Warhammer Heart of Chaos - Download and Current Changelog

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
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Location
Western Australia


DISCLAIMER: This mod is a work in progress. The downloads listed below are the PRE-ALPHA version of the mod (latest link last) (meaning a LOT of content is missing and its probably still quite buggy) so we need your feedback on any bugs you find (we aren't concerned so much with balance just yet, but suggestions are welcome)

Warhammer Heart of Chaos 0.04 pre-Alpha

Warhammer Heart of Chaos: Sound Pack


Latest Patch: Patch b

Install Instructions:
  • WHoC 0.04 is *actually* a stand alone installation and does not require any other files to be installed
  • When installing, make sure the Destination location is correct for your computer. Make sure the directory is something like: {Civ4 Installation directory such as C: Games\}Civilization\Beyond the Sword\Mods\Warhammer Heart of Chaos 0.04
  • Install the mod :)
  • Extract the Warhammer Sound Pack (courtesy of Orlanth) to your 'Warhammer Heart of Chaos 0.04' directory and overwrite all files. (the mod works without it, however it will just have no sound)
    [*] Prior to applying Patch b it is ESSENTIAL that you:
    • Delete the 'Art' File in your "Beyond the Sword\Mods\Warhammer Heart of Chaos 0.04\Assets" Folder
    • Delete the 'FFPak051' File in your "Beyond the Sword\Mods\Warhammer Heart of Chaos 0.04\Assets" Folder
    • Delete the 'WHoCPak004' File in your "Beyond the Sword\Mods\Warhammer Heart of Chaos 0.04\Assets" Folder
    this is because Patch B has recompressed all the art files and must replace the files you are deleting.
  • Download the Latest Patch 'Patch b' and Extract it to your 'Mods' folder, allow the extraction to overwrite all files. NOTE: the Patch MUST be applied after the Sound Pack is installed.
  • OPTIONAL: In order to avoid some known crashes regarding religious movies, please disable movies under game options.
  • Enjoy :D

Spoiler Version 0.04 Patch c (Not yet released) :

  • Fixed shrines so you cannot build a shrine unless it is your state religion.
  • AH85: Adjusted holy city Religious yields (thanks to Ahri)
  • Fixed Destruction Autospread for greenskin civs (thanks to Orlanth)
  • Correctly renamed culture to Influence and fixed influence button
  • Corrected Slaver Civic (no longer +10% beakers)
  • Spearman Warband dosn't requite Barracks anymore
  • Old Ones Shrine Requires Words of the Old Ones Tech
  • Added Religion Spreading sounds
  • AH88: Moved Public Works civic to Imperial Roads tech. Redefined Civs that have access to Imperial Roads tech.
  • AH89: Wild Paths Tech increases movement on Trails +1, Tracking increases movement on trails by another third.
  • AH91: Adjusted Trait build rates (Arcane increases Waytone, Library and Coven build rate, Spiritual increases Temple and Cathedral Build Rate. Philosophical no longer boosts Library build rate.)
  • AH92: Light cavalry correctly upgrade to lancer, and have access to bronze and iron weapons
  • Defined Woodelf UUs and Forbidden techs
  • AH84: Removed Woodelf extra tile yield from all forests(inc new and ancient), readjusted health yields. reduced ancient forest defence from 50 to 25.
  • Defined Highelf UUs and Forbidden techs
  • Defined Darkelf UUs and Forbidden techs
  • Added a lot of unit art.
  • Tied all Magic promotions to the appropriate techs.


Spoiler Version 0.04 Patch b :

  • Changed Culture to Influence
  • Added Shrine wonders + art for all religions
  • Destruction, Elven Gods, Old ones and Ancestor Gods does not found from tech discovery anymore.
  • Added Darkelf Civ (including leaders and art)
  • Added Highelf Civ (including leaders and art)
  • Added Dwarf Civ (including leaders, art, and Subterranean Trait)
  • Added Amazon Civ (including leaders and art)
  • Added Lustria Civ (including leaders and art)
  • Added Araby Civ (including leaders and art)
  • Dwarves auto spread Ancestor Gods to their own cities
  • Amazon and Lustria auto spread Old Ones to their own cities
  • Orcs and Goblins auto spread destruction to their own cities and cities they capture (after a city is captured once rebellion is over all non destruction religions are purged and destruction spreads). civs to capture cities with Destruction automatically remove it one rebellion is over
  • Woodelves, Highelves and Dark Elves auto spread elven gods to their own cities
  • Removed the Free technology from Philosophy and gave it to Astrology instead (Philosophy leads to words of salvation and corruption of chaos, whereas astrology is a dead end tech.
  • Added Warhammer appropriate religion icons to the city screen, religion screen and scoreboard (no more Fellowship of Choas)
  • Added Cover 1 and 2 promotions
  • Added Shock 1 and 2 promotions
  • Added Formation 1 and 2 promotions
  • Added Flanking 1, 2and 3 promotions
  • Added Sentry 1 and 2 promotions
  • Added Accuracy promotion
  • Added Barrage 1, 2 and 3 promotions
  • Added Assault 1, 2 and 3 promotions
  • Added Orc and Goblin civ buttons and adjusted their tema colours
  • NH8: added Placeholder Hedgewizard, skaven warlock, skaven warlock engineer, Skaven Greyseer unit art.
  • AH68: Coal is correctly revealed at Steel.
  • AH69: Besieger promotion should no longer be selectable
  • AH70; Readjusted City raider promotion effects
  • AH76: Adjusted some building costs
  • AH74: Iron revealed at metal casting
  • AH75: Bloodbowl stadium correctly gives influence not beakers
  • AH79: Fixed a heap of unit and tech errors
  • Removed some unused art and recompressed the .fpk file. (dosnt seem to have changed load times though)


Spoiler Version 0.04 :

  • Fixed CTD thanks to Orlanth and the rest of the team (thanks for your patience on this)
  • Reduced load time by compressing the art into a .FPK file
  • fixed the intro music and added a Warhammer load screen.
  • KG2: adjusted the woodelf bonuses from forests (+1 hammer from new forest, forest and +1 food from ancient forest) New forest gives +0.5 health, forest gives +0.6 health, and ancient forest gives +0.75 health.
  • ancient forest have the same yeilds as a normal forest (ie just +1 hammer) but with greater defense (+50% defense)
  • KG1: fixed the EQUIPMENT_CONTAINER XML error on startup
  • BD1: Workers can now build trails with the Wild Paths tech correctly.
  • BD5: Adjusted some tech requirements (Lordship req. military discipline and philosophy. Tyranny req. Military Discipline, warefare and Bronzeworking. Tzeentch Req. Corruption of chaos and literacy.)
  • BD7: Workers can build Corrals correctly
  • BD10: Workers can build Meteorite Mines correctly (excluding Woodelf Workers)
  • Added Orc and Goblin Civs with leaders and flag art.
  • AH49: i fixed the too many scouts issue. it appears that you must always start with one scout... no idea why this is. so i simply removed a scout or warrior from the civilizations xml file and now each civ starts with either a warrior and scout or 2 warriors
  • Added new Amber Wizard art (thanks to warkirby)
  • Added new Amethyst Wizard art (thanks to Esvath)
  • Added new Druid art (thanks to warkirby)
  • Added new alchemist art (thanks to seZ)
  • Added new Highelf caster art (thanks to seZ and Esvath)
  • Added new Woodelf caster art (thanks to seZ and Esvath)
  • Added new Grey Wizard art (thanks to esvath)
  • Added new Light Wizard art (thanks to esvath)
  • Added Heirophant of Hysh and Heirophant Lord of Hysh spell caster units (they were missing)
  • Relinked old bright Wizard art
  • Relinked old Celestial Wizard art (thanks to esvath)
  • Removed defensive strikes from Drill 1 and 2 [AH43]
  • Removed combat vs mounted units from Drill 4. [AH43]
  • Removed Aptitude 1-2 promotions, also removed skilled 1-5 promotions. [AH45]
  • dropped Warpstone mine yields from 6 extra commerce and 2 extra hammers to 2 extra commerce and 1 extra hammer [AH47]
  • changed mammoths resource to only provide +2 food to the tile. +1 hammer +1 commerce with camp. Removed its health benefits.
  • changed Rare Herbs resource to only provide +1 commerce to the tile. +1 food hammer +2 commerce with Plantation. Removed its health benefits. [BD6]
  • fixed waystone [AH48] & [BD4]
  • increased scale of Pipeweed from 0.5 to 0.9 [AH50]
  • Workers cannot build camps outside of Borders now. [AH51]
  • Fixed duplicated 'Demon/daemon' promotions [BD3]
  • Workers can now correctly build Trails (with certain civs) [BD1]
  • Slavery now correctly gives hammers not beakers [AH57]

Spoiler :






Known Bugs:
  • Religion movies cause Screen:Redraw python errors. i suggest turning movies off for the time being.
  • Tech costs are going to need a LOT of tuning.

This thread is not for posting bugs, please go to the BUG THREAD for bug reports :) thanks.



Spoiler Old release changelogs :

Old Changelogs:

Spoiler Version 0.03 :

Changelog (14/12/09):
  • Added in all warhammer Civic, including art, TXT_KEY references and tech requirements.
  • Included Orlanths Lairs CTD and city-founding-on-resources fixes.
  • Added Tilea, Estalia, Kislev, Bretonnia, Sylvania, Woodelves Civilizations (including flag and team colour, placeholder city art, leaders and traits)
  • fixed a lot of TXT_KEY errors
  • Fixed Red-Blob units (still a LOT of placeholders though)
  • readjusted some improvement scales.
  • a lot of other work that slips my mind atm.


Spoiler Version 0.03 Patch a :

Changelog (23/12/09):
  • Fixed Eras in leaderhead infos and Tech Infos, so Orlanths Sound Pack is now fully compatable.
  • Fixed Smugglers port Tech requirements. Requires Trade (alternative suggestions?)
  • Fixed Sea Dragon Cloak from being selectable as a promotion.
  • Removed Tower of Mastery, Altar of Luonnotar and Gone to Hell victory conditions.
  • Fixed barbarian Leaders names (no longer Bhall or Agares)
  • fixed dificulties (now goes up to Deity)
  • Fixed Goody Hut Pops (dosnt only give you low gold)
  • Enabled a few Marnok Lair Pops.
  • Added a few missing promotions (courage, Valor, Immortal, medic 1-3 etc)
  • fixed the Alliance and Covenant Civics, removed the Grey Court civic.
  • ancient cavalry speed reduced to 2. renamed light cavalry
  • the first city you found will now correctly have a palace.
  • Fixed all missionary units. they now correctly allow you to spread their religion and start with the medic promo.
  • Fixed Lair improvements so scouts dont get stuck on them if they are set to auto explore. also made some act like goody huts and other spawn some barb units.


Spoiler Version 0.03 Patch b :

Changelog (24/12/09):
  • Fixed Crafting tech (was supposed to require Agrictulture OR fishing, not agriculture AND fishing.)
  • Removed free specialists from pastures on the tanner building. Tanner now correctly gives +5% gold with fur, deer, Cow, Horse.
  • Reduced Combat 1-5 damage increase from 20% to 10% each.
  • Workers can now correctly build Breweries
  • Added Asrai Worker UU (Woodsinger) can build unique improvements.
  • Coven now correctly gives -1 happy.
  • Added Mana bonus placeholder (never appears on the map, no techs reveal it or allow trade)
  • The End Times Council civic is now correctly called The Covenant.
  • Superstition civic now has a -15% beaker penalty so switching to mysticism has a greater boost early game.
  • Waystone now correctly requires Magical Talent tech.
  • FF Projects (hallowing of the Elohim etc) removed.
  • Chariot and light cavalry units should not require the stable building
  • Chariot now correctly requires Military Discipline tech and horse resource.


Spoiler Version 0.04 Patch a :

  • Corrected a lot of Audio Errors which caused several ERA_END xml errors (Thanks orlanth)
  • Fixes any Primary Control Themes failing to initialize
  • Fixed NH3 (an audio track incorrectly defined)
  • Added Events which spawn missionaries with religion tech discovery

 
Bug List (updated up to post 20)
  • HA1:
    Spoiler :
    Same error as karigaut, and solution :

    GFC Error: failed to initialize the primary control theme

    Special note : in the Beyond the Sword folder, I found an error file ThemeParseLog.txt, saying :




    (note : French hour).

    I went looking for .thm files, and found that the Civ4.thm file in the Resource folder of the mod contains includes to folders in the Fall Further mod !



    So if you don't have that mod installed, the warhammer mod won't start. Setting the includes to the Warhammer mod solves the problem :
  • KG1:
    Tag:EQUIPMENT_CONTAINER in Info class was incorrect
    Current XML file is: xml\Units/CIV4SpellInfos.xml
  • KG2 – Wood elves only receive +1 food from NEW FOREST... should it not also be other forests
  • KG11 – no defenders in greenskin barbarian cities... I just walk in and take them
  • KG12 – Should I be able to build bands of Shades... they start with Druchii promotion after all.
  • AH44
    Python error when I go into promotions in Civilopedia.
    Spoiler :



  • AH46
    Religion foundings are messed up. Obviously we don't yet have the shrine founding in the mod, but it seems like they don't even work how it appears they should work (founded in vanilla-fashion when appropriate techs are researched), corruption and salvation seem to be founded too early (or maybe its just the beeline to philosophy, I will check some more).
    Also, obviously the racial blocks aren't included yet either (Tilea founded Ancestor gods).
  • AH49
    I observe the 2 scouts + warrior start with other factions.
    Can you not reproduce this?
    I wonder if its related to difficulty level (I'm playing Emperor).
  • AH52
    Newly built light cavalry in a city with a stable did not actually start with any free xp.
  • AH53
    XP rewards from combat seem very high: I got 3.96 XP from killing a skeleton with a light cavalry.
  • AH54
    Light cavalry promotion options are missing; maybe there are no promotions made available for shock cavalry class? The only option was "shrouded", which surely shouldn't be a normal promotion upgrade option, whatever it is.
  • AH55
    Playing as Brettonnia, I could build both Hedgewizard and Warlock (any civ should get one or other or neither)
  • AH56
    Similarly to stables issue, axemen and spearmen shouldn't require barracks. Barracks just boosts them (free xp).
  • AH57
    Slavery gives bonus beakers; it should give bonus hammers.
  • AH58
    Magic promotions are not properly tied to their techs. I built a warlock and he was offered a huge array of promotions.
    Spoiler :


  • AH59
    We need to think more about the archery range/barracks buildings.
    I would suggest that barracks be for melee, and archery range basically be a barracks for missile, and stables for chariot and shock/missile cav.
    Then we can have bowyers, training yard and hippodrome as training buildings (and quality bows).

    Whereas current implementation has barracks required to build archery range, and giving bonus to melee and archery, and then archery range as just training.
  • AH60
    Troll has wrong unit art (as well as wrong icon art).
  • BD1 Norsca, workers cant build roads or trails. added Build_trail to workers enables them.
  • BD2 The tooltip for Marauders says +1409025448xp from combat.
  • BD5 After researching Corruption the Exstacy of Slaanesh is still red?
    Removing <bDisable>1</bDisable> only partially works, it stops the tech being redded out, but i cant select it for research. Tried the research screen, advisor popup & the quick bar at the top.
    Ive just figured out why, its because the chain to currency is blocked at Words of Salvation, the pre-rec for Lordship, which is the pre-rec for currency.
  • BD7 BUILD_CORRAL is missing from the worker build lists
  • BD8 there are 2 buildings called "hunting lodge", 1 from Nature Lore, the other from Monster breeding
  • BD9 Adding a Tanner to a construction queue causes a CTD. No error messages with either or these.
  • BD10 BUILD_METEORITE_MINE is missing from the worker build lists
  • BD11 Adding a Machinists Workshop to a construction queue causes a CTD. No error messages with either or these.
 
Waystone now correctly requires Magical Talent tech.

Should this be mysticism? There needs to be a tier0 tech that gives a building that provides some culture, and mysticism probably needs to do this, otherwise it is very weak (and you're far better off pursuing agriculture/mining/etc)
Maybe we should merge mysticism and magical talent?
Or just make magical talent require mysticism?

Otherwise its pretty dominant to go for for economy techs rather than any religion/magic techs.
 
Great work guys!

Sadly the mod wont start for me.

Here are the error messages I get:

KG1

Tag:EQUIPMENT_CONTAINER in Info class was incorrect
Current XML file is: xml\Units/CIV4SpellInfos.xml


and shortly thereafter:

GFC Error: failed to initialize the primary control theme

this message comes two times in a row and then is followed by Vistas lovely: Civilization IV has stopped working, checking for a solution

Merry Christmas everyone:D
 
1.)cant even start the mod. takes much time till it loads and then i get the error message "Tag: EQUIPMENT_CONTAINER in Info class was incorrent
Current XML file is: xml\Units/CIV4SpellInfos.xml"
wrong slash?

/edit:
ok it does start nevertheless but the message still appears.

2.)cosmetic thing: on the marauder trait it says +15722xxxxx XP (while the exact numbers seem to differ) from Combat
 
There are two XML errors that come up, BONUS_MANA and EQUIPMENT_CONTAINER. They're fairly harmless atm, so just ok them and keep loading.

Yes, we also know the mod takes a reaaaaallly long time to load (like a minute or more). PL says this is because the art files are uncompressed.
We will look into this in the medium term, but not the short term.

So if you're loading it, and nothing seems to happen, really do make sure that you let your PC sit there for a minute or two. It loads eventually.

I will also make a suggestion for bug comments, that we have found very useful for Dunewars.

When you maek a comment or suggestion, write your initials and a number.

So for eg, I will make bug reports AH1, AH2, AH3, ... etc. (I'm already up to nearly 40).

This can make it much easier to keep track of and refer to various issues.

GFC Error: failed to initialize the primary control theme
I think I have most commonly seen this when someone has installed the patch, but hasn't actually installed the main (huge) mod file.
Alternatively, the mod installer has some issues for people with the Steam version of Civ4, because Steam installs things in different places.
Opera and Deon, maybe this is similar to the problems you were having, and can describe your fix?

*edit*
This *should* be fixed by installing patch b.

Anyway, hope you can get it working.

Merry Xmas
 
AH42
Diplomacy music missing, even with the soundpack.

AH43
Remove the defensive strikes from drill promotions 1 and 2. (I'm fine with leaving them on drill 3 and 4, though I'd remove the mounted unit bonus from drill 4). These were balanced with the 20%-level FFH promotions.

AH44
Python error when I go into promotions in Civilopedia.
Spoiler :




AH45
I don't think we really need to include faster workers. It removes the value of some racial bonuses/penalties to bulild rates. Easily removed by removing the aptitude 1 promotion from workers.

AH46
Religion foundings are messed up. Obviously we don't yet have the shrine founding in the mod, but it seems like they don't even work how it appears they should work (founded in vanilla-fashion when appropriate techs are researched), corruption and salvation seem to be founded too early (or maybe its just the beeline to philosophy, I will check some more).
Also, obviously the racial blocks aren't included yet either (Tilea founded Ancestor gods).

Kg1:
I'm not sure, I didn't quite understand the issue. Deon might be able to explain.
 
AH47
Warpstone tile yield is far too high, especially for the early game. Starting near warpstone would be an instant gamewinner.

AH48
Even with Magical talent tech, waystone does not seem to be buildable in game (playing as Sylvania, at least).
 
i got the same thing, exept with "mana" instead of "units", and loooong time even befor the loader appeared.
 
Oops previous comment answered as I was righting it.

Ran the game (as Empire) and won an Alter of the Lunnator Vicroty on tern 12 for no reason.
 
Same error as karigaut, and solution :

GFC Error: failed to initialize the primary control theme

Special note : in the Beyond the Sword folder, I found an error file ThemeParseLog.txt, saying :


[Dec 25, 2009 - 20:22:50] Messages while processing 'BitmapTheme.thm'

**FATAL ERROR** Cannot open theme file 'BitmapTheme.thm'

(note : French hour).

I went looking for .thm files, and found that the Civ4.thm file in the Resource folder of the mod contains includes to folders in the Fall Further mod !

// Set the resource
resource_path "Mods/Fall Further 051/Resource";

// Setup common properties
include "Mods/Fall Further 051/Resource/Themes/Civ4/Civ4Theme.thm";

So if you don't have that mod installed, the warhammer mod won't start. Setting the includes to the Warhammer mod solves the problem :

// Set the resource
resource_path "Mods/Warhammer Heart of Chaos 0.03/Resource";

// Setup common properties
include "Mods/Warhammer Heart of Chaos 0.03/Resource/Themes/Civ4/Civ4Theme.thm";
 
Same error as karigaut, and solution :

GFC Error: failed to initialize the primary control theme

Special note : in the Beyond the Sword folder, I found an error file ThemeParseLog.txt, saying :




(note : French hour).

I went looking for .thm files, and found that the Civ4.thm file in the Resource folder of the mod contains includes to folders in the Fall Further mod !



So if you don't have that mod installed, the warhammer mod won't start. Setting the includes to the Warhammer mod solves the problem :

That's really helpfull, I get the same error. I just have a short question what program can I use to access the civ4.thm file and change it (now i only get the windows doesn't recognise...)? Any help is greatly appreciated.

thanks
/Borka
 
I installed the sound pack and got loads of Tag Era_... in Leaderhead XML was incorrect messages, I persisted and it played ok including the music (for Norce anyway) anyway, until on turn 12 I got a Alter of the Lunnotor victory again. Both times I was on a Dule sized Erbus map
 
Have you guys all got patch b installed in the correct location (extract the downliaded .zip file into your Warhammer Heart of Chaos 0.03 file) a lot of the bugs you mention (TAG_ERA_... etc) as well as the GFC Error: failed to initialize the primary control theme error should be fixed in that. ill look further into the bugs posted here and make a new patch within a few days (just playing new games i got for xmas :D)

thanks for the testing guys!
 
AH49
I observe the 2 scouts + warrior start with other factions.
Can you not reproduce this?
I wonder if its related to difficulty level (I'm playing Emperor).
 
That's really helpfull, I get the same error. I just have a short question what program can I use to access the civ4.thm file and change it (now i only get the windows doesn't recognise...)? Any help is greatly appreciated.

thanks
/Borka

I used Notepad, it's only a text file despite the fancy extension.
 
no, I'd read the instruction but failed to see a non-crossed out patch, now everthing's working fine so far.
I should have got better glasses for chrissmass
 
AH50
Pipeweed graphic is a bit too small, its a bit too hard to notice in the main screen.

AH51
Workers can still build camps outside of cultural borders.

AH52
Newly built light cavalry in a city with a stable did not actually start with any free xp.

AH53
XP rewards from combat seem very high: I got 3.96 XP from killing a skeleton with a light cavalry.

AH54
Light cavalry promotion options are missing; maybe there are no promotions made available for shock cavalry class? The only option was "shrouded", which surely shouldn't be a normal promotion upgrade option, whatever it is.

AH55
Playing as Brettonnia, I could build both Hedgewizard and Warlock (any civ should get one or other or neither)

AH56
Similarly to stables issue, axemen and spearmen shouldn't require barracks. Barracks just boosts them (free xp).

AH57
Slavery gives bonus beakers; it should give bonus hammers.

AH58
Magic promotions are not properly tied to their techs. I built a warlock and he was offered a huge array of promotions.
Spoiler :




AH59
We need to think more about the archery range/barracks buildings.
I would suggest that barracks be for melee, and archery range basically be a barracks for missile, and stables for chariot and shock/missile cav.
Then we can have bowyers, training yard and hippodrome as training buildings (and quality bows).

Whereas current implementation has barracks required to build archery range, and giving bonus to melee and archery, and then archery range as just training.

AH60
Troll has wrong unit art (as well as wrong icon art).

AH61
Steel weapons are bugged. Steel weapons are supposed to be a higher level of iron weapons (use th mithril weapons slot), that replaces and over-writes iron weapons, and requires steel tech. Instead, I my warrior (and axemen, spearmen) got both the iron weapons promotion *and* the steel weapons promotion when I researched iron working (and had an iron resource connected).
Best thing would be to remove steel weapons for now; they are a low priority feature.
 
Have you guys all got patch b installed in the correct location (extract the downliaded .zip file into your Warhammer Heart of Chaos 0.03 file) a lot of the bugs you mention (TAG_ERA_... etc) as well as the GFC Error: failed to initialize the primary control theme error should be fixed in that. ill look further into the bugs posted here and make a new patch within a few days (just playing new games i got for xmas :D)

thanks for the testing guys!

The GFC Error appears even with patch b correctly installed, unless the Fall Further mod is also installed. Do check the Warhammer Heart of Chaos 0.03\Resource\Civ4.thm file :sad:

The TAG_ERA_ errors can appear with patch b installed IF the sound pack was installed after it instead of before it, but your instructions do state that the patch should be installed after the sound pack...
 
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