The first game....

orangelex44

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Well, I'm trying out this Warhammer thing, and figured the modmakers might like my input on some it - a neutral perspective is always nice, and everyone loves a new thread :).


Anyways, started out with the Brettonia (sp?) civ, as the leader with Charismatic. I don't know why you'd ever pick the other guy; both of them have Horselord (or something like that) and Spiritual, and the other guy has Defensive (Really? Who picks Defensive over Charismatic?). I have been kindly informed that just because these guys are roughly located in France's position in the real world, does NOT mean they're based on the French (Arthur, actually...) and that, even if they were French, that's NOT a bad thing because French people can fight, too. Thanks.

Anyway, I'm the knighly dudes. Installed the mod OK, started up fine, watched the really cool starting movie... seems as if the "good" guys have short life expectancies... not very promising. By the way, I'm playing Prince, which is a level or two below my normal - I'm not trying for an epic game of survival, I just want to do a trial run.

Right away, I have to say I like the mod's scale. Having 10 little guys in every unit is awesome, each little fight has become a bloodbath. Scouts seem expensive, considering they're Str. 1 - even with +100% vs. animals, anything can beat them, especially because I found out that Great Spiders are making a cameo appearence out of FFH :sad:. They're more expensive than basic Warriers!

So, I make friends. I find the Egyptian death lords (led by some Egyptian death lady), the Kislev (who, despite being Lawful, do NOT want to be my buddy), the rat people, a rather terrifying Chaos lord, some hobgoblems, the Japanese... it's some psychotic mix of RL, FFH, my nightmares and WWII.

This game really has a cliff of a learning curve, too - there are a half-dozen techs from the first turn, all of which seem pretty necessary and all of which lead to at least two more necessary (i.e., cool-looking) techs. I go with Mysticism, since I don't like the -10% Research to start the game. After that, I make a leisurely path toward Philosophy, by way of Brewing, Raw Magic, and Agriculture. Bad plan, I miss out on the free tech by FOUR turns... Honestly, the beginning of the tech tree seems a little busy; couldn't roads be a starter tech, at least?

Anyway, I recovered being beaten to Philosophy by getting Horseback Riding. Ponies are really, really nice when you have Horselords. Plus, I found this neat promotion - forget the name - that gives me 5% strength, a First Strike chance, AND a neat little flag icon! Cool! I like the unique promotions, they really add character to the mod.

Another neat idea is the sheer volume of buildings. While I doubt they're fully balanced, each building has enough effects to seem balanced and keep me from deciding what, exactly, to build. Being in doubt, I start one city on the Brewery wonder (Free beer!), another on the Salvation religous building, and the third one on horsemen. Not really a good plan, but even if it doesn't work I'll be drinking a cold one with God after slaying some Chaotic beasties.

After my first 100 (-ish) turns, I save and check Worldbuilder. There I am, my little happy empire of 3 cities (with a fourth on the way, I'm so proud... :high5:. Much to my dismay, I find out that those damn Lizardmen are in this game too, and even worse, they are still crazy overpowered - they have EIGHT cities already!


Which brings me to my first couple questions. I know the Orcs have their Animosity mechanic, and some civs are going to be given mechanics as well. Are all the Warhammer civs going to be unique like that (a la FFH), or are some of them going to be special by UU and UB only?

Second, I haven't seen any unique improvements yet. Are they included in random map games, and do all (or any) of them have neat effects?

Third. No events yet, even with Living World turned on. Are events disabled? If not, are there any new ones specific to Warhammer?



Anyway, my first impression is that this is a good mod. Obviously not done, but as is, it's very playable. I applaud you guys :goodjob:.
 
0. Alignment diplomacy modifiers are still bugged.

1. Not every civ will have unique mechanics. All the human civs are pretty similar, just with some different units, and different access to magic. Elves are pretty similar to humans but with bonus movement or woodsieness (and wood elves can spread woods and build ). Dwarves are pretty similar but have the Dwarven vault to encourage wealth-hording, and may have some mechancis surrounding grudges. Skaven will be like Kuriotates, with a handful of mega-powerful cities, but unable to produce anything outside those megacities.
Greenskins have animosity, Vampire Counts will have Vampires, Lizards and amazons like jungle (and can build in jungle). Chaos civs will get demons.
Tomb Kings will be very very alien (they will be unaffected by food and happiness; their population spawns automatically or must be constructed with hammers).

2. There are some unique improvements that show up in random map games, many of which have a unique resource with an interesting effect. The mines of Gunbad provide Brightstone, for example. There will be more in future patches.

3. Events are currently disabled, those won't return for quite some time. Events tend to be very buggy and causes of idiosyncratic crashes, so the game runs much smoother without them. We'll no doubt work on creating a ton of new events specific to Warhammer flavor, but not for a while I'm guessing.

Glad you like the mod so far - big props or Ploeperengel, Psychic Llamas and others.
 
This game really has a cliff of a learning curve, too - there are a half-dozen techs from the first turn, all of which seem pretty necessary and all of which lead to at least two more necessary (i.e., cool-looking) techs. I go with Mysticism, since I don't like the -10% Research to start the game. After that, I make a leisurely path toward Philosophy, by way of Brewing, Raw Magic, and Agriculture. Bad plan, I miss out on the free tech by FOUR turns... Honestly, the beginning of the tech tree seems a little busy; couldn't roads be a starter tech, at least?

This is exactly the feed back i like :) thanks orangelex. i agree that roads should become a starter tech (its always annoyed me)

After my first 100 (-ish) turns, I save and check Worldbuilder. There I am, my little happy empire of 3 cities (with a fourth on the way, I'm so proud... . Much to my dismay, I find out that those damn Lizardmen are in this game too, and even worse, they are still crazy overpowered - they have EIGHT cities already!

I always notice the exact same thing withlizardmen and amazonians. i believe its to do with the deep jungles. i think id like to make tech requirements for the deepjungle and wetlands bonuses so their insane economy is delayed...

Which brings me to my first couple questions. I know the Orcs have their Animosity mechanic, and some civs are going to be given mechanics as well. Are all the Warhammer civs going to be unique like that (a la FFH), or are some of them going to be special by UU and UB only?

i would like to have at least one special mechanic for each civ. ie i want epic event chains for the bretonians (regarding the search for the Holy Grail), Kislev i want to be very tundra/ice oriented, Tilea is the covert, hidden nationality mercenary lot, estalia should have strong religious synergies etc. other civs like Khemri (the dead egyptian guys you saw) will be using the scions of patria mechic for FfH, so there will be special mechanics for each civ, some are just more dramatic than others.

Second, I haven't seen any unique improvements yet. Are they included in random map games, and do all (or any) of them have neat effects?

the next patch will add 6 unique improvements in and most of them have effects. ive alsao increaded the appearance chance from 35% to 75% (i barely ever saw any as well, 75% is much better)

Third. No events yet, even with Living World turned on. Are events disabled? If not, are there any new ones specific to Warhammer?

All events were removed because they were unflavourful for warhammer, currently the only events are the insane and adaptive trait events. there will definately be events planned for the future though.

Anyway, my first impression is that this is a good mod. Obviously not done, but as is, it's very playable. I applaud you guys

Thanks :D the feedback is great and much appreciated :)
 
This is exactly the feed back i like thanks orangelex. i agree that roads should become a starter tech (its always annoyed me)

This might be a good idea; the AI is sometimes really bad about researching roads in particular (its better about wild paths) so it doesn't connect up resources and gets stuck at tiny cities and screwed for the rest of the game.


I always notice the exact same thing withlizardmen and amazonians. i believe its to do with the deep jungles. i think id like to make tech requirements for the deepjungle and wetlands bonuses so their insane economy is delayed...

Their economy isn't as insane as you think; they speed ahead on points because they get food fast, but they tend to be much weaker in other areas (with the AI anyway). They need rivers to get their food, but the jungles mean they don't get the commerce bonus from rivers. Their power really depends on how much jungle there is, which can vary a lot from map to map. They also have a tendency to over-expand as AI and tech-crash from support costs...
 
Alright, installment two....

With my cute little armies of ponies, I figure it's time to go a-conquesting. My nearest friend is Chaotic, so it's flavorful to kill him - so war is declared! I do have a little feeling of dread from his name, though... is it bad kharma to attack a guy named "the Conquerer"?

I move my ponies in (with a couple swordsmen and catapults, I'm not THAT dumb), only to discover that while *I* was discovering pony tech, this guy was making bows. Lots of them. I settle in for a longer seige than I anticipated, and work on making more catapults. Right around now I notice you guys ripped that combat infuence mod; I'd never played it but it seems to be pretty interesting. It's nice to conquer a town and have 55% influence... but I digress, I haven't got the town yet.

The only thing that saves me from the counterattack is the fact that I also researched Iron Working (from FFH, I've learned that having better weapons is vital to not dying). My initial army is whittled down to ONE Ancient Horseman and three cataputs before my swordsmen reinforcecments move in. Ranged attack, by the way, is a really nice thing to have. With the addition of a couple Trebuchets and even more pony warriers, I finally get my first town by conquest.

This understandably angers my friend Mr. Conquerer. He manages to gather a coalition of nations to stem my aggression... consisting of the strongest nation (those damn Lizardmen), the weakest (the Ratmen, they've been on and off of war with everyone), those unfriendly Kislev, and some other guy I don't recognize. Luckily, none of these other people actually border me, so I'n not that concerned. I am surprised by the AI overall; Im not sure if it's my head messing with me or what but it seems better than the original game's. It can use single units well, it will attack with slightly damaged units, and when in trouble it uses it's friends. Maybe it's a fluke.

The Alliance against me is helpless as I conquer another city, this time with little effort or complication. I'm really glad the dead Egyptians to the north are preoccupied with killing the Kislev, or I'd be in trouble (they don't like me). Another bonus - I fanally figured out how to get to Light Cavalry, so my ponies can become horsemen now! Next step is.... let's see.... Hmmm. Knights, maybe? I'm not sure; I think I need to get a wacky combo of Feudalism, Fanaticism (?), Stirrups, maybe Trade or Construction. Castles, anyway.... no, Citadels? (Pssst - your tech tree could use a little work, methinks)

I'll figure it out. Anyway, my forces are poised to take out this Chaos guy - the only problem is that those Lizardmen are beyond him, and they won't peace for anything less than a city. NO.

I found a unique improvement, I'm on my way to conquer it now. It's those "Spites" - heehee - still makes me laugh. Anyway, the revamping of the resource system is nice, I always like variety. Plus, it makes trade that much more vital, since there's no way to have everything you need - and by the way, thanks for making Iron and Copper widely available, I've tried to play FFH games without them and it's impossible. One thing... I saw a batch of 5 Elephants, and another batch of 3 about two tiles away. That's a little much, I think; bunching is good, but with Elephants? Whatever, I have my tea and pipeweed.


So, more questions:
How is your magic system set up? It looks like there are two general trees (only one of which I can get), then these both split further. Each branch has it's own mage type? I'm getting the Light tech now, I'll try it out.

And by the way, the Hedge Wizard is drastically overpowered. He can give +1 Health AND +1 Happy? What? I'd think a Hedge Wizard would be lucky to heal a bit, throw some sparks around, maybe Haste.

I'm not sure the Senior Leader promotion is doing anything, I haven't seen any Morale around.

Trails are hard to see. What's the difference between them and Roads, anyway?

I got this Meteor resource - how do I use it?
 
Glad you're enjoying the mod.

Knights, maybe?

Knights are a very late-game unit. They need Tournaments, which needs Advanced Smithing. There are a ton of techs between you and them. They don't need castles or citadels; they do need the "joust" building though.

The next tier of units comes with Feudalism; you can get Militia swordsmen, spearmen and bowmen (with most factions). We might split some of these off a little.
There are also pikemen (or men at arms for brettonnia) with Advanced smithing, which generally provides a nice powerful national unit for every faction.

(Pssst - your tech tree could use a little work, methinks)

It is a little strange. Any suggestions?

How is your magic system set up? It looks like there are two general trees (only one of which I can get), then these both split further. Each branch has it's own mage type? I'm getting the Light tech now, I'll try it out.

A little more than that.

There are Lore of X techs, which are the magic for the Empire, Brettonia, Estalia, and Tilea, and a few other factions get a taste. Mostly you have to build a magic college in order to build the appropriate magic units.

There is elemental magic (not yet implemented), which is for Araby, Ind, Cathay, Nippon and Kislev to some extent.

There is chaos magic, for the various chaos civs.

There are unique elven magics for high, dark and wood elves.

And there will be necromantic magic, skaven magic, Gut magic for ogres and WAAAGH! magic for greenskins. (not yet implemented)

+1 Health AND +1 Happy?

From memory the +1 health gives -1 happy. These are pretty mild bonuses anyway; you may will prefer actually to save promotions for once you can upgrade the hedgewizards to *real* mages.

I'm not sure the Senior Leader promotion is doing anything, I haven't seen any Morale around.

I haven't tested this yet. Morale is another promotion; the senior leader should be randomly giving units this promotion.

Trails are hard to see. What's the difference between them and Roads, anyway?

Trails are basically inferior roads for non-civilised nations. You only really notice the difference with cavalry and mounted units, who are much faster on roads, or once you have the +1 movement on roads tech (construction?).

I got this Meteor resource - how do I use it?

Not until very late game, with the Meteoric Iron tech. This isn't currently implemented very well.
PL, any thoughts about implementing Meteoric Iron as discussed in my Dwarves! thread?
 
+1 Health AND +1 Happy?

From memory the +1 health gives -1 happy. These are pretty mild bonuses anyway; you may will prefer actually to save promotions for once you can upgrade the hedgewizards to *real* mages.

You're right, but the happy one is actually +2 Happy, I took the minus out. In the late game, this isn't a big deal, but in the early game Happiness is vital. The Health doesn't matter so much (later game issue), but 1 Happy = 1 population before turn 200 or so, which often chops a whole turn off building things. Of course, only two or three of these guys are ever used this way, so any more could probably be saved, but it still seems like these spells are beefy for a potential turn 1 tech.

Another thing I didn't mention that I like is the chance for spells to fail (or, at least, the Hedge spells).


(Pssst - your tech tree could use a little work, methinks)

It is a little strange. Any suggestions?

I'll look at it. I really need a couple games under my belt before I'd feel qualified to make any serious change requests.
 
One more thing I forgot - the improvements that require a Ranger to make. IIRC, those mess with the AI (it can't cope, so it either doesn't make them or tries to use the combat unit as a Worker). Do you allow the AI workers to build them on their own, or have you never noticed an issue with the mechanic?
 
(Pssst - your tech tree could use a little work, methinks)

a little work? i think you mean a lot of work ;) (i hate it)

How is your magic system set up? It looks like there are two general trees (only one of which I can get), then these both split further. Each branch has it's own mage type? I'm getting the Light tech now, I'll try it out.

ill just give you the low down on bretonnia for now.

As ahriman said bretonnia only has acces to the 8 winds of magic techs (ie lore of light, lore of heavens)

once you research the lore of light you will need to construct a university (education technology) in the city you wish to be your first center of magic (because the college of light requires a university to be built).

once you have completed the college you can upgrade your hedgewizards to light mages when they reach level 4, and light mageister at level 6.

there are 8 spells for each wind spread over 3 promotions (light 1 2 and 3)

there are still some things that could be refined in this system (college requirements and the tech requirements for magic casters) but hopefully these will be assessed soon.
 
One more thing I forgot - the improvements that require a Ranger to make. IIRC, those mess with the AI (it can't cope, so it either doesn't make them or tries to use the combat unit as a Worker). Do you allow the AI workers to build them on their own, or have you never noticed an issue with the mechanic?

Workers can build them, both human and AI (or at least they used to be able to).
I'd be fine with removing the ability from hunters and Rangers to keep the AI knowing that those units are combat units.

a little work? i think you mean a lot of work (i hate it)

Its not *totally* hopeless. If I had a few hours spare I'd redo a design from scratch, but thats unlikely to happen any time soon.
I'll think about doing it at some stage though.
 
The epic game, part three...

Seriously, this game is going wacko. The Lizardmen are TWICE the score of the next guy (not me :(, it's the Egypt lady), who themselves are 150% of the guy below them (also not me :sad:, it's the dwarves, I think). With that kind of power being thrown around, a men needs allies. Thank goodness there is a convenient "The Alliance" social that gives me some! I changed, found out it's basically the UN (as expected), and the first thing up for vote was for me to stop my way with the Chaos guy (not expected :confused:, I thought that the only wars they'd care about would be WITHIN the Alliancec, not out of it). Whatever, no problem, I'll just switch over to fighting those Lizardmen (I'm still at war, they've sent a couple weak stacks my way that died - yay Light Cav!). Five turns later.... peace with them, too. That one makes sense, since they are the Alliance leaders... except that they wouldn'y go to peace with me otherwise, so why would they want to push peace through the Alliance?

So now I have an army I'm not using. I consolidate (I have SIX cities now, two of them conquered from Mr. Conquerer), and decide to boost my economy. Wow... Markets, Inns, AND Taverns give straight gold, there are half a dozen buildings that increase trade routes, and I'm the only person with Tea and Beer (Premium!). That seems overpowered; it's easy to fall behind if you research the wrong tech (me). Anyway, I build some of these toys, along with Castles (sooner or later I'll want those Knights). Despite having Advanced Engineering, I can't build Citadels... what? Do they need Marble, or something?

As soon as I can, I restart my war against Chaos. Badd plan - he's built a lot more Marauder Archers (or something like that), and discovered the tech for Chaos Chariots... 12/6 is beastly, since I can only counter with 8/6 (9/7 with Blessing, the religous building is awesome). I lose a weakly garrisoned town to my south (not a big deal, I only want it for the Aerie nearby), and my initial attacking stack (5-6 seige, 5-6 cavalry, 4 swordsmen) is attacked from every side. I make a tactical withdrawal, and send reinforcements to kill those Chariots before Mr. Conquerer can get some archers in there. When all is said and done, I get my city back but lose everything but my siege units in the attacking army. I kill off all his Chariots, though, so it's a fair deal. Once again, I don't know if this mod has touched the AI or not, but it seems better than normal - the AI tried to send a couple pillagers my way and used his wounded units effectively. Uck.

So, I hastily rebuild my army. The computer, oddly, doesn't push me further back... and here's why: the Lizardmen, sensing an opportunity, jump on Mr. Conquerer from his far border. He sends his army in a futile effort to stop the Lizards, allowing my new forces easy access - I'm really glad I saved my siege units before. I go for the capitol, and those DAMN Lizards beat me to it by one turn... only to be pushed out the same round, letting me take it :D. This is wierd, the Chaos guy not only built a city 2 squares south, but another city two squares south of that one. I take the middle one (it's weak, being starved from bothe ends) and burn it. The next one is his new capitol, it's garrisoned by 3 archers, a chariot, and... a Mage! Ooooohh..... Aaaahhhh..... :bowdown:

So I move up to siege. Lo and behold, this Chaos mage has some damage spells, and what's worse, he knows how to use them. I stall, slowly whittling down his defenses and hoping the Lizards send a weak stack in. They don't, instead opting to pillage, which sucks since sooner or later this land is going to be mine. I keep working at it, and meanwhile I finally finish Advanced Smithing. I look for my Men-at-Arms, and don't see them! What?!?!


So, while my armies slowly push into Chaosland, here's my next round of questions:

Again, those Men-at-Arms. Why can't I build them?

I want Priests, too... but I can't seem to get them, either.

What is Warpstone (I think that's what it was, it used the Uranium graphic)? Why doesn't the Alliance like it (it's banned)?

Do the Lahmia (Egyptian death lords, I think that's their name) have any current benefits? They were really strong compared to everyone but the Lizards.
 
Lahmia are Vampires not the desert lords. (female Vampires.)
 
except that they wouldn'y go to peace with me otherwise, so why would they want to push peace through the Alliance?

AI basically votes for every proposal, it doesn't really evaluate them intelligently. This is a carryover from the Overcouncil/undercouncil from FFH.

along with Castles (sooner or later I'll want those Knights)

You don't need castles to build knights.

I can't build Citadels.
Citadels can only be built on top of a castle, and require Engineering tech and something else I think. If you still can't build them, that sounds like a bug (and a weird one, they used to work fine).

9/7 with Blessing, the religous building is awesome

Yeah, this is messed up. Currently the temples give the "blessing" promotion from FFH, but this is far too powerful an ability to apply to every Salvation temple. When I designed a blessing effect, it was designed to be a much less powerful effect than the +1 strength from the FFH blessing promotion - like a 10% bonus.

I look for my Men-at-Arms, and don't see them! What?!?!

Sounds like a bug. Do you have the iron resource? I think they require iron to build them (and maybe a barracks?). Do they show up greyed out in the build que within a city (the one with pictures, not just the text list which doesn't display things you don't have the prereqs for)? Or do they not show up at all? These were recently adjusted so it is possible that the process that weakened them broke them by accident.

I want Priests, too... but I can't seem to get them, either.

Priests are just a missionary unit. Are you saying that you can't build these even in a city with the Chapel of the Grail?
I suspected that this might end up being the case; the temple UUs don't seem to allow missionaries to be built.
Bug, unfortunately.

Warpstone is a nasty, chaotic, evil resource that warps the nature of reality - its very much linked to chaos magic, and skaven in particular are very much powered by warpstone. For other factions its just a tile booster, and it gives a chance of randomly mutating newly constructed buildings.

I think the undead civs tend to do pretty well because of the Industrious trait, which is very powerful in this mod.
 
Men-at-arms aren't showing up at all. I have the tech, I have Iron, I have Barracks. Nothing.

I can't build Chapels of the Grail, either... just the default religious building for Salvation, whatever that is.

I knew that Castles themselves couldn't build anything, but can't Citadels?

I'll doublecheck the Citadel prereqs, and whether I have them.
 
Definite bug on men-at-arms then; they've been adjusted recently, they should be a replacement for pikemen, but maybe we forgot to re-enable access to Pikemen for Brettonnia.
Citadels are required for Royal Guards.
You can't build chapel of the grail? There is a known issue with how the temples are classified, its being worked on, must be the same bug.
 
The epic game, part three...

Seriously, this game is going wacko. The Lizardmen are TWICE the score of the next guy (not me , it's the Egypt lady), who themselves are 150% of the guy below them (also not me , it's the dwarves, I think).

good lord... at least its not just me that sucks against the lizzies and lhamians (egyptian death lords ;)) these guys definately need to be weaked, (or the other civs strengthed)


...decide to boost my economy. Wow... Markets, Inns, AND Taverns give straight gold, there are half a dozen buildings that increase trade routes, and I'm the only person with Tea and Beer (Premium!). That seems overpowered;

very true, this should be looked at.

Once again, I don't know if this mod has touched the AI or not, but it seems better than normal - the AI tried to send a couple pillagers my way and used his wounded units effectively. Uck.

this is good news :D at least the AI can handle themselves :p

This is wierd, the Chaos guy not only built a city 2 squares south, but another city two squares south of that one.

yeh i have no idea why the AI are building cities so close together... will look at this also.

... a Mage! Ooooohh..... Aaaahhhh.....Chaos mage has some damage spells, and what's worse, he knows how to use them

quick question, which spells did he use and how did you think they affected the war?

Again, those Men-at-Arms. Why can't I build them?

will look at this too

I want Priests, too... but I can't seem to get them, either.

priests are still being worked on and currently are only missionary units.

What is Warpstone (I think that's what it was, it used the Uranium graphic)? Why doesn't the Alliance like it (it's banned)?

as ahriman said, but id like to add that Warpstone is actually the winds of magic that have congealed and solidified, and cause mutation to UNITS (not buildings;) )

Do the Lahmia (Egyptian death lords, I think that's their name) have any current benefits? They were really strong compared to everyone but the Lizards.

nope theyre very bland atm, not actually sure why theyre always so strong...
 
Yeah, the Lizards are about 4000 right now, the Lhamians (Lahmia? I'm confused...) are just a shade under 2000, the next two or three people are hovering at 1400 or so.

I'm not sure exactly which spells; there was one that did Fire damage (annoying, slowed my siege of the second capitol, he was sitting in the city and casting out) and I think the glowing monster assassins were another spell (which I think let them recapture that first city the Lizards beat me to).

I was going to ask what he meant by mutated buildings, I was either going to be scared or amazed.

My next goal now that the Chaos are dead is to hopefully beat on the Lizards, which is going to be tough... they have Knights already, and Cannons... It's only turn 350 or so, by the way. It seems like the tech tree is pretty quick to get through, should that be looked at too? I forgot to mention, the Lizards are managing this with Tech Brokering off. Also, I just know that the second I declare war the Lahmians on my other border will attack, putting me at war with #1 and #2, with no allies. I'll soldier on, though.

And before I forget, the Ratmen settlements weren't naming themselves properly, it was a TXT_KEY_SETTLEMENT thing.
 
Thanks for the well written gamereport/AAR - I'm enjoying reading it, & lots of useful feedback for improving the game.

Maybe one thing we should work on is start replacing those FfH "tips" during loading with a few quick ones that explain some of the important features unique to this mod - especially stuff like the religions/shrines and combat-driven Influence work in a very unique way that should be pointed out to help new players. I'm especially pleased that the AI is managing to use magic nicely, the magic is one of the most flavorful things in this mod.
 
So, my first game ends not in fire and brimstone, but with RL intruding....

In the past couple days, I've been trying to clear some hard drive spacce for my computer by deleting old programs. Once of the places that I look in is my old mods for Civ, and one of the things I delete is the old (this becomes important, later) Warhammer that I installed, but never played. Bad idea. I end up getting that bug Ahriman was complaining about - and I realize that this whole time I've been playing the Warhammer 1.4 mod, the game has been referencing things from the WARHAMMER mod I also had installed. Crap. So I rename the new mod - but my saved game registers under the Warhammer 1.4 mod name, NOT under Warhammer - so Civ doesn't recognize the mod as being installed! Of course, being an idiot, I'd already cleared my Recycling Bin and then has to redownload the 1.4 version and reinstall it under the 1.4 filename, giving me two copies of the exact same mod under two different names.

Long story short, it works, but no sound... which makes no sense. Anyway, I've decided to write up the last game as a moral victory and start anew, with the correctly named file. Sorry to all of you who were riveted to my tale of conquest.

By the way, some of the things I've been reporting as bugs may instead be from the old version, since I'm not sure what exactly was happening and what files the new version was referencing to.

Although I still have a couple game-related questions....

Why does Tyranny grant vassal states? That doesn't make sense...

Is Coal good for anything in the game?
 
Why does Tyranny grant vassal states? That doesn't make sense...

Makes some sense. Tyranny represents a militaristic state, that goes on conquests and forces vassalisation.
It might make more sense to move it to feudalism though.
Is Coal good for anything in the game?

I think that coal just gives a tile boost, and is needed (I hope) for steam tanks, ironclads, and maybe gyrocoptors.
Also should give a production boost with the great forge.
 
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