The outsider nations are neat but it would be cooler to defend against 5 Orcs races (not allied but in a locked war) along with with some Chaos Dwarves, some Chaos Hordes and a constant desperate need to keep the alliance between the Elves, Dwarves, and Humans together.
Okay I had to delete the spells.
Ideas, make the sanitation mod and sewers unavailable to the three elven nations.
Also if you drop the trade bonus given to forests and mountains it will reduce the urge to cover a continent with a patchwork. Just up it in the plains and grasslands that way it represents a "real" medieval landscape.
Lastly instead of having Black Orcs as a normally buildable unit can you make it so that they can be built at a psycho high resource cost but that regular Orcs can be upgraded into them.
Make the Tomb Guard a upgrade for the Grave Guard instead of a unit that is obsolete when it is first researched. Lahmia's Vampires make anything in the Lahmia worthless other than the Blood Dragon (?) units.
Not sure if you deleted them in game or in the editor but if you deleted them from the editor, your game will be broken (buildings will produce wrong units, units will enslave wrong units etc.). In short, never delete stuff from the editor, disable it instead.
A note to everyone: if you have too many spells and other autoproduced units, just play on higher difficulty levels... Don't complain the game is too easy when you play on easy level I usually play all games/mods on emperor level not because I'm uber, but because I just don't find it entertaining to build every wonder before the AI can even think of it.
I see no reason for this change, honestly. And it'd be just unbalancing, especially for the AI, who can't adapt (and build tighter cities for instance).
No, it doesn't work that way. If you disable the trade bonus from a tile, roads cannot be built at all, which means, among other things, you won't able to access any forests/mountains resources, or connect some cities.
That screws up the AI - unfortunately it just builds the best unit, whether the cost is adequate or not.
Grave Guard is a special, non-buildable unit for vampire capitals only, not sure what you mean.
Different chaos forces were discussed during the several years of mod development. I missed a lot of it, but I imagine that if it would be feasible it would be in by now
EDIT: as far as locked wars go, you overestimate this feature and Civ3's AI. You cannot just "lock wars" between civs. They have to be put in groups, and there's only 4 of them. So if you want to have orcs in locked wars with humans, elves, dwarves etc. you'd have to put the orcs into one "locked alliances" and the humans, elves etc. into another alliance and so on. Warhammer world is not that easy good vs. evil, pretty much everyone can meet everyone in battle. On top of that, it's something for scenarios mainly, since it stops the AI from expanding and settling in a normal way.
Okay I had to delete the spells.
Great mod again.
Ideas, make the sanitation mod and sewers unavailable to the three elven nations.
Same thing can go with Dragon Princes for the High Elves, have regular Silver Helms but "upgrade" them to Dragon Princes for something lik 300 gold.
If eleven have smaller cities, their GDP and gold income is comparatively smaller than other races, 300 gold is better spent on others than dragon princes, unless dragon princes are uber.
In TT the elves have smallers armies as well. Just make their unit more efficent.
Their foot troops already have a movement of 2, that makes them incredible useful. 6 moves on roads, and two on flats, they can reinforce their attacks rapidly and they have a chance of retreating if they are losing. That makes them more survivable as well.
Their spearmen should have a better defense as well because of their ability to fight in three ranks. (citizen militia rules)
Instead of making ever race the same just with different pictures make it more like the TT game.
Phoenix guard shouldn't be a buildable unit either, every twenty turns the Shrine of Asuryan could pop one out.
Shadow warriors could have a stealth attack instead of just being a replacement for archers.
But then the Greatswords, the Executioners, the Swordmasters.. I think even the Black Guard.. they should all be spawned, no? And those are just a few civs.
He has had two ideas that I like; the Shrine of Asuryan spawning Pheonix Guards and shadow warriors being an assassin style unit
Just by going to http://us.games-workshop.com, and compare WHF model lineup with the units in the mod, many are missing. If we want to take the mod to the next level as in more closely finetuned to really match TT, it will require alot of work. Currently this mod is a great fantasy mod with Warhammer flavor (units, buildings, etc...)
One of the issues in taking it to the next level is that 'someone' would need to make the units if you want to add them. Bit of a problem there, unless you can do it.Just by going to http://us.games-workshop.com, and compare WHF model lineup with the units in the mod, many are missing. If we want to take the mod to the next level as in more closely finetuned to really match TT, it will require alot of work.
Can you say exactly how many? 10? 15 at most perhaps?
I wouldn't say that being many in relation to the units that are already in.
And I don't get you wrong - of course this has to be a lot different from the tabletop, since this is Civ3.
Just some stats from TT since you asked for numbers, .
Take high elve from codex for example.
=============In WH2.5===========N/I==============%Implemented
========(include lords&heroes)==(no counting lords&heroes)============
Land&air==========15=============4==================79%
Sea========2(dragon&ealgeships)=====1(Merwyrm)==========66%
Take empire:
=============In WH2.5===========N/I==============%Implemented
========(include lords&heroes)==(no counting lords&heroes)============
Land&air==========17=============6====================74%
So we are looking at roughly 5 units (70s%) not implemented for each unique civ. 13 codex armies are in WH2.5, last one (ogres became dogs of war units, lots missing there!). 13 * 5 = 65 core, special, mount (no lords or heroes) units not implemented for WH2.5 for the codex armies.
Of course the total unit count for WH2.5 is 447, not an easy feat to achieve!About 1/3 of 447 count is spells (we are not even counting the spells not implemented, ), misc units such as spies, and brand new units made for non codexed civs (i.e. nippon, cathay, amazon, etc...). The other 2/3 are the codexed army units.
Of course, this is a civ3 fantasy mod with Warhammer flavor. Not bad at all.
We originally had the waywatchers as assassins, and we thought of making shadow warriors work the same way. But we deliberately changed them to elite archer units. Why? I forget it now, but it was a good reason . And I like the way it is now.