Warhammer Fantasy Mod 2.0

Ok, I just bought Civ 3 and Conquests and got all the patches and what-not, and I was wondering if the PTW v1.27f is the same as my civ3 v1.27f. Or is PTW a whole seperate expansion or something like that? Also, to download this do I absolutely have to have WinRaR or WinAce?
 
Heya EmbryoDead, awesome mod. Just installed it and played for a few hours (heh). 400 turns into on the custom map that came with it. Playing as The Empire. Only complaint I have is that for some reason the pisolier gets his ass kicked by everything. Infantry, longbowman, cavalry, and knight all fight better than him and he's got better offensive stats. Maybe just bad luck on my part?

Also, got an error stating that the bowman.amb file was missing and it booted me. Playing on the conquests version. i'ved/l everything ya got in the first post that needs to be downloaded.

Edit: I'ma dummy. I deleted the bowman files ... Well, transfered to a new folder while messing with a new xbow unti i d/led :P
 
@theHamburglar
Conquests expansion includes the latest PTW, so you have the same, compatible game. You can run it from start menu. However, if you have Conquests, then I advise to download WH-Mod 1.1 update. It runs under Conquests and has more features.
Advanced archiver is absolutely needed for this and many other mods. Zip format has very low compression, and we are forced to use better ones in order to save our hosts' bandwidth and your time. I recommend WinRAR trial, it's simple and free of annoyances.

@Stevenpfo
It can only be your bad luck, modders have no control over some hidden settings ;)
 
I second the WinRAR trial, it's what I've been using for ages. WinRAR that is. But the trial is good for those short term needs ;).
 
I know it doesn't expire. ;) but it is supposed to be a trial version. That's what it tells me anyway at times. ;)
 
I've played more of the mod, it just gets better and better (Despite all the Gollum-like High elves shambling about the maps cos they got no iron). I'm playing as the Tileans and I'm near the lead, which is a testamount to both the creation of the game and my own skill I think, given that I've had no iron for most of the game, no leaders and not even a Golden Age yet; there's not many seafaring and commercial wonders, so I don't think I'm even gonna get one... can the Tileans get a GA through winning a fight?
 
Each faction has one, most promiment unit to trigger GA. In case of Tileans, it's the Battle Galleon (needs Iron though, amongst other things ;) )
 
Aha, thanks! After that post I thought I was going to get my GA for sure when I built the Elementalist seafaring wonder but got nothing for it! My game has progressed now and I've got some iron and had a couple of leaders, huzzah.

One last comment on the elf warrior unit- since you're taking it away from the elves, will it be made into a ghoul unit for the vampire race? I think it fits their look perfectly.
 
Ghoul? Oh, no... it's actually native american warrior by utahjazz7, and I think it looks like one. There will be, however, new zombie unit for vampires/undead, which I'm working on right now.
 
Yeah! More undead units. It seems as if Smoking Mirror abandoned his quest to make a bunch. I was losing hope. Can't have a fantasy world without the walking dead you know. ;)
 
Oh no I get a trebuchet error! ...but thankfully I am cpable of actually finding the solution that you've already posted and the problem is fixed :)

That unit may be a native American unit, but luckily I have poor eyesight, so I might mess around with it to see if it would work as a ghoul... maybe movement of 1, all terrain as roads. Although, last time I thought, "Hey I've got a better idea for your mod" it turned out the way it was already was actually better thought-out and implemented than anything I modified it to. Who woulda thunk it...

A couple more things you may or may not know already:
-Looking at iron in the Civilopedia crashes the game cos there's so many units listed that use it.
-May not be a bug, but it seems pretty horrific either way: a Khemri city near my civ defected and joined my civ; as far as I'm aware when this happens the city is automatically garrisoned with the standard defensive unit; the city defected with a red dragon! ...I should probably just turn that feature off.
 
Well, this mod made me buy Conquests to get the latest version. I guess I ike it :D

Anyway, my knowledge of the Old World is rusty, but I do remember they had mithril (or some different spelling of the word to get Tolkien estates off their backs). Adding a resource like the old MoM mithril to allow to build regular units equipped with super armament would be nice. It should be rare and deplete as often as coal or so.

Civs without access to it could get the same units from the Rune advancement, as magical weaponry, for a larger cost
 
Originally posted by borgun
Anyway, my knowledge of the Old World is rusty, but I do remember they had mithril (or some different spelling of the word to get Tolkien estates off their backs). Adding a resource like the old MoM mithril to allow to build regular units equipped with super armament would be nice. It should be rare and deplete as often as coal or so.

In Old World it's called Gromril aka Starmetal, and it's already in game as bonus resource in 1.1. In Warhammer, Gromril is basically used only by The Dwarfs; Mithril is sometimes mentioned (only in unofficial resources I believe) as less refined version of starmetal. I was thinking of changing it to strategic resource, but if it boosts some units, that would be dwarfs only (unfortunately it is not possible to have resources simply add stats like in MoM).
 
Couldn't it be possible to make these special "mithril" units simply a different set of units? So there would be a High Guard and a Mithril High Guard with basically the same graphic (minus some minor fx). It would make possible to upgrade old units and set higher the building costs of these crack units higher to take into account the extra work on refining the metal and its rarity.

As for the Mithril being only available to Dwarves, it makes sense. Yet, similar units based on magic forging advancements (maybe requiring warpstone?) wouldn't be out of the line for other civs if you consider that they were available on the miniature wargame (for a hefty point cost)
 
Gromril was a metal, even in the heyday of Karak Varn, which was reserved to kings... So it couldn't really realistically give a boost to all units over the entire Karaz Ankor...
 
Mythril has been mentioned in some context by Games Workshop with regards to Warhammer, although I'm not quite sure what the context was- either mythril armour was used along with light armour (Which was why I was astounded at how rare it was made out to be in LotR), or it was simply the name of a paint. Either way, it's canon. I should kill myself for remembering even this.

Edit: once again I forgot the actual point of my post, which is to say I think it's been implemented just fine by embryodead so far.
 
Originally posted by borgun
Couldn't it be possible to make these special "mithril" units simply a different set of units? So there would be a High Guard and a Mithril High Guard with basically the same graphic (minus some minor fx). It would make possible to upgrade old units and set higher the building costs of these crack units higher to take into account the extra work on refining the metal and its rarity.

Yes a different set of units... the problem is that there are almost 300 units in game right now. There is really no way to add another hundred or two... the tech tree will turn into total mess. Also, what do you mean by higher building costs? In civ3, there buildings cannot be prerequsites for units like in RTS's... I might add *some* gromril equipped dwarfs ie. Hammerer, High Guard and Longbeard (new in 2.0).

As for the Mithril being only available to Dwarves, it makes sense. Yet, similar units based on magic forging advancements (maybe requiring warpstone?) wouldn't be out of the line for other civs if you consider that they were available on the miniature wargame (for a hefty point cost)

Warpstone is death and chaos; only Skaven can use it on large scale, apart from supernaturals and immortals. Obviously, if Skaven ever get in, they will need warpstone for many of their units. There are some warpstone artifacts for special characters in the wargame, but they are just that - rare and unique stuff, not something that you can equip an army with.
 
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