Warhammer Fantasy Mod 2.0

what the heck, sorry i didnt think i posted that 3 times?
 
First off, embryodead, great mod! I have enjoyed it loads so far, both PTW and Conquests versions of it. I'm looking forward to try out 2.0 when its done...

To something else. I read the discussion about the idea of having each race gather artifacts to enable space-race victory. What I saw was that all races gather the same artifacts. I came up with an idea that I didnt see posted that might work. I say might since I have no idea if its possible to mod or not. How about each race creating their own artifact / artifacts instead of everyone sharing them. For an example Bretonnia has to put together The Blade of Couronne. They have to make / discover for an example 4 pieces for it. For Bretonnia to make Banner of Righteous Retribution they need 2 different pieces for it and so on. Dark Elves would need 3 pieces to create Executioner's Axe and 3 pieces to create Blood Banner. Each race has their own "set of artifacts" that grants them victory but all the sets are made with equal amount of pieces...

I might just be rambling. Anyway, thanx for a great mod again...
 
Thanks Dodgy, but no, this is not possible. I went with one set of artifacts for all races, 10 of them, with prices higher than SS parts in civ3.
 
I'm sure one set of artifacts for all races works just as good or even better. My idea just makes more work for a modder. Once again, great mod. Makes me want to start with Warhammer again...
 
It's not about the amount of work. I wanted multiple sets, but they are just impossible to implement.
 
I've been playing your mod since i got it this morning, the only problem i've found in it, is that i cant build keeps in lvl7+ citys. (I'm using C3C V1.00)

I dont know if its just a WoodElf thing as i havent tried any of the other civs yet.

other than that great mod, and do you plan on making a Beastman civ?
 
Have you downloaded 1.1 update? Indeed there was a problem with Keep but it was long time ago and fixed in 1.1.

Beastman civ is not planned because there are no units available, and such civs needs a lot of them.
 
I've only been playing this mod and not the actual game of Civ 3 since i got it. GOOD JOB! It is a great mod. Also, the thread is relatively clean and organized, better for idiots like me to find out how to do things, other mods pages seem to be all goofy and i cant find things as easily. KEEP UP THE GOOD WORK DUDE!
[dance] :ripper:


:die:
 
Getting back to ;) the Dwarves and Mountains - I don't think anyone has posted the idea...

But, while making mountains unable to support cities, the LMHills.pcx could - with mountain graphics instead - could be preplaced, and allow for Dwarven cities to set on 'mountains'.

While this would only be a minor point - a graphical one - it would also allow these city capable mountains to be placed empty, for future Dwarven expansion, by 'walling' them in with standard mountains.

On the other-hand, given the back-ground, the Dwarves are less likely to settle new places - with, to my understanding, expansion away from the World's Edge Mountains occuring over many thousands of years.

Thus, I think it would be best, 'fluff-wise', to prohibit Dwarves from new settlements, and restricted to taking others - particularly in retaking their old settlements that had/have fallen to Goblin invasion... :D Grudge :mad:
 
Hi

This is a message for embryodead.....

I'm writing from PC Zone magazine in the UK, to ask you for permission to run the Warhammer Civilization mod for Civilization III on our June issue coverdiscs. We are running a feature on mods, maps and sites for Civ III, and the Warhammer Civilization mod is one of those mentioned, so we'd like to accompany the text in the magazine with the file on the discs.

Thanks!

Suzy Wallace
Disc Editor - PC Zone
www.pczone.co.uk
 
I'm new to this forum.
Exelent job whit this mod. it's the best!

I know this question is not related to the mod and might sound dumb... but I've been trying to place the city in advance so I don't discover that Nuln is in bretonia and marienburg where middenheim should be.
Can anyone help me I've tried the tutorial but did'nt find any relating to this.

Sorry for my english.

Deadfish.
 
Another new bod here.

First - excellent mod. I can't see myself going back to 'normal' Civ3 for a couple of decades or so. Roll on v2 if its better.

The Point - I've just been playing as Chaos and had a suitably destructive time. However, i had to pay upkeep costs for my demons and spiders, etc. which the Civilopedia says should be free.

Is this right?

Also, spotted an an oddity with an Evil Minion encampment on a mountainous coast where the minions just piled up 'cos they couldn't go anywhere.

Apologies if this has been dealt with before but 38 pages is a lot to scroll through.

Cheers :lol:
 
For the warhammer world map you should institute some of Rhyes changes to reduce the number of cities created by the computer.At the later stage of the game turns take way too long because the computer has colonized the whole world (100's of cities. In Rhyes mods certain terrains cannot hold cities and give very little to no food and/or resources. I.E. his desert is a 0/0/0 and becomes I belive a 0/0/1 with a road and cannoy be colonized on thus reducing cities built on or near deserts. This would greatly help the warhammer map and keep the game smooth. Please consider the idea.
 
@Deadfishpb
It's really hard to help you since it is the basic editor stuff. There are no tutorials for that really, since it's all in the help file. To make the long story short, you have to choose the active civ with SPACEBAR, then use city icon to place cities.

@Markyboy
The upkeep is the issue with 1.1 version. I won't release any fixes for that since 2.0 version of the mod is going the be released very soon (it's beta-tested right now). As for the barb camps in mountains - that's the disadvantage of impassable mountains, you have to live with it.

@Eddiit
The map is already optimized - if you didn't notice, deserts but also tundras, jungles and swamps can't be colonized, and in fact the amount of colonizable space on that map is very small.

@DrizztDourden34
It looks like you're running out of memory. Try to run the mod again, that's the only advice I can give.
 
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