Warhammer Fantasy Mod 2.0

Gorstagg said:
Yeah and I would love to see Skaven.. I'm pretty surprised that Aaglo hasn't done them either.. as they are one of the Iconic races in Warhammer. Much more than the Indic, or Dolgan or half of the ones we get in this mod.

IIRC aaglo said that the Skaven didn't really interest him that much, so it was unlikely he'd ever do any units.

Now for a totally different subject. Anyone know why the Khemri don't have archers?
 
Hi, I'm new to the boards. I used to play warhammer with the dwarves some five-six years ago and the WH mod is the first mod I tried, and it really is a great mod! The number of units&new graphics really surprised me. I've had a lot of fun with the mod already, so thanks ED and all others.

Steel General said:
Anyone know why the Khemri don't have archers?

There's a good skeleton archer unit in the units section you can download. I added it for my game. I've also added many other undead units, like skeleton spearmen, horsemen, chariot, screaming skull catapult, wight cavalry, bone giant, liche(in the game already but new graphics). I also replaced swordman and spearman with their skeleton counterparts. This mod and aaglos great new units made me want to learn the unit adding process, and it definately was worth it :p

How do you guys think the undead should be handled? The way it is, they go for a pretty long time non-undead before they can change to the undead gov. But if more basic skeleton units, such as archers, will be added, I think the undeads (vamps, khemri) ought to be able to be "undead" right from the start, as the basic units will be available early. Would be weird for non-undead to build undead units.

Also I made the undead units cost a population point, and reduced their shield cost. I halved the cost for the "army" units (infantry&cavalry) but left chariots and the SSCatapult to full price and no pop cost(they're war machines). I think the population cost for undead units is a fun idea, but the halved shield price might be a bit too low. What do you guys think?

Oh and I think the dwarven cannons bombardment isn't lehtal, although it says so in the civilopedia. I fixed this a long time ago for my mod so I might be imagining stuff :crazyeye: but everyone really might want to check with the editor.

Steel General said:
IIRC aaglo said that the Skaven didn't really interest him that much, so it was unlikely he'd ever do any units.

Too bad with the rats, I was (still am?) definately looking forward to crushing them in-game. Yeah, I used to lose to my skaven-playing friend in real warhammer... :mad:
 
Hello J t, and welcome to cfc :)

I'm glad you like those undead units :)
About the undead unit lines - especially khemri:
I recall embryodead once say, that since there are also available those fantastic egyptian units by kinboat (he also made the awesome ushabti :) - see the units-subforum/unit artists library), he thought of adding some of those in the first era. So the "living units" era for khemri would take only roughly the first half of the first era.
 
im a civ noob so i was wondering does anyone no of a map that u can import into the wh2 mod using the editor that has every civ and resource already done. i tried using a way suggested earlier but it only puts about half the teams in (and gives them all a orc spearman WTH?) and i dont no the warhammer world well enough to know where they all go.
 
Welcome to CFC!

Just import a map using the editor using the Map only option, then go and redistribute the resources in the menu.

Or you can use these over here.
 
About the skaven:
A while ago, didn't somebody model a single Skaven unit? Maybe there could be some sort of small/great wonder that lets a couple factions get this unit so that the Skaven have at least a token presence in the Mod.
 
If someone make a skaven warrior unit, it would be better to use that as a barbarian unit, since skaven do not work with anyone (or no one will work with them, good or bad, doesn't matter, they are and will be alone). The perfect match would be a skaven warrior or skaven gutter/night runner as the normal barbarian and a vermin or rat ogre as the better barbarian. It would be more suitable to have them as barbarian than the skeleton/spiders that we have now. So anyone, please at least make these two. Other than that ... :goodjob:
 
J_t said:
How do you guys think the undead should be handled? The way it is, they go for a pretty long time non-undead before they can change to the undead gov. But if more basic skeleton units, such as archers, will be added, I think the undeads (vamps, khemri) ought to be able to be "undead" right from the start, as the basic units will be available early. Would be weird for non-undead to build undead units.

Well if you read about the story of Khemri, the way it is is correct. First they're just any old Egyptian sort of society and then queen Lhamia has the indecency to wake all their dead from their mumified sleep prematurely. It's not until this event has taken place that they are able to turn undead. So the time-line of the WH-Civ mod is pretty accurate. The first undead units are awoken from recently killed people on the battlefield. So they shouldn't be able to build undead units at all until pretty late in the first age.
 
DemonMaster said:
If someone make a skaven warrior unit, it would be better to use that as a barbarian unit, since skaven do not work with anyone (or no one will work with them, good or bad, doesn't matter, they are and will be alone).

Didnt they just recently work with Archeon to take on the good guys? Didnt look at it much as i dont really play and never did just kinda collected... but im sure the Skaven were working with Chaos to make super mutants and the like. Anyway matters little just waiting for patch.
 
Yeah, Skaven do work with other races sometimes- they even convinced the Arabians to invade Estalia, resulting in the Crusades in the actual timeline! Nonetheless I think the barbarian idea is best for Skaven, although with no units it's a moot point anyway. I've modded my version of the game to have beastmen as a barbarian unit as they're everywhere too.
 
drzoidberg said:
Well if you read about the story of Khemri, the way it is is correct. First they're just any old Egyptian sort of society and then queen Lhamia has the indecency to wake all their dead from their mumified sleep prematurely. It's not until this event has taken place that they are able to turn undead. So the time-line of the WH-Civ mod is pretty accurate.

You have a good point there. I actually didn't know any of that, back when I played warhammer there was just one undead army and nobody told me anything about any Lahmians. But for my game I just didn't want them to get horsemen and archers an era after everyone else, when all factions(including themselves) are using better units = cavalry. Just didn't want nice looking units to go to waste.

But yeah, some factions, like dwarves, do get their good stuff pretty late in the game.

drzoidberg said:
The first undead units are awoken from recently killed people on the battlefield. So they shouldn't be able to build undead units at all until pretty late in the first age.

Well, I made the units cost a population point. If there aren't any bodies on the battlefield... ;)

aaglo said:
egyptian units by kinboat (he also made the awesome ushabti - see the units-subforum/unit artists library

Hey, thanks. I was wondering why there was a PRTO_Ushabti in the civilopedia.txt when there was no such unit in the game.
 
Hello,
I'm actually alive, just not very well lately... Thanks for everyone who still supports the mod, especially aaglo *hug* Not sure how it will go, I'm a bit overwhelmed by the work needed to be done, but I'll try to catch up. I believe I'm up to date with all the new creations, that's a good start ;) I still have some exams this week though, because I failed my previous ones...
 
Ya know what, ED? My 'Future' of fun is already ensured with your present work on the mod, but it sounds like the mod may be impairing your own future. Even if you never did another thing with this mod, you deserve huge amounts of adulation. Thanks for you work!

I guess I am saying, you shouldn't feel bad if your priorities have to change to "real world", especially because of all you have given us so far.

Jonathan
 
Hey ED!
Nice to hear from you, I hope everything will be fine :) .
What comes to me going nuts with the WH-units, I'll put the blame on you :p ;) (and perhaps on Yoda Powah for starting it all with his requests concerning the chaos dwarfs) - once I got started (again) with the WH-units, there seemed to be no end... :lol:
I would help you with "getting it all together" if I only knew how :) . If you feel like you'd need help, you can always ask some from here. I believe some members have some knowledge on the WH-mod and editing things.
Take care, ed :thumbsup:
 
Thank you very much for this incredible fine mod pack. I have played it right now one weekend. Is there any map available on WarHammer world? It must have taken many working hours to make this pack. I wonder how somebody had time to create something like this for FREE. *****
 
mtholm said:
Thank you very much for this incredible fine mod pack. I have played it right now one weekend. Is there any map available on WarHammer world? It must have taken many working hours to make this pack. I wonder how somebody had time to create something like this for FREE. *****
Welcome to CFC!
And it would be more like having little amounts of personal time and only in spurts for over a year. ;) At least that's my experience with moding.
 
embryodead said:
Hello,
I'm actually alive, just not very well lately... Thanks for everyone who still supports the mod, especially aaglo *hug* Not sure how it will go, I'm a bit overwhelmed by the work needed to be done, but I'll try to catch up.

Hear, hear. If MoM 2.0 was in a finished form, I would drop the project like a ton of bricks and never pick it up again. Modding is a pain when you have other duties in your life.

Just keep your priorities straight. No one will hold it against you even if it means that there will never be a new version of the mod. Don't let the mod affect your personal life too much. This mod is one of those that can survive this kind of a quiet season without taking too big a hit. I myself have lately felt like MoM isn't one of those and that the long quiet between last summer and this winter has killed the buzz. However, I'm fairly certain that a new version of WH2 will rekindle the interest in people, whether it comes this spring or next fall.

All the best.
Drift
 
hey guys, thanks for warhammer fantasy mod, this is the best civ3 mod i've ever played.

two questions:
i'm playing a wh2 game on a huge map, pangea, all factions, demigod level, agression level set on normal with the ironclaw orcs. it's 1200 IC, and on the "retire world map/history" i can see that i'm the only one on the whole map making war. There's no city been captured by any other faction since the start. how's this possible?

the only winning option i've activated is conquest. but i wonder if its possible to conquer all other factions (with their vamps, dragons...) when the best orc units are the troll and the war wyvern which is the weakest of all the dragon units. couldn't there be another strong orcish unit in the late game?

ansbach
 
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