Psychic_Llamas
Wizard in the Making
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
- 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
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 Downloads Archive :
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