Yoda Power
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- Joined
- Sep 24, 2002
- Messages
- 13,869
Interesting. Will have to experiment with that. Thanks.
Are you suuuure? Getting back in the game would be lots of fun, no???And nope, I'm not available for unitmaking - I haven't done any units for 5 or so years. I doubt I could do those anymore
I wasn't aware that it couldn't be played on Steam. Is this a general problem, or something with the mod?Hi, thank you for the effort to update the mod! I can't play the old version, but I have some suggestions:
First and foremost, it should be important to make a version of the mod which is compatible with Civ III Complete on Steam. This would greatly improve the mod and ensure a wider audience and better longevity.
I'd love to add any of the forgeworld creations, but I need them first. I'm not a unit maker, so I would need someone to make them first.Second (this is miniscule in comparison to Steam-compatibility), consider to update the Chaos Dwarfs with new units from the new Forge World range without removing the old big hat ones. If you already have the Hellcannon, then keep it for the evil stunties. It is explicitly stated in Throne of Tamurkhan that the Legion of Azgorh list represents but a fraction of the full array of units and warmachines available to Chaos Dwarfs, which makes it logical to have big hat Chaos Dwarf warriors and blunderbussers alongside Infernal Guards (who are similar to Dwarf Slayers, but better armoured). IG would of course be better soldiers available at higher technologies. Also add the mechanical octopus to the CD navy, and if they don't have one, then incorporate the old Man o' War CD ships.
I could make both a Teutogen Guard and Temple of Ulric wonder, but what should they do? Any ideas?Third, you might want to put the Teutogen Guard in for Middenheim (or a Temple of Ulric wonder?) if it is at all possible, and you could consider adding some Gnoblar units such as Boglars and Manbiters, whether as additional troops for Ogre Kingdoms or as rebels in Pigbarter. It is even possible to add a whole Gnoblar faction should one want to, given the fun .
Again, it's a matter of available graphics.Beastmen could do with the new Ungor archers, I guess.
The Man'o'war units are already in the mod. I think all of them actually?As barbarians out on the ocean it might be nice to use the old sea monsters from Man o' War.
Are you sure you did install it correctly?Edit:
In case this is of any use for you: I've tested the current mod through Steam a second time. When I start the Warhammer mod an error message appears:
ERROR READING FILE
Missing entry in "text\Pedialcons.txt": ICON_BLDG_Herdstone
Well I have requested it. But so far my luck of getting units made are not exactly very good. I hope someone will pick it up. :/@Lotr_Gimli:
I've just gave a solution to try in the warhammer original post
@Yoda Power:
Thanks to try to update that wonderfull mod! I'm still playing with it often, that's good to see I'm not alone
3 ideas:
-Concerning units: that's great to try to put some new one. If you have an idea or possibility to do something for the existing Ogre Rat's skaven unit, it could be cool. The existing giant mickey mouse one is awfull
I agree with jungle. It stays at it is (with the beforementioned added bonusses to resources). BTW in original Civ3 you can clear jungle from the beginning. It's different in Civ4.-Concerning jungle: in my opinion jungle has to stay a bad land. In the original game, clearing jungle is only available with electricity discover, meaning that it needs modern tools like chainsaws to do the job. We are in a medieval fantasy universe...
Please post all your ideas/changes! I'm not so keen on giving the undeads the expansionist trait though (Sylvania isn't exactly the most expansive civ), but I get where you're comming from.-Concerning expansionist civs: no idea for scouts, but here it is what I did in my own game: according the fact barbarians are undeads, I gave the expansionist trait to the 3 undeads civs (barbarians more friendly taking sense) and replaced it with other traits for the other civs that had it before. If you like the idea I can give you the list of changes made in this way.
I sort of agree (even though it seems a lot of people hate Despotism more than me), so I already added a new GW that works as a second Palace to the Despotism government (The Lost City of the Old Ones). Adding another Courthouse seem redundant, since it would just make Despotism a version of Monarchy with more production, no WW and a little less science. Right now my focus is on making the Despotic civs more interesting, adding more units and civ-specific stuff to them. For example Khemri got a new specialist (Necrotect) and the Amazons will get a new improvement (haven't decided what yet).Those civs that have despotism as govt cannot outproduce those with monarchy even though they have that shield increasing improvement. Lower corruption and that courthouse equivalent monarchies get means much less waste. So what is Despotism good for? They cannot compete with those Chaos+mobilization civs if the goal is to achieve domination/conquest, they cannot compete with monarchies in research and they cannot even outproduce anyone. How about giving them same corruption as monarchies have?
Well that's not possible in Civ3, but I'll look into finding something appropriate if possible.Thanks for the reply! Good luck with the graphics department, I have no skill with which to help you there. It was such a long time since I played Civ III, so even though I recently played Civ V I do not remember too much of the in-game functions. Some Civ V wonders had quite advanced benefits which might not be usable for Civ III, but perhaps the Temple of Ulric could make the city generate more food from forests, since Ulric the wolf deity is some sort of hunting god? Teutogen Guard could receive a combat bonus in woods, I guess.
The Chaos Dwarfs already have a Zharr wonder, but yes, civ-specific wonders are possible. So please any suggestions are welcome, expecially for the less famous civs like Amazons, Dolgans, Ind, Araby, Albion, etc.Another possible wonder in early games (I haven't played the mod, so it might already be there) would be an Ogham stone circle (of Albion), which perhaps could increase production in the city. A possible feature might be to lower discontent and unrest in Chaos Dwarf-occupied cities, since the Dawi Zharr and their elite slave caste, the Hobgoblins, are hard at suppressing their masses of slaves from different species. Is it possible to build civilization-specific buildings through the mod, like those in Civ V which replace ordinary barracks, markets etc?