Warhammer Fantasy Mod 2.0

Should I install the new patch mid-game? Will it work, screw up my game, or just not come into play until I start a new game?

Thanks, and I am starting to enjoy this mod. I already appreciate the hard work that went into it.

Jonathan
 
Loaded up WH and when I got to 30% on starting a game I got an
"error reading file"
"Missing entry in scenarios\WH-Mod\text\Pedialcons.text"
"ICON_BLDG_Windmill Tutorial"

And sure enough there isn't a windmill in that folder. Any ideas on what to do?

Sounds like fun, hope I get to play this Mod.
 
hey ed 2.02 looks great so far...
i love the refueling and outpost effect the dwarves get

bug or feature??:)

anyways how come spells get leathel damage and a dwarf cannon doesnt??


even the Iornclad doesnt

though apperantly explosive sheep are lethal while rocket launchers arent??
 
I have noticed that it loads up and says version 2.01? I open the .biq file to change it to 2.02 and it recompresses it as 38K?...It was 260K!! I guess I can't mod it at all..lol!

tacfun
 
Okay, a few things here...

1. I Just want to add my voice to the chorus that is singing this mod to the high heavens. Seriously, it's brilliant. I haven't had this much fun in a Civ game to date, and now have little interest in playing the original game, what with so many factions to try out first! Well into my first game as Chaos (how do some of you complete games so quickly!), and am having a blast discovering everything. Huge credit to ED et al.

2. Reading this thread (and yeah, over the last week I've slogged through it... fun reading, actually), I have to say that a few people have been inspired to go modding on account of WH. Me, I've just been eternally discouraged. ;)

3. No problems installing, no problems playing. With half the thread devoted to those issues, thought a voice from the other side would be good to hear.

4. Had something unusual happen ingame this evening... was under the impression that the AI doesn't use spells, but was thrilled to see they actually did. Drawn into a MPP-web by Khemri against Ind, I sent a few Greater Daemons at 'em. Two spaces away from their closest city, I got hit with a Fireblast. Happy to see the AI using more of the tools at its disposal.

5. Old news to most, no doubt, but discovered a ridiculous exploit tonight, too... South of Ind is the Ungols, who destroyed the near Ind city in the war and dropped a settler there. I prop-flipped the city for about 125 gold, and voila! Bought myself a Greater Daemon. Moved him out, gave the city back to the Ungols. Prop-flipped it again. Voila! A second Greater Daemon for about 125 gold. Cycle, rinse, repeat. Naught to be done about it, I'm sure... just the way it goes. Unsporting? Absolutely. :p

6. Finally, a word on the world. A long, longtime AD&D player, I never exposed myself much to the WH world. Figured it was some massive monetary investment in miniatures and me with zero patience for painting. Say one thing now, it's intrigued the hell out of me. To those of you who are writing the Civilopedia for this thing... awesome work, having a lot of fun discovering the WH world through playing this mod and reading the 'pedia.

Cheers!

PS- Does this say "lurker" or what?

Join Date: Dec 2002
Posts: 1
 
@FM_Freyland
THe patch will most likely make your current save unplayable, so it's better to finish it first, then install the new patch.

@Bangor
There is no "WH-Mod" folder either. You are trying to run old 1.0 / 1.1 version of the mod. The only file you should be running is WH2.biq, not any WH-Mod file. As I mentioned on the first page, you should have deleted all 1.0 / 1.1 files from your computer, as they are no longer needed and only confuse people ;)

@BradRinWi
I wrote about it few posts above ;) It's mentioned in the civilopedia entry for Airships, so it's a feature :P Airships are Immobile obviously because they are AIR units. They work exactly like Civ3 Helicopters.

Spell must have something "over" artillery to be useful. As for the sheep, it's special ;)

@tacfun
Umm.. sorry indeed it says 2.01, but it's 2.02... ;) It's ok that it compresses to 38k, you have BIQ compression turned on, doesnt really matter.

@Pogue Mahone
I thank you on behalf of all the creators and devs that contributed to making of this mod :)
AI definetely uses spells, and it does it quite good, ie. to kill off injured units, or to destroy ships approaching their coasts. AI wasn't able to transport the spells via spellcasters, that's all.
As for the exploit, it looks like you can do exactly the same in Civ3, you would probably get Modern Armor at this point of the game.
 
Embryodead gotcha except under the civilopedia it does say thunderers have zone of control which isnt enabled on wh2.biq
and that dwarven cannon inflicts lethal dam which also wasnt enabled

are those typos or old entrys? or did you mean for them to be there and forgot to check the boxes?
 
embryodead said:
I've got a problem with the spell towers idea... just as I finished the patch I realized that dwarven Airships can use the towers in the same way as spells... can't really see a way to prevent it ...

Seeing as only Dwarves can build the thing, it makes sense that any Runesmith with a building of sufficient height would be able to make use of one of the things. PLUS it fits in with Dwarven defensive strategies. The Dwarves can set up a spelltower, stuff it it spells, and put some airships in there as spotters for the spells.
 
Here is just a little question, can an expansitionist race get anything other than gold or maps after the 1st age?
Or have I just been the most unlucky person ever (only about 15 in past 2 games)
 
Can you ever get anything but barbarians, gold or maps after the first age mod or epic?
 
I ported two of my maps to 2.02 - I decided to include no rulechanges or locked alliances I usually use with them (except for allowing certain ressources in some terrains for gameplay reasons) to keep them true to the mod.

Have fun :).
 

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I knew starting out that I didn't have the latest patch of Conquests so I expected some text problems... But this was a little unexpected :lol:

I did have a crash to the desktop when I finished all 10 artifacts and clicked the dominate button. Not sure if that is a problem with the different versions or something with my install.
 

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This mod has made a beleiver out of me, and that's only from screenshots and the great reviews. While looking for a new mods, I cam across the WH mod. I instantly went haywire. I play WH almost every week, so this was awesome. However, I lacked PTW. So only in an effort to play this mod, I went out and bought the damn game. Needless to say, I look forward to playing as soon as the mod is finished downloading in about 3 minutes.
 
I recently dowloaded this and started a game as lizards (recently being yesterday), and have too say I'm impressed, but being an avid Lizardmen player I just have some fluffwise gripes.

IMHO the lizards should be lead by either Loard Kroak or Mazdamundi (more likely the later, as Kroak is a long time dead), yes I know it aint a big deal and that I can just change the leader name, but it just feels wrong to have to do that...

Once I get some more playtime in I'll give more of an opinion...
 
@BradRinWi
Thunderers should definetely have the ZoC enabled, my bad. As for the Cannon, I cannot really say what I had in mind when designing it, it was like 6 months ago probably ;)

@Kinboat
Very likely it's the patch... after all the labels file is shorter for the previous versions, so you are lacking an entry. Anyway, the Artifact Quest was tested and works with 1.22.
 
@Godmachine
The mod is finished already, though some add-on content is in the works. However, I *really* hope you didn't buy PTW... but Conquests. The mod is not for PTW, but Conquests. Would be really sad if you wasted your money since Conquests expansion include the PTW content as well :(
 
Hokay, you were right. Had the earlier WH loaded and I couldn't get rid of it so I just reloaded all of Civ III up to conquest including the latest patch. Got the game to start playing the dwarves and at turn 15 to 20 I've crashed three times now with the message--

"Art\units\Medival Japanese Settler\Medival Japanese Settler.INI"

Any ideas? 8(
 
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