Warhammer Fantasy Mod 2.0

@Colonel Kraken

Have you played tha map you recomanded me? I have a little problem: when I conquer/destroy a rival city all the other cities blonging to that rival faction are destroyed and the faction is respawned in another location. How can I avoid this?
 
The city elimination flag for the scenario is probably checked. Go into the editor, open the biq and look at "Scenario Properties" look at the second box under Game options if "city elimination" is highlighted, unhighlight it. Alternately you could check the box "default game rules", and this should force city elimination to be turned off.
 
This question (and answer) may have been raised before, and forgive me if it has. I did a search through this thread and did not find it.

My question is this: If you install this mod and play it, can you still go back and play the regular Civ III: Conquests game? Or does it change or corrupt existing files that make this possible?

The reason I ask this is that I have been playing this mod for more than a month now without any problems. At the same time, I have been playing a PBEM game of Civ III: Conquests. Suddenly, Civ won't properly load the PBEM game. My fiance (who is also playing the Warhammer mod and the PBEM game is having the same problem).

To take this a step further, if I need separate installations of Civ III: Conquests for regular and mod play, would I need a separate installation of the game for EACH mod I play?

I appreciate your patience and your help!

:viking:
 
@Hrafknell
All mods (except some very old ones for vanilla civ3) are installed in seperate mod directory and do not affect your original Civ3/C3C installation game in any way. Therefore, they are just not able to cause any problems in unmodded games.
 
Thanks. I think it works now...the strange thing is that "default game rules" was checked, I unchecked it an then it worked.it also worked when i raised the "city elimination count" in the "victory point limits" from 1 to 10.
 
Lizardmen special ability, disease resistance doesn't work, they get disease when near flood plains just as much as other civs :(
 
Wouldn't it be better if the spy was invisible? I think that the spy shouldn't be just anotoher scout unit but more a means to find out what is your rival doing without beeing detected an asked to leave. I think the best example is when you want to declare war but first you want to take a better look at the enemy's territory without a right of passage agreement(you don't have espionage tech yet or don't have enough gold to use it).
 
Scytale said:
Wouldn't it be better if the spy was invisible? I think that the spy shouldn't be just anotoher scout unit but more a means to find out what is your rival doing without beeing detected an asked to leave. I think the best example is when you want to declare war but first you want to take a better look at the enemy's territory without a right of passage agreement(you don't have espionage tech yet or don't have enough gold to use it).

It wouldn't be any use - invisible units are broken in Civ3 because the AI always knows where they are and makes a beeline for them. You can try that out for yourself in the Sengoku Conquest with the Ninja unit. The AI will drop everything and go for those Ninjas, even while they are still on your territory!
 
The same goes for everything that should be unknown. For example if you have land enough for a city inside your nation, every civ will send settlers there, no matter if they know your map or not. In this mod. if you hold a passage so no one can go to a certain spot, no one will go there (so much for fog of war, how could they see that I blocked the passage), and if you move so you can pass by the passage, immediately the AI try to go with there settlers there. Another issue is that if two or three civs try to walk through your land with warriors to a nearby unknown spot, hm barbarians, how could they now that.

We can only pray that civ4 will be better when it comes to this, although I don't think so. :rolleyes:
 
Could there be some kind of teleporting gate (airlift function) available as the city improvement? Has anyone had any tohughts about that? :cool:
 
Seburius said:
Could there be some kind of teleporting gate (airlift function) available as the city improvement? Has anyone had any tohughts about that? :cool:
The Chaos can build an improvement called "Chaos Gate", you can guess what it does;)
 
I think (I haven't played chaos since the patch) that certain demons can "sap" between wizard towers, it was a friend that told me (I think he meant the wizard towers that workers can build, not the one in cities). :confused:
 
DemonMaster said:
I think (I haven't played chaos since the patch) that certain demons can "sap" between wizard towers, it was a friend that told me (I think he meant the wizard towers that workers can build, not the one in cities). :confused:
Look at my post:p

It's true that only deamon creatues can be airlifted. That is Hellhounds, Lesser and Greater Daemons.
 
Right, I've never played as the Chaos before I guess ;) But is there any other way we could transfer a unit instantly from one city to another (just like using airfield city improvement in classic civ3)? Would it be too unbalancing to add that kind of improvement?
 
Don't know about unbalancing, but unrealistic (relatively), yes. You can also build airships as the dwarfs! ;)
 
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