Warhammer Fantasy Mod 2.0

Okee Embryodead, I'm having a problem loading you mod when I upgrade it to 1.03. When I try to load the mod, it says ERROR READING FILE...Missing entry in "WH-mod/scenarios/pediaicons/TECH_deforestation"
WTH? How can I fix this?
 
Oryon81,
you installed the patch in the wrong place. it should be inzipped into Civ3PTW/Scenarios/
not into WH-Mod or Civ3 folder. If you do it right, you should be prompted to overwrite files (and you click yes of course).

The best way to do it well is to move the wh-mod_103.zip in your Civ3PTW/Scenarios folder, right-click on it, and choose "Extract here..." (if you have that option in your winzip/winrar etc.)
 
He might someday, I think embryodead would like to, if you scan this thread and the preview thread, I believe it was brought up before.

No offense meant if that sounds harsh, I have a habit of bringing up old topics myself.;)
 
Great mod:)

I was working on a fantasy mod for PTW, but due to lack of interest I was quite out of Civ till conquests.

During the last days, I tried to catch up with all the messages here so I won't ask something old again.

I downloaded the 1.1 and did a game as dwarf, and I have some points:

1) dwarves have no cheap unit for scouting. While most empires have a 1-1-1 unit for 10, the dwarves only have a 2-2-2 for 30, so they will get behind very fast and they won't get many ruins. I finally used workers for scouting, but as they cost one pop, that's quite hard, too.
2) dwarves have no really tough unit. Most civs have a dragon of some kind, or at least a unit of similar strength. The dragon slayers are nice, but are no real match for a dragon, they might kill a dragon on attack, but dwarves have no way to defend against dragons nor do they have a unit with a really offensive touch.
3) dwarves have no griffons ?!? I don't know much of warhammer, in fact I moved after buying an army (empire) and never had a chance to play, but in most fantasy literature, griffons are very dwarvish units.
4) I think miners should upgrade to engineers.

and finally some general ones:

5) I'd like some really special king units. I like regicide games, but with those 1-1-1 kings it is far too easy, exspecially as the AI keeps moving their kings around as they are their only non-defenseless unit that can move over ocean. I had a human empire backstabbing me while their king was alone next to one of my hammerers, that's an easy way to commit suicide. What I have in mind is something like the MOM-mod for Civ2, every race has a quite strong king which is unique to any other race.
6) maybe king units could be improved like in the shogun scenario. I haven't looked at it in the editor, so I don't know how exactly they did it.
7) As you are struck with one goverment, corruption becomes a major problem. Most of my cities only get one shield few get up to two after building corthouse and keep. Thus I would suggest to add additional anti corruption buildings, e.g. increasing the cost of a fortress but give it a bonus against corruption as well.

Btw., as I'm just getting into Civ again, may I use your leaderheads for my mod?

thanks for your work, I really love it.

Jegron
 
The Lizardmen will be cool for future versions... is there a way to include their control of the weather, like being able to summon typhoons, I wonder? I've not really examined the editor myself, maybe you could make a naval unit that kills itself like a cruise missile after attacking but does a huge amount of damage, maybe even nuclear. I recall reading a story where a massive Cathay fleet determined to conquer the lizardmen in the African-style continent was decimated in this manner...
 
Originally posted by jegron
1) dwarves have no cheap unit for scouting. While most empires have a 1-1-1 unit for 10, the dwarves only have a 2-2-2 for 30, so they will get behind very fast and they won't get many ruins. I finally used workers for scouting, but as they cost one pop, that's quite hard, too.

that's quite intended. if I had more units probably I'd include one earlier "scout", but it seems fair with this configuration - dwarves expand slowly, but even their earliest units have no match.


2) dwarves have no really tough unit. Most civs have a dragon of some kind, or at least a unit of similar strength. The dragon slayers are nice, but are no real match for a dragon, they might kill a dragon on attack, but dwarves have no way to defend against dragons nor do they have a unit with a really offensive touch.

...yet still they are one of the most powerful factions in game. Sure there's no dragon, but dragons are expensive, while dwarves' +2 HP bonus for all units, and cheap offense (slayers) really does the job. AI handles the dwarves very well, usually growing to be in the top 3, even when dragons are in play. I myself found them to be a difficult opponent. As a player, you can also use artillery extensively - it's often underestimated, but in fact it's quite exploitable weapon.


3) dwarves have no griffons ?!? I don't know much of warhammer, in fact I moved after buying an army (empire) and never had a chance to play, but in most fantasy literature, griffons are very dwarvish units.

In warhammer, dwarfs don't use mounts (though chaos dwarfs do, but they're not in the mod). Griffins are used mostly by empire and high elves. the emperor himself rides a griffon, as well as elector counts. It's even sort of imperial symbol.

4) I think miners should upgrade to engineers.

Yes, they should. I forgot to check the upgrade box.


5) I'd like some really special king units. I like regicide games, but with those 1-1-1 kings it is far too easy, exspecially as the AI keeps moving their kings around as they are their only non-defenseless unit that can move over ocean. I had a human empire backstabbing me while their king was alone next to one of my hammerers, that's an easy way to commit suicide. What I have in mind is something like the MOM-mod for Civ2, every race has a quite strong king which is unique to any other race.
6) maybe king units could be improved like in the shogun scenario. I haven't looked at it in the editor, so I don't know how exactly they did it.

Yes I had plans to do this after conquests - special charaters, upgradable ie. you start with 2.2.2 emperor, which then upgrades to 3.2.3 emperor riding a horse, later he gets a griffon etc. This should come in 2.0, though I'm still lacking much units.


7) As you are struck with one goverment, corruption becomes a major problem. Most of my cities only get one shield few get up to two after building corthouse and keep. Thus I would suggest to add additional anti corruption buildings, e.g. increasing the cost of a fortress but give it a bonus against corruption as well.

This is an issue of Conquests bug. Corruption is calculated totally wrong, resulting in, as some say, unplayable game. This will be fixed in upcoming c3c patch so I'm not changing anything. In PTW ver. it was ok and in c3c you get guard quickly (new specialist) so after the bugfix it should be much better.

Btw., as I'm just getting into Civ again, may I use your leaderheads for my mod?


Sure, and thanks for all input :)
 
Oooh, Chaos Dwarfs, I'dcompletely forgotten about the Chaos Dwarfs. That would be another great inclusion. We do put a lot of responsiblity on your shoulders, embryodead!

I have no knowledge on how to design graphics for units. Are there any good threads I could look into?
 
GREAT MOD.... almost finished with a game with Empire...
Best ive ever played


Good job, props, if u let people donate i would lol



not sure if anyones mentioned this before: What about the Skaven??? or the Lizardmen....
 
Originally posted by virtualdoom
GREAT MOD.... almost finished with a game with Empire...
Best ive ever played
Good job, props, if u let people donate i would lol

Thanks :) I can't accept donations, but you can donate to Gaia Liberation Front if you wish :evil:


not sure if anyones mentioned this before: What about the Skaven??? or the Lizardmen....

Lizardmen will be in 2.0 version. Skaven won't get in - there are no units yet.
 
Hey embryo,

Let me add my voice to the chorus of praise here -- you really have put together a beautiful mod, and I'm not even a big Warhammer fan -- just looking for a fantasy approach to Civ. I've been putting together ideas for a mod of my own, but yours sets the bar quite high, so I might just scrap it and spend my time playing WH instead :)

I encountered a bug that I couldn't find mentioned elsewhere, but I may have missed it since the search function is disabled on this board. I was playing as Dolgans, and when I right-clicked on a Red Eye Goblin Snotling unit in my territory and chose the "Contact" order, I got the following error message:

FILE NOT FOUND
Net Art\Flics\Goblin_01.flc

Is this a known problem, and/or is there a fix?

Also, where did you get your terrain art? Did you make it yourself?

Thanks for any help...

EDIT: I'm running WH 1.1 with Conquests and the Trebuchet fix is in.
 
Originally posted by Luticus
(...)
FILE NOT FOUND
Net Art\Flics\Goblin_01.flc

Is this a known problem, and/or is there a fix?

It's not a bug - you did not install the mod properly. The missing file is from the headpak. If you downloaded the 80MB base, you need also the 50MB headpak (or small static heads replacement). If you have it already, you need to put it in the right place - in the Civilization 3 main folder (not Scenarios etc.) so that you have "Net Art" folder there.

Assuming that you have Civ3 in default path, you should have that goblin file in C:\Program Files\Infogrames Interactive\Civilization III\Net Art\Flics

hope that helps.

Also, where did you get your terrain art? Did you make it yourself?

It's Sn00py's Greener Green Modpack (available at Graphic Modpacks section) with some modifications from other people. See readme file or mod's website for details.
 
Hey Embryo,

Thanks for the correction and the quick response. I re-read the instructions and reinstalled and now everything seems to work fine. just lost my first game as the Khemri. Great fun!
 
You should put one shield in Jungle. You cant chup it down so all your jungle cities get a production of one, whitch is quite annoying. I never understood why Jungle doesn't give production, afterall forest does, and its actually the same thing.
 
Hi embryodead, thanx again for a great mod!

I have encountered one very annoying problem I wish you'd fix: the Wood Elves (and other elves as well, I believe) have no transport available above 3 capacity. This makes it impossible to transport a size 4 army, let alone size 5!
IMO opinion, Elves should be able to build at least a generic Caravel and Galleon.

In my current game (Demigod, Wood Elf, Continents) I've just eliminated the evil Orcs (hereditary enemies, after all!), battling my way through hundreds of Ogres and gaining 8 (count them: 8!) armies in the process. Believing I would be able to build caravels (there's nothing in the Civilopedia to the contrary) I of course filled them to size 4 (counting the army).
Now, I dust off my hands and look around for new challenges.. OK, time for the Nipponese to die :slay: ... I've just gotten Navigation, so lets build some transports to get to their continent... with a cry of anguish :cry: I finally realize I have no way to get my armies there!!!!
What are they supposed to do now? Lie around in the barracks drinking beer? :(
I retire from the game, cursing vilely...!!!!

On a different topic: the game crashed once because it was missing a file: TrebuchetRun.amb. For some reason it was searching in the Civ3 folder, not the conquests. I copied the whole Trebuchet folder to Civ3 and it ran perfectly... just for info, in case someone else has the same prob.
 
I was wondering. If you already answered this then I apologize before hand for making you repeat yourself.

Will the 2.0 version require you to download all the previous versions and patches of WH to play or will it be completly seperate? I am having problem downloading the C3C patch and wanted to know if I still needed it when you release 2.0?
 
@Yoda Power
Yeah I know - I done that in 2.0 (jungle is F1 S1). There're also two food/commerce bonus resources for jungle, which makes them quite habitable. Lizardmen will be immune to jungle/swamp plague.

@Dragonlord
This "problem" occurs only with wood elves (both high elves and dark elves have very good ships). Wood Elves are xenophobic and don't come out of the forests. It was intentional not to give them navy. They have extremely good ground units, but no good ships. I made whole mod with this in mind - since it is a fantasy scenario, I believe it is valid to make civs that are totally different, each requiring different style of play.

The Trebuchet problem was already fixed in a small update (available at 1st page, but if you fixed it yourself you don't need it of course).

@tjedge1
All patches I release need only the base. So 2.0 version will come as full download and as an update for any previous version.
It will take a while to finish 2.0 though, so get 1.1 update anyway ;) (the file is at civ3files server now, no bandwidth limit there)
 
Just want to start off by saying amazing mod, one of the best around. I'm started my first game as the Dark Elves on Monarch. Got behind getting used to the new units/tech tree, but now i'm catching up. I just finished wiping on the Wood Elves using Witch Elves, and now i'm building up to either attack Kislev or the Empire.

I love the look of the units, I used to play Warhammer Fantasy myself. Had a decent Dark Elf army till I ran out of cash. Wondering a few things though... Like why so few defensive units? Is it because of the city imps that add defense? I'm usually big on defense, but i'm adjusting.

Also, as a suggestion could Adv. Mining be changed to Stonecutting? It fits in with coming after Iron Working, and doesn't stick out as much. And could Communications Trading be moved to the Magic Era in a tech somewhere? Tech trading goes insane on large maps with all civs knowing each other within like 90 turns. It disadvantages AIs more then it helps, because it lets one trade to all the others when it gets a tech. Rather then several trading to others. Just my opinion though.
 
Originally posted by embryodead
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@Dragonlord
This "problem" occurs only with wood elves (both high elves and dark elves have very good ships). Wood Elves are xenophobic and don't come out of the forests. It was intentional not to give them navy. They have extremely good ground units, but no good ships. I made whole mod with this in mind - since it is a fantasy scenario, I believe it is valid to make civs that are totally different, each requiring different style of play.

OK, no argument there! I'd still recommend giving them at least a weak size 4 transport, though, see my army prob.
If you don't wish to make any changes, I'd recommend additions to the Civilopedia, in the description of the tribe and maybe in the descriptions of the Caravel and Galleon.

These are just small niggles, though - as I said before, love the mod!
 
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