Warhammer Fantasy Mod 2.0

:goodjob: Cool I 'm looking forward to play this new mod , at least even italian fans of you mod we'll be able to paly on it , ( I 've just translated some parts) anyway why didnt' you put in as well a beastmen faction ?! I 'm sure it would have fix perfectly!!
 
@azazel93
You may read the last 4 pages to get idea what's going on, but to make the long story short, you have a non-standard version of Civ3/C3C that is not compatible with this mod and with many others. If someone sends me a file list of your Civ3 & C3C distribution I could possibly make a special update for the mod to work with it. But since no one did so far, I'm unable to do so.

ED; if by non-standard you mean un-patched, i was running the 1.22 patch for C3C. also, how/where can i get you the distrubution file list?

also, should all the units have sometype of death.wav file?, if so, im missing alot of death sound files for alot of my units. example; amazon warrior requires the "\King French\KingFrenchDeath.wav" file, but its not in any of my unit folders.

think ill just hold off on playing this mod till more of the bugs are fixed...
 
Tyrion said:
Hey im taking Billy Rubins lead and making a map. Just wanted to ask some questions if some Civs are in a locked Alliance does that mean that they get locked Right Of Passages if they dont can i make itso they can? My map will just be a basic God versus Evil.

Afaik, a locked alliance is just a mutual protection pact without ROP - and I wouldn't know of a way to add in in the editor, but if the factions like each other and have a locked alliance, it's quite likely they make a ROP agreement (in my current game, the elves did...). Looking forward for your map.

On the fixed dwarfs AI performance in 2.01: this is a screenshot from my current game - the dwarfs have allmost every tech up to the dark ages for quite some time and this is their capital. I don't know, what the earlier problem was, except that I also realized that the dwarfs were doing bad in allmost every 2.0 game I've played, but they're not doing much better now (in fact they've been destroyed by the orcs in about 8 turns a bit later...). I guess I'll try checking the def. land unit box under build often in my next game...
 

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After thinking a bit, I downloaded it onto the other computer in my house, ran the installer on it and copied the resulting files to my own PC.

Worked like a charm. I still have no idea WHY it wouldn't install on my machine - both computers use the same internet connection through my router, and their configuration is mostly the same - but it worked. Been playing with the Amazons for a bit and this is definitely a quality mod - although I, too, seem to be missing some death sounds it's not a big deal since I'm usually running WinAmp anyway. :D
 
Are there any help docs on the tech trees?
I am not as familiar with Warhammer 40K as most and have to constantly go the civilopedia to get info on my next build. Especially since some of the items are race specific.

I dont' know if this has been posted but wolves aren't giving the same bonus as the civilopedia states. In the civilopedia it states give a +1 food and +1 gold terrain bonus. It seems to be giving a -1 food and +gold terrain bonus.
 
embryodead said:
2.01 patch released. See 1st post for download link. Issues addressed in this patch:

- made spells not loadable on ships and spellcasters.
- since spellcasters can no longer carry spells, they can load on ships

I was wondering why you chose this solution? It was a sugestion I had last winter but you threw it out the window since you thought it destroyed the fantasy atmosfear. Why the change of heart?
-Tom
 
azazel93 said:
@azazel93
ED; if by non-standard you mean un-patched, i was running the 1.22 patch for C3C. also, how/where can i get you the distrubution file list?

also, should all the units have sometype of death.wav file?, if so, im missing alot of death sound files for alot of my units. example; amazon warrior requires the "\King French\KingFrenchDeath.wav" file, but its not in any of my unit folders.

think ill just hold off on playing this mod till more of the bugs are fixed...

Grrrrr :mad:
The point is, that there are no bugs that cause it. It seems that in some areas different versions of Civ3/C3C were sold, and they have folders and files with different names. I cannot do a heck about it. Most players can play the mod, and will encouter no bugs like you. Waiting won't do anything, since I cannot fix your Civ3 version, only my mod.

There is no distribution file list. I asked if someone could make it by showing me whole directory/file structure of his civ3 folder.
 
@drzoidberg
Because it was causing a crash. I will experiment with Tactical Missiles still.

@Krexel
It's Warhammer Fantasy, not 40k. Warhammer 40k is a sci-fi game ;) I'm not sure what do you expect from such help docs? The civilopedia shows pretty much all.
As for the wolves... well look closer. Civ3 isn't very well customizable and it shows minus as plus/minus. So look again and see that wolves give +- 1 food and +- 1 commerce, meaning -1.

@Gabryel Karolin
Hospitaler is a unit definetely included in the mod. However, it also uses a Death sound from standard civ3 version ;) Well I have a plan to make an update that will include all the damned sounds from civ3, that will be waste of space really but at least will possible make it work for more people.
 
embryodead said:
Grrrrr :mad:
The point is, that there are no bugs that cause it. It seems that in some areas different versions of Civ3/C3C were sold, and they have folders and files with different names. I cannot do a heck about it. Most players can play the mod, and will encouter no bugs like you. Waiting won't do anything, since I cannot fix your Civ3 version, only my mod.

There is no distribution file list. I asked if someone could make it by showing me whole directory/file structure of his civ3 folder.

Maybe more work/research needed to be done on this mod before releaseing it then, correct me if im wrong, but when patching the game to the newest version, that means its then on the same as all other up to date versions, right? and considering that im obviously not the only other person that seems to be haveing problems with the current version of this mod, ie; missing files, unbalancing base rules, missing wonder splashes, etc., i just wonder if the mod could have used a bit more work, is all. And as far as other mods haveing this problem, ive not encountered any problems with other mods, MoM, etc.., other than this, GREAT MOD! :) :D i like it so much, its probably why im so aggravated about the problems.
 
azazel93 - so if you're so aggravated, why don't you do what ED asks for and make that distribution file list he ask for to be able to make a patch? (on the other hand, you could also file a lawsuit against him for releasing a mod not compatible with all civ versions of course ;))...
 
@azazel93
The problem isn't the amount of work ED has put into the mod (which, btw, is pretty darn big), but that you and a few others have non standard versions of vanilla civ 3. It's not to do with C3C, it's Civ 3. I don't see why or how, but that's how it is.
If you keep blaming ED for that he'll come over to your house and kill your kitten. ;)
 
It will probably go faster if azazel93 fixed it himself, only he knows what is missing, I remember when the TAM mod. came out the first time, alot of sound was missing. That irritated me so much so I fixed it as I was playing (autosave is good), It took a while but when the test run was over a week later, It worked.

As for this mod I have played it 24-7 since it's release (and it works all the why) and the only thing I've did was the copy and renamed another wondersplash, the skulls.pcx problem (I copied because I didn't want to edit anything else until the patch).
 
mrtn said:
Mr KW Monk and nobbly, do you both have the 1.22 patch? If not; get it.
:)


Cheers Mrtn, upgraded to 1.22 from 1.15 and the colony text and date display has been fixed.

Unfortunately now the link lines on the age of magic tech screen are all outta whack. I uninstalled and did a full reinstall of Civ3, Conquests, 1.22, WH2, WH2.1. If you know pls let me tell what I'm doing wrong.

Thanks in advance :) .

KWM
 
azazel93 said:
Maybe more work/research needed to be done on this mod before releaseing it then, correct me if im wrong, but when patching the game to the newest version, that means its then on the same as all other up to date versions, right?

You are wrong. The mod is already taking up 500 MB. To save space, it is using links to existing sound files, that you are missing because you have a different civ3/c3c version that most people. No, it's not about the patch. As proven in the other post, a couple of c3c owners seem to got their folders/files with different names than in standard c3c distribution.

I am not responsible for the files missing in your civ3 version, wherever your
got it. I have those files on my hdd, as most users have, including over 10 beta-testers that have been playing the mod for several months now.

and considering that im obviously not the only other person that seems to be haveing problems with the current version of this mod, ie; missing files, unbalancing base rules, missing wonder splashes, etc., i just wonder if the mod could have used a bit more work, is all.

This pisses me off, because there was EXACTLY 1 missing file that I missed while building the installer, and its already fixed by the patch. As for the "balancing issues", that's pretty ridiculous.
 
embryodead said:
This pisses me off, because there was EXACTLY 1 missing file that I missed while building the installer, and its already fixed by the patch. As for the "balancing issues", that's pretty ridiculous.
Well said! :clap:

Me and my friend have found this mod very well balanced while playing a multiplayer game and have had quite good fun (I'm Orcs, he's Bretonians), it looks as if I'm going to win though (which is good :D).

And just to say what has been said before, it's not embryodead's fault you have a different version of Civ than him and all the beta testers, for some reason the people who made this game decided to make each version have different folder names - who knows why. If you want it fixed, either do as he asks, or do it yourself.
 
azazel93 said:
correct me if im wrong, but when patching the game to the newest version, that means its then on the same as all other up to date versions, right?

Wrong. The Firaxis patches don't mess with the file that lists where to look for unit graphics/sounds (pediaicons.txt), which means your version would be nonstandard no matter WHICH patch you had, from Civ3 v1.0 all the way to Conquests v1.22.

EDIT: To clarify, your problem is that your install of Civ3 has its basic units (Knight, etc) in folders that have a different name than the majority of other people, including ED and all of his playtesters. This doesn't affect you at all when you play the default game because the pediaicons.txt file has the folder names that work in your version. It also doesn't affect mods that don't reference default Civ3 sounds (as I believe MOM does not - I think Drift included all the sounds in MOM, even the duplicated ones), because again pediaicons.txt refers to all the sounds in its own folder. Embryodead realized that his mod was already half a gigabyte and knew that adding in duplicated sounds that are already installed on your computer would bloat the installation size even more; thus, he made the .ini files for units that use duplicate sounds point directly to the original Civ3 sounds. HOWEVER, your original Civ3 sounds are in folders with different names than they "should" be, and ED had no way of knowing this was so, especially since it's rather stupid of Firaxis/Atari (whoever decided to change the folder names) to do precisely because of issues like these.
 
Azazel, not his job to see if this mod works with every version or install of CIV III ....
This mod is free, if it works great.. if it dosen't oh well your out of luck. Remember you did not pay for this mod. And it works on most installs of CIV III. Hell even the gold version of civ III has a different patch from Firaxis Web site.. they dont even have things exactly the same. So you cant expect him to buy every version to see if things are the same.. So for you to be critical of someone who put this much work and effort into a mod .. without even contributing anything your self is pretty shallow. Quit complaing and figure out whats wrong your self and contribute the fix to the community instead of being such a ... insert your favorite explative here :)
Guess you could send him 30 bucks for the right to complain. :)
Thanks ED for such an enjoyable mod... the most fun I have had playing CIV III....
Hope the guys working on the Warhammer 40k mod do even half as good a job :)~
 
ok, i NEVER said it was ED's fault that i must have a differing version of civ3/c3c than other people, but perhaps i mistook the tone of his orginal response, but it seemed to me that he was getting a bit annoyed that i even posted about what i thought was a bug in the mod itself. if i took what he posted out of context, im sorry. but you know what?, its not worth argueing about. there are plenty of other good mods out there that i have no problem running.
 
Edit: not a helpful post, so I'll just say I hope we can all agree ED has done the best job possible. If the mod doesn't work correctly with certain versions of Civ 3, then it is up to someone who is experiencing these problems to help sort it out by doing as ED has requested.
 
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