Warhammer Fantasy Mod 2.0

Definately weaker for sure, however, given a decent population to start from, a rapidly buildable horde is more than possible.

Having a load of fun with your mod. 1st win with Dwarves on Emporer will most likely occur tonight (thunderers and dwarven cannon come late in the game, but they are a GREAT equilizer). I have cursed the lack of faster dwarven units, but don't change it! Makes them a unique civ to play.

Wolves - Most of the time, the goblin races get the short end of the stick without having wolves in their territory, while to other races, the wolves are no help. Possible dark age tech for Version 2.0 called animal training that allows the use of wolves alone (1.1.2) for all civs, or at least all Chaos/Despot gov civs? Think this might have been mentioned earlier in the thread, couldn't find.

Keep em coming.
 
Did you test it with the Skeleton Warriors or with Skeletal Minions? I'm talking about the Minions. The F3 screen says I have 0 S Warriors, so that seems to work OK, but it says I have 46 Minions, this is why I wondered. And a number of "captured" Minions, built using elven population. :vampire:
If the Minions would cost 5 shields instead it would take 5 turns for the totally corrupt cities to produce a Minion, and not 1 turn, while making the change very small for the ordinary productive cities.
In my current game I have about two thirds of my empire on "Skeletal Detail", just making Minions, and I get much more units than I would, building spearmen or some other cheap unit.

BTW, I'd like the elven, dwarven and orc popHeads to have civ colours. Any chance you'd get on that, or should I start tinkering again?
 
@Vanadorn
Yes, someone requested wolves earlier... Ok, I'll make a dire wolf unit, though I will give it only to Sylvania. Good people and elves don't throw wolf packs at their enemies.

@mrtn,
Uhh I tested on dummy units as my mod isn't working ;) Everything is in mess because of works on 2.0 version. Strange, probably enslaved units (warriors) don't cost upkeep while minions which can be produced in cities do.
5 shields for minions is reasonable, I'll do that.
I didn't add new civcolors just fixed the old ones (dwarven males and Orc females have proper colors). Tinker with them if you want, though don't mess anything ;) As I wrote previously, I didn't finish any new heads because they didn't look good and later I found no way to put them in game. There's only that bald dwarf engineer in the pcx (he's not used in the mod).
 
Looks good. It's a shame it doesn't use 'proper' terrain ;)
 
Originally posted by embryodead
Yes. If you want to play now, go to "Conquests/Scenarios/WH-Mod/Text" folder, and delete the file "labels.txt". This will bring back the original minor text labels (like AD/BC years etc.), nothing that will hurt the mod in any way. This should also fix the patch incompatibility problem, but I can't be sure since I don't have that beta patch yet.

Thanks for solving a problem on my own mod that was frustrating the heck out of me during playtesting.

Cant wait for the next version of yours - I am seeing some awesome lizard units popping up!
 
Sorry, I didn't read the whole thread (partly because I'm lazy:) ) so you might have already answered this question. I dont have Conquests yet :( but nevertheless today i downloaded the full version of warhammer and the 1.03 update. When I load the scenario it says that a file called Karl-Franz_full.flx does not load. UNFORTUNATLEY (to catch your attention), unlike the early posts saying they had the files that where in the wrong place, there is no Karl-Franz_full.flx.

So whats up with that? I cant find the file(s) it demands, so, to put it simply, I dont belive its even there. Or is it? please tell me if these files do exist or how to fix this problem.

Oh, looks like a great mod :) cant wait to play it once I can. Au revoir.
 
Originally posted by wurkwurk
Sorry, I didn't read the whole thread (partly because I'm lazy:) ) so you might have already answered this question. I dont have Conquests yet :( but nevertheless today i downloaded the full version of warhammer and the 1.03 update. When I load the scenario it says that a file called Karl-Franz_full.flx does not load. UNFORTUNATLEY (to catch your attention), unlike the early posts saying they had the files that where in the wrong place, there is no Karl-Franz_full.flx.

So whats up with that? I cant find the file(s) it demands, so, to put it simply, I dont belive its even there. Or is it? please tell me if these files do exist or how to fix this problem.

There is no such file and never was, you probably mispelled it. Check the spelling again, it's probably Karl-Franz_01.flc or Karl-Franz_all.pcx.

Since only the first one can really cause the problem, I bet on it. It should be in Civilization III/Net Art/Flics folder. If it's not there, you didn't install the mod properly. Here is some help: The mod was available as one full package (180 MB) or two packs (130 MB + 50 MB). I guess you got the two-pack version, because that 50 MB pack contains the missing file. One guess is that you didn't download that 50 MB pack - if so, then do it now and install it. The other guess is that you unpacked it into wrong folder. The 50 MB package does NOT go into the same folder as the rest of the mod. It should be unpacked into main Civilization III folder, so that you have "Net Art" folder there. Check it, it's the most probable problem and most common...

Let me know of the results.
 
Sorry Embryo, it no work:( . Sorry again, it was Karl-Franz_all.pcx and yes, I did put the headpack in the right place. Upon starting PTW again, it said its missing the file (Karl-Franz_all.pcx) in the advisors folder in art. Upon going THERE...well, there was nothing in there. When I searched my computer for Karl-Franz, only KF01 and KF02 came up, and there is no 'all' :confused: .

I do belive that the installation went all the way without having any problems (having installed this 5 times in frustration) , and I have no idea what the %5@#! is going on with the file it wants, but isn't there.

Maybe you can enlighten me? ;)
 
Actually I have the same problem. I pulled the C3C version 1.1 from your site and upon trying to start a new game, I get the Karl-Franz error and the game exits.
 
if there is no Karl-Franz_all.pcx or other similar files on your computer, then it is certain that you did not install everything or files are disappearing from your computer. This file IS in both installation packs. Again, you should have done this:

- either download 180 MB full install and run it OR 130 MB base (unpack to civ3ptw/scenarios) and 50 MB headpak (unpack to civlization III)
- download patches (1.03 in case of ptw, 1.1 in case of c3c)

I mean REALLY - if you have nothing inside WH-Mod/Art/Advisors folder, then you simply don't have the mod installed (27 files should be in that folder). Right-click on your WH-Mod folder and check its size - it should be about 155 MB, with more than 2000 files. Tell me what numbers you see...

gater - which file exactly the error shows (*.flc or *.pcx)?
 
Damn :mad: ! I looked in the WH-Mod folder and there was only 110 megs instead of 130. That could only mean one thing: the WinRaR dosent work. Do you know of any other unpacking device that works on .rar files other that WinRar? Thanks, and sorry for all the hastle (just wanna play a good mod!)
 
I downloaded the full. I had to reaarange the files a bit different than the instructions specified (I don't remember how now, sorry) but have had no problems since (other than that ini file business). I remember it was pretty intuitive, though - you should be able to figure it out. I have been playing this mod when not working on my own and it works just fine (fun as hell, too!)
 
Yeah thanks for making me more envious amesjustin:cry: .
 
Oh sorry Embryo, I downloaded and installed the Base pack and everything worked OK :D ! I previously installed the Full pack and MAYBE, just MAYBE, there is errors on that because, as you know, did not install 25 megs worth of content (on my computer, at least). Well, I tried out one turn of your mod before coming here and let me tell you it looks GREAT! Sorry again for all the distraction, and I hope you well.
Au revoir!
 
I think the thing that threw me off was the Net Art folder. You
need to have that in the WH-Mod folder along with Art and Text. I remember thinking the instructions seemed to be for people who already had it and were getting the latest version, or those who had PTW and just got C3C. I had C3C, and was just getting this mod for the first time, which it sounds like you are too.

Hope that helps (Net Art Folder),

-Justin


EDIT - Looks like you finally got it - have fun!
 
wurkwurk, I'm glad it works now :) It's very strange that you got 110 MB instead of 155 MB (unpacked). Maybe that full_install really got corrupted, I'll download and see.
 
My full install worked fine, but that was a couple of weeks ago.
 
Just a small comment, to say that i've been playing this mod for 2 weeks, and its really the best i have ever played :) I'm even pondering making a more precise and large map based only on the Old World, maybe adding a generic minor NPC civilization of the Border princes, but i'm not sure...

I just wanted to know if i could use your mod to make such a map, embryodead ?
 
Originally posted by Isembard
Just a small comment, to say that i've been playing this mod for 2 weeks, and its really the best i have ever played :) I'm even pondering making a more precise and large map based only on the Old World, maybe adding a generic minor NPC civilization of the Border princes, but i'm not sure...

I just wanted to know if i could use your mod to make such a map, embryodead ?

Sure, no problem, though I plan to make few maps myself (I need old world map for "Rise of the Empire" scenario), unless you satisfy my needs in 100% ;) Watch out for accuracy - the more accurate you get, the less playabale the map becomes in civ3, there must a balance. In such scenario Border Princes might be actually several npc 1-city civs - this would represent lack of organisation and constant wars, until one of them conquers all neighbors :)
 
Embryodead,

I too have recieved the Karl-Franz_all error. I initially DLd the two part and found that there were only two files in the ..Art\Advisors folder.

I then DLd single large file. Installed it and everthing worked fine. I've been playing this mod now for about four days. Excellent , excent work!! :cool:
 
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