Warhammer Fantasy Mod 2.0

Cabbit said:
Open the WH Mod file in the scenario editior than go to the file menu and select "import..." there will be warning that comes up, click yes and you will have the option to check mark 3 boxes that say "Rules", "Map", and "Players", you can click on the icon left of the box to expand these into more specific catagories, but you probably don't need to do that. Just check the box "map" (and only that box) and then press OK. After that go to the File menu again click save as, and then save the map as whatever you want. Then go into civ-content in the game and select that file to play on.

You should note that preplaced resources will not neccisarily show up on the map becuase WH-Mod uses modded resources, you should, therefore either manually place resources or randomize the resource placement on the map after you import it into WH-Mod.

10x - it will be easy if i had the map in civ 3 format, but my map of illuria is ripped from another game and is a succession of 0,1,2,3,4,5 .... 0 meaning water, 1 = plains, 2=forest, 3 = hills, 4 = mountains and so on....
So, can u give me a suggestion on how to import this map format, so i don't have to paint it square by square in the editor ?

10x in advance.
 
I wonder if E.D. keeps delaying the patch due to aaglo's mass production of new units...
Lets all blame aaglo! :p

j/k
 
Raw is War? said:
I wonder if E.D. keeps delaying the patch due to aaglo's mass production of new units...
Lets all blame aaglo! :p

j/k

Even so I'm not crying. I'm dying for new stuff and the latest stuff is beau-ti-full
 
Could be. His unit producing is delaying other mods as well. They're too good to pass up on.
 
Raw is War? said:
I wonder if E.D. keeps delaying the patch due to aaglo's mass production of new units...
Or maybe he has something better to do :p
We just have to let him take his time, and update the mod whenever he feels like it - and I'm going to slow down the production rate (frankly it's been quite ridiculous for the last two or three months :lol: - sort of golden age)
 
I'm having problems with the C3C editor. Each time I pull it up, it defaults to WH terrain instead of normal. I try to clear it for the normal map, but each time it crashes. :sad:
 
DBear said:
I'm having problems with the C3C editor. Each time I pull it up, it defaults to WH terrain instead of normal. I try to clear it for the normal map, but each time it crashes. :sad:
I don't know what's wrong, but it ain't this mod. Are you opening the WH-Mod.biq instead of the conquests.biq? Have you made changes to the default rules?
 
I don't know if this has been mentioned before, (113 pages is too much to read) but are the Chaos the only ones that are supposed to be able to use espionage missions with an inteligence agency type thing?
 
I have never downloaded a Mod before so I don't know where to put the files.

Where should I place the folders (Net-art & WH-MOD)?

Also I have version 1.1. If I just download the newest patch 2.0 it will run OK?
 
If you have 1.1 you have downloaded a mod before. ;)
2.0 comes in a executable file (.exe), just run it, and it will place all the files in the right places. :) 2.0 replaces the old 1.1, you can delete that.
 
mrtn said:
If you have 1.1 you have downloaded a mod before. ;)
Nope... a friend gave me in a CD! ;)


mrtn said:
2.0 comes in a executable file (.exe), just run it, and it will place all the files in the right places. :) 2.0 replaces the old 1.1, you can delete that.

I assume I'm too impatient 'cause I don't want to dowload 260 MB! I don't mind dowloading 5Mb, but 260 is a little bit over my limit! :crazyeye:
 
I think the Firestorm spell should require the magic or high magic advancement, and needs the resource warpstone. It just seems odd for a civ without magic can build spells.
 
I just wanted to be yet another person to say how much this mod rocks. I am absolutely amazed at the amount of work you guys put into it. Some of the graphics are amazing, especially the ones I 've seen aaglo post, and the game system has some great parts and some small improvements on civ in general. I especially like the desision to make all military units wheeled, because I always thought that the ability to walk over mountains (even at a reduced rate) was simply unrealistic - mountain passes were always of critical strategic. I wonder if there is a way to make river fords a part of Civ, so that you could only cross a river with a unit if it was at a city (automatic ford) or a ford. Anyways, I'm rambling....
Great job.


P.S.
Am I right in assuming I can edit the mod myself if I have a few adjustments I want to try. I haven;t used the Civ Editor before much, is it easy to edit a mod like this or do is it a complicated job?
 
For simple adjustments, just don't add anything like units or improvements. If you want to tweek the abilities or settings you should be ok. By adding units and other stuff you get into the text files part and it gets more complicated there. Still that is easy enough to learn. For the most part don't mess with the Civilopedia links in the editor and you'll be ok.
 
Hey aagloo,
where is that wh-units preview thread that you've started. Can't find it.

Bendix
 
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