Warhammer Fantasy Mod 2.1

Since you are not only removing bugs but also adding new elements in the patches, let me give you a hand.

Here are some improved sounds for various units and an alternative fireball spell animation, based on material I used in Midgard.
http://www.civfanatics.net/uploads10/WH2-AlternativeSounds.zip
I have fixed it in a way that can be exported immediately in Warhammer. However note that the same sounds, like the Chaos Warrior set, can also be used for other units that I haven't included.
 
Lomion said:
Rainbowmage: Give me a day or three ... am in the middle of putting the finishing touches into a Warhammer world scenario using Zyc's map, this mod, and cities / armies / unit prebuilt. Basically the entire world ready to go and fight. Will prob upload over the weekend. Been working on it the last week or two and initially release nearly done. Having load time issues (turns are taking 30 minutes on my 1.5 ghz box) ... trying to figure out exactly what setting is doing this by recreating my mod's one at a time.

yeah thanks i hope you can get the load time down cuz my pc is not that great, i was more lookin to preset starting places and similar stuff not as much as the whole shibang set but thats good too. :D

P.S. also thanks to LizardmenRule! for the maps he TOLD me about.
 
Has anyone noticed that neither the dwarf mining attack squad nor the tomb swarm have an operational range greater than 0? That means they cannot actually paradrop except to the very location where they stand :crazyeye: Also it might be a good idea to give barracks or any other building the ability to build veteran air units so that you can actually use your cities as a base for airdrops. I would see no problem in this since there are no true air units in the mod.
 
Funny bug I discovered while playing 2.16a as Ulthuan. I had the option of building the Black Pyramid of Nagash, which is only supposed to be possible with the Pyramid of Eternity, which only the Khemri can build. Just thought I'd mention it.
 
To whomever made the Warhammer map (I forgot whom it was). I have played it now as most civs, playing as Naggaoroth (dark elves, druchii). Their starting location is completely dead and frozen. A city can't reach more then size two, which explains why the dark elfs never come and only have one city most of the time since the computer tends to settle at once. To get a suitable start location you have to move for about 6-10 turns.

Simply cause you can't settle on the Thundra unless it has a forest on it. So you should probably plant lots and lots more forest there otherwise it is going to be really slow going for them until they discover nature lore (and with one city that is never going to happen with Chaos as their next door neighbour).

So more forests, perhaps more game, cattle, fish and whales. Otherwise they are utterly dooooooooooomed up there in the north. Another option would be to move the starting location down to about where the tripple gem mountains are. But it would still leave very little room for expansion since there isn't much land around that one can settle on or do anything with.

About Naggaroth in general. Shouldn't they have Slavery as an option, they are big into slavery. Ok so they sacrifice most of them but still, big on slavery :)
 
Hello all

I have the same problem as Ed. It says I dont have art/advisors/cd-all.pcx

How did you solve this again Ed.

It sounds like a good mod which is a shame
 
flexo: See this thread: http://forums.civfanatics.com/showthread.php?t=129383 .... comments welcome :)

aaglo: Incorporated the 16b tech mods and to be honest, just don't like it. On a quick glance at the tech tree, its almost impossible to guage in 1 or 2 seconds what you have already researched, where you are going, etc etc . Really need better colour differiantion (?sp). Somthing that jumps out and says THIS is what I am researching and THIS is what is already done.
 
I have posted a new WH scenario using the map I made. If anyone wants to check it out follow this link:

http://forums.civfanatics.com/showthread.php?t=129669

Special thanks go to all the people who have made this mod possible.

On the tundra thing... I wanted the northern lands to look really barren and cold as described in WH lore, my suggestion (and what I implemented in my scenario) is just to mod tundra to work as if they were plains.
 
weloveciv3 said:
Hello all

I have the same problem as Ed. It says I dont have art/advisors/cd-all.pcx

How did you solve this again Ed.

It sounds like a good mod which is a shame

I was getting the similar error mentioned by another poster above "art/advisors/karlfranz.pcx". I did some rooting around in the WH2 folder and found out that when I installed Mr. Do's addon it somehow replaced entire folders rather than just the files within them. For instance, the original CivIII/Conquests/Scenarios/WH2/Art/Units folder created by the original embryodead mod was completely replaced by the new Mr. Do art/units folder rather than being added to it.

The same thing occured with all the other folders that were meant to be added to rather than replaced.

I completely uninstalled the WH2 mod and then reinstalled it with all the patches. After adding the Mr. Do mod I checked to make sure that all of the original files were still in place. They were, and now I'm back to playing one of the best user mods of all time :)

Not sure if this made a difference, but instead of using pkunzip to unzip the compressed patches I used Winrar to extract them to the Civ III Conquests folder.

Sorry if I seem a little vague. Though I'm not completely computer illiterate I am sort of lacking in knowledge when it comes to compression/decompression programs. :(

My advice echoes one of the earlier posts: unistall and then reinstall, making sure (especially after installing the Mr. Do Mod) that you are replacing files rather than entire folders and that the various patches are writing over the files they are meant to replace.
 
Lomion said:
aaglo: Incorporated the 16b tech mods and to be honest, just don't like it. On a quick glance at the tech tree, its almost impossible to guage in 1 or 2 seconds what you have already researched, where you are going, etc etc . Really need better colour differiantion (?sp). Somthing that jumps out and says THIS is what I am researching and THIS is what is already done.
That's okay - the graphics are just for flavour. And that's why I enhanced the blue, green and red colours in these tech boxes (the grays are still grays).

Here's the updated techbox file
 
Hey I have 16b, but I don't have those icons on the left panel. Are those part of the pack or something of your own?
 
Well, I released them like... 4 weeks ago, they're in the graphic modpacs-subforum (you can get them also in my sig - follow the Link to some static graphics and go for the generic advisors).
 
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