Warhammer Fantasy Mod 2.0

move_quietly said:
i mean the patch, not the path. like this thread needed another post just to fix a typo.

That's why there is an edit function... ;) ... just click 'edit' on your own post, then you can fix typos - I do that all the time, as I'm the pedantic type who hates typos... :D
 
No! No! No!, It's just Wrong, Wrong, Wrong.
Why do the Stunties EVER suffer from war-weariness when they are fighting against them peskie Green-skins :p :p :p

Ok, it's a great mod, i followed your instructions and installed it easy
All the races have their own feel
I no longer know what civ3 is like, only play WH mod :D
 
Webrider said:
... Have you thought about adding another corruption lowering building? Right now its just the town hall and the forbidden pallace, correct?...
Incorrect. You also have the castle and the (asianish? is that a word?) civspecific Pagoda Palace.
 
mrtn said:
Incorrect. You also have the castle and the (asianish? is that a word?) civspecific Pagoda Palace.

.. asiatic... :)

I haven't played any of the asiatic civs yet - does this mean they have another (second) Forbidden Palace wonder, or ist that just another flavor for their civ-specific FP?
In the civs I've played up til now the FP was always called Fortress Palace (IIRC).
 
They aren't real asiatic civs. ;) Asiaticish. :D
The Pagoda Palace is a Great Wonder that works like a Palace Fortress (which is the right name, btw). IIRC it also produce Jade Dogs.
 
mrtn said:
Incorrect. You also have the castle and the (asianish? is that a word?) civspecific Pagoda Palace.

Don't forget Tarnhelms Keep

BTW: Imho, it could be made buildable to monarchic factions only - most chaotic and despotic AI's tend to build it in their capital, and there, the corruption lowering effect on the city itself is quite pointless imho.

Because of them suffering no war weariness, and thus making the overall weariness lowering effect useless, it's quite pointless to build it for them, except for preventing monarchies to build it...
 
Ok. I'm back in business. Shut down everything (including my antivirus program :wallbash: ) then did a clean install of Civ III, Conquests, the mod and the patches. Went back to an earlier save and was finally able to play through to 2000. [party]
 
did i say wow ? yes i did. this is the coolest thing i've seen someone do with civ. i have been playing civ for about 2 years, and conquests for maybe 6 months, and this is like a whole new game. i am having so much fun with this mod!!! i just started playing it this morning, i should have been sleeping but NO ... the mod is just too cool. and clean, i didn't know a mod would look so clean like this, it's all there.

embryodead, you ROCK.

who's da man. yep, it's you embryodead, it's you.
 
Firstly, I'd like to say that this is the greatest full overhaul of Civ3 I have ever played.

Secondly, I have a minor bug report. The Wizards Guild building, which comes with the advance "magic" produces a Fireblast every 30some turns, according to the Civilopedia. However, the link to Fireblast is broken.

It's nothing serious, but every little detail like that makes your mod look even more outstanding and professional.

edit: I just remembered that I haven't yet installed 2.02 because I want to finish a 2.01 game first. If that error is fixed in 2.02, then never mind.
 
If we talk small bugs, I went through the unit list in the civilopedia and saw the large icon for the thrall instead of the small, I haven't noticed this before (perhaps it just me), in the PediaIcon.txt file, the #ICON_PRTO_Thrall links both points to lg.pcx (the second link should point to sm.pcx).
 
Huh, considering the Thrall link in the civilopedia was the reason why ED had to upload V2.0 for a second time, so that's surprising...

I was scared that I'd messed up my own copy of the mod when I edited the pediaicons text file to point to a couple of the new Knight units by BeBro, and my game crashed, but it was entirely unrelated and didn't happen after reloading, so panic over (for me, at least)!
 
Here is my next map. Its a 6 player one best suited for multiplayer. 3 teams of two races each. Divided by the sea. I made all cities start with shrines so the people didnt become depressed. However for some civs you will start losing money almost instantly. Dont worry because after your cities grow a bit you will start earning. There are some islands where you can settle. I didnt make the map. This is one of the Star system maps in the User thread and i just converted it. I think it worked well and will do with some of the others.
 

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i don't know if this is the appropriate place to post this but i played this mod today and i have a few thoughts on it. first, like i said, wow. i mean this rocks. ok, that said ... it rocks ok ... here are some other impressions. one is i don't know if it's the race i played (lizard folk) or what, but i couldn't trade with anybody for anything. it got to the point i tried to give furs, iron AND incense to one civ for 1 gold per turn, they wouldn't do it. if i offer it up and hit the what will you offer button, nothing. i don't know if it's just nobody likes doing business with lizards or what the trouble is. that's on monarch level. another observation is that i always fall a tech or two behind in the beginning of a civ game, i'm used to that, i just don't always trade aggressively enough. but these other AI civs on monarch level are just completely blowing me away with tech, i mean no matter what i do i just can't keep up at all. as a result the only wonder i've managed to build in all the games i started was .. what was it called, cursed pit i think, and the only reason i was able to build that one first was because it required a rare resource that only i had. or maybe lizards just aren't very good at building wonders, i don't know :)

i'm pretty sure this is all just my own game play since everyone else in these threads seems to get some wonders built. i'm seriously considering dropping back from monarch to warlord or whatever the next lower level is for a game just so i can actually experience more of the game and enjoy it instead of struggling to keep up.

and i tell you, the first time i dropped one of those fire bolt spells on somebody i about had a cow, that was the coolest civ thing i've seen since dropping a nuke on an AI's city lol. and i'm digging that fat slug lizard warlock, that thing is the bomb, i can't wait to get further along and see what else the mod has to offer. the whole mod is the bomb. anyway, that's my first impressions after messing around with it for a few hours. i really had to modify my game play a little because i was very unsuccessful in the beginning, i wasn't prepared for the strength of the spiders and skeletons against what i thought were my cool spearmen (as elf culture) lol. but after i got used to the strength of that i was able to get a good civ going with the lizards and go a little further.
 
The reason the AIs wouldn't trade with you was because you must have broken a deal.

I, too, found that the mod is harder than regular civ. I'm normally an Emperor-Demigod player, and I had to downgrade to Monarch.
 
move_quietly said:
and i'm digging that fat slug lizard warlock, that thing is the bomb,

First time I saw one of the mage-priests was when my Hordes of Chaos had worked their way down to where the Slann were. I'd been there for awhile, saw the usual skinks and Saurus Warriors and whatnot, and then on the Slann AI's move turn one flashed in and out of the fog of war. The size of the thing... I just stared at the screen feeling this godawful dread and thinking, What the F*** was that THING? Sent down a War Mammoth to sniff around and managed to come upon it before the Slann pointed out the "no trespassing" sign.

Love the surprises this mod keeps coming up with. Finally got Quest victory with Chaos tonight... next game's either Amazon or Lahmia.
 
I'm enjoying the Dwarves. I'm playing a level down (Monarch) so I'm doing quite well. I was trying to build up until the last age and then destroy everyone quickly all at once.

However, that Mummy guy attacked me. Now I'm sending a gigantic army. 9 war galleys filled with troops. I'm actually leaving my home continent undefended. I can't make spells on my own as Dwarves, who seem a bit magic-impaired. However, I can still build Wizard guilds which produce Fireblasts. They can't move out of my cities, but they still have fairly good range and I think any ship that tries to near my empire will be in for a nasty surprise.
 
Dwarves in Warhammer have never been able to use spells. However they are the best users of Runes. Though im not sure if that could be implemented into the game.
 
Just wrapped up starting a new campaign as the Amazons on one of Billy Rubin's non-random maps. Holy Saint Ignatius it's a pain in those jungles! I've got absolute pish for a start-up... Sure, being expansionist helped give me a tech lead when I came onto a half-dozen goodie huts, but... horrible. The Goblins to my north have me wrapped up in stitches as they're mainly on grasslands and sailing by me. Already had to fork over techs twice to them to end the wars they started by demanding them in the first place! Don't see any other way out of this box except to mass an army and go claim a Gobby city or two, but it surely doesn't look to be easy.

Jungles. :P
 
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