Warhammer Fantasy Mod 2.0

@Owain (and others interested in multiplayer)
Everything is actually ok, no update is needed :)
The key here is "Civ-specific abilities". It must be always ON, wether single or multi-player. The problem is that multiplayer defaults to OFF so you must turn it ON... this applies to any game, though it's most noticeable when a mod has unique unit lines or civ-specific techs/govs.

Just turn civ-specific abilities ON and play.. then let me know if it's ok, so I can sleep calm :)
 
All of my text is screwed up at setup and beyond. Anyone else have this problem? I had this same problem with MEM at first.
 
the text being weird is a problem of using a labels.txt or script.txt from one patch with the exe of a different one. Couldnt tell you specifics tho

- GIDustin
 
So, I have followed the install to the letter, both with the main mod pack and downloading them seperate. I get a ton of missing errors. Missing Art/units/King Spanish INI. and some such, or another king, so I went and checked and they arent there are all. Not in either folder for either game but my game works fine, so what gives. Do you have any idea, this mod just looks insane. Yes i installed your stuff exactly like you said and reinstalled the games 3 times. and still nothing
 
Nope!
 
Originally posted by Kindred72
All of my text is screwed up at setup and beyond. Anyone else have this problem? I had this same problem with MEM at first.

This is because you're using different version of PTW. As written in the 1st post, you need the latest patch installed, 1.27F.

Originally posted by karak
So, I have followed the install to the letter, both with the main mod pack and downloading them seperate. I get a ton of missing errors. Missing Art/units/King Spanish INI. and some such, or another king, so I went and checked and they arent there are all. Not in either folder for either game but my game works fine, so what gives. Do you have any idea, this mod just looks insane. Yes i installed your stuff exactly like you said and reinstalled the games 3 times. and still nothing

Sorry, I'll have to ask some stupid questions:
- do you have PTW 1.27F
- have you ever touched your Civ3/PTW installation ie. renamed, moved any folders?
- go to your CIV3PTW/Art/Units and look for King Spanish and other kings. well, it has nothing to do with the mod, these units are part of PTW and should be there.

Originally posted by emu
ok i got it working after what you said, i was the ironclaw orcs and i was having a fun game.
but i wanted to know what the new resources where so i looking at the resource info but when i got to pipeweed it couldnt find the pipeweed pcx or somthing like that and it exited the game.

Sorry. I found this one in Civilization III folder that's why it was working here :blush:
The missing file is attached to the post. Put it into your WH-Mod/Art/Civilopedia/Icons/Resources folder. I'll include it in a patch later.
 

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Excellent beyond belief. Loads of fun. Tested some of the units, took a look around. Will start a real game tonight. Looks Great.
Questions:
- Bretonnia: No Grail Knights? The land of Chivalry and Horses with only 2 mounted units?
- Slann & Skaven: How soon?

Really, a first class job. All Mods should be this complete and gorgeous.

My thanks
 
Originally posted by Vanadorn
Excellent beyond belief. Loads of fun. Tested some of the units, took a look around. Will start a real game tonight. Looks Great.
Questions:
- Bretonnia: No Grail Knights? The land of Chivalry and Horses with only 2 mounted units?
- Slann & Skaven: How soon?

Really, a first class job. All Mods should be this complete and gorgeous.

Thank you :)

and the answers:
- Bretonnia has 3 mounted units: Horseman, Knight Errant and Questing Knight which is better than any other knight in the game.
- Slann - Kinboat and Celeborn are making slann/lizardmen units, so next "big" update will contain full-fledged Slann. I don't know exactly when, but I hope it will be soon ;)
- Skaven - a unit-creator would have make a ratman model and create whole unit line... say 5-7 foot units and some skaven war machines... I don't know if it will ever happen.
 
If it ever does I could use them as well. More need means more reason to make right? A line of wererats or kobolds for my mod.:nospam:
I love this mod. I have played the high elves and just wanted to say again :goodjob:
 
yes
 
THanks for the help. Your right, it has nothing to do with your mod. I got it to work on another computer with a different copy of PTW. So I will return mine to fred meyer and try again. Thanks man, and BTW the mod rocks big time
 
Well, I'm the Wood Elves and all is going well as I research Nature Lore. There is just one concern: The high elves haven't built a single cultural improvement yet.
Just wondering if you had a clue as to why?

Oh and nice website :)
 
Nope!
 
Excellent mod. I’ve been a fan of Warhammer since I was little (abandoned it due to requirement for beer money) and I had a map kicking around so I loaded and modified it with your mod and I think its turned out okay

Couple of points
- the old world is 2.5 times larger than it should be to allow playability and araby is shrunk in proportion (the dark lands are twisted and stretched but retain the correct size
- actual the whole of the world is not exact mapping as there are no good maps of the whole warhammer world, so I let my artistic side run on a bit.
- There where no maps of cathy and Nippon so that bit is just strait forward made up :)J
- Ive made 2 new resources – the fell beast allows the tundra bound chaos fraction some measure of food and power. And the Black Corn allows the skaven swamp to provide food for the disciples of the horned rat (if they were thereL) these both need proper icons (what’s that cattle doing in the tundra?)
- there’s space for the skaven, lizardmen and chaos dwarfs (hint;))
- The dark elves have 2/5ths of the world to themselves so may grow very powerful.

Once again embryo dead – nice work
if anyone wants more detailed analysis of why stuffs where just ask. (most like answer, i'm an idiot)
 

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Nope!
 
Are you talking about the Warhammer Fantasy Roleplay book? Cause I've got it, and could provide source material

Incidentally, Kal-El once made a rought Warhammer map - you might want to talk to him.
 
Originally posted by Raw is War?
Well, I'm the Wood Elves and all is going well as I research Nature Lore. There is just one concern: The high elves haven't built a single cultural improvement yet.
Just wondering if you had a clue as to why?

It's a random case of Civ3. If a faction is poor and/or constantly at war, it won't build culture. In my games HE are usually culturally rich, opposite to Dolgans.

Originally posted by emu
why cant settlers travel over mountains?
its just poor Tilea was too stupid to build roads on the mountains so it got stuck with 1 city and the redeye goblins ended up being a super power with none of the work

That's how it should be. Very high mountains are borders just like seas, so being surrounded by mountains is equal to start on an island (unless you're human player ;) ). From my experience, factions landlocked this way build roads, though not as soon as human player would. It depends how far the mountains are from the city.
BTW making settlers travel over mountains won't help, since AI won't let out a lone settler - he must be accompanied by a military unit.

Originally posted by Nethram
Excellent mod. I’ve been a fan of Warhammer since I was little (abandoned it due to requirement for beer money) and I had a map kicking around so I loaded and modified it with your mod and I think its turned out okay

Actually I made a map for this mod, though I delayed it's release because I wanted to test it for the gameplay. It's now in the attachment, though treat it as beta. It's way different from yours, I'll risk saying that mine is more accurate, though it seems you lacked of source maps (I have all kinds of them, official and .. less official, old and new, including Cathay). Actually the basic geography was made using BMP2BIC utility so it's exactly like the official map. I only made up the contents of Albion and Chaos Wastes (well, you can't build a powerful civ on the "wastes"), also Northern Steppes have some hills/forests to accomodiate Dolgans. I also placed every little map/hill/forest/river/ruin as in the GW map (I'm speaking of the largest one available at warhammer.com).

This though, was made with the initial civs in mind, so contains the "center" of the world, from Naggaroth to Dark Lands, without Lustria and Southlands. There is a lot of "filler" - I wanted to prevent from colonization of all "unknown lands", new world etc. One important thing: no cities are allowed in deserts, tundras and swamps.

Thanks for the input, though I have some problems with your map:
- WAY TOO MUCH resources...
- Many areas are wrong / inaccurate when you look at GW maps: Troll Country / Kislev, everything east, and north-east of Dark Lands (there is actually huge Ind(ia), Northern Steppes, Tundra where the Dolgans live etc.), South Lands, Lustria, Naggaroth... I have maps ie. from armybooks and those places look completly different.
- Old World is huge, but there is almost no Tilea. I know you want Skaven, but it's better to forget about them, for now.

I am open for discussions about the maps, though I need proofs of some sort, like a map from GW ;)
 

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Great mod, but a few bugs, ie-can build a bank without a merchants guild and the civopedia for iron has maxed out links for the units.
 
Originally posted by Coke_Cola
Great mod, but a few bugs, ie-can build a bank without a merchants guild

I wanted to wrote that it isn't a bug, since it should be like that, though I see civilopedia states otherwise... I should be more consistent ;) But yeah there's no reason to have both buildable at the same time.

and the civopedia for iron has maxed out links for the units.

I know, but it's a civ3 problem, not bug in my mod. You have to click on the popup about 20 times and it will disappear.

"ie." - ? - found anything else?
 
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