Warhammer Fantasy Mod 2.0

Hey embryo, I like this mod. I am a little pissed that Balrog won't work on FE II. right now, but oh well. :(
I play with this + with the old FE until he will be back. :D
 
@Gorgoroth: Thanks for comment

@Yoda
Thanks! :) I'm playing the map right now with wood elves :goodjob:
Indeed civ3 random map generator doesn't suit fantasy mods well. Playing on a premade map like this makes great difference. I have some complains of course ;)
- Those 12 mountain islands (2 x 6) with barb camps - they are quite useless (only norsca and naggaroth have some amphibious units), while tons of stacked barbarian units slow the game very much.
- Bretonnia without horses is exceptional cruelty ;)
- The Dark Elves are somewhat crippled with their starting location. Human player can handle it, but AI just built 3 cities and stopped expansion.
 
yoda, how big is the map you made?

embryodead, you haven't checked the upgrade box for dwarven warrior and the boat. You can still click "u" of course, but it took me a while to realise this.

About the elven forests: You wrote somewhere that you didn't want the elves to cut down the forests. One idea is to give the forest two food. This will of course be very good in the beginning, but you can't get three food from those tiles, so those forest cities will grow more slowly. This could be coupled with a "elves only" tech that give the "plant forest" worker command.
Another idea is to give all non-elves the tech to cut down forests.

This could probably be quite fun in premade maps, with large forests.
 
Originally posted by mrtn
embryodead, you haven't checked the upgrade box for dwarven warrior and the boat. You can still click "u" of course, but it took me a while to realise this.

I haven't checked it on purpose. These units shoud not upgrade, but made obsolete by newer ones - it's in the readme. It is actually a bug in Civ3 that allows to upgrade unupgradeable units with keyboard shortcuts, and you exploited it shamelessly ;)


About the elven forests: You wrote somewhere that you didn't want the elves to cut down the forests. One idea is to give the forest two food. This will of course be very good in the beginning, but you can't get three food from those tiles, so those forest cities will grow more slowly.
This could be coupled with a "elves only" tech that give the "plant forest" worker command.

I tested it some time ago and it was horribly unbalancing, unfair, whatever. There is, however, a way to make the forests removable by certain civs, though it involves rebuilding the tech tree again and using another starting tech slot, just for that purpose. Might be worth it, I'll see.

ps. Yoda's map is 140x140
 
You know, I noticed that when playing TET as soon as planting forests becomes available thats all my workers do... plant forest... On grasslands... I was a little surprised they plant forest rather than irrigate. I'm not a micro-manager, so I don't know why and I don't know the specifics, but for some reason the AI is favoring planting forest over irrigation in my current TET game.

This info is probably useless and too specific, but I thought I'd just throw it out there. Its something thats been cnfusing me for awhile.
 
Originally posted by embryodead


I haven't checked it on purpose. These units shoud not upgrade, but made obsolete by newer ones - it's in the readme. It is actually a bug in Civ3 that allows to upgrade unupgradeable units with keyboard shortcuts, and you exploited it shamelessly ;)
...
The problem is that those boxes don't tell the game what to do, it just tell it which buttons to display in the game. Or something like that. :crazyeye:
And of course I exploited it. :D I actually think that the clandwarf should upgrade to high guard, just give them new weapons.
 
Originally posted by mrtn
The problem is that those boxes don't tell the game what to do, it just tell it which buttons to display in the game. Or something like that. :crazyeye:

Of course not. Look at all other boxes: ie. you can't airlift a unit with any hotkeys if there is no airlift box checked. same for capture, build army... actually everything except "upgrade". This is obviously a bug.

And of course I exploited it. :D I actually think that the clandwarf should upgrade to high guard, just give them new weapons.

I wanted more variety in units and different gameplay, that's one reason. Well, ok, clandwarf may upgrade, but there is another reason too. For example, there are eagles, great eagles, eagle riders and griffins. They are all in upgrade path but can't upgrade (that would be quite ridiculous if they could) because otherwise you would needlessly have all of them in build queue, and AI would build useless eagles from time to time, even if better units are available.

Forests can be cleared now, after the discovery of "Deforestation", a new tech that comes in 3rd era, and is "invisible" to elven factions. Plant forest action is available for everyone, after the discovery of "Nature Lore".
 
Quote: Forests can be cleared now, after the discovery of "Deforestation", a new tech that comes in 3rd era, and is "invisible" to elven factions. Plant forest action is available for everyone, after the discovery of "Nature Lore".

Is this available in the existing 1.01 patch? Or will it show up soon in another patch?
 
Originally posted by Vanadorn
Is this available in the existing 1.01 patch? Or will it show up soon in another patch?

It's in the new patch, probably "1.02". I'll post it this week.
 
hello i d/l the mod and i think its wonderfull .. i love the different variety .. i did encounter 1 bug i clicked on a thingy to see the civilopedia info on it and it crashed missing a file and it was a resource item i believe.. unfortunatly i dont remember exactly which one
 
Originally posted by jimkirk
hello i d/l the mod and i think its wonderfull .. i love the different variety .. i did encounter 1 bug i clicked on a thingy to see the civilopedia info on it and it crashed missing a file and it was a resource item i believe.. unfortunatly i dont remember exactly which one

"PipeweedLarge.pcx". It was fixed some time ago - download the 1.01 patch, it's in the first post.
 
New patch (1.02) released! (see 1st post). It contains a lot of changes, some fixes. The most important:
- improved distribution of natural resources
- plant forest action is available with Nature Lore
- clear forest action is available with Deforestation (new 3rd era tech, not for elves)
- some unit upgrades enabled
- units have pedia info on who can build them (thx mrtn)
- added 2 new units by Kinboat (horse archers)
and many more... see ChangeLog.txt

Also I will be posting soon some info on my plans for Conquests (in preview thread in main C&C forum). You are very welcome to help me ;)
 
1.03 update released. This is the last one for PTW version. Obviously I'll be switching to Conqests.
This patch fixes all typos, mistakes etc. updates city lists, adds defensive bombardment to bowmen/crossbowmen, ZoC to wizards etc. also makes the mod compatible with C3C version of PTW. I also updated maps by Owain and Yoda to v1.03, they're available in the 1st post.
 
question does it work with the conquest expansion? can i d/l the latest version in 1 file or do i need to start with the basic file and add the patches?
 
Originally posted by jimkirk
question does it work with the conquest expansion? can i d/l the latest version in 1 file or do i need to start with the basic file and add the patches?

Yes it works with Conquests, but remember to launch the mod from Play The World that came with it, not the Conquests itself.

You need the basic 1.0 version and then, one, latest patch - 1.03.
 
Originally posted by jimkirk
ok so i gotto stick the ptw cd instead of the conquest cd?

No, you don't need PTW CD. Conqests install both C3C and PTW. Go to Start -> Programs -> etc. there will be folder for both Conqests and Play the World.
 
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