaking of defensive unit, saw a siege tower - are you gonna incorporate it?

embryodead
Feb 11, 2004, 03:27 PM
@Drift
There are no collars available, sorry.

@Vanadorn
Siege - defensive? :) I thought about it, but I don't really know how to implement it. It can't really be normal ground unit - I don't want to be attacked by stacks of 30 siege towers and nothing else...

aaglo
Feb 11, 2004, 03:30 PM
Well, you could use the siege tower as an early bombarding unit for some ... nations (or what are they called)? Like replacing the fire catapult/trebuchet.... :mischief:

... not that I'm trying to sell you any units... no. That's not like me at all :mischief:

embryodead
Feb 11, 2004, 03:35 PM
ok aaglo, that's not bad. it could replace catapults for orcs & goblins. and they will still have their rock lobbers (trebuchets) later.

Raw is War?
Feb 11, 2004, 04:01 PM
(so using this Chaos (evil civ) and High Elves(good civ) do not get allong well)

Thats quite interesting, because they have a mutual protection pact in my game :lol:

@embryodead
Both units look class. :thumbsup:

embryodead
Feb 11, 2004, 04:15 PM
@Raw is War
after 1000 years everything can change, though they start hating each other, and have a permenament negative bonus through the whole game.

WoundedKnight
Feb 11, 2004, 07:05 PM
>The reason there are only 3 governments and no switching is >that it allows for some control of how the Civs interact... The >monarchy civs stay on relatively good terms w/ each other while >they are on poorer terms w/ chaos and despotisms. (so using >this Chaos (evil civ) and High Elves(good civ) do not get allong >well)
>Also many wonders can only be built by either monarchy, >despotism or chaos. Example: the Underways is avialable only >to Chaos Civs... it wouldn't make much sense to have High Elves >skulking around in Sewers now would it

>Personally I miss the ability to change governments... but you >can't have it all

I have visited the mod webpage (many times), but there are other ways to do this ... like flavors with bonuses or penalties towards other groups, etc.

There is no reason why even orcs or goblins couldn't have, say, an oligarchy, a plutocracy, or a monarchy, and still stay within the framework of a "chaotic" faction at odds with "good" factions.

I agree with what others have stated that the tech tree is "bottom-heavy" -- the third age has far fewer techs than the first, and many of the techs that it has are practically useless to many civs. Hopefully v2.0 will balance this a little more to give players a good incentive for strong ongoing research throughout the game.

WoundedKnight

embryodead
Feb 11, 2004, 08:30 PM
Originally posted by WoundedKnight
I have visited the mod webpage (many times), but there are other ways to do this ... like flavors with bonuses or penalties towards other groups, etc.

No, you misunderstood the concept of flavors. They do not affect diplomatic relationships at all. And there is not "etc." here, I'm afraid. Culture groups and fav/shunned goverments are the only settings in the editor affecting diplomacy.


There is no reason why even orcs or goblins couldn't have, say, an oligarchy, a plutocracy, or a monarchy, and still stay within the framework of a "chaotic" faction at odds with "good" factions.


Yes, there is a reason, already explained. High Elves being in monarchy, will like monarchic orcs more than their wood elven brothers who happened to switch to oligarchy.

For me, in a fantasy mod, strong diplomatic relations, as well as good/neutral/evil buildings and wonders, are much more important than goverments, which have little variety to offer anyway. Adding 10 new goverments with cool names takes about 10 minutes, but sorry I won't do it. I don't want to lose all the good vs. evil features that I introduced into this mod.

Fools Jewels
Feb 11, 2004, 10:20 PM
I would like to see far more nudity in the game.. For instance after 300 turns an ork and troll dance across the screen to expose a saggy pierced body part.. Ewww.. oh wait thats been done..

Pocus
Feb 12, 2004, 02:44 AM
Sorry to be dumb, but even though I installed the WH-mod file in the conquests\scenarios folder, the game crash. Leaders heads work fines though. When I try to launch the game, after choosing a nation, the game says he cant find .ini for a given unit (for the undeads, its the settler iirc).

all your files are installed in (base, 1.1 update, 1.1 fix)

D:\Civilization III\Conquests\Scenarios

as requested in your readme (except leaderheads)

any idea of the problem?

embryodead
Feb 12, 2004, 05:15 AM
Pocus,
If it can't find settler that really can't have anything with the mod itself... I really don't know how to help you. Is your whole Civ3 in that D:\Civilization III folder or part of it is elsewhere? Have you ever moved any of your civ3 files or folders? Have you played other mods and which ones?

Pocus
Feb 12, 2004, 05:29 AM
yes, all is in this folder, I installed civ3 then civ3 conquest just after. I installed also the patch 1.02... strangely the intro screen write its 1.00, even if the patch tell me that it is installed fine. Your mod is compatible with conquests in all versions I suppose?

Mr. Do
Feb 12, 2004, 06:59 AM
I was wondering, could you make use of the fixed alliances that came with Conquests? You could only have four, but maybe High Elves - Dark Elves, Reikland - Chaos, Goblins - Dwarfs, Lizardmen - Chaos could be used? It would probably ruin the game though now that I think of it, as the AI would just build squillions of its cheap units and attack as soon as the game started... oh well...

Also: Sylvania should probably have their own espionage centre, given that vampires infiltrate many of the other races for their purposes. Maybe you've already ocnsidered this. If the only way of doing it would mean the Khemri would also get to use it, why not? Lahmia is also big on infiltration, and that's a Khemri city in the game...

Cabbit
Feb 12, 2004, 07:22 AM
@ Isembard:
I think it makes more sense to use the locked alliances in a Scenario than in a random map game... it just doesn't seem right to me to start out the game w/ a settler and already be at war with someone.

On the other hand... I'm working on a successor scenario to my Zentrumsland scenario and I used Locked alliances in that (to put chaos at war w/ the Dolgans for the start)

Also in this scenario I'm playing around w/ making Chaos play sort of like a Mesoamerican Empire... in otherwords giving them the possibility to capture a bunch of foriegn workers and then sacrifice them. In my test version I modified the Princess unit to be immobile and useless... until you attack the city and then you capture a worker. (The Dolgans are checked as a non-human and are the only civ w/ these units... to save human players annoyance) I was thinking about giving one or two later chaos units the ability to enslave units into workers.

Just posting this in case anybody else wants to play around w/ the approach

Unrelated idea:
Maybe the Black Library should only be available to Despotisms (or better yet, Scientific Despotisms) and maybe be a small wonder. I suggest this becuase inevitably the Despotic civilizations seem to lag behind the Monarchys technologically. The Khemri and Sylvania, being scientific civs. shouldn't lag behind that much

A note: (@embroyodead)
Eastern workers don't sacrifice, I don't know if this is intential or if you forgot to check the box.

Mr. Do
Feb 12, 2004, 12:31 PM
Was that @Isembard directed at me in fact?

Edit: Also, have you seen this link, ED?
http://www.criticalhit.co.uk/wfrp/nippon-geography.pdf
It's got some stuff on Nippon that looks like it could be incorporated into the Mod (Some already is, some isn't)... certainly it seems very weird to have the capital be Kyoto!

embryodead
Feb 12, 2004, 01:28 PM
@Pocus
Yes, mod works with Conquests 1.00 and 1.02, also with newer beta patches as long as labels.txt file is removed (but it has nothing to do with your error). 1.02 doesn't update the conquest.exe that's why it still says 1.00, it's correct.
I really do not know how to help you. Again, what about other mods?

@Mr. Do
As Cabbit said, locked alliances are for scenarios, and I will use them in scenarios only.
And yes, I actually used that rulebook from Critical-Hit as main resource for Nippon. You can actually see that most city and leader names come from it. I thought Kyoto was there as well, though I might have taken it from another book, don't remember. I can remove Kyoto if it sounds problematic, though actually most names do ;) Updated list is quite long anyway.

@Cabbit
No, this type of wonder is too powerful to be given to civs for free. Actually, I can't confirm what you're saying, tech race is usually led by simply the most powerful civs. Elves have bonus at start, but it actually doesn't help them much. Oh, and bug reports on 1.1 doesn't really matter now, 2.0 is made from scratch :)

mrtn
Feb 12, 2004, 02:46 PM
About govts, you could have the civs all start in despotism, but only be able to research one other government per "evil" group. This way you get one change of government at least. I like the fact that you change govt yourself, choosing when to do it. Despotism would be a neutral govt, but monarchies still hate chaos, and you'd have to rename the now-despotism I suppose.

Isembard
Feb 12, 2004, 03:21 PM
Someone speaking to me when i don't speak ? :) Indeed, locked alliances are only useful for scenarios : for example, although there are good relations between, for example, Reikland and Kislev for the time being in the WH world, they were quite deadly ennemies at some time, at the formation of Kislev. THat goes with many other things...

Vanadorn
Feb 12, 2004, 03:26 PM
The gov choices, are they limited to "shunned" or nothing else? Or does it run: Shunned, neutral, and Preferred?

If it's the 2nd choice, it is possible to have 2 government types per "alignment" class. So you can have Despotism and Tribal Council be preferred with eachother, but shunned for all other types.

This will allow the study and acquisition of a new government with some benefits.

Example: Chaos has horrible corruption, forced labor, and decent city support, while something like: Tyrannical Egotism (an upgrade on this path only) could have improved corruption, forced labor, and not as decent city support.) Something along the lines of:

Despotism, Tribal Council.
Chaos, Tyrannical Egotism
Monarchy, ??????

Of course, if there is not way to have multiple shuns, prefers, and neutrals, than it is a moot point (free halfling? where)

my 2 cents.

Cabbit
Feb 12, 2004, 06:55 PM
Mr. Do, Isembard... sorry about the name confusion:(

@ Embroydead... I geuss I just haven't a game w/ a despotism or chaos in the techlead yet... but I'll keep playing... (of course I would anyway)

Mr. Do
Feb 13, 2004, 06:35 AM
Maybe governments should be entirely done away with, and the term replaced by "alignment" in the labels file... that way it'd become much clearer to people that the Empire, Dwarfs etc. can be considered part of the same alignment, hating the Chaotic factions. Let's face it, the races are rarely what the government says they are- Brettonians are feudalism, Empire is, umm, Empire etc. Well, except for Chaos, which isn't a government form but an alignment anyway...

Originally posted by Isembard
Someone speaking to me when i don't speak ? :) Indeed, locked alliances are only useful for scenarios : for example, although there are good relations between, for example, Reikland and Kislev for the time being in the WH world, they were quite deadly ennemies at some time, at the formation of Kislev. THat goes with many other things...

Yeah, I know, but given you can only have four such alliances (And in fact they'd more be eternal war states as there would be no actual alliance) the ones I suggested seem to fit the WH world- have Dark Elves ever not been at war with high elves, for instance. But still, this is all moot because they'd ruin the gameplay of a ranom map scenario. The end.

Isembard
Feb 13, 2004, 07:46 AM
No problem about the name, Cabbit, we understood, that is the main issue :)

Vanadorn, i don't think that works, because this system would work only with 3 governments, and i don't think you can link governments in between each other to be shunned by the same other pair of government...Also, Chaos will always keep Chaos, for example, whilst perhaps Dark Elves could evolve towards something else(you suggested Tyrannical Egotism), and other civs like Khemri should keep despotism and not go to tribal council which makes no sense, hence making it impossible that all groups evolve this way.

Alignement could be a good idea, of course, although, if it were Monarchy = Law or something, Despotism = evil and Chaos = Chaotic, it would also give some troubles, i'd think. Despotism would be the hardest to place.

Pocus
Feb 13, 2004, 08:22 AM
@embryodead:
At last I know what is happening. The stupid people which have done the localization (i play the french version) have localized (you wont believe me) the name of units for the ini file, and folder. So for example settler is translated to colon for my version.

Thats totaly crazyness, as it means no french player can play a mod (unless he renames the folders and file). This is what I'm doing now, to play your most excellent mod!

Thank for the support.

I have problem with the labels.txt, I have suppressed it from your folder, will see if it fixs my problem (in diplo screen).

a game question, what are the races the most interesting to play? Dark elves seems to have a lost of customized units e.g, where as the undead seems to be a bit poor on this topic??

Does a scenario exists (aside from HW 140) with preplaced and developped empires?

Rhymes
Feb 13, 2004, 09:31 AM
Hey embrio, I know it may not be the right place to ask, but I searched for an hour without finding the info, so could you tell me around what period you plan to release the 2.0 version, I can't wait.

No pressure, Thanx

Vanadorn
Feb 13, 2004, 10:12 AM
@ Isembard

Just trying to find the middle ground for those who want and wish for more governemnts. My honest and still original opinion is to leave it well enough alone. It works, it's different, and it forces a type of play to evolve along rough guidelines.

After my post, I did some looking/research and realized it was a moot point as to the multitude of preferred and shuns cannot occur on a single govnm't.

@ Pocus: Interesting races (current incarnation): Dwarves, Chaos, Dark Elves, Wood Elves, and maybe Sylvannia. It depends on what you want.

Vanadorn

embryodead
Feb 13, 2004, 12:25 PM
governents
There are only two slots: Favorite and Shunned government. I don't remember exact values and details, but it went like this:
- AI likes civs that are in the same government
- AI likes civs that are in its favorite government (cumulative with the above)
- AI hates civs that are in its shunned government

If I make just one upgrade, the whole system will simply stop working.

Alignments were considered, but they don't really fit. Chaotic factions are indeed chaotics but there are problems with others ie. despotism represents barbarians / undecided or evil-but-not-chaotic factions ie. Dolgans, Amazons, Ind but also Khemri. One of its main features is allowance of slavery. On the other hand, for game purposes, Sylvania is now monarchic...

@Pocus
Yes it's a known issue with french civ3 edition, people have been cursing at it. I don't know how difficult it may be to fix that, though you may get some help at CFC, since again, this is a well-known issue. I didn't make any scenarios, I will do them for 2.0. Cabbit made one scenario available in Scenarios forum; also check Isembard's sig.

@Rhymes
A month is a good bet I hope.

Pocus
Feb 13, 2004, 02:42 PM
I'm renaming the misnamed folders each time I get a crash ;)

any idea about the labels.txt? I removed the one in your WH mod, but still I got magenta color for my text.

drzoidberg
Feb 13, 2004, 03:55 PM
@pocus

If you would make a fix, (tutorial) on how to play the MOD on a French version, I'm sure Embroyodead would find it in his heart to mention it when he releases v2.0 of his outstanding WH-MOD.
hint hint
-Tom

Pocus
Feb 14, 2004, 12:16 AM
well there is nothing subttle involved, you have 2 methods : the 'I do all the hassle before' one, or the 'on demand' one.

- doing it all before playing:
go to your civ3/art/units, there is a bunch of folders here. Make a ctrl A, then crtl C, then ctrl V. All the folders are copied with the prefixed 'copie de'. Take the first, open it, lets say its called 'copie de colon'. In the folder you will find an ini file, with the name translated in french, for example 'settler.ini' will be translated to 'colon.ini'. Rename this file to settler.ini. You can know the english name by looking at the animation files which are not renamed. Then do the same to the folder name, changing it from 'copie de colon' to 'settler'.

Do this for all the folders, there is a bunch and its painful, but you can do that in 30 mn.

The second method is the one I used. I launch the game, choose a nation, then try to play. You will get a critical error saying for example that 'cant find worker\workerrun.wav in folder \art\dwarven worker'
The thing of importance is not the second name (dwarven worker), its the first. It means that the MOD is trying to look at a file in a 'worker' directory, and use it for (in this case) 'dwarven worker'. So go to the civ3\art\units directory, as in first case, make a search for 'worker*.*' (well if you know that a worker in french translate to travailleurs, go directly to the folder). You will find that the file you search (workerrun.wav) is in directory 'travailleurs'. Make a copy of the folder (so it becomes 'copie de travailleurs') and apply first method, that is

1. rename the ini file in this folder to the english name (here worker)
2. rename the folder to worker.

note : the renaming of ini is not mandatory, but can be of use for other mods.

Then launch again the game, and see if you crash on another unit. Initially I just had to rename perhaps 6 folders, so I managed to start the game withing minutes. Then from time to time the game ask you for another unit (but you have autosave each turn).

In essence, you are duplicating the whole units folder, by having a copy of it, but with english names.


Its really simple, but a bit cumbersome. But the mod is worth it!

embryodead
Feb 14, 2004, 04:14 AM
actually, this wouldn't help just the mod, but whole civ3, since such changes are needed to play any (english) mod. Pocus, I believe you will get much more errors later, since those errors appear only when a given unit appears in game. I can make a list of all original civ3 units used + custom units that use original sounds (like that dwarven worker), so that you can rename them without waiting for a crash half of the game... tell me though, does this affect only civ3 units, or ptw and c3c units were also translated to french?

As for the labels.txt
If you have 1.00 or 1.02, you shouldn't really delete the labels.txt, as it is the proper version. it does however, change a lot things that were originally translated to french in your version. if you delete that (I'm speaking of labels.txt that is inside WH-Mod/Text/ folder, not civ3/ptw/c3c), you should just get your original labels and no error can occur.

Isembard
Feb 14, 2004, 05:47 AM
@Pocus : i'm lucky to have an english version of vanilla civ, and the thing is, conquests, you can install it in english : perhaps that should solve your problems ? Otherwise, my current Old World scenario includes a lot of races using normal units, but i'm working on that War of the Beard mod (modifying quite extensively the number of files in use), and i don't think in there there is any unit from the normal game, out of Dark, High Elves and Dwarves (although i do use a normal "warrior" unit for human barbarians...)

In any case, perhaps simply re-installing Conquests in English will solve the problem (since i'm a bit of a "purist", i prefer to use the old english language for english games :))

embryodead
Feb 14, 2004, 06:27 AM
Isembard... No. First of all, conquests does not include vanilla civ3, only PTW. Moreover, your scenario will still cause the same problems, as nearly all custom units, including all dwarven and elven ones. use sounds from vanilla civ3 worker, swordsman, archer etc.

Isembard
Feb 14, 2004, 07:25 AM
Hmm, that is true, although it will be less extensive changes if it is simply slight modifications of the .ini files in the corresponding unit files.

embryodead
Feb 14, 2004, 08:08 AM
but that's exactly what he's doing...

Raw is War?
Feb 14, 2004, 08:44 AM
I was just wondering as to why the Kraken seems so week? For example it took 6 of them to take out my puny little boat yet:

'Krakens are huge, squid-like creatures. They hunt for sea vessels to devour them.'

With the doubling of stats, will you also make the Kraken a bit more dangerous perhaps?

Isembard
Feb 14, 2004, 09:46 AM
I know that also, ED :p In any case, he's solved the issue...

mrtn
Feb 14, 2004, 09:46 AM
Originally posted by Raw is War?
I was just wondering as to why the Kraken seems so week? For example it took 6 of them to take out my puny little boat yet:

'Krakens are huge, squid-like creatures. They hunt for sea vessels to devour them.'

With the doubling of stats, will you also make the Kraken a bit more dangerous perhaps? This depends on what difficulty level you play. On Chieftain, for instance, your units' values get a huge 800% bonus against barbarians. So doubling the stats could break the game for a Deity-player.

tjedge1
Feb 14, 2004, 11:26 AM
I always go in and drop the bonus against barbs to 0 for all difficulties, so they are always a serious threat to expnsion. That is my own personal preference, if you want a little more realizm. As your technology out advances the barbs, they become less of a problem, but early on they are a real pain.

Raw is War?
Feb 14, 2004, 11:54 AM
This depends on what difficulty level you play.

Ah, forgot about that, mrtn. Guess there's nothing that can be done then, E.D?

embryodead
Feb 14, 2004, 03:06 PM
Well what can be done... I already lowered bonus vs barbarians by half. Stat-wise they are strong, and on Emperor (I hardly ever play lower or higher) I never noticed that they're weak... they actually stopped any early sea expansion if appeared in groups.

mrtn
Feb 14, 2004, 08:03 PM
Originally posted by embryodead
... they actually stopped any early sea expansion if appeared in groups. If you don't have timber they can be areal pain. Your Ugly Reed Boats (whatever the name are) just get captured...

Pocus
Feb 15, 2004, 12:23 AM
@Embryo:
only base C3 has been 'smartly', ahum, translated, and they didnt screw the PTW or C3C install.

My problem with the labels, is that on some text (diplomacy) I get magenta color, do you know how to alleviate the problem?

The Last Conformist
Feb 15, 2004, 01:37 AM
mrtn: Areal pain? What's that? ;)

drzoidberg
Feb 15, 2004, 05:02 AM
Originally posted by The Last Conformist
mrtn: Areal pain? What's that? ;)

could it possibly be "A real pain". Just a wild guess

embryodead
Feb 15, 2004, 07:08 AM
@Pocus
Sorry, the magenta text in diplomacy is completly new to me. It may be a good idea to post it in main c&c forum, with screenshot, since I believe it's not mod-specific.
As for the unit translations, it will be safest if you translate all units from ancient to renaissance, including musketmen, musketeer, and also ironclad and special units like leaders, army etc.

Mr. Do
Feb 15, 2004, 10:47 AM
Oh yeah, those Kraken units- is the extremely choppy animation meant to be like that, or am I seeing something differently?

embryodead
Feb 15, 2004, 12:59 PM
choppy? it seems ok to me, i like this unit. it's underwater after all.

Pocus
Feb 15, 2004, 02:06 PM
I can live with this magenta text, but what bother me is that it seems there is an offset applicated to the choosable sentences in the diplo screen (they are at the very bottom of my screen,with the 'bye' sentence off screen!). I suppose its not a logged issue, and is not specific to your mod too?

embryodead
Feb 15, 2004, 02:27 PM
@Pocus
No such thing ever happened to anyone playing WH-Mod. Try disabling mod's diplomacy.txt file (in WH-Mod/Text) ie. by renaming it. Again, you will lose all custom diplomatic texts, but if structure of french diplo.txt is different, this should help.

Pocus
Feb 15, 2004, 02:57 PM
ok, I will see this.

another question, how can I sacrifice my workers to a city, I dont have a sacrifice button as explained in the help.

embryodead
Feb 15, 2004, 03:15 PM
1. You can only sacrifice if you play chaotic faction.
2. You can only sacrifice human workers, so if you play Naggaroth or Orcs & Goblins, you have to capture workers in order to make a sacrifice.

grumbler
Feb 15, 2004, 03:58 PM
Originally posted by Pocus
I can live with this magenta text, but what bother me is that it seems there is an offset applicated to the choosable sentences in the diplo screen (they are at the very bottom of my screen,with the 'bye' sentence off screen!). I suppose its not a logged issue, and is not specific to your mod too?

This sounds like an issue I had with vanilla Civ3 long ago. IIRC I solved it by removing the Lucida Sans font from the windows\fonts folder.

Mr. Do
Feb 15, 2004, 05:42 PM
Originally posted by embryodead
choppy? it seems ok to me, i like this unit. it's underwater after all.

Well the attack animation looks like it's got about four frames, repeated very slowly, not at all like any of the other units. Except the spiders. They have choppy animation as well (For me at least).

mrtn
Feb 15, 2004, 05:46 PM
Originally posted by The Last Conformist
mrtn: Areal pain? What's that? ;) That's when you apply the pain far and wide. With a tractor... :p

embryodead
Feb 15, 2004, 06:05 PM
Mr. Do
Squid/Kraken has 10 frames in attack. they really look ok to me. spiders on the other hand are choppy indeed, but it's an old unit, probably copy'n'pasted from Baldur's Gate.

Cabbit
Feb 15, 2004, 09:20 PM
I like the Kraken, it reminds me of Civ II, and those generous sea monsters that would offer their services to the atlanteans

ThomasMatrim
Feb 16, 2004, 02:33 PM
I am playing the dwarves and i love it... except for the fact that i can't cross mountains... and since i am keeping fluffy and all that... and i hate that the mountain passes are so small... and since everyone wants to come through them they get blocked cutting my cities off...

as dwarves i wish i had a tunneling tech or something that let me cross the mountains and mine them... it makes since

Mr. Do
Feb 16, 2004, 03:57 PM
You can enter the mountains with your worker/ miner unit. Try it.

ThomasMatrim
Feb 16, 2004, 07:45 PM
aaaa but if i build a road over a mountain will it let me cross them with other units?

embryodead
Feb 16, 2004, 08:08 PM
Originally posted by ThomasMatrim
aaaa but if i build a road over a mountain will it let me cross them with other units?

Yes.

ThomasMatrim
Feb 17, 2004, 11:49 AM
HAHA!!! VICTORY TO THE DWARVES!!!

thanks for the help... and this is a great mod... i am really impressed by how much work had to be put into it

Brasileiro
Feb 18, 2004, 09:56 AM
The MOD is fantastic! Very very good!

- I think you took out the magic carrier ability of vampires, but this way Silvania only have a low level mage carrier, was this on purpose?

Congratulation on the MOD!

Brasileiro

embryodead
Feb 18, 2004, 10:57 AM
Originally posted by Brasileiro
- I think you took out the magic carrier ability of vampires, but this way Silvania only have a low level mage carrier, was this on purpose?

Yes. It's because spell-carriers cannot be loaded onto naval vessels. Vampires are the main Sylvanian units and when they weren't transportable, this civ was sort of screwed.

Congratulation on the MOD!

thanks :)

Zarecor
Feb 18, 2004, 03:44 PM
I have the Civilization III gold version of the game and I'm trying to install your mod pac and I keep getting a different error message than the one mentioned in previous posts. My error message reads "art\advisors\Karl-Franz_all.pcx" file not found. This is the first time I've tried to install a mod pack so hopefully I'm not doing something too bone headed. Thanks for your help.

Drift
Feb 18, 2004, 03:52 PM
Edit: my mistake. I thought Zarecor had trouble with the leaderhead animations.

embryodead
Feb 18, 2004, 04:04 PM
@Zarencor
It's most likely a failed download/broken archive problem. Go to CIV3PTW/Scenarios/WH-Mod/Art/Advisors and see if the Karl-Franz_all file is there. If not, either or both:
- see if you have the latest version of WinRAR / WinACE
- download the mod again
You can also give me some information ie. what is the size of RAR archive(s) that you downloaded and what is the size of WH-Mod folder...

Brasileiro
Feb 18, 2004, 08:35 PM
@embryodead
I agree, but in this case, why don't you put a Great Necromancer ou something like that? So they would have a high level magic carrier

embryodead
Feb 18, 2004, 08:58 PM
OK, I'll add Necromancer Lord or maybe Necrarch.

drzoidberg
Feb 19, 2004, 02:58 AM
This has been upp before. I have a request. And that is that the most powerfull unit of each civilization should be spell free. The reason is that in the end when you've got your production up and plenty of cities all on auto-build offensive units, you don't want to go around and change production to something non-spellcarrying all the time. It's just so tedious and boring. That's why I never finnish my Chaos games. For the feel of the game I want to use greater demons. And since they're spell carrying and can't be used for invasions, I just don't build them in my core-cities, which are the only cities with production capacity to build any amount. And no matter which civ you play it's the same story.
-Tom

Adam(CZ)
Feb 19, 2004, 07:50 AM
Hi all, i have wold map on wh mod

inscribe on my e-mail and i send map is best
my e-mail is adamkubant@email.cz

embryodead
Feb 19, 2004, 08:40 AM
@drzoidberg
ok

@Adam(CZ)
You can post your map here, ie. zip it and attach to the post, or use easy upload feature if it's bigger than 100kB.

Zarecor
Feb 19, 2004, 09:11 AM
Thanks Embryodead, I downloaded the file again and that took care of the problem. This is an incredible mod that you made. Thanks for all of the enjoyment I'm having with it.

Semulin
Feb 19, 2004, 12:03 PM
I purchased civ 3 recently just so i could try your mod!

Is there a way for me to play it with just civ 3, or do i need to get play the world and conquestes?

= on a seperate note, any one ever considered doing a 40k mod?

-thanks folks,
Sem

Drift
Feb 19, 2004, 12:08 PM
Originally posted by Semulin
Is there a way for me to play it with just civ 3, or do i need to get play the world and conquestes?

You need Conquests for 1.1 and 2.0.

1.0 works with PTW. I highly recommend getting Conquests, it does wonders for the main game and Warhammer is hardly the only mod that has upgraded to Conquests.

Mr. Do
Feb 19, 2004, 02:34 PM
WH 40,000 would be a nightmare as a mod. You'd either have to set it on a world in which case you have to go for the SMAC-like "crashed spaceship, different races" approach or a galactic approach, in which case you'd not be able to represent the close-combat fighting of WH 40K any nearly as closely as this mod represents WH. Conundrum-me-do!

Mr. Do
Feb 19, 2004, 02:34 PM
double-post-o

and oh noes, you can't make a Necrarch for Sylvania, the vampire bloodlines never fight together! ...okay some artistic license can't hurt.

Gogf
Feb 19, 2004, 05:07 PM
Originally posted by Drift


You need Conquests for 1.1 and 2.0.

1.0 works with PTW. I highly recommend getting Conquests, it does wonders for the main game and Warhammer is hardly the only mod that has upgraded to Conquests.

2.0 was released? Did I miss something (as you can tell, I don't come to this thread that much).

embryodead
Feb 19, 2004, 05:18 PM
@Mr. Do
Well, you're right, and Necrarch should be out anyway, it's too powerful figure to be a simple spell-carrier.

@Gogf
No, 2.0 isn't out, but of course it needs Conquests ;)

Cabbit
Feb 20, 2004, 01:06 AM
Finally I am unambiguosly victorious:
After defeating my foes on eh.... chieften as Norsca I will return to my semi-normal life

Thankyou Embroyodead

Disenfrancised
Feb 21, 2004, 02:48 AM
hey emebryo dead - great mod!

I remember someone back in this behemoth of a thread asking for some no random maps with elves in forests and so on. I made this map for a friends Lan and it went pretty well (everyone ganged up on me alas). it has between 3 and 6 cities pre placed for each fraction and several techs researched, i think its pretty balanced but there may be something ive missed. i would recommend re locating the start sities if just using the map on its own as for some civs a crappy place is balanced by extra stuff (ie Tileas capital is on a 10 tile island but has harbors and boats to start etc)

anyway enjoy it if you want to and if not who cares!

Raw is War?
Feb 21, 2004, 04:43 AM
I remember someone back in this behemoth of a thread asking for some no random maps with elves in forests and so on.

That would be me :) Thanks for the map, i'll have to try it out when i've finished my current games.

embryodead
Feb 21, 2004, 10:29 PM
To apply for closed beta-test of WH-Mod 2.0, PM me. I need few people who already know the mod, have participated in this thread and are ready to hunt for bugs, help in development, write civilopedia etc. The best test will not start immediately, but probably next week.

Killer_Klein
Feb 22, 2004, 05:41 AM
Hey.

First off, kick ass mod.

When, I got Conquests I was so pumped about playing the Conquests but that got derailed by WarHammer.

I got to thinking about a couple of earlier posts where you were talking about how you only have the three gov'ts in order to build that love-hate relationship. But what about adding three new techs called Greater Chaos, Greater Monarchy and Greater Despotism or something along that lines and do what you did with the elves and clearing forests. They civs will only see the upgraded government if they have the original.

You could put them near the end of the second age, if there is a enough room with 2.0, or early in the third age, because by then you already at war or MPP with other civs so the how love-hate thing won't be so important then.

Just a thought, figured it might be a good one.

Thanks

Later

dreiche2
Feb 22, 2004, 09:12 AM
EDIT: wrote nonsense, didn't read everything of the last post

tjedge1
Feb 22, 2004, 10:16 AM
HEY! Killer_Klein! That was kind of what I was doing in my mod. ;) I agree that could be a good idea. What do you think ED? I'm using it in my mod in a round about way. Not quite the same because my mod has a more flexible love-hate relationship than War Hammer.

embryodead
Feb 22, 2004, 10:46 AM
Apart from the fact that it will still affect the diplomacy greatly (a switch from Annoyed to Polite does matter at any point of the game), what about the government specific buildings? If you switch to another govt. they simply stop working, and there are plenty of them now.

Mr. Do
Feb 22, 2004, 12:22 PM
Do the government-specific buildings just stop working or do they disappear completely? I've always wondered that, although it's not important.

Do you have some idea of how large 2.0 will be to download if we already have all the stuff from the earlier versions?

Lachlan
Feb 22, 2004, 12:44 PM
No problem for me i have a 1024 Kb/s DSL

tjedge1
Feb 22, 2004, 01:26 PM
I have cable so I don't care about size.

As far as multiple governments I see what you mean, and I geuss that's a delicate balance you need for the War Hammer mod to stay true.

Do the buildings just vanish or they just stop doing what they were doing? I've thought of some government specific small wonders and this would be very useful information.

embryodead
Feb 22, 2004, 01:27 PM
@Mr. Do
Yeah, even worse, they dissapear...
The 1.x->2.0 update will be about 100 MB.

tjedge1
Feb 22, 2004, 01:34 PM
:eek: Great. That is good and bad. That means I will have to just have certain ones in civ-specific techs while others would be perfect for evil or good type governments. Thanks ED. I can't wait for your mod to be ready.

Mr. Do
Feb 22, 2004, 01:49 PM
Well if it will fit on a zip disk then I'd like to be involved with beta testing (The uni PC's have zip drives so I can use their fast connections), but if it doesn't, then it doesn't matter, I'll have to wait with everyone else. And do my coursework instead!

Point13
Feb 22, 2004, 02:04 PM
i've seen individual units and i must say i'm looking forward to this, can you give me the EXACT address to extract too

thanks a million

-Keyes

embryodead
Feb 22, 2004, 02:06 PM
I think I'll be able to fit it in 100 megs (that's the smallest zip capacity iirc).

Lachlan
Feb 22, 2004, 02:11 PM
Enfer et Damnation !

How much will do the zip file ? 200 Mo ? 250 Mo ?

With 1 Mo/10s --> 250M0/2500s !!!

More than 1 hour ! :lol: :lol: :lol:

mrtn
Feb 22, 2004, 06:26 PM
I have a couple of small suggestions:

Give all settlers/workers 0 attack. If they still have 1 defense they wont be captured and turned into giant barbarians, but this way you don't risk attacking with a settler.

Spell Assassin with 4 s:s :p

embryodead
Feb 22, 2004, 08:38 PM
@mrtn
all settlers are 0/0, the only workers that have attack/defense values are dwarfs, elves and goblins, and I think it's proper. not sure which worker/settelrs you would like to fix?
you're right about assassin, I was sure it's spelt with 3 s to this day :(

mrtn
Feb 22, 2004, 09:54 PM
Originally posted by embryodead
@mrtn
all settlers are 0/0, the only workers that have attack/defense values are dwarfs, elves and goblins, and I think it's proper. not sure which worker/settelrs you would like to fix?
The problem is that you can attack with a worker by mistake, and that's no good. There may be most problems with the dwarf, as the dwarf units look quite similar...
Originally posted by embryodead
you're right about assassin, I was sure it's spelt with 3 s to this day :( I saw how you spelt it in the Macciavelli-thread, and thought I'd better tell you before you post 2.0 :)
But you could always spell it Hashashim. :smoke:

embryodead
Feb 22, 2004, 10:04 PM
ok, I changed elven and goblin workers to 0.2.1 but dwarven miners are tough fighters, they are normally used in battle in warhammer. they will stay as they are - 3.2.1 (better than peasants etc.).

aaglo
Feb 22, 2004, 10:25 PM
Hi embryodead!

If it's not too much of a problem, I would like to apply to the beta too. Yes, I'm actually trying to find some time to actually play the game - even though I suck at civ3 :lol: (thank god the chieftain level :mischief: )

erez87
Feb 23, 2004, 03:47 AM
2 defense for a worker? I hope attacking units will get a lot more than 1 attack...

tjedge1
Feb 23, 2004, 04:33 AM
I think regardless of how how high the attackers will be rated, that workers should be able to defend themselves, by using the tools they work with and the fact of sheer numbers.

I noticed you are looking into the CDG offer, ED. It is quite interesting.

Mr. Do
Feb 23, 2004, 06:10 AM
I can't say I ever accidentally attacked with a worker, but the attack values are pertty redundant anyway so that's okay.

embryodead
Feb 23, 2004, 09:08 AM
@erez87
In fact there are no units with attack of 1, and 2 pts are for the worthless crap like peasants. most stats are more or less doubled.

Lachlan
Feb 23, 2004, 09:15 AM
When the full 2.0 are ready ?

Kdar
Feb 24, 2004, 03:03 PM
I have problam
Unit dont upgrade!?

Drift
Feb 24, 2004, 03:05 PM
To help with the beta would be the least I could do in return of all of the direct and indirect help I've gotten for MoM from you, but I'm not nearly familiar enough with 1.0/1.1. :(

embryodead
Feb 24, 2004, 03:20 PM
Originally posted by Kdar
I have problam
Unit dont upgrade!?

PLEASE read the ReadMe, that's what it is for after all. It is explained there, why not all units upgrade.

@Drift
well If you decide to join at some point, pm me.

Point13
Feb 24, 2004, 03:28 PM
a little help with my Extraction issue plz...

embryodead
Feb 24, 2004, 04:24 PM
Originally posted by Captainkeyes23
a little help with my Extraction issue plz...

I'm sorry, I missed your question earlier.

It's hard to give you the exact address because it depends on where you have your civ3 installed. Assuming that it is in its default place, that is: C:\Program Files\Infogrames Interactive\Civilization III\

the rar's should be extracted to:

- for "wh-mod_base.rar" and any patches -
C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios

- for "wh-mod_headpak" -
C:\Program Files\Infogrames Interactive\Civilization III\

Kdar
Feb 24, 2004, 05:53 PM
In update of this mode ( for C3C) there new unit looks like tattar rader. Who made it ( it look kinda good). I maibe will replach Mongolian spetial unit with that one in C3C

embryodead
Feb 24, 2004, 06:33 PM
Originally posted by Kdar
In update of this mode ( for C3C) there new unit looks like tattar rader. Who made it ( it look kinda good). I maibe will replach Mongolian spetial unit with that one in C3C

Kinboat made it, and they are indeed Mongol horse archers (there are 3 of them, only 2 used in the mod though).

Napoleon Hitler
Feb 26, 2004, 01:01 AM
I just downloaded and installed this mod. I am getting an error when I try to play it. It says: "Missing entry in 'Scenarios\WH-Mod\text\PediaIcons.txt': ICON_BLDG_SS_Thrusters

The game will now exit."

Sorry if you already explained how to fix this, but I just didn't have the time to read all 36 pages. :(

embryodead
Feb 26, 2004, 02:19 AM
@Napoleon Hitler
You must give me more information, which version of mod, which version of ptw/c3c, where did you put the files, what folders/files do you have in Conquests/Scenarios folder.

Napoleon Hitler
Feb 26, 2004, 04:29 PM
I downloaded 4 files from this thread. The main block which I unzipped into Conquests\Scenarios. The graphic leaderheads which I unzipped into Civilaztion III. Should I have unzipped that into Civilization III\Conquests?

Then I have the Conquests patch, which I unzipped into the Conquests\Scenarios folder and the trebuchet fix which I unzipped into the Conquests\Scenarios folder.

I am running Conquests version 1.00, just so you know.

embryodead
Feb 26, 2004, 04:54 PM
So it seems you did everything right, but one more question remains unanswered: what folders do you have in Conquests/Scenarios? Apart from other mods you may have, do you have any other mysterious folders (should be WH-Mod only). I ask because you could have extracted something to it's own folder.. if you're sure you didn't, ignore it.
This is quite unexpected, I don't think anyone had this problem before. There are even no "SS_Thrusters" in the mod... Such things sometimes happen to me with mods ie. if I run out of resources (running civ3, photoshop, poser, several websites, winamp...). Can you open WH-Mod.biq in the editor, run through all Improvements and Wonders and see if BLDG_SS_Thrusters appear in Civilopedia Entry box?

Napoleon Hitler
Feb 26, 2004, 10:49 PM
There is no such entry. I'll try to load it again and see what happens. Well, it's working now. Maybe I was trying to load the PTW version before? Or maybe opening it with the editor caused it to associate with Conquests? Whatever the case, it loaded. Thanks for your help. :)

Cabbit
Feb 27, 2004, 09:47 AM
Napolean Hitler,
I had a similar problem. Check to make sure your WH-Mod folder doens't contain another folder of the same name. When you unzipped the files for the C3C update you might have accidentally placed WH-Mod (C3C update) folder into the old WH-Mod folder. If this is indeed the case then you can simply take the files in the WH-Mod (C3C update) folder and cut & paste them to thier proper place in the old WH-Mod folder.

Cyll
Feb 28, 2004, 04:46 AM
Hi everyone ,

I downloaded the 1.1 version of wrH mods ,installed (the right way iI tough :) ) . I got a complaint , cannot find SETTLER.ini while starting the game , can't find the b*/ file anywhere either ...

Any help ? suggestion ?

(my original config is conquest beta 1.15)

thanks for any answer

Cyll

embryodead
Feb 28, 2004, 06:05 AM
1. This is the wrong place to post questions about a specific mod. Next time, you should post in Warhammer Mod thread.

2. From the "cannot find SETTLER.ini" problem I can say it's most likely the fault of your Civ3 being in language differrent than english. Unfortunately, some non-english versions (ie. french) are not compatible with mods in general. Blame your local publisher in this case. There is way to fix this by copying most of your civ3 units and renaming them to english equivalents.

Merged this and the previous post into this thread. --Padma

Adam(CZ)
Feb 29, 2004, 10:20 AM
hi all its cool page of lizardmen
http://www.chemouni.com/lizardmen.html

embryodead
Feb 29, 2004, 10:39 AM
Adam, what's the purpose of this link??

Adam(CZ)
Feb 29, 2004, 01:00 PM
i make zizardmen's armi for wh mod

embryodead
Feb 29, 2004, 01:11 PM
What do you mean? Unit graphics? Lizardmen are in WH-Mod 2.0 already, though more units can't hurt ;)

Gladi
Feb 29, 2004, 01:29 PM
Jasny Den Adame
Mas-li problemy s anglictinou, mohu Ti tady nabidnout sve sluzby? Se slevou;) ? Mohlo by to byt k prospechu vsem.

Bright Moderators and other concerned fanatics
I just offered Adam my services as translator in this thread for profit of all.

Mnoho jasnych dni/ May your days be bright.

EDIT: Oh, I could PM him, silly me.

Adam(CZ)
Feb 29, 2004, 04:15 PM
Ahoj Gladi super že tu nejsem jedinej Čech hele mam problem nevim jak nandat nové postavy do editoru pomužeš mi prosííím?
Jo a robym leader head k lizoušům chybý mi jen animace ta mi chybí i u chaosdvarfs a mam kompletní mapu k wh modu nojo, ale je to nanic ja nemam web hele a to mne napada neni tu nějakej box kam bych to nandal? dik Adam(Cz)

Chieftess
Feb 29, 2004, 04:18 PM
Can you please speak in English so others can understand you?

Drift
Feb 29, 2004, 04:31 PM
Chieftess, I believe the point is that Gladi will translate the message into English. Of course, personal messages would be better for this purpose (pm the message in Czech to Gladi and then he would post it here in English)

embryodead
Feb 29, 2004, 10:50 PM
:lol: guys, I would really like to know what are you talking about if it is in my thread and about my mod ;) Since my first language is very close to yours, I got a bits of it, and noticed the main subject. So, please, read:

You don't have to make whole Lizardman army, because there are Lizardmen in Warhammer Mod 2.0 already. With units, and a leaderhead. I'm still waiting for some more, but they are included. If you are going to work on something for this mod, it would be really good idea to discuss it with me... preferably in English ;) There is never enough of units and other graphics and I will be really happy to include your creations in the upcoming WH-Mod 2.0.

tjedge1
Mar 01, 2004, 04:41 AM
More Lizardmen? Alright! :rotfl: I'm going to try that civ out first I think.

Khai
Mar 01, 2004, 09:09 AM
I'd be happy to test the 2.0 version for you ED.

loseth
Mar 01, 2004, 10:52 AM
Originally posted by embryodead
Since my first language is very close to yours, I got a bits of it

Are you Polish, then?

embryodead
Mar 01, 2004, 11:16 AM
Yes I am.

Gladi
Mar 01, 2004, 04:47 PM
Bright Day
Hm, it lookes like I came with cross after funeral. Adam(CZ) is making leaderhead for lizardmen and chaos dwarves, he just have to animate them. He has a map as he previously posted, but does not know how to attach and, truth to say, neither do I:o. And he does not have his personal web space. Any help? He has technical question about editor-how to put in new characters:confused: - I believe how put in new graphics :confused: , but this is probably proper thread to ask for this.

Embryo- You have not bragged about being Polish... now I fear for Bohemia in Mediaeval Europe Mod.:eek:

May all your days be bright.

rondolf
Mar 01, 2004, 04:57 PM
I am unable to download. Do not know if to much(I unfortunately am using modem), told explorer unable to download then I get disconnected. Is it because I have not gotten WINACE or WinRAR yet, or because of low-speed connection?

embryodead
Mar 02, 2004, 12:19 AM
@Gladi
OK. I hope you canl pass this on to Adam then (but in PM this time :p )

Only small files (up to 100kB) ie. JPG previews can be attached, simply by choosing the file in the attachment box (not visible in quick reply - you have to click on "post reply"). It would be really good if he posted previews of leaderheads before animating.

In order to upload large files, you do not attach the files to post, but use the easy upload feature. Here is an official tutorial on how to do this:
http://forums.civfanatics.com/showthread.php?s=&threadid=18822

How to add new graphics to the mod - it's a long story - you have to read articles in tutorials section. But again, he doesn't have to ie. add lizardmen to the mod, since they are already there as many other things that come with WH-Mod 2.0 (I mean it's generally better to wait for it, rather than to edit 1.1). I am eagerly awaiting to see the leaderheads, though I can't promise that they'll be included immediately, since one slann is in the works already and I don't have any units for Chaos Dwarfs yet (but I would really like to include this faction at some point).
p.s. Oh yes, last time when playing MEM, I had to capture Prague I'm afraid ;)

@rondolf
If it's disconnecting you, then it's definetely the matter of your connection. You need WinACE or WinRAR anyway, but this doesn't affect your download, since you need them only after you got the files. Try again few times, if not, try from friend's place etc.

Hawkmoon
Mar 02, 2004, 06:53 AM
Embryodead
Is it possible to post some kind of guidelines for the settings of things like the Gyrocopter and Deathroller.I think I Have the requirements OK (Wood/Coal/Steam)....but feel I am making the units just a little too powerful. Its a brilliant mod by the way !
Peace

Hawkmoon
Mar 02, 2004, 07:01 AM
Metal/Wood/Coal/Steam i meant

embryodead
Mar 02, 2004, 08:50 AM
Originally posted by Hawkmoon
Embryodead
Is it possible to post some kind of guidelines for the settings of things like the Gyrocopter and Deathroller.I think I Have the requirements OK (Wood/Coal/Steam)....but feel I am making the units just a little too powerful. Its a brilliant mod by the way !
Peace

Hello. I replied in the other thread, but it's better place actually so: All those units are in warhammer 2.0 version, to be released withing 3-4 weeks. New version has many differences in rules to accomodiate new units, buildings etc. so it's hard to tell you how to fit them into 1.1.

Vanadorn
Mar 02, 2004, 10:20 AM
Will you be updating your website soon or upon release of version 2.0?

gael
Mar 02, 2004, 11:15 AM
I just downloaded the mod. It looks great, the only problem is there is no sfx except from settlers. The music plays fine.

I have the conquests patch (1.15) and deleted the text file like you instructed on the first post. Has this something to do with it?

gael
Mar 02, 2004, 11:15 AM
.

gael
Mar 02, 2004, 11:15 AM
.

embryodead
Mar 02, 2004, 11:40 AM
@gael
No need to repeat three times, I hear you ;)
No one else ever reported this problem, and actually I never heard of this kind of problem with civ3 mods. What about other mods? and are you certain *all* other units are mute? There are indeed some units that were left without sounds ie. eagles (doesn't happen in 2.0! :) ), but that's only a few. Starting units such as barbarian warrior or peasant do have sounds. I also have 1.15, same for other people, and again, sounds play fine. The file to be deleted doesn't have anything to do with it.

@Vanadorn
Yes, of course!

gael
Mar 02, 2004, 06:57 PM
Doh!
I reloaded it and they work fine.

Sorry.:ack:

Its a great Mod by the way.:)

Adam(CZ)
Mar 03, 2004, 01:37 PM
Hi all its leader's head of lizards (beta)

Drift
Mar 03, 2004, 01:47 PM
@Adam(CZ)
If you are trying to attach a picture, it has to be in .jpg or .gif -format

Adam(CZ)
Mar 03, 2004, 02:07 PM
Originally posted by Adam(CZ)
Hi all its leader's head of lizards (beta)

aaglo
Mar 04, 2004, 01:19 PM
Looks like it's from a Zdenek Miler's cartoon (the mole, you know) :lol:
:love:

Wolfenix
Mar 07, 2004, 02:51 AM
Great mod.

Got a suggestion.

One of the the Nipponese Turtle Ship's special abilities is that it can "safely traverse any water", but researching Navigation(which is where you get this ship) already gives you this ability anyway. Not a big deal, but annoying never the less, cuz that would actually be really useful earlier on.

I have just been playing though your mod and didn't even consider anylizing it until this point in the game, so I'm gonna go back and look some stuff over. I must admit, however, that I am not very experienced in modding mechanics, but I have been known by my peers to be quite skillfull in gameplay ideas and critiques. I'll post again later with more...

By the way, would any of you happen to know of any fantasy mods that aren't based on a previously existing RPG? No reason. Just wondering.