Warhammer Fantasy Mod 2.0

Nice to see this mod is still being worked on, when I downloaded the mod a few days ago 1.03 was the best available.
1.1 did indeed fix the problem, thank you for your help and patience in dealing with another stupid newb.
I'll try to reduce the amount of silly questions to zero until I pass the 10th post or so. ;)
And embryodead, the mod looks nice so far, though it certainly could be improved, it's still excellent work. :)
______
rezaf
 
He has a new C3C version coming out sometime soon with a new race, etc. :blush: I geuss I could let embryodead spam his own works, but I get excited, since this is my current favorite mod and I use many of his graphics for my own.

You don't have to refer to yourself as a "stupid newb," since we all have to start somewhere. Besides, if you didn't ask the question somebody else would have eventually. Somebody always does.
 
embryodead, I was thinking about the semi-upgradeable units (eagle to griffin, e g), have you tested if the AI upgrades these units? I wouldn't be surprised if the AI didn't use the buttons, so to speak, but upgrades if the rules says it can. If the AI upgrades units the player "can't" upgrade, then I think this should be changed so that just a minimum of the units (those of different races) don't have the upgrade buttons.
 
Just like to say very awsome mod realy quite fun.

I was just woundering though is threre a possibility of dwarfs treating hills as grasslands for food purposes and mountains as hills for food. Maby making the miners be able to build roads on the high mountains
should take a long time to make but could say they are underground.

I love the mod its just that when i play the mod i find my dwarfs always heading for the plains. instead of the hills. Well great game i realy love the old world map simply amazing. I think i am going to get conquerers simply for this mod
 
I've had the same problem with dwarves in my game. I've been brainstorming on how to fix that, but I'm clueless at the moment. If anyone can figure out how to do that then I would like to know for my own mod as well.
 
@Perdant
It's not possible, unfortunately. You can't make one worker be able to irrigate/road something, when others are not. You can only change worker efficieny per race (and in 1.1 there is upgrade for dwarven Miner - an Engineer, which works at double rate).
The only way to make "real" dwarven kingdom is to play on pre-made map ie. Yoda's map.
On random maps you will always get this feeling. Araby starting in tundra, Norsca on desert etc. but it's the same as in Civ3.

@mrtn
Well, I'm pretty sure AI can upgrade this way (someone else tested it iirc) :) But player doesn't see this, so nothing strange happens. As for being "fair" - c'mon, the AI already crippled with its ultimate stupidity.
 
Originally posted by embryodead
As for being "fair" - c'mon, the AI already crippled with its ultimate stupidity.

I agree there. Let the AI have some advantage. I've never lost a game to a computer before anyway. :sheep: :die:
 
@tjedge
BTW got some idea for "dwarven" food. I doubt I'll use it in my mod though, too much resources already.
There can be a bonus resource for hills/mountains giving some (+2?) food ie. some dwarven bread, underground lake etc. Such resource should be visible only to dwarves by ERA_NONE prerequsite ie. "Dwarven Lore", "Being Dwarves", wtvr.
 
I like the dwarven food idea, and even if you have quite a lot of resources for a random map you can always add it to premade maps.

I got an idea for elven forests yesterday. I'm playing at the WH world map as the wood elves, and their capital can never grow beyond size 6-7 something, so I thought about the "two food in forest" - idea, but with a twist.
Rename ordinary forest to "Magical Elven forest with sugar on top" (or something like that ;)). Make a LM Forest, called "Forest". Put LM forest everywhere one the map that you want forests. Put Elven Forest at the elven starting point, for example.
Give LM forest the ordinary forest stats, and make Elven Forest cooler, giving 2 food, for instance. :D
Let everyone be able to cut down forests (from the start or later, whatever), and give the ability to plant forest to the elves only (probably at Nature Lore), or is there a reason that orcs should be able to plant forests? ;)
It should probably take some time to plant a forest, I haven't thought about how long.
This way the Elven Forests should spread slowly over the game, I think it would work well.


BTW I still think that dwarves should be able to get new metal clothes, turning Clansmen into Highguards. :p (And if you've changed this since 1.01 I'll look silly, but I'll take that risque.)
 
Originally posted by mrtn
I got an idea for elven forests yesterday. I'm playing at the WH world map as the wood elves, and their capital can never grow beyond size 6-7 something, so I thought about the "two food in forest" - idea, but with a twist.
Rename ordinary forest to "Magical Elven forest with sugar on top" (or something like that ;)). Make a LM Forest, called "Forest". Put LM forest everywhere one the map that you want forests. Put Elven Forest at the elven starting point, for example.
Give LM forest the ordinary forest stats, and make Elven Forest cooler, giving 2 food, for instance. :D
Let everyone be able to cut down forests (from the start or later, whatever), and give the ability to plant forest to the elves only (probably at Nature Lore), or is there a reason that orcs should be able to plant forests? ;)
It should probably take some time to plant a forest, I haven't thought about how long.
This way the Elven Forests should spread slowly over the game, I think it would work well.

I have given Ancient Forest (LM) to Ulthuan. It has +2F and +2S, but no roads can be built on it (download 1.1 :p ). On the other side, there are Wood Elves in normal forest. Their communities are very small, so I'm happy with the settings. Also I don't want the whole imperial forest be cut down, oh no. I generally don't like the idea of "terraforming" in fantasy scenarios. Though I admit it's an interesting idea ;)

BTW I still think that dwarves should be able to get new metal clothes, turning Clansmen into Highguards. :p (And if you've changed this since 1.01 I'll look silly, but I'll take that risque.)

Yes, I changed it already, in 1.03 I think, after your request. Downloading 1.1 for C3C is a good idea ;)
 
Those are good ideas. I was planning on a special forest for elves in my mod, but I hadn't thought of a "dwarven resource" I could use. :hmm: Thanks I will do that. I don't like terraforming either except to add forests.
 
I have 1.1, but has only played it as the wood elves. thus I've not been able to check that out.
(Except by opening the editor, but I'm too lazy for that :p )
 
First of all, this mod is great! Amazing. Great, great work, with a real fantasy-role-playing feeling to it. I played the Conquest-version.

I have some points, tho:

1) I played on the WH World Map as the Dwarves and liked it a lot: But I had the same problem as a lot of other players: I headed for the plains instead of staying in the hills and mountains as I should (being a dwarf, for WH-fantasy accuracy). (Except I didn't make it to the plains before the elves were already there and I was ****ed :mad: )

Could there be some way to make a special resource or something like that to make the dwarves stay in the moutains and actually prosper, in stead of only having hamlets with 1-3 pop?

2) Have you considered making advanced victory points scoring? That would be one way of making up for the dwarves in the mountains: They might not have big cities, but they get a lot of points for...killing orcs? (I was involved in lengthy wars, but didn't conquer any cities, and it was basically just a waste of time and resources, without the victory point scoring).

3) What about permanent alliances between good/evil and so on? Exploring animosities and hatreds in the advanced C3C diplomacy?

4) when I finally retired, I didn't get a score in the HOF. Is this because it's a mod? It would be fun to get a score...come on.

Can't wait for WH 2.0 :goodjob:
 
Originally posted by clabauterman
1) I played on the WH World Map as the Dwarves and liked it a lot: But I had the same problem as a lot of other players: I headed for the plains instead of staying in the hills and mountains as I should (being a dwarf, for WH-fantasy accuracy). (Except I didn't make it to the plains before the elves were already there and I was ****ed :mad: )
Could there be some way to make a special resource or something like that to make the dwarves stay in the moutains and actually prosper, in stead of only having hamlets with 1-3 pop?

You refer to the mod as if it was a scenario, while it's not. The mod is intended to play on random map, where you can't really do anything about correct settling (dwarves, but also wood elves, araby). The map was made as a bonus, and I never thought of it as very playable... unless a scenario is made for it. Also it's sort of temporary, since a new one will be needed when I add other civs (Slann, Amazons, Ind and Ungols).
Even if hills are somehow boosted, AI will not behave like a real dwarven or wood elven king, it's just impossible to control it. That's what scenarios are for, with pre-placed cities, alliances etc. But I need time for all that...

2) Have you considered making advanced victory points scoring? That would be one way of making up for the dwarves in the mountains: They might not have big cities, but they get a lot of points for...killing orcs? (I was involved in lengthy wars, but didn't conquer any cities, and it was basically just a waste of time and resources, without the victory point scoring).

VPs are for scenarios. I plan to make some scenarios ie. Ulthuan/Naggaroth war, Rise of the Empire etc. where VPs will be used.
Also you can't get points for killing specific unit, so no orc-body-count is possible.

3) What about permanent alliances between good/evil and so on? Exploring animosities and hatreds in the advanced C3C diplomacy?

Again, locked alliances have sense in scenarios. In full games, animosities are set with fav./shunned governments so all "good" races hate "evil" ones and vice versa, from the beginning of the game.

4) when I finally retired, I didn't get a score in the HOF. Is this because it's a mod? It would be fun to get a score...come on.

Sorry, not my fault. HOF doesn't work for mods. I would say "tell Firaxis about that" but they were asked about that many times and refused to do anything...
 
I installed the mod and when I got conquests installed the conquests upgrade. The result of this is that my text is now all messed up and seems to be reading from several lines below the actual (Playing as Reikland, my Civ name displays as 'Engineering', and all the labels are wrong). What am I doing wrong?
 
Originally posted by oberstein
I installed the mod and when I got conquests installed the conquests upgrade. The result of this is that my text is now all messed up and seems to be reading from several lines below the actual (Playing as Reikland, my Civ name displays as 'Engineering', and all the labels are wrong). What am I doing wrong?

It seems that you are using labels.txt from previous version.
- maybe you installed the upgrade in wrong place. It should go in Conquests/Scenarios (not in Civ3PTW/Scenarios where the old mod is).
- also, remember to load *.biq files, not *.bix files (.biX are for PTW version, you can delete them; C3C uses .biQ)
 
Originally posted by embryodead

...Also you can't get points for killing specific unit, so no orc-body-count is possible. ....
But you can get victory points for killing units. So some sort of body count is possible. This could be cool to play with as some evil civ in some scenario.
 
Is there somewhere else to download the v1.1 file from? I keep getting "Page Cannot Be Displayed" errors from the provided URL.
 
Thanks for the advice. The mod works perfectly now..and is extremely good. I'm very, very impressed.

It seems from the comment that Dwarves are at a distinct disadvantage. I also note that playing as the Empire it's difficult to find 'good' cities a la vanilla Civ 3. Cities tend to be either agricultural in which it takes years to produce anything, or stuck in the forest in which case they grow very slowly.

A possible solution to the Dwarves would be to set them up to favour commerce and trade rather than production. Correct me if I'm wrong, but rather than large dwarfish armies, a gigantic dwarfish treasury would seem to be more appropriate. This could tie well with putting a lot of 'bonus' resources in the mountains that only dwarves can exploit (perhaps the 'flavour' system could be used to give them a unique tech, as in the Middle Ages scenario?). These resources would grant food and commerce - a bit like the gromril and quicksilver that're in the mod at the moment.

Obviously, this would be easier to do with a scenario than a mod, but I think it's worth considering.
 
Back
Top Bottom