Warhammer Fantasy Mod 2.0

To People looking for maps:
I believe there is a Map forum in the Scenario section. Most of the maps made havent been the actual world so the old ones you found are possibly the only ones as of yet.

To person with error:
Many people get this and it seems to be an issue with the installation. Uninstall the mod and try running the Exe again let it do the work it knows where things are meant to go.

To People discussing ED:
Yes one person with assistants. Im happy to be a tester and though i've never played the game i have collected quite a few and i would be happy to search for Lore based things and such. But lets wait for ED he surely wouldnt of just left without saying something.
 
To people looking for maps: please try my map too :) ...I think you will enjoy it since it is created after th original map of Games Workshop. To go to the map use the link in my sig.

About the future of the mod:
I too agree with Drift, and I have a hunch that ED is not completly gone. I say we wait till july and then, if he doesn't show up, start thinking about making a patch for this great mod.
I also agree about Mr. Do running the show if ED doesn't show up. Although I wasn't here from the begining of this mod, I developed a great passion for WH and I read everything you guys wrote from the start.
I updated my mod too many times, mostly with Aaglo's and Kinboat's units and I also made some changes...what I' trying to say is that if you decide to continue the mod I can help too (even if just a little).
 
There are so many new units now thanks to the modellers, so it's a matter of putting it all together now.

We can base it on the old Warhammer as well, where there were more independent groups. I played Warhammer a lot and have hundreds of models at home. I have the old armylist at home with old units which could work great in this mod.

My suggestions for new civs are:
-------------------------------
-Chaos Dwarves (Asian, Chaos)
-Skaven (Asian, Chaos). The "goblin graphics" here would not fit, but whatever.
(These guys should of course use lots of warpstone :) )
--------------------------
-Hobgoblins (Asian, Chaos)
-Ogres (Asian, Despotism)
-Halfilngs? (European, Monarchy). This would eliminate the halfling strategy recource and the moot.
The last three could rather be integrated in other civs (Chaos dwarves, Orcs&Goblins and Oldworlders)

-Some new music could be added to the mod
-Some library graphics are still missing, but should be easy to add.

What are your suggestions to the new patch?
If ED comes back soon, we could just send him our suggestions. :)
 
Hmmm...
- Hobgoblins as an independent race? I don't think so - they are meant to be only slaves for chaos dwarfs.
- Ogres were just made for the fun of it - maybe not as an independent race, but useful from the dogs of war -tech (the leadbelcher could be built by races after gunpowder which have access to ogres in dogs of war).
- Hobbits were made for Lord of the Mods - mod. But I suppose some of them could be used also - available at the dogs of war like ogres, but not as a complete civ. This way the halfling-resource and the fast unit that comes with it would still be useful :) .

But we're getting too far ahead with these ideas now... :)
 
I would like to see the ogre kingdoms as a race, but still have ogre mercenaries available to other races with dogs of war. that's part of ogre culture: wanderlust, an urge that compels an ogre to explore the world, and, of course, fighting for those races that they visit
 
Well we don't need to start bombarding the thread with ideas yet!

The main issue, in my opinion, is one that I'd forgotten about- Ed had started work on a 2.03 patch, that only a few of us will have seen and put into our game. A lot of the changes seemed a little forced IMO, such as the inclusion of a wonder called Mount Arachnos, that generates a giant spider unit, and having the alchemists' guild run out in the imperial age, needing to be replaced by a treasure house. Things like that. Although I said I don't want to go against anything ED has done, I think the current form of the mod and its wonders is in good enough shape to start adding stuff from there... opinions on that then please? ;)
 
Hi Guyz

I agree with the July deadline which is 2 months for contact with ED to be established ...

I also agree with the idea of one modder with 2 assistants to update the mod ...

Caretakers
>Mr. Do
>aaglo
>mrtn

IMO - these guys are perfect as they have journeyed with ED in this mods development and have even discussed future directions ...

Regarding new civilizations and techs etc ... maybe a new thread to discuss this would be better ... as this would ...

1. Keep this thread clear for questions concerning bugs and issues related to the present version of the mod.
2. Not clutter this thread with idea and concept debate.
3. A Future Directions thread would make it easier to concisely present new ideas and proposed future directions to either ED or the Caretakers when the time comes to update.

Just my thoughts :blush: :D
 
Damn, now we're coming up with good ideas for how to continue this project, I'm itching to get to work on it! I guess I can wait a while longer though!
 
Mr. Do said:
Although I said I don't want to go against anything ED has done, I think the current form of the mod and its wonders is in good enough shape to start adding stuff from there... opinions on that then please? ;)

I think it sounds as if you would be the ideal person to continue ED's work, (if he's moved on that is). You have my vote of confidence, ( I being a 2.0 betatester). And I wouldn't mind betatesting the patch/new civs when the time comes.

good luck
 
Could we possibly have our own folder for WH-mod, since this has become one of the most popular mods :) This would open up for lots of idea spawing :D
 
Dear everybody:

I tried this Mod for the first time this past weekend. I have a comment and a question.

Comment -- This mod ROCKS!! Great stuff to all involved! For ED and successors, this is an amazing peice of work!


I'm playing on everything random, I got Ind. A bit like India, huh? (I'm so observant) :-)

Here is the question:

I was going my merry way, building up a massive Civ, and the evil Amazons attacked. I finally got a leader, and created an army. However, I can only seem to put two units in the army.

Is this intentional (I assume it is) or is it some kind of bug. If it is intentional, for general reference can you tell me how to make that change in the editor. I think the civilopedia does say armies have 3 or 4 units. (I'm playing on Emperor if it is relevant).

Oh, sorry, one more question -- as a design note, are the different players considered balanced or were some civilizations made stronger than others? Is religious considered balanced here? (Whoops, that was two more questions). :-)


Breunor
 
Breunor said:
However, I can only seem to put two units in the army.

Is this intentional (I assume it is) or is it some kind of bug. If it is intentional, for general reference can you tell me how to make that change in the editor. I think the civilopedia does say armies have 3 or 4 units. (I'm playing on Emperor if it is relevant).

Oh, sorry, one more question -- as a design note, are the different players considered balanced or were some civilizations made stronger than others? Is religious considered balanced here? (Whoops, that was two more questions). :-)


Breunor

It's intentional since the AI sucks at using armys. It's to much of an edge if you ask me. Two is plenty.

They are sort of balanced. If Chaos survives into the end of the third age, (age of magic?) then they are virtually unstopable. But it's Chaos so why not.
 
drzoidberg said:
It's intentional since the AI sucks at using armys. It's to much of an edge if you ask me. Two is plenty.

They are sort of balanced. If Chaos survives into the end of the third age, (age of magic?) then they are virtually unstopable. But it's Chaos so why not.

Thanks Drzoidberg! Thought it was intentional. Anybody know where the army size is set in the editor?

I didn't realize Chaos gets so strong. Yeah, they really stink now. You are telling me I should wipe them out while I can, I guess. Right now, I'm in a big war with the empire.

Thanks again,

Breunor
 
@Breunor: Just so you are aware of it then none of the ships (except Westerlands Heavy Galley) that comes before Navigation are able to carry a full army with a capacity greater than 2.
 
Chaos isn't bad. Culturally they can after all build very cheap herdstones, providing 1 culture per turn. OK, you don't start with any techs but that is not so much a flaw.

I have also been wondering a lot about different rules in this mod (which is the best of all mods)

-Flying units are actually ground units, but for the sake of game balance that is -understandable

Expansionistic civs doesn't get scouts. What do they get instead?

-Some of the units are obviously to expensive or have perhaps wrong stats. Example the War Hydra which is 10.4.1(+1) 100shields. This make it totally useless. I have given it one extra HP to 2, but still it is not a good unit since the rest of delf units have 2 in move (except the bolt thrower).

That the AI doesn't build armies is a bug from firaxis/atari which I can't understand they haven't fixed in 1.22

What other faults do you think we could fix?

Except for this, this is a total awsome mod. I have stopped playing normal civ after I got this one.
 
Frostyboy said:
-Flying units are actually ground units, but for the sake of game balance that is -understandable
If the flying units were air units in civ3, then a weakest land unit could kill the air unit by just entering the same square as the flying unit (like warriors can kill bombers without a fight) - It would look bad, if lowly warriors could kill a stack of dragons by just walking on top of them :lol:

Expansionistic civs doesn't get scouts. What do they get instead?
I believe they can build scouts. And they also get better stuff from goodyhuts. But there are worse things for some traits: Agricultural don't get the benefit of irrigating deserts (since it's not possible in this mod). Religious have lost the 1-turn anarchy bonus because the governments are set.

What other faults do you think we could fix?

We're not going to do anything yet! :)
 
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