Warhammer Fantasy Mod 2.0

embryodead said:
Roads - as others have mentioned, removing them is total disaster for the AI, and the game in general, period. Note that colonies *do not* even work without roads....

That's what I was afraid of. Bummer. Was hoping there was a way to get colonies to work without needing roads.

embryodead said:
Early Irrigation - it comes in 1st era because otherwise, factions that do not start in grassland areas stand no chance. As for the 2nd era Crop Rotation, it has to come before Deforestation because of how editor works (Deforestation is a civ-specific tech, it has to be the last in a branch).

Figured that it was something specific like that. Still think it's weird as I believe slash/burn came about prior to irrigation and crop rotation (in real life).

embryodead said:
Alchemy - in (upcoming) 2.03 this techs also cures disease/plague, thus is more useful. Moreover, it is required for era advancement.

That sounds great. Any chance for a recon balloon? *hehe*

Thanks for the quick replies. Wow!
 
Thanks for the quick reply.

I already have a track-ball mouse at my home office, so that's no problem. I used to play Ultima Online in college, and I saw WoW in the store the other day and thought it looked good.

I was just concerned about my video card being supported, and how a 32MB vid card will do in such a graphics intense game. I'll give it a shot. Thanks again, and great job on Warhammer.
 
Thanks a Lot Drift!!!!

Now it works!!!

But only the WH Scenario, with the others i have still problems!

Hope i can solve these too.
 
BTime said:
Figured that it was something specific like that. Still think it's weird as I believe slash/burn came about prior to irrigation and crop rotation (in real life).

True, we could chop down trees before we could irrigate, but I do agree that the use of irrigation for civ was used effectivly before we could efectivly harvest & plant the trees.
The problem I have is being able to do one without the other. I find that we should be able to crop the trees usefully at the same time we can plant them, maybe putting the ability together would be a good idea.
 
I've tried playing the Tileans the past couple of days with little success. My most recent attempt has been going pretty fair, but that seems to be due to having build the Black Library. I'm getting endless Tech (bug?).

My other conundrum, why does a seafaring / commercial civilization start with domestication? In comparison, the Ulthulan start with Warrior Code & mysticism. I don't know the WH background for the Tileans, but the background tech for them (IMHO) would be more on track with farming and chronicles. Farming being required to get to shipbuilding, and Chronicles as a prelude to trade.

In my scenarios with the Tileans, I wanted to build a commercial empire and had little use in the first age for thier cavalry. My money was better spent on ground troops. Heck, they don't even have a camel unit.

Just my initial thoughts. Will give the westerland a looksee next as they (on the surface) appear to be similar to the Tileans.
 
@BTime:
Agree w/ you on the starting tech issue. Played the Tileans once on an ironless continent (there were eight iron deposits on the other one), and had great use of the mercenaries, as they don't require iron to build.
 
Heh...I had the same thing.I was on an island with two civs and there were 11 elephants on our island.There were no elephants in any other place.Funny, I razed the other civs on the island and started a elephant monopoly :king:

Ps:When is the next version coming ?
 
I've been playing this for months and this is the most awesome
mod I've seen, and played. Excellent job. I know everybody puts
a lot of hard work into these mods and I, for one, am dog-gone
appreciative of it. I cant do it, and dont have the time to do-it,
so hats off to you Embryodead, :goodjob: :goodjob: :goodjob:
 
This mod is great, best warhammer program i've ever seen! i was looking onto the possibility of adding a few more Empire units,

A 3 man long barrelled cannon

A war wagon

A helblaster

The war altar of sigmar

These would be great additions, do you know if anyone could help make these?
Again congrats on a great mod
 
there should be a few pleases in there to, its just these four units would make a real difference to the empire faction
 
While killing time at a local hobby shop, thumbed through a copy of Warhammer they had and found a small section on the Tileans. Apparently they're supposed to be a Republic. If their gov't in game was Republic instead of Monarchy, would that give them too much an advantage? I'm in many ways a CivIII noob, so don't really know.
 
@BTime; the governments of the WH mod don't function the same as in the epic game; WH Monarchy isn't the same as ordinary monarchy, and is needed for a lot of wonders and stuff...
 
JG99_Korab said:
can I just play this as a scenario?
I'm not sure what you mean. In civ 3 terms it's a scenario, but there's a random map, that's why it's called a mod instead of a scenario (which usually are more of the 140-preplaced-German-panzer-WW2-kind of thing ;)).
 
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