Warhammer Fantasy Mod 2.0

I was going to say that, but when I could only count 4 of them it didn't seem so great. I keep thinking there must be more Chaotic factions, maybe six, but then, we don't have Svaven or Chaos Dwarfs, so that's that...
 
Yeah - I think it could use another chaotic faction, but without units...

@Gabryel Karolin: Wouldn't bother uploading this usually, but since I wanted to play with preplaced cities anyway and you asked for it:

Wh2_non_random5 with 5-8 cities per civ, but settlers still buildable, among some changes in ressources and preplaced roads. Everyone starts with a slave instead of a settler.

Have fun...
 

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@ Billy Rubin
I've been playing your map #5 on emperor. - Drew the Estrians (sp?). The Arabs to my south can't get a city bigger than 2 (intentional?) The great land down there (that was supposed to be the Arabs?) I barley grabbed before the goblins (hurriedly built a road though the mountains). Managed to build the wonder that gives extra trade and production in water, and the spice trade rout in the same city - located just south of the capital. That city now produces 1/4 of all my income... :lol: I've just entered the second age ... don't see how anybody can catch me... I’ve got 5 luxuries!! wow!!

But if that Arab start is not intentional... would have been a very different game!!

I believe this is the first time I’ve played a faction with agriculture ability in this mod. WOW!! without despotism penalty it totally rocks!!
 
Erm - Estrians? Do you mean Estalians? ANd they would be on another continent than the arabs :confused: - from your description I'd say you most likely play Kislevites, which are north of the arabs on that map and close to the goblins...

Anyway - The arabs were supposed to be weak (don't like them), but I admit I've - unintentially - exaggarated a *bit* this time :lol:. That's what I meant with "room for improvements" some posts above...

btw - repeating myself once again - these maps are by no means supposed to be polished or balanced - like in a random map, there are some civs possibly starting in hostile environments, whilst others start in 3 cow-paradise - the non random part is mostly wood elves in woods, norsca to the north etc...
 
Me, just lost with the Empire on huge, archipelago 80% water. I was on an island, with no-one around, and did everything I could to tech up. It was 2000 when the Khernis got a point victory. Well, no demigod for me. Just one thing I thought I 'd mention... Are you able to travel through the ocean, with seafaring (using the empire's boat) WITHOUT staying near land or are you not? Using old civ3 knowledge I thought you might be able to go for some island hopping, but I was mistaken. I lost some 7 boats to treacherous waters before finally giving up this tactic.

So, what I am trying to say is that it is working as designed, or is it a bug?

If it isn't, it basically means that in WH for civ3 the empire can't build any ships worth their salt. That the empire ships can't travel past the shore line. Is it so?

Thanks for any answers.
 
Billy Rubin said:
Erm - Estrians? Do you mean Estalians? ANd they would be on another continent than the arabs :confused: - from your description I'd say you most likely play Kislevites, which are north of the arabs on that map and close to the goblins...

Sorry for being so unclear ... yea your right - I’m playing the Kislevites. I continued playing them just for the fun of it - its always fun to kick but - and because I wanted to build the knightly orders - which i never have before.

The Arabs actually surprised me in the early game - since they couldn't build settlers they just built military - and they attacked at the very end of my expansion phase (I had just claimed that good land). I had to let them run about destroying my improvements down there while I just held the cities until I could build enough archers to kill em off. And then just as I was about to attack their city the goblins declared war. So they lived for a while.

I built all of the knightly orders - and then realized that one of them was not producing - the one requiring a wolf resource to build. I hazarded a guess that the problem was i didn't have wolves and sure enough I traded for some wolves and it produced... was i just seeing things or have others seen something like this?
 
Kjaran said:
Are you able to travel through the ocean, with seafaring (using the empire's boat) WITHOUT staying near land or are you not?
So, what I am trying to say is that it is working as designed, or is it a bug?

If it isn't, it basically means that in WH for civ3 the empire can't build any ships worth their salt. That the empire ships can't travel past the shore line. Is it so?

Thanks for any answers.

Its working as designed. Seafaring means that you can travel seas - not oceans. I forget if there are ANY ocean going vessels available to any faction. I think there might be in the last erra...
 
Well, the ships that become available in the later ages require navigation in the first place, which allows ocean-going itself. This shouldn't have caused confusion since Kjaran said he was using old Civ 3 knowledge, and ED has replicated that method into the mod very closely...
 
Meisier said:
...I built all of the knightly orders - and then realized that one of them was not producing - the one requiring a wolf resource to build. I hazarded a guess that the problem was i didn't have wolves and sure enough I traded for some wolves and it produced... was i just seeing things or have others seen something like this?
That's just the way that the statue of Zeus works... No ivory, no new cavs.
 
Cool!! To bad that the AI dosn't know that I have a use for the wolves though - he gave them to me for 10 gold. :)
 
Can someone tell me where the Net Art/Flics folder goes? I downloaded this mod at work and took it home in 64MB chunks where I reconstruct it. I gave up guessing where the Net Art folder should go and ended up changing all the leaderhead flc file paths in the biq. This got things going but I don't want to have to do this everytime I a new scenario or patch comes out.
 
@Billy Rubin: Thanks alot for the map! Much appreciated :goodjob: .

While the subject is boats and the like... are there anyone but me thinking luxuries should be able to be traded from harbor to harbor over oceans way earlier in the game? The way it is now I hardly got any use for the luxuries in my faraway colonies before the game is over.
 
I just generated a map, and found a starting position that wasn't as good as the rest. :lol:
 

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@Gabryel Karolin: No need to thank me - I do stuff like that quite often with all of my maps when I play them - I just stopped uploading these versions.
I do it mainly because I regard the "rush settlers" part of the game as an annoying job rather than fun...

I just play Tilea on that version - and arabs are (intentionally) still doing bad :D.
 
How about using this

http://forums.civfanatics.com/showthread.php?t=98533

as more knightly orders? (They could involve warpstones, silk or something or even better be tied to some more techs.. which could be placed on either second or third era. )

I think the soul and essence of this mod (to me at least) is all sorts of knights going on about the land killing each other. Making those INCREASE, can only be good in my honest opinion.

If you feel that maybe if you have 8+ knight orders you could win the game just by letting them produce free cannon fodder, maybe make a max. of 5 or 6 per civ. OR 4. Up to you really.

Thanks for the AMAZING MOD!!! It's the only thing that keeps C3C alive and kicking for me.
 
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