Warhammer Fantasy Mod 2.0

Maybe governments should be entirely done away with, and the term replaced by "alignment" in the labels file... that way it'd become much clearer to people that the Empire, Dwarfs etc. can be considered part of the same alignment, hating the Chaotic factions. Let's face it, the races are rarely what the government says they are- Brettonians are feudalism, Empire is, umm, Empire etc. Well, except for Chaos, which isn't a government form but an alignment anyway...

Originally posted by Isembard
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...

Yeah, I know, but given you can only have four such alliances (And in fact they'd more be eternal war states as there would be no actual alliance) the ones I suggested seem to fit the WH world- have Dark Elves ever not been at war with high elves, for instance. But still, this is all moot because they'd ruin the gameplay of a ranom map scenario. The end.
 
No problem about the name, Cabbit, we understood, that is the main issue :)

Vanadorn, i don't think that works, because this system would work only with 3 governments, and i don't think you can link governments in between each other to be shunned by the same other pair of government...Also, Chaos will always keep Chaos, for example, whilst perhaps Dark Elves could evolve towards something else(you suggested Tyrannical Egotism), and other civs like Khemri should keep despotism and not go to tribal council which makes no sense, hence making it impossible that all groups evolve this way.

Alignement could be a good idea, of course, although, if it were Monarchy = Law or something, Despotism = evil and Chaos = Chaotic, it would also give some troubles, i'd think. Despotism would be the hardest to place.
 
@embryodead:
At last I know what is happening. The stupid people which have done the localization (i play the french version) have localized (you wont believe me) the name of units for the ini file, and folder. So for example settler is translated to colon for my version.

Thats totaly crazyness, as it means no french player can play a mod (unless he renames the folders and file). This is what I'm doing now, to play your most excellent mod!

Thank for the support.

I have problem with the labels.txt, I have suppressed it from your folder, will see if it fixs my problem (in diplo screen).

a game question, what are the races the most interesting to play? Dark elves seems to have a lost of customized units e.g, where as the undead seems to be a bit poor on this topic??

Does a scenario exists (aside from HW 140) with preplaced and developped empires?
 
Hey embrio, I know it may not be the right place to ask, but I searched for an hour without finding the info, so could you tell me around what period you plan to release the 2.0 version, I can't wait.

No pressure, Thanx
 
@ Isembard

Just trying to find the middle ground for those who want and wish for more governemnts. My honest and still original opinion is to leave it well enough alone. It works, it's different, and it forces a type of play to evolve along rough guidelines.

After my post, I did some looking/research and realized it was a moot point as to the multitude of preferred and shuns cannot occur on a single govnm't.

@ Pocus: Interesting races (current incarnation): Dwarves, Chaos, Dark Elves, Wood Elves, and maybe Sylvannia. It depends on what you want.

Vanadorn
 
governents
There are only two slots: Favorite and Shunned government. I don't remember exact values and details, but it went like this:
- AI likes civs that are in the same government
- AI likes civs that are in its favorite government (cumulative with the above)
- AI hates civs that are in its shunned government

If I make just one upgrade, the whole system will simply stop working.

Alignments were considered, but they don't really fit. Chaotic factions are indeed chaotics but there are problems with others ie. despotism represents barbarians / undecided or evil-but-not-chaotic factions ie. Dolgans, Amazons, Ind but also Khemri. One of its main features is allowance of slavery. On the other hand, for game purposes, Sylvania is now monarchic...

@Pocus
Yes it's a known issue with french civ3 edition, people have been cursing at it. I don't know how difficult it may be to fix that, though you may get some help at CFC, since again, this is a well-known issue. I didn't make any scenarios, I will do them for 2.0. Cabbit made one scenario available in Scenarios forum; also check Isembard's sig.

@Rhymes
A month is a good bet I hope.
 
I'm renaming the misnamed folders each time I get a crash ;)

any idea about the labels.txt? I removed the one in your WH mod, but still I got magenta color for my text.
 
@pocus

If you would make a fix, (tutorial) on how to play the MOD on a French version, I'm sure Embroyodead would find it in his heart to mention it when he releases v2.0 of his outstanding WH-MOD.
hint hint
-Tom
 
well there is nothing subttle involved, you have 2 methods : the 'I do all the hassle before' one, or the 'on demand' one.

- doing it all before playing:
go to your civ3/art/units, there is a bunch of folders here. Make a ctrl A, then crtl C, then ctrl V. All the folders are copied with the prefixed 'copie de'. Take the first, open it, lets say its called 'copie de colon'. In the folder you will find an ini file, with the name translated in french, for example 'settler.ini' will be translated to 'colon.ini'. Rename this file to settler.ini. You can know the english name by looking at the animation files which are not renamed. Then do the same to the folder name, changing it from 'copie de colon' to 'settler'.

Do this for all the folders, there is a bunch and its painful, but you can do that in 30 mn.

The second method is the one I used. I launch the game, choose a nation, then try to play. You will get a critical error saying for example that 'cant find worker\workerrun.wav in folder \art\dwarven worker'
The thing of importance is not the second name (dwarven worker), its the first. It means that the MOD is trying to look at a file in a 'worker' directory, and use it for (in this case) 'dwarven worker'. So go to the civ3\art\units directory, as in first case, make a search for 'worker*.*' (well if you know that a worker in french translate to travailleurs, go directly to the folder). You will find that the file you search (workerrun.wav) is in directory 'travailleurs'. Make a copy of the folder (so it becomes 'copie de travailleurs') and apply first method, that is

1. rename the ini file in this folder to the english name (here worker)
2. rename the folder to worker.

note : the renaming of ini is not mandatory, but can be of use for other mods.

Then launch again the game, and see if you crash on another unit. Initially I just had to rename perhaps 6 folders, so I managed to start the game withing minutes. Then from time to time the game ask you for another unit (but you have autosave each turn).

In essence, you are duplicating the whole units folder, by having a copy of it, but with english names.


Its really simple, but a bit cumbersome. But the mod is worth it!
 
actually, this wouldn't help just the mod, but whole civ3, since such changes are needed to play any (english) mod. Pocus, I believe you will get much more errors later, since those errors appear only when a given unit appears in game. I can make a list of all original civ3 units used + custom units that use original sounds (like that dwarven worker), so that you can rename them without waiting for a crash half of the game... tell me though, does this affect only civ3 units, or ptw and c3c units were also translated to french?

As for the labels.txt
If you have 1.00 or 1.02, you shouldn't really delete the labels.txt, as it is the proper version. it does however, change a lot things that were originally translated to french in your version. if you delete that (I'm speaking of labels.txt that is inside WH-Mod/Text/ folder, not civ3/ptw/c3c), you should just get your original labels and no error can occur.
 
@Pocus : i'm lucky to have an english version of vanilla civ, and the thing is, conquests, you can install it in english : perhaps that should solve your problems ? Otherwise, my current Old World scenario includes a lot of races using normal units, but i'm working on that War of the Beard mod (modifying quite extensively the number of files in use), and i don't think in there there is any unit from the normal game, out of Dark, High Elves and Dwarves (although i do use a normal "warrior" unit for human barbarians...)

In any case, perhaps simply re-installing Conquests in English will solve the problem (since i'm a bit of a "purist", i prefer to use the old english language for english games :))
 
Isembard... No. First of all, conquests does not include vanilla civ3, only PTW. Moreover, your scenario will still cause the same problems, as nearly all custom units, including all dwarven and elven ones. use sounds from vanilla civ3 worker, swordsman, archer etc.
 
Hmm, that is true, although it will be less extensive changes if it is simply slight modifications of the .ini files in the corresponding unit files.
 
I was just wondering as to why the Kraken seems so week? For example it took 6 of them to take out my puny little boat yet:

'Krakens are huge, squid-like creatures. They hunt for sea vessels to devour them.'

With the doubling of stats, will you also make the Kraken a bit more dangerous perhaps?
 
Originally posted by Raw is War?
I was just wondering as to why the Kraken seems so week? For example it took 6 of them to take out my puny little boat yet:

'Krakens are huge, squid-like creatures. They hunt for sea vessels to devour them.'

With the doubling of stats, will you also make the Kraken a bit more dangerous perhaps?
This depends on what difficulty level you play. On Chieftain, for instance, your units' values get a huge 800% bonus against barbarians. So doubling the stats could break the game for a Deity-player.
 
I always go in and drop the bonus against barbs to 0 for all difficulties, so they are always a serious threat to expnsion. That is my own personal preference, if you want a little more realizm. As your technology out advances the barbs, they become less of a problem, but early on they are a real pain.
 
This depends on what difficulty level you play.

Ah, forgot about that, mrtn. Guess there's nothing that can be done then, E.D?
 
Well what can be done... I already lowered bonus vs barbarians by half. Stat-wise they are strong, and on Emperor (I hardly ever play lower or higher) I never noticed that they're weak... they actually stopped any early sea expansion if appeared in groups.
 
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