View Full Version : Warhammer Fantasy Mod 2.0


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Wolfenix
Mar 07, 2004, 03:23 AM
One thing I edit in all my Civ3 games is the combat experience. There's nothing extremely wrong with it as it is, but I always fount it fitting to extend them them. Example: Militia=3 Regular=5 Veteran=7 and Elite=10

I'll use paintballing as an example. If your teamis full of newbies and you play a team that has played a few times before, you'll probably get beaten. If the same team plays veterans, they'll probably get stomped. If the team plays against experts, no chance. And it works like that up the scale. Plus, with more HP it makes the battles more exiting.

Give it a try, think it over, tell me if you like it?

Wolfenix
Mar 07, 2004, 03:24 AM
And just in case ur confused...I 'm in the habit of calling "conscripts" "militia." It just seemed a more fitting name to me.

Wolfenix
Mar 07, 2004, 03:26 AM
And how do I put a pic under my name?

embryodead
Mar 07, 2004, 08:29 AM
Originally posted by Wolfenix
Great mod.
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.

What's wrong with that? Start normal civ3 game, and check the description of Frigate for example. Exactly the same situation. It's not a special ability, just information, and all ships that come with navigation have it.

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.

There aren't many fantasy mods that are available for playing right now (3?, I don't count 2-years old lotr mods...). I guess that Fantasy Empires has the least influences, but it's quite outdated (it's for PTW).

One thing I edit in all my Civ3 games is the combat experience. There's nothing extremely wrong with it as it is, but I always fount it fitting to extend them them. Example: Militia=3 Regular=5 Veteran=7 and Elite=10

No I'm sorry but I'm not interested in anything like this. There is even no reason to do this because of variety of units. In this mod, this is what counts - a difference between dwarf, elf, troll or dragon, not between identical soldiers, but even for an epic game, I would never allow such extreme differences. 2-3-4-6 is a common, good setting for epic games.

You can choose an avatar (pic) under user cp -> profile (menu at the top of the page).

tjedge1
Mar 07, 2004, 09:23 AM
Fantasy Empires wasn't updated to the last patch of PtW either, if I recall correctly. It's dead in the water.

Legions4Ever
Mar 08, 2004, 10:23 PM
How is the update on this going>?

Legions4Ever
Mar 08, 2004, 10:24 PM
How is the update on this going>?

Legions4Ever
Mar 08, 2004, 10:24 PM
How is the update on this going>?

aaglo
Mar 08, 2004, 10:49 PM
It's currently on beta testing phase.
It's currently on beta testing phase.
It's currently on beta testing phase.

;) :p

Tyrion
Mar 09, 2004, 03:07 AM
Is it possible for people to help test it? :)

Hawkmoon
Mar 09, 2004, 06:20 AM
I'd like to help test as well if thats OK

Legions4Ever
Mar 09, 2004, 02:58 PM
what the heck, sorry i didnt think i posted that 3 times?

Hawkmoon
Mar 11, 2004, 08:15 AM
OK all downloaded and will install tonight

Semulin
Mar 12, 2004, 01:09 PM
Any idea when the new version will go public? or how i can get involved in beta :)

Thanks,

embryodead
Mar 12, 2004, 01:50 PM
info is on the 1st page

Dodgy
Mar 14, 2004, 08:56 AM
First off, embryodead, great mod! I have enjoyed it loads so far, both PTW and Conquests versions of it. I'm looking forward to try out 2.0 when its done...

To something else. I read the discussion about the idea of having each race gather artifacts to enable space-race victory. What I saw was that all races gather the same artifacts. I came up with an idea that I didnt see posted that might work. I say might since I have no idea if its possible to mod or not. How about each race creating their own artifact / artifacts instead of everyone sharing them. For an example Bretonnia has to put together The Blade of Couronne. They have to make / discover for an example 4 pieces for it. For Bretonnia to make Banner of Righteous Retribution they need 2 different pieces for it and so on. Dark Elves would need 3 pieces to create Executioner's Axe and 3 pieces to create Blood Banner. Each race has their own "set of artifacts" that grants them victory but all the sets are made with equal amount of pieces...

I might just be rambling. Anyway, thanx for a great mod again...

embryodead
Mar 14, 2004, 12:40 PM
Thanks Dodgy, but no, this is not possible. I went with one set of artifacts for all races, 10 of them, with prices higher than SS parts in civ3.

Dodgy
Mar 14, 2004, 03:01 PM
I'm sure one set of artifacts for all races works just as good or even better. My idea just makes more work for a modder. Once again, great mod. Makes me want to start with Warhammer again...

embryodead
Mar 14, 2004, 04:23 PM
It's not about the amount of work. I wanted multiple sets, but they are just impossible to implement.

Phant
Mar 15, 2004, 12:33 PM
I've been playing your mod since i got it this morning, the only problem i've found in it, is that i cant build keeps in lvl7+ citys. (I'm using C3C V1.00)

I dont know if its just a WoodElf thing as i havent tried any of the other civs yet.

other than that great mod, and do you plan on making a Beastman civ?

embryodead
Mar 15, 2004, 01:53 PM
Have you downloaded 1.1 update? Indeed there was a problem with Keep but it was long time ago and fixed in 1.1.

Beastman civ is not planned because there are no units available, and such civs needs a lot of them.

Phant
Mar 15, 2004, 02:00 PM
Yep, got the 1.1 update, and the 1.1fix

theHamburglar
Mar 15, 2004, 03:42 PM
I've only been playing this mod and not the actual game of Civ 3 since i got it. GOOD JOB! It is a great mod. Also, the thread is relatively clean and organized, better for idiots like me to find out how to do things, other mods pages seem to be all goofy and i cant find things as easily. KEEP UP THE GOOD WORK DUDE!
[dance] :ripper:


:die:

10Seven
Mar 18, 2004, 06:24 PM
Getting back to ;) the Dwarves and Mountains - I don't think anyone has posted the idea...

But, while making mountains unable to support cities, the LMHills.pcx could - with mountain graphics instead - could be preplaced, and allow for Dwarven cities to set on 'mountains'.

While this would only be a minor point - a graphical one - it would also allow these city capable mountains to be placed empty, for future Dwarven expansion, by 'walling' them in with standard mountains.

On the other-hand, given the back-ground, the Dwarves are less likely to settle new places - with, to my understanding, expansion away from the World's Edge Mountains occuring over many thousands of years.

Thus, I think it would be best, 'fluff-wise', to prohibit Dwarves from new settlements, and restricted to taking others - particularly in retaking their old settlements that had/have fallen to Goblin invasion... :D Grudge :mad:

Uzibat
Mar 24, 2004, 08:57 AM
Hi

This is a message for embryodead.....

I'm writing from PC Zone magazine in the UK, to ask you for permission to run the Warhammer Civilization mod for Civilization III on our June issue coverdiscs. We are running a feature on mods, maps and sites for Civ III, and the Warhammer Civilization mod is one of those mentioned, so we'd like to accompany the text in the magazine with the file on the discs.

Thanks!

Suzy Wallace
Disc Editor - PC Zone
www.pczone.co.uk

Deadfishpb
Mar 24, 2004, 08:31 PM
I'm new to this forum.
Exelent job whit this mod. it's the best!

I know this question is not related to the mod and might sound dumb... but I've been trying to place the city in advance so I don't discover that Nuln is in bretonia and marienburg where middenheim should be.
Can anyone help me I've tried the tutorial but did'nt find any relating to this.

Sorry for my english.

Deadfish.

Markyboy
Mar 25, 2004, 06:02 PM
Another new bod here.

First - excellent mod. I can't see myself going back to 'normal' Civ3 for a couple of decades or so. Roll on v2 if its better.

The Point - I've just been playing as Chaos and had a suitably destructive time. However, i had to pay upkeep costs for my demons and spiders, etc. which the Civilopedia says should be free.

Is this right?

Also, spotted an an oddity with an Evil Minion encampment on a mountainous coast where the minions just piled up 'cos they couldn't go anywhere.

Apologies if this has been dealt with before but 38 pages is a lot to scroll through.

Cheers :lol:

Eddiit
Mar 26, 2004, 10:49 AM
For the warhammer world map you should institute some of Rhyes changes to reduce the number of cities created by the computer.At the later stage of the game turns take way too long because the computer has colonized the whole world (100's of cities. In Rhyes mods certain terrains cannot hold cities and give very little to no food and/or resources. I.E. his desert is a 0/0/0 and becomes I belive a 0/0/1 with a road and cannoy be colonized on thus reducing cities built on or near deserts. This would greatly help the warhammer map and keep the game smooth. Please consider the idea.

DrizztDourden34
Mar 26, 2004, 07:50 PM
I keep getting an error saying I'm missing a pediaicon.txt thing involving SS Thrusters.

embryodead
Mar 26, 2004, 09:11 PM
@Deadfishpb
It's really hard to help you since it is the basic editor stuff. There are no tutorials for that really, since it's all in the help file. To make the long story short, you have to choose the active civ with SPACEBAR, then use city icon to place cities.

@Markyboy
The upkeep is the issue with 1.1 version. I won't release any fixes for that since 2.0 version of the mod is going the be released very soon (it's beta-tested right now). As for the barb camps in mountains - that's the disadvantage of impassable mountains, you have to live with it.

@Eddiit
The map is already optimized - if you didn't notice, deserts but also tundras, jungles and swamps can't be colonized, and in fact the amount of colonizable space on that map is very small.

@DrizztDourden34
It looks like you're running out of memory. Try to run the mod again, that's the only advice I can give.

Eddiit
Mar 26, 2004, 10:36 PM
well darn. i didnt notice that. sorry about being all confused. i owe you one there embryo. anyways...when does the new version come out. im looking forward to it. good work.

tjedge1
Mar 26, 2004, 10:52 PM
For those with problems with barbs in the mountains, there is a solution. When you send an army to take out their annoying spiders just send a settler with you and build a city as close as you can get, then build all the culture improvements till it expands it borders over the dungeon. The dungeon will be destroyed automatically. Then if you can't afford the upkeep on so many buildings in that city, just sell them off.

embryodead
Mar 27, 2004, 03:35 AM
or just wait till you get flying units... since even if you destroy the dungeon, the barb units remain in place.

mrtn
Mar 27, 2004, 04:55 AM
Originally posted by embryodead
or just wait till you get flying units... since even if you destroy the dungeon, the barb units remain in place. I don't know if I'm releasing trade secrets here, but in 2.0 at least (don't remember how it was in 1.1) the spells have lethal bombard, so in my last beta game I used spells very successfully to remove barbs. :D It's a bit expensive, but if you're just building Trade Goods anyway, waiting for something to be researched, this is an ideal occupation. And after you've used the spell you don't pay any upkeep for it either. ;)

SirVile
Mar 27, 2004, 05:13 AM
I've been thinking a bit about "Railroads" in Fantasy mods. I agree that in most fantasy mods, railroads probably don't fit. Even a fantasy version like "Dragon Path" or "Silver Road" may not work.

The other problem is that even if they do fit the genre of a mod, they should be rare. I've seen a reply to making the railroad worker action more expensive countered by "there will be railroads everyone soon enough anyway".

What if there was a special unit that could only build railroads, a "Dragon Walker" or "Silver Road Mage". Then the many Workers that are built for the other bits of teraforming couldn't be used for railroads, you would have to build a SPECIALIST railroad builder. If the unit was expensive enough, had a some resource required and built railroads slow enough then they would still be rare. You could also make a "Racial Tech" required for these units, so only specific races were able to do it. One or two Resources required to build railroad which may differ from the requirements of the unit, although you could mix and match.

I'm not sure how the AI would deal with this. My feeling that it wouldn't build many of the unit at all. So RARE magical railroads become posible

If you REALLY wanted to make thing interesting, you could have require a speciallist worker for ANY teraforming. For example, a Farmer, a Miner, a construction worker (for roads and barricades).

Again, not sure if you want to use this in your mod ED but I thought I'd pass this on.

DrizztDourden34
Mar 27, 2004, 08:03 AM
Could you just post another copy of pediaicons.txt?

Phant
Mar 27, 2004, 12:16 PM
Drizzt load it up in the editer and resave the file, then try again.

Had the same problem and that fixed it

Eddiit
Mar 27, 2004, 01:21 PM
im not sure the AI can handle having multiple units to build improvements.

tjedge1
Mar 27, 2004, 04:30 PM
@SirVile: I had suggested this in the past and the AI doesn't understand what a unit is if it's not flagged. If you flag it terraform (which you would have to for the AI to build it) it must have all the worker actions checked. The specific worker idea only can work in multiplayer games. The AI is not smart enough to figure it out.

Eddiit
Mar 27, 2004, 05:47 PM
so really the only thing you can do is make the cost of railroads so high that it balances. anyways raailroads do fit in a warhammer game late game as guns and cannons evolve.

by the way...when does 2.0 come out?

embryodead
Mar 27, 2004, 07:38 PM
No, no, no .... there are no railroads in Warhammer world, and won't be, sorry... (and no equivalent of it). Costs don't help limiting the building at all, you can easily have 50 workers. And yes, specialist workers don't work (sounds nice ;) )

2.0 is coming.. soon. As always it's going slower than I wanted, but 3 weeks should be really max.

blushing_bride
Mar 28, 2004, 10:42 AM
hey i just started playing this mod and so far its great. im really looking forward to 2.0. Is there any chance you can make a quick list of what the main changes will be between the new and old versions?

Anyway really enjoying this mod keep up the good work

yaksack
Mar 29, 2004, 05:05 AM
I downloaded the mod into the scenarios file as instructed, but I still get an error that says a file is missing. Please help.


Thanks

tjedge1
Mar 29, 2004, 05:50 AM
post the exact message it gives you when it crashes.

yaksack
Mar 29, 2004, 06:49 PM
This is the error message I get when I try to start a WH game.
Missing Entry in "text\pedialcons.text" ICONS_BLDG_windmill

chocmushroom
Mar 30, 2004, 01:03 PM
Wow, Thank you, this is such a Great Mod. I started playing WH way back in 89, and this does it justice.

A few thing to comment on. I was going to say why is my version not working the same as the others that i've read here, until i worked out that i was playing PTW1.0 & not Conquest1.1 May not be newbie, but am still silly :crazyeye:

I like the govenments, the fact that you cannot change does play very well with the WH world view of things. If there was another type for the elven races, it may be even better.

The Dwarf issue, Yes it would be nice if they could travel over mountains, and settle there, it's a pity you can't change the main civ abilities :(

Are you saying that Scann will be in 2.0, but Skaven not !!!!!! Skaven were a lot better race than scann, please try and put them into 2.5 at least :)

And one more thing to say, once again, thank you

Phant
Mar 30, 2004, 03:36 PM
A question about 2.0

Are you going to have the flying units act like they did in Test Of Times, Midgard setting?

kaptajnknark
Mar 30, 2004, 06:03 PM
hey man! nice mod. I ran into a problem when the game suddenly said that it couldn't find a file for the Trebuchet unit.

Have you guys (I assume you're guys) run into the same problem?

It caused my game to crash and close

Vanadorn
Mar 30, 2004, 07:39 PM
There is a trebuchet fix on the 1st page, 1st post that solves this problem.

Eddiit
Mar 30, 2004, 11:04 PM
What are some of the specific features in 2.0? It'll help build some hype.

mrtn
Mar 31, 2004, 03:15 AM
Originally posted by Eddiit
What are some of the specific features in 2.0? It'll help build some hype. Look out for a preview thread in the main C&C forum. All will be revealed. ;)

tjedge1
Mar 31, 2004, 04:24 AM
Originally posted by yaksack
This is the error message I get when I try to start a WH game.
Missing Entry in "text\pedialcons.text" ICONS_BLDG_windmill

I can't find the problem here.

embryodead?

embryodead
Mar 31, 2004, 12:33 PM
@yaksack
You installed the patch in a wrong place. Read the instructions carefully and try installing again this time making sure that it goes exactly where specified.

@kaptajnknark
As Vanadorn said, look for Trebuchet fix on the 1st page :)

@Phant
I don't have Test of Time, so I don't know what you are referring to. Nevertheless, I can tell you that flying units in 2.0 work as they used to, simply because Civ3 doesn't have the possibilities to do it otherwise (ie. to make flying units like in Civ2). Not my fault...

About 2.0 in general...
Yes there will be a huge preview thread... damn actually it should be there already (and the mod should be too ;) ). Maybe this weekend...
Well to name a few things... 5 new civs, over 100 new units (including a lot of beautiful warhammer-specific ones thanks to aaglo and Kinboat, also some yet unreleased ones), many new leaderhads and other graphics, artifact quest victory, new stats system, abilities etc., extensive civilopedia... and scenarios (in 2nd stage).

tjedge1
Mar 31, 2004, 06:18 PM
This mod sounds better and better all the time. I wonder, did you make new leaderheads for each of the new civs or did you use some from the forums that had been made a while back? http://www.civfanatics.net/uploads6/whatsthissmiley.gif

embryodead
Apr 01, 2004, 12:26 AM
No I made (more like "I'm making") a new ones, also as a replacement for old civs ie. Tilea and Estalia. Not all new civs need new heads, ie. the Ungols are based on Mongols so PTW Temujin is an obvious choice.

Were there any new heads released recently, apart from Drift's Beorn? I don't count the native american ones which are of no use here.

BTW you're drinking too much coffee lately ;)

tjedge1
Apr 01, 2004, 04:39 AM
I geuss I meant further back, like the Clothed Amazon someone made. I heard you hint at an Amazon civ so I was wondering if you were using the one made or making your own. I was hoping you were making your own, since I love your art work. They are very fantasy fitting. I can't think of any others that would fit.

BTW: I love coffee, it keeps me from sleeping on the job, most of the time. :sleep:

The Last Conformist
Apr 01, 2004, 12:25 PM
embryodead: Is there any chance of 2.0 being released within two weeks? (That happens to be the amount of time I have before Real Life starts again with full force.)

tjedge1: Will you bug me TF till he adds that coffee smiley to the collection?

aaglo
Apr 01, 2004, 10:11 PM
@TLC:
Even though I'm not embryodead, I could say, that the chances for that are very, very, very, very slim. Like 1/1 000 000 (or so). :wavey:

The Last Conformist
Apr 02, 2004, 04:39 AM
That's too bad ...

Thanks anyway.

tjedge1
Apr 02, 2004, 05:10 AM
@TLC: I have a list of smiley's I would like to have added. The coffee is my favorite, along with a hat tipper, drooler and a your crazy one. Sure I'll bug him specifically for that one. If he gives in, I'll try to push my luck for a few more. They don't really take up much space.

mrtn
Apr 03, 2004, 06:49 AM
@TLC, you can still join the beta, AFAIK. Just send embryodead a pm. :) This way you'll get most of the new goodies.

Eddiit
Apr 07, 2004, 04:57 PM
I'm dying for your release of a warhammer 2.o changes sheet. When will you be posting one?

Eddiit
Apr 08, 2004, 05:45 PM
And when will the first versions be posted....?

Eddiit
Apr 08, 2004, 10:32 PM
Im dying for for an opportunity to play this mod. I like the original and all the talk has my psyched.

Super Grognard
Apr 09, 2004, 07:31 AM
First time poster here so sorry if i screw this up, but i had to make an account just so i could tell embryodead just how wonderful i think this mod is!!! Between this and DiabloII im set for life :)

Klyden
Apr 09, 2004, 02:36 PM
I just finished a game on the WH map as Araby. (Domination victory after 300 some odd turns).

Have to say I very much enjoyed the mod and would like to give high praise to those who worked on the scenario.

I am sure you are probably aware of a few minor bugs, but just in case..

1. When I won, it said I lost. (Confirmed I did win with over 50k points and was number 1 position listed in victory).

2. The VP screen is tough to read with several numbers overlapping each other.

3. Although I could pull up the embassy screen and also click on it to establish an embassy, it would not let me do so. I had the cash and the two options that were lit were either cancel or no.

I am looking forward to version 2 when you bring it out.

embryodead
Apr 09, 2004, 03:47 PM
Thanks Klyden, though I don't really accept bug reports on 1.x version as 2.0 was made from scratch and is now tested by testers...

Ediiit: wait a bit... I will start with a preview thread which will appear this Easter break.

Eddiit
Apr 09, 2004, 04:47 PM
Well I'm definetly looking forward to the release. It's on the top of my list for must have mods.

tjedge1
Apr 10, 2004, 01:52 PM
:hmm: Eddiit, I'm realizing you may be more talkative than myself. That is tough to do.

Eddiit
Apr 10, 2004, 05:44 PM
Is that a good thing?

tjedge1
Apr 10, 2004, 05:56 PM
Originally posted by tjedge1
:hmm: Eddiit, I'm realizing you may be more talkative than myself. That is tough to do. Originally posted by Eddiit
Is that a good thing? It's not a bad thing. I've just been told I talk too much sometimes. Nice to know there are other chatterbox's out there. I was thinking I was the only one.

Eddiit
Apr 11, 2004, 06:23 PM
Well good the preview thread will be up soon abd Im sure the completed mod is literally days away (hoping...praying).

tjedge1
Apr 11, 2004, 08:23 PM
I'm looking forward to that preview myself. ED does a great job with War Hammer, and he's made many fans for War Hammer over the last few months. Including myself.
http://www.civfanatics.net/uploads6/whatsthissmiley.gif Considering between an elven army, dwarf army or the empire.

Eddiit
Apr 11, 2004, 08:24 PM
Im all for the empire...though I have to say the far eastern civs are intriguing...

Eddiit
Apr 13, 2004, 09:11 PM
....dying for some info...

mrtn
Apr 14, 2004, 04:41 AM
Originally posted by Eddiit
....dying for some info... You're not dying. Yet... :mad:

I know embryodead is working as hard as he can, jogging his elbow won't help.

Vanadorn
Apr 14, 2004, 06:43 AM
Patience Eddiit.

You are not the only one who enjoys the WH mod, nor are you the only one who is looking forward to some info.

Modding takes alot of time and a commitment that detracts from RL and RL issues. It is a balancing effect.

When Embryodead is ready, I am positive we will have all the info and enjoyment his sure to be well crafted and updated mod has to offer.

My 2 cents.

Eddiit
Apr 14, 2004, 07:52 AM
Sorry if I seem in a rush...Im hoping to have the mod before summer term in school cause I study abroad and wont get to play. Again.....sorry...

F4FWildcat
Apr 14, 2004, 05:03 PM
I cant find the Damn .bic or .biq or whatever the file type is for PTW

embryodead
Apr 14, 2004, 05:22 PM
@F4FWildcat
If you want help, be more precise. For PTW you need .bix file and it is in the zip package of wh-mod_base and _full. It's just there, can't miss it...

F4FWildcat
Apr 14, 2004, 10:58 PM
I unzipped the base .zip and the map didnt come with it... I dont know how to manually search the .zip to find the map itself so can someone please help me and tell me what could be wrong... or what to do?Oh and I dont have PTW... I have conquests, sorry for not stating so.

Eddiit
Apr 14, 2004, 11:19 PM
Hey there embryo.... I was checking out Rhyes thread and hes found a way to edit the palettes. If youre not done with 2.0 (though i kinda hope you are) you might want to include some of his insights.

embryodead
Apr 15, 2004, 12:57 PM
Eddit, if you havent noticed, I posted short info how to edit those palettes earlier in the same thread, as well as in the other, months ago :p Rhye experimented with mixing colours a lot, it's interesting, though the effect often depends on unit, some look great, others don't, and I have a bit of units to think of. I changed civ colours because I needed frog-green for slann, and something closer to red for Nippon, but might change more now, as I see it becoming trendy ;)

@F4FWildcat
You downloaded PTW version (and you asked for PTW version first, so you got the answer). To play with Conquests, you also need to download the patches. See first post in this thread, and read it whole, carefully. You fill find all files needed for Conquest there.

F4FWildcat
Apr 15, 2004, 11:01 PM
I managed to find the files and I got the map for conquests... Thanks for the help Embryodead. I like the WH map, except it has one problem... the nations start out with many kings and negative income because of it, thus causing them to not be able to expand without my help. Other then that, I am having a great time with this map... it is the greatest mod I have played by far.

embryodead
Apr 16, 2004, 06:19 PM
That's a bug that got into C3C version (you may want turn off kings' upkeep in the editor). It went through because I didnt care for Regicide, which for me is unplayable idea anyway, with Mass Regicide being even worse. But yeah, due to popular demand there are "heroes" option in 2.0

Eddiit
Apr 16, 2004, 11:04 PM
Are the heroes going to be done the same way daimyos are done in the c3c japan scenario?

embryodead
Apr 17, 2004, 02:15 PM
Mostly... I posted some info in tjedge1's mod thread.

Eddiit
Apr 17, 2004, 07:23 PM
Ah.... I'm assuming you can turn heroes off by avoiding regicide. I know I wont be playing with them... I have a pet peave about crippling the AI with regicide...I just dont like it. Im sure the people who requested it for your mod will love it though. That's their business...lol.

F4FWildcat
Apr 17, 2004, 08:19 PM
I Uninstalled my Beta 1.115 version of the game and I havent tried it yet but yeah it was a bug in the game... I realized that when I tried to play the regular game and I had a bunch of abe lincolns... without regicide turned on at all. lol. But yeah thanks for the help and informing me of the current situation.

Eddiit
Apr 19, 2004, 08:33 PM
What new civs are you adding in 2.0?

mark3264
Apr 19, 2004, 11:50 PM
I recently started playing the WH mod and am having two problems. I'm at a point where I can upgrade my Horsmen to whatever the next unit upgrade path is (forgot the exact name...Knight something or other) and my peasants to swordsmen. However, the upgrade button will not appear and nothing happens when I hit the "U" button. When I hit Shift "U", a message says that "we have no horsemen (or peasants) that can be upgraded."

Also, I recently built harbors in my cities on my starting continent to supply my cities on some nearby islands with timber, iron, etc., but the resources will not appear on my island cities. Now, I haven't played C3 since a bit after PtW came out (I got C3C a few days ago) but I remember that harbors use to supply cities on other continents. Did I probably overlook something that isn't allowing the harbors and the upgrades to work right?

I'm playing the WH mod Version 1.1 on C3C version 1.22. So far I'm loving the mod though I would like to fix these issues. Any help is appreciated. :)

Mr KW Monk
Apr 20, 2004, 01:40 AM
Have played 2 games with the WH mod so far, one as kaOs and the other as HE's - no problems, except the massive corruption (hehe pun not really intended) within my kAoS empire. Have been a loooong time fan of the WH world so this is all really very enjoyable.

Just posting to say a big "Thanks!" to embryodead for all the hard work.

Cheers :goodjob:

Mr KW Monk

DemonMaster
Apr 20, 2004, 07:04 AM
When are the 2.0 version going to be released? And any luck for some cool rats participating in the mod.

Extremely good mod/scenario by the way.

Mr. Do
Apr 20, 2004, 07:51 AM
I think it's more fitting that Chaos has large corruption problems, after all, they don't care for commerce or proper industry... and if you wanna build your military faster, just slaughter some of your population. Works like a charm :)

Any problems with harbours not connecting will undoubtedly be fixed in version 2.0, I'm sure ;)

embryodead
Apr 20, 2004, 11:57 AM
Look here for the answers:

@mark3264
Why didn't you read the ReadMe? It's all there :) Many upgrade paths are disabled intentionally. There are more upgrades in 2.0, though still some are disabled, because I find it ridiculous to upgrade ie. Eagle to Griffin. Horsemen/Cavalry doesn't upgrade to Knights because they are different units (fast cavalry vs. heavy) - they aren't even in one path.

Honestly I don't remember which tech allowed sea/ocean trading in Wh-Mod 1.1, or if there was a bug there... because from months I'm working only with 2.0 version (which gladly has this issue solved thanks to the testers :) )

@DemonMaster
No rats, sorry :( It's a job for skilled 3d modeller, and lots of work - I have no chance of doing it myself.
I'm terribly behind because of RL issues (I know, its a pretty common excuse), so I'm not able to keep to any date mentioned before. However, upcoming week is a free one (9 days of holidays, sort of) because of world economy forum paralyzing my little city. I won't even be able to get out of my house, so I hope to make most finishing touches in that period ;)

@Ediiit
Normally I would tell you to wait for the preview, but I'm delyaing the preview every day, and it's still not done :( The new civs will be Westerland, Ungols, Ind, Slann, Amazons, Lahmia, and the old ones will be also different in terms of leaderheads, available buildings/wonders, units etc.

Vanadorn
Apr 20, 2004, 01:59 PM
Are you going to maintain this thread for WH 2.0, or start a new one? Also, which version of conquest 1.15 or 1.22?

mrtn
Apr 20, 2004, 02:06 PM
Originally posted by Vanadorn
... which version of conquest 1.15 or 1.22? 1.22

embryodead
Apr 20, 2004, 04:16 PM
Well, it's againts forum rules to start a new one ;) though I even prefer keeping this thread, you know lots of views make up fame ;) I will ask the mods to remove the "1.0" from the title.

WH-Mod 2.0 is for C3C 1.22, but labels.txt for previous versions are included, so it should also be compatible backwards.

mrtn
Apr 20, 2004, 05:32 PM
I don't see why you shouldn't be able to start a new thread. It is a new mod, after all. ;)

tjedge1
Apr 21, 2004, 07:03 AM
:hmm: I just counted 6 new civs. That's 1 more than I expected. That's a big deal to me because I love to play with maximum civs and the more the better, I say. And there is still space in case someone jumps on making the Rat folks. :goodjob: Man I can't wait for this. My wife sends her thanks, she loves your mod. She wishes you had a prettier wood elf queen. So she plays the High Elves and conquers the wood elves early. ;) She does enjoy the High Elves most.

embryodead
Apr 21, 2004, 08:34 AM
thx ;) There will be 2 new pretty female leaderheads :) Well, there are more races that could be included, if I just had units (Skaven, Zharr/Chaos Dwarfs, Beastmen, seperate Chaos Hordes).

Eddiit
Apr 21, 2004, 01:50 PM
Well theres always 2.1 eh?

Mr. Do
Apr 21, 2004, 02:04 PM
Lahmia as well, does that mean someone made a nice little lady-vampire animation? :) I hope the vampires get a "court of the dead"-type small wonder to allow them to do one of the things they excel at- commiting espionage.

Eddiit
Apr 21, 2004, 02:07 PM
I'm sure he has something...if you haave lahmia and theyre vampires what happens to the vampires of sylvania? Whats going to distinguish them apart?

Mr. Do
Apr 21, 2004, 02:34 PM
In terms of WH itself Lahmia and Sylvania are drastically different (Especially with the new "Army of Sylvania" being released with the new add-on book), about the equivalent of The Empire and Kislev. I don't really see the need for a Lahmian civ (Although I think it's a great idea regardless of "need"), I think if a Lahmian vampire animation has been created, a small wonder for the Khemrians called the "Temple of Blood" that creates Lahmian vampires which have hidden nationality and invisibility, every so often would have sufficed for their inclusion in the game. But thisis all conjecture...

(This reminds me, I think the "Chaos Incursion" advance should be renamed "Storm of Chaos", which is what the new add-on is called. And lemme know if you'd rather I kept this sorta thing to the proper beta discussion, ED)

embryodead
Apr 21, 2004, 03:08 PM
Yeah, Lahmia is completly different from Sylvania - they are ancient vampires of the region resembling our Egypt and Ethiopia, so expect something closer to Khemri than "european" Sylvanians. @Mr. Do Indeed Lahmias are part of Khemri now and are rare (or special?) unit for them (at least they were when I was playing), but if you consider the history and background, they are a separate civ by all means. It's just a shame they were conquered...

Well sure, the beta forum is better... anyway, I still think Chaos Incursion is more descriptive, and fits the advance name. "Storm of Chaos" is sounds more like a Great Wonder.

kwitek
Apr 21, 2004, 05:59 PM
I am getting an error in Civ III when loading the Scenerio. It gets 61% through the load and then says "art/tech chooser/scienceNAV.pcx not found. I get kicked out. Sure enough, that file is not there after two installs, what am I doing wrong here?

Thanks in advance!

Eddiit
Apr 21, 2004, 06:20 PM
Hmmmm.....egyptian vamps.... sounds pretty cool actually...i could see why they and khemri are fighting...

embryodead
Apr 22, 2004, 04:16 AM
@kwitek
WH-Mod doesn't modify any file like this... it's a part of Civ3 Interface... My guess is that you run out of memory... The mod is huge, much bigger than epic civ3 thus its requirements are higher.

The Last Conformist
Apr 22, 2004, 01:59 PM
Re: New threads, no-one's ever complained about the three threads for various versions of ACW littering the Completed Scenarios forum.

I think a new thread for WH-Mod 2.0 would be a good idea.

Drift
Apr 22, 2004, 02:34 PM
If I were you, I wouldn't start a new thread. Lots of views and posts does give the mod certain amount of credibility "whoa, 800+ posts and over 50k views! Gotta check this out." You may want to mention the page/post where discussion about 2.0 begins though.

embryodead
Apr 22, 2004, 04:05 PM
Yeah I want to keep this thread, though don't worry, I'm gonna start many new ones for warhammer scenarios :p

mrtn
Apr 22, 2004, 04:13 PM
Originally posted by embryodead
Yeah I want to keep this thread, though don't worry, I'm gonna start many new ones for warhammer scenarios :p Make sure to advertise them in this thread then, I hardly ever check the scenarios forum.

Eddiit
Apr 22, 2004, 07:00 PM
Yes please do...I never check the scenarios forum.

Eddiit
Apr 24, 2004, 01:33 AM
Is there anyhting I can do to help to help speed up the release of 2.0?

embryodead
Apr 24, 2004, 10:20 PM
yeah Ediit, if you can make a couple of new units in a week time :)

Eddiit
Apr 24, 2004, 10:36 PM
well damn...that happens to be the one thing I cant do..... good that its only a couple though...:P

Clam I Am
Apr 25, 2004, 09:56 AM
I'm looking forward to playing this mod, so I certainly hope version 2.0 gets released soon. Unfortunately, I can't make units either though.

Gabryel Karolin
Apr 27, 2004, 07:05 AM
Hey, embryodead, hows the new mod coming along? :p

Cant wait to play the new factions

mrtn
Apr 27, 2004, 12:44 PM
Originally posted by Gabryel Karolin
Hey, embryodead, hows the new mod coming along? :p

Cant wait to play the new factions Whether you can wait or not is up to you, but you'll have to wait a while longer. :p
Don't worry, embryodead hasn't forgotten about the mod, there's no need for people to ask him for it every day.

Eddiit
Apr 27, 2004, 03:25 PM
Hey people are excited...thats a good thing.

aaglo
Apr 27, 2004, 10:30 PM
What units would you need, Ed?

Eddiit
Apr 27, 2004, 10:49 PM
Hey aaglo...when youre done helping with the WH mod do you mind heading over to the Mystara mod. We could use a little help. Thanks man.

Lusikka755
Apr 28, 2004, 10:21 AM
Will the WH 2.0 be just a patch for the current version or all the same things in one big pack? I mean, should I download the current version now and the 2.0 when it is ready, or only the 2.0? Hope I said that complicated enough;)

And yes, I have decided to take this although it will take a while (about 9 hours:( )

Mr. Do
Apr 28, 2004, 11:21 AM
Version 2.0 is much more than a patch, as far as I can tell...

Lusikka755
Apr 28, 2004, 11:49 AM
I'll try to explain a little better. I ment, that does the final WH 2.0 Download package contain the whole base WH pack of is it a "patch" that adds the new flavours to the original base WH-mod.

Lusikka755
Apr 28, 2004, 11:52 AM
Sorry for the double post:(

Gojira54
Apr 28, 2004, 11:55 AM
I think he is asking if it will be whole new download for everything Vs. an upgrade for those who already have v1.0 containing only the new/edited files.

I am pretty sure there will be a whole new DL for all of 2.0, since ED has been discussing creating a whole new thread. Not sure if he will have an upgrade DL as well.

embryodead
Apr 28, 2004, 05:54 PM
I wanted an upgrade download as well, though I wonder if it has much sense, since only like 1/3 of data from the old mod is in. I will see how much can be saved. Anyway, the full stand-alone version will be available for sure, most likely with professional installation program.

Tyrion
Apr 28, 2004, 09:04 PM
Sorry this isnt really about the mod but id thought id ask anyway.
when you start a game is it possible to start in the most modern age (not just wh-mod).

This bit is related in the game limits screen i cant change the turn limit is it just mine or is it in all of them and if so will it be changed?

one more about wh-mod in the city screen their is no eye to view the city. i didnt think that was wrong because of the new buildings but in one of the screenshots (i think the vampire city one) the eye is their.

sorry bout the first post i just wanted to know. anyway love your mod cant wait for 2.0:goodjob: :love:

P.S just a suggestion for the lizardman leaderhead what about lord kroak even though hes dead you could have his ghost or a pre dead version. you probaly have one already but just a suggestion.

Eddiit
Apr 28, 2004, 10:55 PM
Well thats good that youll have an installer attached. Too many people have problems installing mods.

Mr. Do
Apr 29, 2004, 05:46 AM
Tyrion- the city view screen has completely removed from all scenarios with the conquests add-on pack. If you're playing with that, that's why the eye's gone. I guess Firaxis decided it'd be too much work for the modders out there, so they decided to not even let them try!

Tyrion
Apr 29, 2004, 04:51 PM
Thanks

Eddiit
Apr 30, 2004, 10:19 PM
What unit graphics are you still missing?

Zurai
May 01, 2004, 03:19 AM
Wow, 45 pages takes a long time to read.

I realize this suggestion probably comes a few months too late, and likely has play balance issues, but it's not like suggestions cause any harm: Have you considered having the "space victory" artifacts be Great Wonders? It would obviously make the space victory difficult to accomplish (perhaps too difficult), but it keeps the uniqueness of each artifact and adds a nice twist compared to standard C3C space race.

Even if you don't use it, I just might in my own mod :p

tjedge1
May 01, 2004, 06:34 AM
I think ED had discussed this before. Not sure if he went with it though, I didn't sign up for the beta :sad: . Maybe for 2.0

Mr. Do
May 01, 2004, 10:41 AM
Having the quest artifacts as single-build great wonders would really damage the entire concept of the quest/ space victory. As far as I'm aware, when you build an artifact it doesn't appear in the city build list, and so you couldn't even conquer the cities where the artifact was built. Nor can you rebuild Great Wonders if you conquered enemy capitals and sabotage their quest. I think ED's current system is spot-on, and it barely resembles the space race you see in the normal game.

holodmer
May 01, 2004, 01:34 PM
whats status on 2.0 ? was supposed to go online somewhere 1 month ago ... whats holding up ?

If you need more help/manpower with anything send me a message, I would gladly assist you with whatever is needed

embryodead
May 01, 2004, 07:57 PM
Great Wonders =/= Space Parts. It's simply impossible. Either one or the other. Apart from that it would have no sense as Mr. Do said.

I need to finish more units now, and maps/scenarios if I manage (more likely most of them will come after the 2.0 release).

Ediiit, Units I'm lacking badly:
Witch Elf, Amazon Rider, new Ogre, Ushabti, Lahmian Vampire (I might use Cleopatra though), Blood Dragon (a type of vampire), Winged Nightmare, Carrion (will try convert AoK eagle). I planned to do all of these, but time isn't my friend and is never with me when I need it :( There are dozens of other fantasy units I need and could do, but I don't want to delay the mod forever.

Eddiit
May 02, 2004, 12:40 AM
As much as I hate to say it...take your time....make sure the mod is 100% before you release it...(with the exception of scenarios) in the end it's better that you get a good product out....I hate saying that since i really want to play the mod but id rather it be finished then released too early. Keep up the good work.

Eddiit
May 02, 2004, 12:40 AM
You should post a detailed previewer though.

embryodead
May 02, 2004, 05:38 AM
I would if I had time :p (seriously, a preview is an important issue I have to deal with).

Semulin
May 03, 2004, 01:36 PM
Is it just me, or do Kenboat's new "gnolls" look just like skaven.....?

-sem

embryodead
May 03, 2004, 03:21 PM
No they dont... definetely not... though Kinboat said he may modify them to make a Skaven model.

Mr. Do
May 03, 2004, 03:49 PM
(Heh, I thought they slightly resembled them, but I'd certainly have to defer to the expert on them considering how accurate my memory of them is)

How many units would a skaven civ need? Those three, plus a settler, slave/ worker, rat ogre, artillery, warlock/ grey seer... at the minimum. Damn, I'm sure as hell not gonna ask anyone to do that much work!

embryodead
May 03, 2004, 05:38 PM
If Kinboat makes the model, I will do the units, but it will take like 2 months from now, so it won't be in 2.0 update, obviously. Yeah, Skaven need a lot of units... Even if I considered Gnolls fitting, I can't anything with just 3 of them.

aaglo
May 03, 2004, 10:57 PM
About skaven (sorry about this a-kind-of-threadjack).
I've seen them having those strange looking "doom-bells", or what are they called. What are those? What does that bell have anything to do with warfare? Is the sound from that so terrible that it kills (or is it "brown noise" :groucho: :lol: )

embryodead
May 04, 2004, 03:31 AM
The sound of the bell is harbringer of doom of the world, its sound has random effect in battle, usually boosting Skaven morale, frenzing them etc., additionally it is ridden by Grey Seer, a top level Skaven magic user (making even more powerful by the magic of the bell...)

Mr. Do
May 04, 2004, 08:11 AM
Back when I actually played one time we rolled the doomsday-type result where every model on the battlefield took a low strength hit and it took a ridiculous amount of time to work out who'd been killed. I can't even begin to think of how such a unit would work in the mod!

aaglo
May 04, 2004, 08:15 AM
Hmmm... that unit (Screaming bell I assume) would really be difficult to bring to this mod. (with all those variable effects). A weird unit indeed.

coolake
May 10, 2004, 03:58 AM
No please dont change the witch elf. Dark elves are my alltime favourite warhammer civilization. I thought the graphics for them was very characteristic. :crazyeye:

kwitek
May 10, 2004, 09:05 PM
I get an error that C3C cannot find "art\flics\tombking_01.flc" when I click on the mummy looking guy Khemri to trade with him. I am in year 106 and played a ton already to get to this "bug". I also am on my third screen of scientific advances and they merely stops, only a part of the page is full in the Imperial Era. Bascially, in the Imperial Era my advances stop at Steam Power and Naval Warfare to the far right. Am I missing a patch or upgrade?

Thanks in advance.

holodmer
May 11, 2004, 01:27 AM
I have a few problems with 1.0 ... I know your working on 2.0 was just curious if you ever saw something like that ...

well anyway Im playing your mod ohn MP with 2 PC and 6 KI been realy cool so far (I love playing dwarfs and using the advatage of Montains to defend myself)

we have simultanous moves and it seems when we attack with stacks or other things stuff gets out of sync ... out of nowhere the other player has a spider INSIDE my city (I cant see it and when he moves it ... it will move MY Troll Slayer) ... kinda strange ..

another thing is ... the DE attacked the chaos (2nd PC) and conquered a City ... at least on my Screen .. on his Screen Chaos won the Battles and defeated all hostile units ...

this is realy bad because for a game of that size (number of units) it realy slows down everything if you cant use simultanous moves

btw never ever had those effects in other multi player games and I played some realy large of those

if anyone has a suggestion I would be happy

embryodead
May 11, 2004, 02:20 AM
@coolake:
Sorry but the quality of the current Witch Elf unit animations isn't good and I really want a new one. It will still be the same half-naked frenzied *****.

@kwitek
The leaderhead bug you get is definetely a lack of an update. Check the main page again. Apart from the main mod, you should get all the patches available there. This issue was present in some early version AFAIR.

As for the tech advances, it's not a bug. Like in many conquests, this mod had only 3 eras (or 2,5 considering that 3rd had little techs) not 4. WFM 2.0 has much more advances, spanning through all four eras.

@holodmer
This is very likely to be the issue of the mods' size. I understand you played on some really large maps etc. but the thing is that the mod has like 4 or 5 times more units than epic civ3. As a mod designer I can't do anything about MP games going out of sync (it's first time I heard of this issue though - people played MP games successfully so far, but maybe they were smaller etc.). Making the mod smaller in units/buildings etc. would obviously destroy the purpose of the whole work.

holodmer
May 11, 2004, 02:57 AM
I guess we just cant use simultanous moves anymore in that state of the game anymore ... just hurts when someone attacks you with a stack of 200 Skeletons and cant send reinforcments while they figth

tjedge1
May 11, 2004, 04:38 AM
Try smaller maps. I never had this problem, but then I play on the large map in multiplayer with my wife and her armies are never 200 total. So I don't usually have the same problem. To me she is a gnat to swat away until she gets frustrated and stops bothering me. ;) Just kidding. She actually wiped me out once with overwhelming forces. The problem you had was because of simultaneous moves, so try playing in turns. Problem with big maps there is it can hang up the computers between turns and someone might get disconnected. The reason I quit playing in turns despite it's other benefits.

holodmer
May 12, 2004, 02:07 AM
well we played the orig warhammer map ... the problem seem to accour not just in simultanous moves ... but when we use turns as well ...

sometimes units just apear somewhere (had a Chaos Spider apear in ocean once)

tjedge1
May 12, 2004, 04:39 AM
How strange. I don't have a response to that then. Never happens to me. :confused:

EDIT: Just noticed this was my 2000th post. :beer: :sheep: :band:

Lord Khorak
May 15, 2004, 03:11 PM
*hugs embryodead* Just....thankyou. You rock. :D

Vanadorn
May 19, 2004, 08:04 AM
Embryodead, FYI: There's a great looking minotaur finishing up in C&C general forum by Kinboat. Possible addition to the mod (Chaos beastman champion or some such).

V

embryodead
May 19, 2004, 12:28 PM
There are minotaurs in Warhammer and its a unit that I really wanted to include :)

Droggy
May 22, 2004, 07:41 AM
First up LOVE the mod, can't wait for v2 :D

On to matter at hand: Chaos... now im sure a lot has been said about them so ill just give a breif two cents:

I've played 2 games, one as Loren one as Chaos and in both games they have struggled to make an impact (i'm not an amazing Civ player, as chaos was my first game at Monarch level) and i think this goes back to a couple of key points: the Dolgans, who simply out-expand the chaos and make it difficult for them early on... and the fact that they are designed to be good early on, when in fact it take a while for them to get going.
for example the Cahos Giant, great unit and i understand why it is overpriced... but it is a long way down the tech tree for a financialy strapped nation and then a long way from there to demons. It is the best unit they can put into Armies (more on Greater demons later) so something like 4.2 Minotaurs with 1or2 hit point bonus at dogs of war, then Giants later on on the Magic route.
On demons... Chaos spawn are genius but they dont get the hit point bonus they should in my games
Lesser demons.. for me the population cost outweighs the upkeep and maybe the hit point as well so they seem a bit expensive compared to, say, Dragon slayers or Chaos knights.
Greater Demons, not as good as Dragons=good point. spells to counter this=Good point. But those spell are annoying with transports and armies (i geuss that is why chaos Horde is bigger).
But with the inevitable comparison to dragons... imho they cost more than Dragons... bearing in mind Chaos (on the Standard map) are relying on tundra and sea for food, that 2 population severely reduces rate of production. the lack of upkeep nowhere near make up so i'd pull the cost right down to 250-280.

Oh and it is a bit annoying being the highway to naggaroth, there is constant stream of dragons going one way or another through my territory and it gets tedious if you end up at waith somone who has 30 dragons in your heartland.

One other point on the chaos factions.. there arent enough! So what about Chaos warriors and Beastmen.
Chaos warriors get something like... warrior, Spearman, swordsman, barbarian riders (marauders or whatever they are called), then the giant the true chaos warriors and the demons.
Beastmen get Ungors- equiv to warrors or archers, Beastmen Gors, chaos hounds, ogres, minotaurs (tuskor chariots possibley) and then the Demons. Possibly harpies equiv to eagle.

Either replace the Dolgans or maybe put them near the dolgans and reduce those mountains to the south to accomodate (not the real Warhammer world but call it poetic licence).
I guess with Chaos Dwarfs on the way it would likely need a bigger map.
Anyway just an idea.

I've also noticed that the old world (from Kislev to tilea) tend to advance quickest which means they nick most of the wonders. combine this with the large nations (D/H Elves and Dwarfs) getting lots of cities and this leads to very hard to beat Culture. also the goodies are close but Chaos faction are not, so the old world shares tech but chaos takes a long time to meet so start to lag behind VERY quickly... by the time they get their overpriced Dogs of war units Reikland is already on Infantry, pikemen and crossbows and starting to think about handgnners. now take into ac**** the time taken for a nation like the orcs to actualy build a few and reikland is swarming with 50 handgunners.

All in all chaos faction start slowly, when they should be on top, then struggle at the end when they cannot compete.

Don't be fooled, i still the mod is brilliant, one good thing about Chaos is that i am still using Giants, Demons, Knights and Greater Demons rather than just having 90 Dragons and a few treemen as Loren. i've never realy used mobilization before but it works realy well (can the Greenskins mobilise.. it says no so why not?) but it wasn't enough to keep me up to date improvents.

still...
Great job, keep up the great work, good luck on v2 and thanks: for reading my rant and making such and amazing mod.

(i hope i said something vaguely new in there)

Basically i think with the exception Dark Elves the chaos factions tend to start slowly

embryodead
May 22, 2004, 09:46 AM
Thanks for the report Droggy.
Since 2.0 is version is different in terms of... techs, units, civs and so on, it is impossible to apply your suggestions. The "old" model of 1.1 was scrapped and the mod was built from scratch.
However there is one thing I can comment on. Basically all the things you said refer to the world map. The mod was intented to be played as a mod... (on random maps). The wolrd map is just a bonus for Warhammer fans, I don't consider it very playable... So in order to really play the mod, choose random map. With 2.0 version it will be no different. The main idea is a mod, then various scenarios/maps/submods will be added. In a scenario, rules may be modified to for example boost a civ that starts in desolate area... but the mod has rules that make the game suitable for random play.

On a sidenote, I failed to finish the 2.0 version on time, and now my exam session started. I'm pretty unable to work atm and all release dates I posted or just dreamt of went to hell.

Droggy
May 22, 2004, 10:45 AM
OK i hadn't realised it was aimed at random maps... i'll give it a try. I do think the warhammer map is playable, even if unbalanced. It presents some intereting challenges you dont often get on random, especialy with all the mountain borders, so i'll persist with this game,
Sure beats revising for my exams :D and keeps me busy until you have time to make v2

Once again, great mod, good luck in exams (esp if you need it as much as i do)

mrtn
May 22, 2004, 06:56 PM
Droggy, I see you registered just to comment on this mod: welcome :D AFAIU things the exams in emb's uni suck bigtime (as in about ten exams in a short time), so give him some slack, ya'll here? ;) (not a specific you... )

aaglo
May 25, 2004, 04:05 AM
Why should exams affect on free time? I hardly ever prepared for exams


... maybe I've should have, so I wouldn't be stuck with this job :lol:

BTW, I was wondering why the beta isn't advancing ;) :p . Anyway, good luck with the xams, ED :thumbsup:

Hasbone
Jun 04, 2004, 09:39 AM
One thing i'd say.
Chaos Cultists needs to be nerfed considerably. Or at least a lot. Why?
This is why:
I started a new random game as the Tileans. After 400 years i see hordes of Chaos Cultists to the south of my nation. They begin to attack my cities. Most of them get beaten back, but they manage to take one of my towns. To take it back i have to declare war on chaos, and that i do. After most of them is killed, normal chaos forces also appear. At the same time the citizens begin to get war weary. IMO you should make Cultists available later, in the magic era, and/or disable war weariness for monarchy.

Adler17
Jun 05, 2004, 12:45 PM
Thank you very much for your help. I think I got it now. But there are two minor problems left: How can I make a fireball smaller? I tried, but it is still too big for a Phaser explosion. The next problem is I wanted to destroy parts of my model due to the explosion. I wasnīt successful. How can I do that?.
Nevertheless I think Iīm ready in a week with my runabout. Thanks a lot.

Adler

Aapel1
Jun 13, 2004, 09:13 AM
All right, looks bloody good but, *swearing* I don't have PtW or Conquests.

Doesn't anybody do any Mods for the orginal Civilization 3? Are you sure this wouldn't work on the normal Civ3, I mean, PtW doesn't give any new buildings, units ect, so why wouldn't it work on the orginal.... *Just trying to stop myself crying for this lovely mod*

mrtn
Jun 13, 2004, 09:22 AM
...Doesn't anybody do any Mods for the orginal Civilization 3? Are you sure this wouldn't work on the normal Civ3, ...No one does mods for vanilla civ 3 anymore as it sucks. You can't make scenario folders in vanilla, you have to overwrite the original game. C3C is well worth the bucks, especially if you like to make/play mods. It includes PTW, btw, so no need to get that too/instead.
Don't think that the expansions are just for multiplayer; they're not. :cool:

And no, I'm sure that you can't play this mod in vanilla, it uses a lot of the new units in PTW/C3C.

Liquid Snake
Jun 17, 2004, 04:33 PM
I need help.. I'm new. I downloaded warhammer mod, I have version 1.27f, but the problem is that I have ITA version(I'm italian), and the mod is in english, so I had to replace and add most of the units files to english language. As I thought, it was ok, but at one moment I found a little problem(not very little). the game uses many times the swordsman Wav and animation files with some kinds of units, and when the game tried to find some swordsman's files, it crashed me out to desktop, telling now to me that there's a file not found. the problem is that the file is there, in his correct folder, with his correct name as the game asks. How can I solve this problem? can exist a possibility that an Italian patch will be created? Heeeelp meeeee!!! BWUAAAAAAAAHHH :cry: !

mrtn
Jun 17, 2004, 05:16 PM
Liquid Snake; welcome to CFC. :)
I take it that you're playing the PTW version of the mod?
If you want help you must be much more exact. What is the file name it can't find? (What game and patch do you have? These things are always essential to know. :) )
I have a suspicion that it could be SwordsmanFortify .wav or SwordsmanFortify.wav
Notice the space in the first name!
My suggestion is that you make a copy of this file in the ordinary civ 3 folder, and rename it to the one version you don't have so that you have both.
HTH

Vanadorn
Jun 19, 2004, 05:55 AM
ED - Wondering how the Beta is going, and if there is a tentative release date on WH2?

V

MG42 Trooper
Jun 19, 2004, 09:00 AM
umm, is the map maker going to nerf sylvania's vampires and vampire lords?

I played Sylvania on a WH random map and totally dominated the game as soon as I research Magic. I played against Araby and Ironclaw Goblins, and I had vampires facing spearmen and pikemen. Araby was simple overran by my vampires and skeleton minions. And it was only when Goblins were down to a few cities did I see 3 ogres facing my vast hordes of Arisen and undead.

My opinion will be that to make the vampires and vampires lords have a slightly lower attack. After all, they have blitz and enslavement. Oh yeah! And to add more special units for Sylvania. They rocked for me.

tjedge1
Jun 19, 2004, 11:19 AM
Pretty sure WH 2.0 will cover that. I hear virtually everything is changed.

ibcoltscrew
Jun 19, 2004, 11:51 AM
Damn didnt saw the date of these thread :cry:

embryodead
Jun 20, 2004, 03:06 PM
Warhammer 2.0 has been delayed because of my RL issues, but not halted. 95% of the work is done, I just need to finish some new units, maps and add some polishing touches.

I can't really speak of the old WH-World map, as it was a bonus. The mod (random map) is the main target. Anyway, they are a bit weaker in 2.0 version. Also, in 2.0 there are more unique units for vampire counts, especially since now, there are 2 vampiric factions, not 1 :)

@Liquid Snake
Your problem is a tough one. I can't really help in making language-specific patches, since I don't have other versions, just english one obviously. I know some people made the changes you speak of ie. to french version in order to make them compatible with english mods. What mrtn said is most likely the problem (but unfortunately, you may encouter more of them) - english version has some files with extra space before the dot. Hence, warhammer units refer to those files using the names with that extra space... In order to fix this, go to the original Civ3 folder, make a copy of such file and add space. In example copy the "SwordmanFortify.wav" file inside the "Art/Units/Swordsman" folder and rename it to "SwordmanFortify .wav".

MG42 Trooper
Jun 21, 2004, 07:05 AM
I look forward to Version 2 of your game, Embryodead. Of all the various mods available here, I've been supporting and playing your mod since Day 1 to now. I finally decided to sign up and cash in some comments, keep up the excellent work.

Prince David
Jun 27, 2004, 12:39 PM
I'll be the first to admit that I don't really know anything about the mechanics behind the game, but I have an idea that would add a fun element. Would it be possible to use the barbarian spawning aspect to randomly spawn monsters on the map? Set to an an aggressive level a dragon or other monster type unit could add a nice level of fantasy "realism." Coastal spawn sites could spawn some type of sea monster to ravage shipping. Goblin-y or other "evil" factions could be plagued by bands of human type "adventurers." Even renaming barbarians as bandits would add a new little twist. One potential drawback is that to the best of my knowledge barbarians will only spawn in "uncivilized" areas of the map, but this may be modifiable in the editor. It would also be coolest if you could define several different flavors of monster spawners, but again I don't know what the limitations are.

A second question/suggestion: is there a tech advancement that allows for "waterless" irrigation a la electricity? If not, what about a nature type magic advancement, such as weather control, that would make this possible.

Otherwise WH has been a ton of fun. It'll be a challenge to go back to "straight" Civ.

Be well,

mrtn
Jun 27, 2004, 01:01 PM
Those barbarian ideas are not possible. :(
I've buggered embryodead about waterless irrigation; it's in the upcoming 2.0 :)

Welcome to CFC! :D

Prince David
Jun 27, 2004, 06:55 PM
Tripped up by a little counter. To paraphrase what they say on the call-in shows: "long time reader, first time poster."

Tyrion
Jun 27, 2004, 06:58 PM
Im playing as Chaos at the moment (god they kick ass in the beginning(sorry if i spelt that wrong my friend said it as like that)) but how exactly do cultists take over cities peacefully. i had an enemy capital surrounded by them for hundreds over 100 turns and nothing happend. :cry: a better explanation would be good in the civlopedia.

Edit: For undead they should have a zombie or something as there starting unit. at the moment there only difference for them are their magic users like vampires and liches.

embryodead
Jun 27, 2004, 08:10 PM
@Tyrion
Peaceful capture no longer works in new C3C patch. Send thanks to Firaxis...

holodmer
Jun 28, 2004, 01:51 AM
any new status on 2.0 ? :cry:

drzoidberg
Jun 28, 2004, 09:14 AM
Edit: For undead they should have a zombie or something as there starting unit. at the moment there only difference for them are their magic users like vampires and liches.

Isn't the whole point of civilization is that all races and people pretty much start out the same, (with minor but indeed differenses) and later take their own road toward world dominance based on those differenses. I would rather see undead not starting with a zombie and having them do research to find it.

just a point of view.


edit: and to join the quire, when is 2.0 comming out? It will be the best thing this year, I'm sure of it.

embryodead
Jun 28, 2004, 03:22 PM
I wholly agree with drzoidberg. I don't like the typical computer game approach of a faction being "undead" and starting with skeletons/zombies as basing units. This is Civilization game and Warhammer world has its history from ancients to present day too. It's not like there was always Khemri making their undead. First there was a kingdom of men - Nehekhara - that became the Land of the Dead only after Nagash came to power and turned everyone into zombies. This progress is reflected in the game as well, since only at later stage, you can get rid of most of your inferior man units and turn your population into hordes of undead.

2.0 is .... coming .. uh. I called myself the Master of Delays few days ago for a reason :-\ I really don't want to release the mod before I'm sure that I won't spend the following months updating it. I want it to be complete enough so I (and maybe other people) can finally make scenarios for it, without worrying that they will be out-of-date. But I'm here... working most of the time. I have 3 months of holidays now, no uni, no job, no life etc.

Spadark
Jun 28, 2004, 10:05 PM
some texts not display well! Some tribe is road or railroad! not Mil, Com, Rel or something else as normal! which text will i need to overwritten ?

embryodead
Jun 29, 2004, 04:20 AM
Spadark - your C3C version is not matching the mod. Generally to get rid of the problem without much fuss, just go to Conquests/Scenarios/WH-Mod/Text/ and delete the file "labels.txt"

Spadark
Jun 29, 2004, 06:40 AM
Spadark - your C3C version is not matching the mod. Generally to get rid of the problem without much fuss, just go to Conquests/Scenarios/WH-Mod/Text/ and delete the file "labels.txt"
Thank you and i'm injoying the mod!
:goodjob:

Spadark
Jun 29, 2004, 07:07 AM
excuse me, I got another problem!
Art\Uniths\Medieval Japanese Settle\Medival Japanese Settle.ini not found !
Can anyone upload this file? I check WH-Mod_base and don't find such a file !
I didn't down the 1.1path cos the speed was to low just 2kb/s ! Is that path so important? My Civ version is c3c 1.22.

Prince David
Jun 29, 2004, 12:57 PM
embyodead,

If you still need (more) play testers I'd be happy to help. On behalf of legions of satisfied WH 1.0 fans - take all the time you need. Quality can't be rushed.

embryodead
Jun 29, 2004, 03:45 PM
No, sorry, the testing phase is pretty much complete. All I need is unit makers that would do all the units I have to do and I'm terribly slow/unsuccessful with units lately. Just gave up after few hours of making lizardman cold one rider, no matter what I do it sucks.

Tyrion
Jun 30, 2004, 02:49 AM
I know both undead forces started or continued with normal human units in warhammer but at the moment khemri gets very few undead units they get elephants and human chariots but not dead ones. i know your probaly changing things and i appreciate that but that was all i was saying.

Prince David
Jun 30, 2004, 06:06 AM
I am just updating to C3C, but I am unsure where to install the trebuchet fix patch. Does it know where to go, does it also go in scenarios, or someplace more specific? I have installed C3Cs latest patch - 1.22.

Prince David
Jun 30, 2004, 06:46 AM
And another wierd thing . . .

When I start WH from C3C, my start pages are all crazy. If I start the PTW version from the PTW section of the Civ-content, most every option on the choose your civ screen is replaced by a random word or phrase from the game. Exit back to the main menu and every prompt there is also crazy now. If I start the version from C3C things are some better. The word "random" has been replaced by "difficult," and the main menu is only half goofy upon return. I haven't had the guts to actually START a game, so I don't know whether it would affect game play or not. Everything looks fine if I start a regular game, but I haven't tried other mods. Any ideas?

Mr. Do
Jun 30, 2004, 07:49 AM
your C3C version is not matching the mod. Generally to get rid of the problem without much fuss, just go to Conquests/Scenarios/WH-Mod/Text/ and delete the file "labels.txt"

There you have it ;)

embryodead
Jun 30, 2004, 07:53 AM
@Prince David
Mr. Do quoted the relevant reply ;)

@Tyrion
So, why don't you make me all those undead units, please? :p

Vanadorn
Jun 30, 2004, 08:55 AM
ED, might I ask what units you NEED to make still before the game is released? I do peruse this thread daily, as well as the WIP section of the C&C and outside of Aaglo's fantastic ships (luv the orcish hammer ship!), I haven't seen a unit request list from you.

Just asking. No, I cannot make units, but maybe someone who is unaware that you need them might be able to for you.

Thanks again for all your hard work and effort on my favorite mod.

V

embryodead
Jun 30, 2004, 01:05 PM
All the units I could request I requested already, aaglo made all of them ;) The rest are Warhammer-specific humanoids/beasts and those creators that would be able to do them are not into fantasy stuff, except for Kinboat but he's helping me already.

The list, sure: Ushabti, Witch Elf, Cold One Rider, 2 Skaven units, Carrion, Winged Nightmare. I also wanted Lahmian Vampire (I use Cleopatra now), Kroxigor, a new Ogre, Pegasus Knight, Dwarven Ironbreaker, Dwarven Crossbowman, proper King units and much more but I can live without them ;)

Vanadorn
Jun 30, 2004, 02:29 PM
Skaven? Hope you aren't getting everyone's hopes up by adding the warp twisted rats to the game? Either way - it's nice to see a list of what's remaining. Maybe someone somewhere could take a look and want to jump on the band wagon.

Take a break from unit creation if you're getting burned out. Walk away for a day or two, then come back with a fresh mind. There are plenty of sucky units, some good ones, and only a few great ones. Don't always try for great - you're making this gigantic mod for everyone! That's more than enough.

V

Prince David
Jun 30, 2004, 03:53 PM
@Mr. Do (& ED) Muchas thankyas for the assist

Now, any help on the trebuchet patch front?

DarkTemplar
Jun 30, 2004, 04:39 PM
I did all by instruction. Warhammer mod was working until I installed 1.1 update.
After that I'm having an error message
Missing entry in "Scenarios\WH-Mod\text\PediaIcons.txt": ICON_BLDG_SSThrusters

Select Mission Type

Please tell me what should I do...

P.S. C3C v.1.22 with Warhammer Fantasy Mod 1.1 (1.0 working without errors)

embryodead
Jun 30, 2004, 05:14 PM
@Vanadorn
Take a break for a day or two? It's been more than 6 months I've been working on 2.0 version, and I had breaks lasting whole weeks... so no :p Last unit I finished was more than a week ago anyway.
There won't be Skaven as faction in 2.0... I have a 3d model of Skaven from Kinboat, but the civ would need a lot of units both infantry and machines. Another month or two ;) So in 2.0 I want only 2 units, to use as barbs.

@Prince David
IIRC if you unzip it to Conquest/Scenarios it will "find" its place on its own. If you have any problems, the file to be replaced is in Conquest/Scenarios/WH-Mod/Art/Units/Trebuchet

@DarkTemplar
Well this kind of error comes up if there is not enough memory etc. for the mod. In all cases what helped was simply trying to launch the mod again...

Prince David
Jun 30, 2004, 09:22 PM
Hm, I deleted the "label.txt" as instructed but it just made the gobbledegook even gobbledegookier. So what's the way with some fuss? Or is there something else I can do?

embryodead
Jun 30, 2004, 11:48 PM
try deleting labels.txt both in Civ3PTW/Scenarios/WH-Mod/Text and Conquest/Scenarios/WH-Mod/Text

if it doesn't work then definetely you have more labels.txt hiding somewhere ;)

Tyrion
Jul 01, 2004, 01:45 AM
Soryy man i dont even know how. If someone told me how and what programs and tutorials i should get i could give it a try.

drzoidberg
Jul 01, 2004, 02:55 AM
I have a request. I hesitated a lot before writing this since I don't want to burdon you, (Embryodead) any more since I want to play v.2. But in v.1 magic looks so lame. The effects look really stupid. A fireball should look like a fireball and poisoncloud should look like it. Icewind and so forth. But I wouldn't mind at all you disregarding this message, it's not the most critical bit in any way.

Prince David
Jul 01, 2004, 04:26 AM
I was wondering if that might not be the case. I'm off to try. Thanks.

embryodead
Jul 01, 2004, 08:44 AM
@drzoidberg
I will disregard your message because what you want is simply impossible with Civ3 engine.

@Tyrion
Everything's in tutorials section ...

DarkTemplar
Jul 01, 2004, 09:29 AM
@DarkTemplar
Well this kind of error comes up if there is not enough memory etc. for the mod. In all cases what helped was simply trying to launch the mod again...

Thank you, but now, I don't thinks this is the problem. I'm having problems with free space those days, but 2.5GB Hdd (free) and 256mb ram (total) I think should be enough.... Even so, the 1.0 version working fine...

Maybe I should reinstall Civil, or start using PTW version instead of Conquest? (are they very different (PTW and C - Warhammer update)? )

drzoidberg
Jul 01, 2004, 10:10 AM
@drzoidberg
I will disregard your message because what you want is simply impossible with Civ3 engine.



But now when magic is cast there is something looking like multicolored musical symblos raining down from the sky. Is that really a default effect. Why not just keep the original effect from cruise missiles?

embryodead
Jul 01, 2004, 04:06 PM
@DarkTemplar
Well I have tens of free GB and 512MB RAM total and it happened to me too occasionally... but again, after reboot everything was back to normal.
EDIT: yep, C3C version is more recent, when I think of 1.0 it's really old and sucks ;) I really do hope to finish 2.0 soon so that not only your current problems go away but you will also get a new better mod...

@drzoidberg
Original effect? Cruise missile falling on the ground? O.o The spellcasting animation Kinboat has made was exactly meant to replace that...

tjedge1
Jul 02, 2004, 04:32 AM
I like the current magic effect. That's the spell taking effect and then it's cast.

RodRiGoM
Jul 02, 2004, 10:07 PM
Its only here but the update for c3c link aren't working?

I've tryed download that file for like 1 week and the host still down...

drzoidberg
Jul 03, 2004, 02:50 AM
I like the current magic effect. That's the spell taking effect and then it's cast.

Since Embryodead has the final decision I guess we've voted against it. I would like to plant an idea though. There could be some ring of explosion emanating from some multicolored rainbow or something. For me that would feel more like magic. But whatever does it for you I guess is all right.

In the WH universe magic is a very unstable thing, and if it's done on a large scale will produce a number of unwanted side-effects due to leaking magic. And from a magical discharge that could effect a whole city there would be magic seeping out from the gound and buildings for decades. In the "old world" that is what the Chaos Wastes are all about. I don't know if it's possible to copy in CIV other than using Nukes. Nukes does have the dissadvantage of everybody hating you. But I guess that isn't to far fetched either since wizards are viewed with a lot of fear and animosity in the Old World. The best way to emulate it in my opinion would be to spawn barbarians, (chaos beastmen or demons) in pollution squares now and again. If at all possible.

Just thinking alloud here. I hope I didn't give Embryodead a headache.
-Tom

tjedge1
Jul 03, 2004, 06:32 AM
Not possible to spawn units in polluted spaces. Though spreading pollution is not a bad idea. Not sure if ED is making anymore adjustments. I'm not even a game tester so I have very little idea what he's done with 2.0. I just know it's very different. ;)

embryodead
Jul 03, 2004, 03:09 PM
Sorry drzoidberg, whatever ideas may be, everything is limited by civ3 editor. Nothing like that can be done. Pollution can be created, but it all has been in 1.0... buildings (powerful magic wonders create pollution) and nukes (firestorm spell).

Civ3 modding doesn't really give a headache other than from frustration that it is so limited. This kind of modding doesn't start from ideas, but from the editor possibilities first.

@RodRiGoM
Just tried it, and it downloads normally...

DarkTemplar
Jul 04, 2004, 05:54 PM
@DarkTemplar
Well I have tens of free GB and 512MB RAM total and it happened to me too occasionally... but again, after reboot everything was back to normal.

Sorry for troubling. The problem was that I was executing WH-Mod.bix file (which is for v1.0) instead of WH-Mod.biq (v1.1) :)

ADVICE (for v2.0): I really liked this mod, so I also interested in new version :) Sorry for this advice, but i think that you should reduce number of "tribes". I don't know about "Warhammer-games" much, but I think everyone interested more in "tribes" like: Elves, Undead, Orcs, Chaos, Vampire...., and less interested in: Bretonnia, Cathay, Estalia, Tilea, Norsca, Kislev. Not because they are bad, it's just because they are imho less popular. And if the game have less tribes, it's means that it's easier to make them more unique. I found to be very interesting that some wonders can be build only specific tribe (like Undeads - Pyramids, Chaos - Heart of Chaos (something like that :) ).
Sorry if you find my advice unsensible (maybe that is only mine taste)

More practical advice: can you please rename tribes. It's very difficult to a new gamer to remember all names of the leaders. I think it would be more practical to name them "Dark Elves" instead of "Naggaroth", "Undeads" instead of Khemri....


2) : I played built-in Conquest Sengoku mode. And I really liked the idea of the leader (regicide type game). At the begining of the game leader was default - 1.1.2. But he was upgradable - had few levels, each level was making him stronger and adding some skills. Leader was (as supposed to) the strongest unit in the game.
If that possible to create, I think it would be very interesting to see Lord Vampire actually flying around and beating his enemies :PP

P.S. thank you for this mod :)

embryodead
Jul 04, 2004, 10:26 PM
@DarkTemplar
1) Sorry but this is exactly what I hate... generic, archetypical stuff, no-name kingdoms etc... bleeeh. Unfortunately (for you ;) ), there are more factions in 2.0 :p (twenty-five). There's also much more civilopedia for those who want to read it and learn something about Warhammer world. Such details, history and unique features are what build an interesting world, not generic stuff like "orcs" or "elves", that's just boring. Also, man, if any Warhammer player reads that you want to dump Bretonnia for example... :p Well, there are TONS of new units in 2.0 as well, that was enough to make factions more unique, I assure you. And no, no renaming either, though notice that even in the available version, both conventions appear (just like in GW's products) - There is kingdom of Naggaroth, but its "Dark Elves" that declare war on you.

2) I planned such for 2.0 (will still include it probably, as a mod variation), but honestly - I think it's pointless (just like this feature in Sengoku conquest). Ever noticed that AI won't use their kings/daimyo no matter what? You just take advantage of AI, and sweep whole Japan with one Daimyo guy :rolleyes: Also, with the amount of units that are present in Warhammer mod, I would be able to include only 1-2 upgrades... It's not Sengoku where everyone is Japanese. Here you have 25 factions with different kings. Now put that into editor, and tech tree...

Mr. Do
Jul 05, 2004, 09:27 AM
The more tribes the better! It's not like you have to use the tribes you don't like. When I first started playing I would always make sure all the "major" tribes were included, but now there's only a couple of must-be-included tribes in my games, namely Chaos (Although sadly they never do too well), Sylvania, and the dwarfs. The rest I'm happy to randomise, and it ensures every game is different. One game I ended up with nearly all the human kingdoms on the same map, no elves, no greenskins, and it's a true testament to the mod's playability that it was still really fun.

And although the smaller kingdoms haven't had much exposure, it's great to be able to see them included, to visualise them. The Warhammer World wouldn't be as good if there was no such thing as Oriental Cathay, the Kislevites providing a buffer between the Empire and the Chaos wastes, the city states of the Tileans. It gives you the feeling, that there's always more to come, more to be revealed in the future. Araby may even be getting its own Warmaster army in the not too distant future...

Chunky Kong
Jul 05, 2004, 04:09 PM
For some reason, whenever I try to extract the files from the folder with the Art and Text in it, It always says that it can't do Bushi or Bushi Attack. It said the reason was because of bad block. (I'm using WinACE, btw.)

embryodead
Jul 05, 2004, 06:57 PM
For some reason, whenever I try to extract the files from the folder with the Art and Text in it, It always says that it can't do Bushi or Bushi Attack. It said the reason was because of bad block. (I'm using WinACE, btw.)

I think you have to download the file again. If you did so already, then maybe it's WinACE, though any decent version should handle RARs well.

Chunky Kong
Jul 05, 2004, 07:59 PM
I'm gonna re-dload it. I'll tell you if that helps. In an edit.

Edit: No, re-dloading didn't help...

Tyrion
Jul 05, 2004, 11:47 PM
E.D I might look into that......

Tyrion
Jul 06, 2004, 12:00 AM
Which Program Do I Use?

embryodead
Jul 06, 2004, 12:31 AM
Whatever you want or can. most cost money. Curious Labs Poser is probably most appriopriate for humanoid units, beasts and such + you also have to get/make models.

tombuazit
Jul 06, 2004, 12:36 AM
I was wondering why you never included the Skaven or Lizardmen?

Stormeagle
Jul 06, 2004, 01:47 AM
@ Chunky Kong
WinAce is the problem. Some RaR files donīt extract correct with WinAce, so i downloaded WinRar.

Chunky Kong
Jul 06, 2004, 08:36 AM
Hmmm...says Bushi Attack A file is corrupt...

embryodead
Jul 06, 2004, 10:41 AM
@Chunky Chong
Stormeagle may be right, the file is ok here.

@tombuazit
First of all, inclusion of ANYTHING depends on available graphics, and for Skaven there are no units at all. Secondly, on many pages of this thread it was mentioned that Lizardmen are included in 2.0 version, since Kinboat made a set of units for them.

Adler17
Jul 06, 2004, 11:25 AM
Hmmm...says Bushi Attack A file is corrupt...

Off topic: Bush IS corrupt. ;)

Adler

BTW the Japanese word Bushi means warrior, the Chinese word nappy ;)

Chunky Kong
Jul 06, 2004, 11:34 AM
@Chunky Chong
Stormeagle may be right, the file is ok here.

WinRAR says BushiAttackA is corrupt.

embryodead
Jul 06, 2004, 03:19 PM
I'm sorry Chunky, I have no idea what the problem is. You are the only one to report this, and I downloaded the file myself and extracted it without any problems.

tombuazit
Jul 08, 2004, 04:01 AM
embrodead:

In reference to the skaven

Ya I just finished the thread: it took me a long time to get all the way through it.

What would I need to do to create the Civ myself to add??

Is there a "how to" guide somewhere I can get to work on it?

DarkTemplar
Jul 08, 2004, 06:24 AM
embryodead

Thank you for answering. (I overplayed WH-mod those days, even forgot about the forum :) )
Now I getting your idea of this mod. I thought you making a fantasy mod, but now I see you want to recreate whole warhamer world. (I just read some info about Warhamer in the internet, but still have no idea about the original game).

There's also much more civilopedia for those who want to read it and learn something about Warhammer world.
It's a good news for me, I like to read Civilopedia (about wonders usually) :)

Well, there are TONS of new units in 2.0 as well, that was enough to make factions more unique, I assure you.
We all glad :) Now we just wait :)

There is kingdom of Naggaroth, but its "Dark Elves" that declare war on you.
That's was confusing too at the begining :) (but I'm almost adapted to that)

2) yes, I know, it's not fair for AI. But on the other hand, it's not fair for leader too :king: . Now when I know there is 25 factions, I guess it's impossible (that's only could be good idea if there were less). But if you will implant at least 1-2 updates, I think that will add +1 (if built market then +2) ":)" (happy faces). (Sorry, Civ3 talking :lol: ).

P.S. I'm playing as a Chaos now, I think there should be no human-warriors that faction (first warrior can be replaced by "Chaos beast" (they know "warrior code" from the start).
(sorry for waste your time if you not going to update 1.0 version any more)

drzoidberg
Jul 08, 2004, 03:58 PM
[QUOTE=DarkTemplar]embryodead

P.S. I'm playing as a Chaos now, I think there should be no human-warriors that faction (first warrior can be replaced by "Chaos beast" QUOTE]

I disagree. Chaos should be a normal tribe and at one point discover "the dark side of the force". Just as Reikland, Tilea or Bretonia discovered and chose the "not so dark side" of magic. Magic in Warhammer corupts and is inherantly dangerous. If you don't respect it and just use it indisciminently it will corrupt you and make you a vassal of the dark lords. It's an inbuilt conflict into the warhammer universe and part of the thing that made me like it and become fascinated by it. The one thing that is the most powerfull is also the one thing that's is the most dangerous, (much like our world's nuclear power).

Read more about the Warhammer universe here.

http://uk.games-workshop.com/warhammerworld/warhammer/chaos/khorne/default.htm
http://www.warhammer.net/
http://www.madalfred.darcore.net/

ps! The cancelation of Warhammer Online is a major bummer. It's the first mmorpg that's even had even the remotest story of interest.
-Tom

DarkTemplar
Jul 08, 2004, 04:52 PM
drzoidberg
sorry, but I didn't understood a word you saying. I just wrote, that there is 2 warriors in Chaos faction (and they could be changed to some beasts). And you start talking about the magic and a dark side. :eek:

You gave me links, from the first one I discovered that:
Deep within the dark and twisted forests dwell countless horrifying and deadly creatures – tainted beasts warped by Chaos
If you want to keep warrior that way, then tell me how human-warriors connected with "deadly creatures" and beasts? :eek:

Prince David
Jul 08, 2004, 05:22 PM
OK, time for a quick, pointless "hooray for me."

I LOVE culture flips! Any units in a flipped town change to whatever your most advanced unit might be. So when that little town with the fairly generic spearman flipped to me, the spearman was instantly upgraded to . . .

A GREEN DRAGON!!

Man, I love culture flips.

We now return you to your regularly scheduled thread.

embryodead
Jul 08, 2004, 06:28 PM
@tombuazit
Depends on what you want to add. To add a civ you just need the civ3 editor.
But to make leaderheads, units etc. you need several graphics programs, a bit of time and talent too. See the tutorials section on CFC forums, there are several topics introducing 3D programs such as Poser, Blender or OpenFX.

@DarkTemplar
Well drzoidberg is just right... to put it shortly again: Hordes of Chaos are humans, barbarians. They are tribes living in the northern wastes that were corrupted by chaos forces. Those hordes are often accompanied by daemons, mutants. Before, this also included beastmen, but in last edition of Warhammer Battle they were split into two different factions, beastmen got their own tribes etc. I'd split them if I had more units, but at the moment, I would be only able to use 3 units: beastman, chaos troll and minotaur... not enough for another civ.

@Prince David
Never got such culture flip... I must admit it's pretty ridiculous, but there's nothing I can do about it ... hooray for Civ3 editor :-\ Damn, it should at least give a defensive unit.

@drzoidberg
I know about the Warhammer Online already, sad news indeed. I'm pretty sure they just got scared of WoW and realised that no matter how much money they put into the project, the game will still suck compared to WoW. Selling the game to just Warhammer fans wouldn't get them enough profits maybe... well honestly, I got into WoW hype too... in my opinion, most of Blizzard games were stupid.. I'm just not fond of RTS's nor hack'n'slashes. However, after looking for hours at WoW screenshots, movies, and game info, I'm still picking up pieces of my jaw from the ground.. that's unusual for me, I never liked 3D games really.

Tyrion
Jul 09, 2004, 12:36 AM
Hell yea.

Im heavily into RTS's and anything blizzard is always good. On warhammer at first to the north there were just ormal tribes but then the chaos burst through and started corrupting things. The inhabitants start off normal and then get mutations and become stronger. Or it could flip out on them and they could become spawn. You still need the men to start without them Chaos wouldnt have its grunts. Its like saying the Vampire Counts should just have Vampires ( :eek: ooo Uber).

mrtn
Jul 09, 2004, 01:56 AM
That green dragon is the unit with the highest defense available. This is a very easy way to find a good defensive unit....

Yoda Power
Jul 09, 2004, 03:04 AM
OK, time for a quick, pointless "hooray for me."

I LOVE culture flips! Any units in a flipped town change to whatever your most advanced unit might be. So when that little town with the fairly generic spearman flipped to me, the spearman was instantly upgraded to . . .

A GREEN DRAGON!!

Man, I love culture flips.

We now return you to your regularly scheduled thread.Lol something similar happened to me when I was playing the Amazons, first I got a Knight and later a Green Dragon too.

DarkTemplar
Jul 09, 2004, 06:51 AM
embryodead thank you for explanation (if it that way, then I was wrong :) )

drzoidberg
Jul 09, 2004, 08:13 AM
@DarkTemplar

Well drzoidberg is just right... to put it shortly again: Hordes of Chaos are humans, barbarians. They are tribes living in the northern wastes that were corrupted by chaos forces. Those hordes are often accompanied by daemons, mutants. Before, this also included beastmen, but in last edition of Warhammer Battle they were split into two different factions, beastmen got their own tribes etc. I'd split them if I had more units, but at the moment, I would be only able to use 3 units: beastman, chaos troll and minotaur... not enough for another civ.

@drzoidberg
I know about the Warhammer Online already, sad news indeed. I'm pretty sure they just got scared of WoW and realised that no matter how much money they put into the project, the game will still suck compared to WoW. Selling the game to just Warhammer fans wouldn't get them enough profits maybe... well honestly, I got into WoW hype too... in my opinion, most of Blizzard games were stupid.. I'm just not fond of RTS's nor hack'n'slashes. However, after looking for hours at WoW screenshots, movies, and game info, I'm still picking up pieces of my jaw from the ground.. that's unusual for me, I never liked 3D games really.

To clarify. the timeline for both chaos and the human forces is a bit like this. First barbarian tribes with stoneage technology start making scientific discoveries, in this case magic. The diference is that the barbarians who become the hordes of chaos develop magic that brings demons to our world and that warps their bodies. This means they start out just like normal humans but gradually making developments that "enhance" their bodies and society. Creating and bringing new creatures into this world to fill their military ranks. As I said earlier, this I think should be reflected in the WH-mod by both humans and chaos starting out with identical technology and military units.

...and on the opposing side, non-chaos aligned humans becomes afraid of magic and try to harness or destroy any magic they view as dangerous, and because of this their focus is on non-magical industrial development.

It's no use dividing the conflict between them into a good vs evil struggle since neither side is better than the other. The Reikland Inqusition is probably the most evil organisation in the entire WH-universe and they were formed to battle Chaos and upphold the human moral values. The followers of the Chaos-god Slaanesh are not evil in any way. They just want to have a good time and like to indulge themselves, something that is seen with great distaste by "normal" humans. A "good" human sacrifices himself for his society and suffers. Narcisism and self love is something to combat and destroy. Followers of Nurgle aren't evil either, they just feel that death and decay is something to look forward to, quite understandable considering the humans opressive society and suffocating religions.

The old world is a very interesting place. A good days job by the GW-writers.

And on the WH-online thingy I heard from a reasonably good source that the real reason is due to a conflict between Climax and GW. Climax is said to have developed two mmrpg's at the same time charging GW for both of them, all accordance to their original contract. Since GW felt ripped off and unable to alter the contract, and since Climax is unwilling to alter the contract since they can't continue development without GW's money, they decided to shelve both projects. As usual the real reason probably lies somewhere in between.

tombuazit
Jul 09, 2004, 09:22 AM
in a way Dr Zoidberg you are right and in a way you are wrong. As an avid Warhammer and 40K player for many years, I have a huge Slaanash army for each. Slaanesh is just out for a good time, but they harm many many many people in the process of that good time. They are slave owners, who love to kill and maim people for pleasure. It is even mentioned that they like to ground down living people to make drugs that get them high.

Chaos Barbarians are how they are because they were the human tribe that was closest to the chaos wastes when the arches used by the old ones fell. The crash unleashed the warp onto what is now known as the chaos wastes. those closest were warped (beastmen, and chaos warriors). But the warriors are human (mostly), and since the game starts when at this time, they would be human warriors and beastmen, as it has been created. I suggest that you could create an Ungor character for Chaos (1/1/2 (worker))and it would give people a chance to create a beastman only civ.

I love how you have stayed very pure to the warhammer world. One cool thing would be to limit the more powerful characters and creatures, as is done in the game.

Love this game. thank you for all the hard work you have put in.

I would suggest removing the catpults and stuff from Bertonia since they refuse to use warmachines .

Mr. Do
Jul 09, 2004, 09:40 AM
Ya gotta bear in mind that ED and others can't just whip up a new unit because it'd be a neat addition. There are several works in progress at the moment, and an Ungor won't ever be top priority whilst Chaos has a suitable worker unit at the moment (They are mostly human, after all).

And Bretonnians do use trebuchets... it's not like they'd just come up with that design all by itself, their seige works have to progress logically, so they'd probably have started with basic catapults to beign with. This is all conjecture anyway, I think "historically" Bretonnia ddin't even exist until avout 1100 IC...

embryodead
Jul 09, 2004, 12:12 PM
Yeah, I'd love to include Skaven, Chaos Dwarfs and Beastmen in future, but again, that means months of unit-making. So I can't promise anything at the moment.

As for Bretonnian artillery, I wanted to point Trebuchet's as well, but I also have to mention that for the sake of gameplay, artillery is more common for all people. Again, this is Civ3 which represents several thousands years of history, not a snapshot from present times on which current armybooks are based. There is a tech tree and there has to be technological progress so I can't simply give a trebuchet to one faction and catapult to the other.

It's an interesting debate about chaos being "evil" or not... never looked at it the way drzoidberg does though it makes some sense. Still I tend to agree tombuazit, ie. causing pain to others, against their will, for your own pleasure *is* evil. As for Empire's Inquisition, yeah, that's sad - I immediatelly recall an RPG session in WFRP in which my favorite character lost some parts of his body... Well I was a playing a dark elf, not evil, at least not much ;) and when it turned out I am one, a fellow witchhunter from my party decided hang me immediately. The rest of the party convinced him to at least "question" me first. So first he cut off my ear and asked if I'm follower of chaos... I said no, and it wasnt a lie. He then cut off my hand and asked again... I yelled no again... he believed me eventually :\

As for the progress... 1-3 units to go, depending on resources ;)

Vanadorn
Jul 09, 2004, 12:35 PM
Bretonnia is not until the 1100's, and no in the army books they disdain the use of war machines trusting their strengths on bows, sword, lance, and horse. Thank god you've left the ability to use artillery since I can't picture trampling a town to death with a company of Grail Knights.

1-3 units to go - glad you've gotten over the *hump* that was slowing you down.

Waiting eagerly.

V

tombuazit
Jul 09, 2004, 01:18 PM
I also can't wait. It should be fun.

I will try my newbie, attempts at making the skaven. I already have most of the rules down in Editor for about 22 units, I just need to learn how to do the art, (which should be ok, I am in an artist/law student after all). I will play test the units first with basic unit arts, so that I can figure out cost and stuff.

embryodead
Jul 09, 2004, 02:16 PM
I also can't wait. It should be fun.

I will try my newbie, attempts at making the skaven. I already have most of the rules down in Editor for about 22 units, I just need to learn how to do the art, (which should be ok, I am in an artist/law student after all). I will play test the units first with basic unit arts, so that I can figure out cost and stuff.

Well believe me or not, but it's the wrong way... mods that started this way usually never got finished. Unit making really takes a lot of time, and units stats etc. are not a problem, those get done in one 15 minutes, you may just change things later during the game. And I mentioned earlier, Kinboat made a Skaven model already, I just need plenty of time to make whole set for them using it as a base.