Warhammer Fantasy Mod 2.0

Speaking of defensive unit, saw a siege tower - are you gonna incorporate it?
 
@Drift
There are no collars available, sorry.

@Vanadorn
Siege - defensive? :) I thought about it, but I don't really know how to implement it. It can't really be normal ground unit - I don't want to be attacked by stacks of 30 siege towers and nothing else...
 
Well, you could use the siege tower as an early bombarding unit for some ... nations (or what are they called)? Like replacing the fire catapult/trebuchet.... :mischief:

... not that I'm trying to sell you any units... no. That's not like me at all :mischief:
 
ok aaglo, that's not bad. it could replace catapults for orcs & goblins. and they will still have their rock lobbers (trebuchets) later.
 
(so using this Chaos (evil civ) and High Elves(good civ) do not get allong well)

Thats quite interesting, because they have a mutual protection pact in my game :lol:

@embryodead
Both units look class. :thumbsup:
 
@Raw is War
after 1000 years everything can change, though they start hating each other, and have a permenament negative bonus through the whole game.
 
>The reason there are only 3 governments and no switching is >that it allows for some control of how the Civs interact... The >monarchy civs stay on relatively good terms w/ each other while >they are on poorer terms w/ chaos and despotisms. (so using >this Chaos (evil civ) and High Elves(good civ) do not get allong >well)
>Also many wonders can only be built by either monarchy, >despotism or chaos. Example: the Underways is avialable only >to Chaos Civs... it wouldn't make much sense to have High Elves >skulking around in Sewers now would it

>Personally I miss the ability to change governments... but you >can't have it all

I have visited the mod webpage (many times), but there are other ways to do this ... like flavors with bonuses or penalties towards other groups, etc.

There is no reason why even orcs or goblins couldn't have, say, an oligarchy, a plutocracy, or a monarchy, and still stay within the framework of a "chaotic" faction at odds with "good" factions.

I agree with what others have stated that the tech tree is "bottom-heavy" -- the third age has far fewer techs than the first, and many of the techs that it has are practically useless to many civs. Hopefully v2.0 will balance this a little more to give players a good incentive for strong ongoing research throughout the game.

WoundedKnight
 
Originally posted by WoundedKnight
I have visited the mod webpage (many times), but there are other ways to do this ... like flavors with bonuses or penalties towards other groups, etc.

No, you misunderstood the concept of flavors. They do not affect diplomatic relationships at all. And there is not "etc." here, I'm afraid. Culture groups and fav/shunned goverments are the only settings in the editor affecting diplomacy.

There is no reason why even orcs or goblins couldn't have, say, an oligarchy, a plutocracy, or a monarchy, and still stay within the framework of a "chaotic" faction at odds with "good" factions.

Yes, there is a reason, already explained. High Elves being in monarchy, will like monarchic orcs more than their wood elven brothers who happened to switch to oligarchy.

For me, in a fantasy mod, strong diplomatic relations, as well as good/neutral/evil buildings and wonders, are much more important than goverments, which have little variety to offer anyway. Adding 10 new goverments with cool names takes about 10 minutes, but sorry I won't do it. I don't want to lose all the good vs. evil features that I introduced into this mod.
 
I would like to see far more nudity in the game.. For instance after 300 turns an ork and troll dance across the screen to expose a saggy pierced body part.. Ewww.. oh wait thats been done..
 
Sorry to be dumb, but even though I installed the WH-mod file in the conquests\scenarios folder, the game crash. Leaders heads work fines though. When I try to launch the game, after choosing a nation, the game says he cant find .ini for a given unit (for the undeads, its the settler iirc).

all your files are installed in (base, 1.1 update, 1.1 fix)

D:\Civilization III\Conquests\Scenarios

as requested in your readme (except leaderheads)

any idea of the problem?
 
Pocus,
If it can't find settler that really can't have anything with the mod itself... I really don't know how to help you. Is your whole Civ3 in that D:\Civilization III folder or part of it is elsewhere? Have you ever moved any of your civ3 files or folders? Have you played other mods and which ones?
 
yes, all is in this folder, I installed civ3 then civ3 conquest just after. I installed also the patch 1.02... strangely the intro screen write its 1.00, even if the patch tell me that it is installed fine. Your mod is compatible with conquests in all versions I suppose?
 
I was wondering, could you make use of the fixed alliances that came with Conquests? You could only have four, but maybe High Elves - Dark Elves, Reikland - Chaos, Goblins - Dwarfs, Lizardmen - Chaos could be used? It would probably ruin the game though now that I think of it, as the AI would just build squillions of its cheap units and attack as soon as the game started... oh well...

Also: Sylvania should probably have their own espionage centre, given that vampires infiltrate many of the other races for their purposes. Maybe you've already ocnsidered this. If the only way of doing it would mean the Khemri would also get to use it, why not? Lahmia is also big on infiltration, and that's a Khemri city in the game...
 
@ Isembard:
I think it makes more sense to use the locked alliances in a Scenario than in a random map game... it just doesn't seem right to me to start out the game w/ a settler and already be at war with someone.

On the other hand... I'm working on a successor scenario to my Zentrumsland scenario and I used Locked alliances in that (to put chaos at war w/ the Dolgans for the start)

Also in this scenario I'm playing around w/ making Chaos play sort of like a Mesoamerican Empire... in otherwords giving them the possibility to capture a bunch of foriegn workers and then sacrifice them. In my test version I modified the Princess unit to be immobile and useless... until you attack the city and then you capture a worker. (The Dolgans are checked as a non-human and are the only civ w/ these units... to save human players annoyance) I was thinking about giving one or two later chaos units the ability to enslave units into workers.

Just posting this in case anybody else wants to play around w/ the approach

Unrelated idea:
Maybe the Black Library should only be available to Despotisms (or better yet, Scientific Despotisms) and maybe be a small wonder. I suggest this becuase inevitably the Despotic civilizations seem to lag behind the Monarchys technologically. The Khemri and Sylvania, being scientific civs. shouldn't lag behind that much

A note: (@embroyodead)
Eastern workers don't sacrifice, I don't know if this is intential or if you forgot to check the box.
 
@Pocus
Yes, mod works with Conquests 1.00 and 1.02, also with newer beta patches as long as labels.txt file is removed (but it has nothing to do with your error). 1.02 doesn't update the conquest.exe that's why it still says 1.00, it's correct.
I really do not know how to help you. Again, what about other mods?

@Mr. Do
As Cabbit said, locked alliances are for scenarios, and I will use them in scenarios only.
And yes, I actually used that rulebook from Critical-Hit as main resource for Nippon. You can actually see that most city and leader names come from it. I thought Kyoto was there as well, though I might have taken it from another book, don't remember. I can remove Kyoto if it sounds problematic, though actually most names do ;) Updated list is quite long anyway.

@Cabbit
No, this type of wonder is too powerful to be given to civs for free. Actually, I can't confirm what you're saying, tech race is usually led by simply the most powerful civs. Elves have bonus at start, but it actually doesn't help them much. Oh, and bug reports on 1.1 doesn't really matter now, 2.0 is made from scratch :)
 
About govts, you could have the civs all start in despotism, but only be able to research one other government per "evil" group. This way you get one change of government at least. I like the fact that you change govt yourself, choosing when to do it. Despotism would be a neutral govt, but monarchies still hate chaos, and you'd have to rename the now-despotism I suppose.
 
Someone speaking to me when i don't speak ? :) Indeed, locked alliances are only useful for scenarios : for example, although there are good relations between, for example, Reikland and Kislev for the time being in the WH world, they were quite deadly ennemies at some time, at the formation of Kislev. THat goes with many other things...
 
The gov choices, are they limited to "shunned" or nothing else? Or does it run: Shunned, neutral, and Preferred?

If it's the 2nd choice, it is possible to have 2 government types per "alignment" class. So you can have Despotism and Tribal Council be preferred with eachother, but shunned for all other types.

This will allow the study and acquisition of a new government with some benefits.

Example: Chaos has horrible corruption, forced labor, and decent city support, while something like: Tyrannical Egotism (an upgrade on this path only) could have improved corruption, forced labor, and not as decent city support.) Something along the lines of:

Despotism, Tribal Council.
Chaos, Tyrannical Egotism
Monarchy, ??????

Of course, if there is not way to have multiple shuns, prefers, and neutrals, than it is a moot point (free halfling? where)

my 2 cents.
 
Mr. Do, Isembard... sorry about the name confusion:(

@ Embroydead... I geuss I just haven't a game w/ a despotism or chaos in the techlead yet... but I'll keep playing... (of course I would anyway)
 
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