Warhammer Fantasy Mod 2.0

Woop there it is people. Huge thx th to ED and his helpers - will be playing this one for quite a while.
 
Woohoo, downloading now.

BTW, the new WH40k: Dawn of War game (RTS) is *incredibly* good. Like better than Starcraft good. I've been playing the beta for a few weeks now and there's some minor balance issues but the game is just massively fun.
 
First of all, TA for the mod! Ive been waiting anxiously for it to be finished, and Im not even a warhammer fan! :p

Secondly, the CivFanatics link seem to be linking to a corrupted 164mb file that "contains invalid data". I think its the same error that Dutch got.

Ill try the other links instead.
 
Great. I get halfway through downloading it and CivFanataics resets my connection. Hell, there's only 60k of throughput, obviously NOTHING is going on! RESET!
 
I had no problems DLing from the second site listed.
It all seems to be working well and is a joy to play the new version.
Thank you ED for all your effort in putting this new version together.

I've been playing Lahmien and am enjoying it. Just a few point (more questions than anything else).
There seem to be quite a few tech slots that are blank with red crosses through them. Is this intentional? Are you looking at adding some more techs in soon ED? That would be great!

The Vinyard is a nice touch but has a fairly small effect. Could it do with doing a bit more? I like stuff that relys on resources being available to build. Gives a lot more flavour to the game IMO.

I also like buildings which produce units from time-to-time, especially Wonders. IMO, there's a lot of room for more of these. "Seige Workshops" comes to mind. Any other thoughts?

The Wizard Colleges producing spells are a nice touch and encourage folks to use spell casters. I tend not to myself though and just destroy the spells for the 15 extra shields at my slower towns. Is 15 shields is a bit too high? If so, you could make a new spell the Wizard Colleges produced which was only available that way and lower the shield cost for it.

Also, should spells cost upkeep? This doesn't make too much sense to me. It also detracts from the attactiveness of building them a lot. IMO, if they aren't going to be lethal, they should be POWERFUL especicially if the cost upkeep.

The units seem to have generally higher combat values, which I like. I think version 1 was a bit "flat" generally except for dragons.

The "kings" are well done. I've only played one race so far, but was wondering if the different kings have different stats? I used to edit the version 1 mod to "spice" is up a bit by making the kings a bit more powerful. I made some of them "wheeled" if I thought it made sense or gave them special movement abilities (like Loren moving through forests easy or Vampire having blitz etc.)

A thought about casters and sea movement. This would require another unit to be made, but the animation needment be fancy since it's a kind of "statonary" unit. You could have "Artifacts" which are transports for spells instead of casters. These would be your "big guns" like Dwarven War Thrones etc., but for the game purposes would be "generic" (until some nice person with more skill than I made some more specific ones). Then the caster unit (necro, sorcerers etc.) would just have a long range bombard ability. This would chance the balance of casters a little, but would allow them to travel on ships (which makes sense) while the "huge magical engines of power" (ie artifacts) can't due to their size. The other thing which you could do would be to have artifacts require an escort. If this was used, the Wizard Colleges may produce low level (and upgradable) casters instead of spells.

Although though while I'm at it (hope post's not too long). Using the enslavement ability to reflect "raiding". Make a unit called "Plunder" which can't be built, requires an escort, has no combat ability, and has a reasonable high shield cost. Give some raiding units the ability to "enslave" with the result being Plunder units. When they kill a unit, theirs a chance the get some Plunder, which they have to escort back to a town. This plunder can then be "spent" to speed up a project at the town.
 
Phew that was a long download time. I gave up trying to download at CFC because the download rate kept dropping and dropping. I went to 3D download site after that and even with the initial queuing that it forces upon you, the download rate was consistently higher at 120KB/sec. This is me downloading at work, I shudder to think what it would be like at home on my 56K modem. Now all I need to do is get the file from my works PC to my home PC (spots flaw in plan). Aha, but I have a handy USB pen drive. Alas it's only got a 64MB capacity so I'll have to split the file up and take it home over 4 or 5 days. Still I'm sure it will be worth the wait. :)
 
That's quite a rapid and in-depth analysis, you would've made a good beta-tester :P

The techs with red lines in them are where techs that you can't develop are. For example after chivalry if you're an Empire style civ then the "knightly orders" tech appears, if you're Bretonnia "The Grail Quest" appears and if you're none then no tech appears. It's certainly intentional!
 
@SirVille
First, thanks for all the comments.

Red crosses - try playing with other factions ;). They are for civ-specific tree branches that appear only if you play certain races (with other races, you will see disabled tech in place of Vampirism or Necromancy for example).

Buildings producing units aren't so good, believe me, it becomes a nightmare when playing on huge maps ;) Wonders yes, but buildings no. Spell of Awakening and Spawning Pools mess the game enough... try it, play on a Huge Map, grow, and buy Spell of Awakening to see what I'm talking about ;)

I don't see anything wrong with spells costing upkeep or being disbandable.. on the contrary it makes sense to me.

The "kings" have been long discussed and finally, they are to be "classic" in the basic version of the mod and won't be touched. There might be a mod variation later that changes it for Multiplayer. Again, such changes to Kings only affect human player, since AI never uses kings. I really don't like giving powers to kings if they are gonna stay in a city for the whole game.

Spell ideas - I don't want to introduce more changes that involve human player only - AI is handicapped enough. And long range bombard is something very unbalancing, moreover it would make all the artillery units obsolete...

Same with the plunder... maybe for Multiplayer later, but not for the basic mod.
 
Downloads:
BTW both files are ok... CFC may have been dropping connection thus giving you a filel cut in half since most ppl used that link obviously as it doesnt force them to wait in queue... Either try another download location or try again later etc. Many ppl downloading a 270 MB file at once generally cause trouble ;)
 
Hi embryo

First of all, you'r really the best, great mod, excellent work :goodjob: !!!!!!!!!

I found one little and a really large bug :

1. If you select the Hobbit Resource in the 'Pedia the link to the Moot doesn't work but you can access it via other ways.

2.If you select Iron in the Pedia I get "Too many Hyperlinks" messages over and over again (due to the many units listed there). The game crashed after that.

Keep up the good work

Frogger
 
Found a bug: When you get a military leader and try to create an army the game says it cant find Army Middle Ages/Army Middle Ages.INI and shuts down :( . Anyone know how to fix this?
 
I got a interesting bug. When playing as Reikland it's the same year the hole game. "Ulricziet". No big deal, and I'm just guessing it wasn't the plan. The game is super. A really big difference. I've only played one game so far, (and I'm still going) so I've plenty to find yet. But so far it looks as it has many more dimensions than v 1. Many more ways to win. Buildiing producing units I think is great that you've developed more. I'm playing Reikland and the crusaders are really fun. And above all, it looks G R E A T. There are no gaps or things that could be better, (well things can always be better but you know what I mean). I love that all the crusaders have distinct looks.

The list of things I like with it will grow.
-Tom
 
frogger110878 said:
2.If you select Iron in the Pedia I get "Too many Hyperlinks" messages over and over again (due to the many units listed there). The game crashed after that.

err... read the Readme please :rolleyes:

It's not a bug in my mod... it is a problem of Civ3 and nothing can be done about it, except that the game actually doesnt crash. You just have to keep hitting Enter and the popup will dissappear after a while.
 
Gabryel Karolin said:
Found a bug: When you get a military leader and try to create an army the game says it cant find Army Middle Ages/Army Middle Ages.INI and shuts down :( . Anyone know how to fix this?

Not a bug I'm afraid. You must have moved/renamed your original Civ3 folder... or maybe you have a non-english Civ3 version... which by default dont work with most english mods.
 
@drzoidberg
First of all, you were on beta-testers list for a reason, why report it now :p
Secondly, no, it's not a bug. Check your C3C version. This looks like scripts.txt mismatch, I bet you have C3C patch 1.20 or 1.21, isntead of 1.22..?
 
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