Warhammer Fantasy Mod 2.0

I got a file not found error on both links. :(

Any chance for a Warhammer 40K mod? :cool:
 
I am putting the file on my server as we speak. You can view the new website at:

http://www.civ3files.com/Embryodead/

The actual download link will not be available until tomorrow, when the upload finishes.

- GIDustin

BTW This new one has NO bandwidth limit.
 
@embryodead:
- OK, it's not a scenario, it's a mod. I get it. I'll try a random map with Cahos and VP scoring (body count!) before I make any more comments... ;-)

What's with the fav.shunned governments. How does that work? Monarchy wants to trade with monarchy and make war on Chaos?
 
We we're talking about the elven units before, that there are three units with attack 3, and embryodead said this was just like the Knight/Longbowman/Med Inf trio. I've realised what's bugging me with this. The longbowman has the same attack as the Med Inf, and it also has the same cost. The differences between them are that the med inf has +1 defense, but now, as of C3C the longbowman has defensive bombard of 2. This makes the units about as good.
Now compare this to the elven bowman, and the wardancer. The Wardancer has one more in defense, hasn't got defenseive bombard, and requires iron. Still it cost 50, while the bowman cost 30. I think that these units should have the same cost.
I also think that the Glade Rider should be only slightly more expensive, as it is now you get two bowmen for every Glade Rider. As both has the same attack value and retreat capability, it is almost never worth it to build Glade Riders. The increase of movement from two to three is absolutely not as important than the increase from one to two. And the increase in defense in an offensive unit might be nice, but it isn't vital in any way. That's what you have the cheaper spearman for.
I think the cost for these units should be changed. One suggestion would be to have both the Wardancer and the bowman cost 40 shields, and the Glade Rider 50. I know that the human cavalry units cost 60, but these changes make sense from an elven point of view.
Besides, the Reikland Longbowman cost 30 for a 3/1/1 unit, the same as the elven bowman which has 3/1/2, a much better unit.
 
@Yarlen
Thanks to GIDustin, links for the update are working now, guaranteed :)
Get it either at 1st post or at the WH website.

Warhammer 40K may come true some day.

@clabauterman
Fav/Shunned goverments affect diplomatic relationship. AI will be polite towards all factions that are in his fav. government and will be annoyed towards all factions in his shunned govt. So yes, as a Monarch you can trade easier with other Monarchs, while expecting hostility from chaotic factions.

@mrtn
Thanks for the comment. I'm working on 2.0 version, though I am still undecided whether to go with something similiar to 1.x or something completly new (regarding stats). As for the current version, I'd go for 40 shields for Archer, 45 for Wardancer and 55 for Glade Rider ;) (as it is now possible).
 
Originally posted by embryodead
...@mrtn
Thanks for the comment...
I live only to serve.
(Well, that was a polite lie, but you know what I mean. ;) )

Just throwing out an idea here: In the mesoamerican conquest you can irrigate mountains, right? And as I remember it, you can do this with a new tech...
So assume you make a new tech, only available to the elves, that let you irrigate forests? I remember jungle being irrigated in that conquest, and I think that the irrigation graphics is hidden bellow the forest gfx. Could work, if we're lucky.
 
I just checked the Mesoamerican conquests and I am not seeing how the irrigate ability is linked to a tech. Would've been a good idea too. :(

- GIDustin
 
Ah, well, I haven't played that conquest in ages and apparently remembered wrong. I thought that Terrace Farming gave some special irrigation, but it just gives irrigation, period. :undecide:
You could always let everyone irrigate forests, of course, but that would lead to a different sort of game.

BTW, here's a pic of the Estalian Elves Worker Union:
 

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Originally posted by embryodead
how did you get that? :)
Genetic Engineering. :D

Well, actually, I invaded the Estalians, and took their cities. Then I proceeded to build workers in those cities. Just be glad I didn't invade the orcs: "Elven Worker (Orc)" :D

You might be interested in the last link in my sig. If you like magicians, that is. ;)
 
Golly, Embryodead, I have been dying to play this one. But now that I have received my warranty-replacement harddrive, I can actually use a big mod like yours. But before I dl it, I have a basic question for you: if I simply unzip it in the civ folder, will normal files be altered in such a way that I won't be able to play unmodded games?
 
Just to say thanks for a great Mod! I'm eagerly awaiting the promised 2.0, even if it does mean another looooong download - (I don't have broadband).

Keep up the good work! :goodjob:
 
RM: No. This is a scenario/mod, it just changes the files in the specific scenario folder, everything else on your computer stays the same.
 
Runamok Monkey re: alter files for unmodded play.

No, his mod is separate and standalone, it does not adversely affect the normal files, so unmodded play is still available.

And on another note to embryodead, although I have said it before, this has to be the best mod I've played to date. As of this moment, I have 3 separate games going (1 single player @ monarch, and 2 multiplayers (2 and 5 humans) hotseats @ reagent).

My "Civ Buddies" and spouse(s) have a blast with this mod. Please don't abandon it, and please continue the great work (the 1.1 conquest expansion was a nice adjustment - did an excellent job fleshing out the game even more).
 
Vanadorn, thanks.:thumbsup:
 
I can't wait for 2.0! I was wondering if you would have a lizardman leaderhead?
 
Thanks for all comments :)
I will work seriously on 2.0 during xmas holidays, then I'll try a closed beta test, to make sure that final version is final, and ready for scenarios.

@Runamok Monkey
Just remember to unzip the mod into your Conquests/Scenarios (or Civ3PTW/Scenarios), not to main Civ3 folder.

@tjedge1
Lizardmen are ruled by sort of big frogs ;) in warhammer. Kinboat has shown a preview of one some time ago (on a palanquin carried by several lizards), so I asked for the same as LH.
 
Great Mod - damned near perfect!

I have been playing as Sylvania, and having a great time until I got a file not found error when I tried to upgrade my Catapults to Trebuchets. The file in question I think was TrebuchetRun.Amb.

Aside from that I am loving this.
 
Originally posted by embryodead
@tjedge1
Lizardmen are ruled by sort of big frogs ;) in warhammer. Kinboat has shown a preview of one some time ago (on a palanquin carried by several lizards), so I asked for the same as LH.

Better and better, said the caterpillar.;)
 
Originally posted by embryodead
@Runamok Monkey
Just remember to unzip the mod into your Conquests/Scenarios (or Civ3PTW/Scenarios), not to main Civ3 folder.

Uh-oh. I was just about to unzip when I came across this warning. I dl-ed the 80mb and 50 mb and 7mb C3C. So do I unzip all in Conquests scenario? Or do I unzip like the first post instructs--in Civ3, PTW, and C3C?:eek:
 
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