Love the Mod ! I'm playing the C3C version and am having a ball !
I found that I was missing files in the correct locations when I started (as I see a LOT of other folks have). I put it down to have not actually INSTALLED PTW. I went straight from vanilla Civ3 to Conquests. I figured that although the files required may actually be there, some config file didn't know there location for your mod to access.
I basically copied the entire folder which contained a file which your mod had touble with to under the mod folder (eg ../WH-Mod/Art/Units/). This has worked a treat !
Some thoughts about changes for 2.0:
- No support cost for spells as this doesn't seem to make much sense to me. Cheaper to build maybe, or lethal bomb. After all, it is magic! I'm not sure if you can, but they spells don't seem to effect Coracles. I'm not sure about other boats. Not sure if this can be "fixed" in the mod or it's a Civ3 issue.
- Elephant Unit seem a little weak. I know their the same as CIV3, but in your mod their pretty much a redundant unit since they don't have the advantage of not requiring a Strat Resource. I like the beefy HPs, but I'd up them a little more and give them 3 Def so that they stand out. Balance can be done in shield cost.
- The Attack/Defence strengths of most nations units seems very "flat" with much more variable HPs to vanilla civ. I think a bit more variance in unit strengths, especcially Def, would add more flavour to the mod by making units more distinct. Most races have very little between Hv Cav Att 4 and Dragons Att 10+.
- Elvish "Magical Woods" improvement which Doubles City Growth rate would go a long way towards doing away with Elvish Growth woes because of no irrigation. It may sound a little unballanced, but you can fix that with making it take lots of shields to build, have high maint or come a little late in the tech tree.
- Another way to easy the Elvish food woes and mitigate "plains dwarves" would be to have a "Racial Secrets" tech which was only available to these races which allowed for "Fae Woods" and "Dwaven Cache" bonus resources. Maybe even a "starting tech" like your Lizardmens "disease immunity".
- Sylvania units seem a little slow. Yeah, they have Cav but no flight. Also the number of vamps they eventualy get into the field can be enormous (especially once necromancy). What if Vamps and Vamp Lords had "flight" but were more expensive? Flight doesn't "break" blitz does it?
Just so you know, dispite these suggestions, I found your mod inspirational ! I've started to look at doing a mod myself. Wish me luck !