Warhammer Fantasy Mod 2.0

well darn. i didnt notice that. sorry about being all confused. i owe you one there embryo. anyways...when does the new version come out. im looking forward to it. good work.
 
For those with problems with barbs in the mountains, there is a solution. When you send an army to take out their annoying spiders just send a settler with you and build a city as close as you can get, then build all the culture improvements till it expands it borders over the dungeon. The dungeon will be destroyed automatically. Then if you can't afford the upkeep on so many buildings in that city, just sell them off.
 
or just wait till you get flying units... since even if you destroy the dungeon, the barb units remain in place.
 
Originally posted by embryodead
or just wait till you get flying units... since even if you destroy the dungeon, the barb units remain in place.
I don't know if I'm releasing trade secrets here, but in 2.0 at least (don't remember how it was in 1.1) the spells have lethal bombard, so in my last beta game I used spells very successfully to remove barbs. :D It's a bit expensive, but if you're just building Trade Goods anyway, waiting for something to be researched, this is an ideal occupation. And after you've used the spell you don't pay any upkeep for it either. ;)
 
I've been thinking a bit about "Railroads" in Fantasy mods. I agree that in most fantasy mods, railroads probably don't fit. Even a fantasy version like "Dragon Path" or "Silver Road" may not work.

The other problem is that even if they do fit the genre of a mod, they should be rare. I've seen a reply to making the railroad worker action more expensive countered by "there will be railroads everyone soon enough anyway".

What if there was a special unit that could only build railroads, a "Dragon Walker" or "Silver Road Mage". Then the many Workers that are built for the other bits of teraforming couldn't be used for railroads, you would have to build a SPECIALIST railroad builder. If the unit was expensive enough, had a some resource required and built railroads slow enough then they would still be rare. You could also make a "Racial Tech" required for these units, so only specific races were able to do it. One or two Resources required to build railroad which may differ from the requirements of the unit, although you could mix and match.

I'm not sure how the AI would deal with this. My feeling that it wouldn't build many of the unit at all. So RARE magical railroads become posible

If you REALLY wanted to make thing interesting, you could have require a speciallist worker for ANY teraforming. For example, a Farmer, a Miner, a construction worker (for roads and barricades).

Again, not sure if you want to use this in your mod ED but I thought I'd pass this on.
 
@SirVile: I had suggested this in the past and the AI doesn't understand what a unit is if it's not flagged. If you flag it terraform (which you would have to for the AI to build it) it must have all the worker actions checked. The specific worker idea only can work in multiplayer games. The AI is not smart enough to figure it out.
 
so really the only thing you can do is make the cost of railroads so high that it balances. anyways raailroads do fit in a warhammer game late game as guns and cannons evolve.

by the way...when does 2.0 come out?
 
No, no, no .... there are no railroads in Warhammer world, and won't be, sorry... (and no equivalent of it). Costs don't help limiting the building at all, you can easily have 50 workers. And yes, specialist workers don't work (sounds nice ;) )

2.0 is coming.. soon. As always it's going slower than I wanted, but 3 weeks should be really max.
 
hey i just started playing this mod and so far its great. im really looking forward to 2.0. Is there any chance you can make a quick list of what the main changes will be between the new and old versions?

Anyway really enjoying this mod keep up the good work
 
I downloaded the mod into the scenarios file as instructed, but I still get an error that says a file is missing. Please help.


Thanks
 
This is the error message I get when I try to start a WH game.
Missing Entry in "text\pedialcons.text" ICONS_BLDG_windmill
 
Wow, Thank you, this is such a Great Mod. I started playing WH way back in 89, and this does it justice.

A few thing to comment on. I was going to say why is my version not working the same as the others that i've read here, until i worked out that i was playing PTW1.0 & not Conquest1.1 May not be newbie, but am still silly :crazyeye:

I like the govenments, the fact that you cannot change does play very well with the WH world view of things. If there was another type for the elven races, it may be even better.

The Dwarf issue, Yes it would be nice if they could travel over mountains, and settle there, it's a pity you can't change the main civ abilities :(

Are you saying that Scann will be in 2.0, but Skaven not !!!!!! Skaven were a lot better race than scann, please try and put them into 2.5 at least :)

And one more thing to say, once again, thank you
 
hey man! nice mod. I ran into a problem when the game suddenly said that it couldn't find a file for the Trebuchet unit.

Have you guys (I assume you're guys) run into the same problem?

It caused my game to crash and close
 
There is a trebuchet fix on the 1st page, 1st post that solves this problem.
 
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