Warhammer Fantasy Mod 2.0

Smiling Jack said:
ED, i just can't find the words to say how much i like your mod.

but i have a small problem, my game crashes because the file \art\units\genericknight\knight\knightdeath.wav can't be found. but i am sure you can help me...
This points to the ordinary civ 3 knight sound which you should have... :hmm:
What language version do you have? Have you installed anything in a non-default place?
 
First of all what an f'n awesome mod!!!!! Brings me back to the days of civ II and the fantastics things that could be done with those mods...

But more importantly, I have figured out how to deal with the crashes people are having with the wav's.

I got the message: "File not found etc..." with the file art\units\emglish pikeman\...\archer\archervicyell.wmv.

What you should do is go to the conquests\scenerios\wh2\art\units\english pikeman folder.

open the folder and then open 'english pikeman configuration settings'.
down at the bottom find under sound effects this:

victory = archvicyell.wmv

then just erease the archvicyell after the =.

close and save the changes. I did this then reran the game and had no problem. This should work with any other issues. Smilin jack, for instance would just erease the

DEATH=..\Knight\KnightDeath.wav

and so on...

Again awesome mod :goodjob:
 
Wouldnt that mean that when a knight dies it just dissapears?
 
First, let me say I just love this mod! It's the only reason I play civ nowadays.

I would just like to report what I think is a bug. The Grand Cathedral wonder is set to produce a Theologist (or something like that). That unit is supposed to be able to rush only small wonders and improvements, but I just got one of those and I could use it to rush a great wonder as well.
 
This is absolutely brilliant. As I've read here from others, it does feel like playing a whole new game.

I did find one little catch... the Smithing tech description says that the Iron resource appears with the discovery of "Iron Working," or words to the effect. Perhaps it was the Iron resource description. Regardless, that tech isn't in the mod.

What tech pops the world with Iron? I got Smithing but didn't see any, but that's very possibly a result of there not being any in the world I've seen (in which case, though, it is horribly rare).

Just a quick first note, I could be missing something obvious here.

Outstanding work, folks. And I'm not even a WH fan.
 
I'm pretty sure Iron does come with Smithing. It's very likely that in the game you're playing you simply got the shaft. Which is hardly unexpected, the random world creation of Civ III is piss poor to say the least.
 
First off - great mod, and it's good to see warhammer again. But I do have an issue with the Elves... or perhaps with workers in general, but I've only played with Elves so far... I'm a high elfer...

Not being able to clear forests is cool, but I object to not being able to clear swamps and jungles. At least for the high elves, this makes little sense given the expansion of their trading empire into Lustria, the citidel of dusk being but one example. Unfortunately, I don't have my reference material at College, or I'd be able to pinpoint exactly which cities back me up - they removed a lot of the useful background stuff in 6th Ed.

Anyway, I'm wondering if there's a way to fix this?
 
Billy Rubin said:
@Dragonlord: That's odd - I've just redownloaded the file, tested it and everything seems to be normal (I also can't have uploaded a version without cities and with settlers because I never made one) - on the other hand, I can't see anything wrong with your installation.
Did anyone else encounter the problem or does someone know what could cause this (gamesettings :confused:...)?

@Billy Rubin
Looks like it was my mistake after all! I must have unzipped into a wrong folder by mistake. Looking into the CivContent-folder I found a 'Billy Rubin Map for Warhammer' and just assumed it had to be this one. I think it was an older map of yours I had forgotten about. :blush:
Anyway, now it's working fine and looks very interesting! Playing as the Dwarves, and it looks very realistic with the mountainous start!
Thanks for the map and sorry for the false alarm!
 
Arathlan said:
Another note - Elven units should not be classed as 'wheeled' as it prevents them from climbing up mountains...

That's an intended feature and not just for the Elves but all other units (except workers).
It allows more interesting strategic possibilities, defending passes and the like, since no one can use the mountains before first building a road.
 
At least elves (and most all non-humans I guess) can send their workers out exploring through mountains safe in the knowledge that if they step next to a Barbarian then they don't automatically lose their unit...
 
Thanks for the clairification on the techs :) makes good sense now that I understand your reasoning. Playing the Dwarves now just to see. This mod (to me) is more fun then the Original version of Civ III but I prefer fantasy over reality any day.
 
Finally dl-ed that 270MB monster :) Installation worked great, and I just played the first 20 or so turns. Although I'm not much into fantasy, and did'nt play v1.0 I just want to say that this mod is absolutely beautiful. :goodjob:
 
Arathlan said:
First off - great mod, and it's good to see warhammer again. But I do have an issue with the Elves... or perhaps with workers in general, but I've only played with Elves so far... I'm a high elfer...

Not being able to clear forests is cool, but I object to not being able to clear swamps and jungles. At least for the high elves, this makes little sense given the expansion of their trading empire into Lustria, the citidel of dusk being but one example. Unfortunately, I don't have my reference material at College, or I'd be able to pinpoint exactly which cities back me up - they removed a lot of the useful background stuff in 6th Ed.

Anyway, I'm wondering if there's a way to fix this?

Removing swamps is a big fat no-no. How, exactly, do you 'clear' a swamp with a medieval tech base? Hell, even magic wouldn't do, making a place not a swamp is a task that requires taking on the very climate itself. We can do it because we can drain the place and then we invariably cover it over in concrete and keep it drained with a sewer system, we're educated enough to know how it all works. The races of Warhammer certainly don't. In any case, there are many swamps in the Warhammer world that it would be remarkbly useful to do away with, yet they're not....because no-one can actually remove them.
Jungles are different, it's just like removing a wood. BUT, the result of cutting down a jungle is a load of soil which is completely bloody useless for anything except herds of cattle. Civ III gives you grassland for some strange reason. This hardly matters to elvish Lustrian settlements...they're part of the greatest seafaring nation in the world, and their homeland is relatively nearby. Supplies aren't exactly a big problem, they can just cut out space to live on (and some extra to see enemies coming) without the need to farm excessively.

Nah, it would mess up the gameplay (never mind the spirit) of the mod if everyone was simply carving down jungle and spamming swamps with workers until they were all pretty grassland. Just like not being able to traverse mountains without roads, jungles and swamps provide expansion, exploration and movement problems that require thought to work around, not merely a couple dozen workers.
 
Lord Khorak said:
Removing swamps is a big fat no-no. How, exactly, do you 'clear' a swamp with a medieval tech base? Hell, even magic wouldn't do, making a place not a swamp is a task that requires taking on the very climate itself. We can do it because we can drain the place and then we invariably cover it over in concrete and keep it drained with a sewer system, we're educated enough to know how it all works.

Well, they could drain swamps in the 18th century (maybe even before), so it is possible without modern tech. Just my 2 cents....;)
 
DutchJunkie said:
I get the following error: Can't find art/wonder splash/skulls.pcx

What can i do about it?

As a stop-gap measure (Until ED posts a patch), open up pediaicons.txt in the pediaicons.txt file in the scenario's text folder, do a quick search for "skulls.pcx" and replace it with any graphic that does exist. I just replaced it with "dancing_skeletons.pcx" for example.

I shouldn't have deleted all the beta files off my PC, as it means I don't have skulls.pcx right now myself, despite the fact I had it on my Pc for months... oops!
 
BeBro said:
Well, they could drain swamps in the 18th century (maybe even before), so it is possible without modern tech. Just my 2 cents....;)

actually they could drain swamps in the classical era - the emperors trajan and theodoric drained the parts of the pontine marshes above sea level and thier work was carried on by pope sixtus. Da vinci actually drew up plans for the draining in 1512 (post medieval, yes)

Of course, the aztecs had been draining swamps and reclaiming wetlands. And I am sure a dutch player could weigh in here as well.

Just my two solidus... :)
 
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