Warhammer Fantasy Mod 2.0

Originally posted by embryodead
@tjedge1
Lizardmen are ruled by sort of big frogs ;) in warhammer. Kinboat has shown a preview of one some time ago (on a palanquin carried by several lizards), so I asked for the same as LH.
:rotfl::beer:
That is even better news. Lizardmen are a little backwards in Mystara, so I could still use a frog leaderhead to represent a surviving faction of the Temple of the Frog. Oops, that is way off topic. As this is a War Hammer thread, I wasn't aware that those fat things were frogs, I just thought they were lazy lizards. Cool, Is he going to make the fat one thats floats? Those are creepy.

I was checking out some War Hammer figurines at a hobby store and realized finally why there is no Skaven in this game. I dodn't realize they were a bunch of rodents. Those would be cool, but now I understand why you didn't touch them. This mod is awesome besides and it must have taken a ton of work.

BTW: Your hard work will be represented in my mod as well. Many of your units and leaders fit perfectly in. It has made my job a lot easier. :goodjob:. If 2.0 is everything I hope it is I will vote this the best mod on the net.
 
@Runamok Monkey
Instruction on the first post are correct (so headpak goes into main folder, but it doesn't overwrite anything), though if you have C3C, just use Conquests/Scenarios instead of Civ3PTW/Scenarios.
Also download one very small update... (see below)

@tjedge1
Thank you :) Skaven... yes, that was actually my army when I played WH, but such units must be made from scratch. I can't really do it, though I may try to learn someday.

@Amesjustin
Thanks, you were right :blush: Sorry, that's sorta typo in INI file... here's the small fix (attached, unzip to Conquests/Scenarios).
 

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@tjedge1 on Skaven: "I didn't realize they were a bunch of rodents"
- Hey, Skaven is just about the coolest, scariest and most original race in Warhammer! Don't knock the rodents, man. ;)

I can understand why they're difficult to design, though. I'll just hope that some hardworking graphics designer comes along...
 
Dang I forgot I had said I'd do a leaderhead too :D Finally got my copy of Conquest so I'll be trying out the new version soon...
 
Hello Embryodead, I'm a big fan of your mod. In fact I have barely touched the new conquests, prefering to play WH mod. Anyway I'm running 1.1b and im getting a crash at about halfway through the game. It reads like this "Art Unit Trebuchet\..\..\..\..\Art\Units\Trebuchet\TrebuchetRun.amb". Hoping this can be fixed. I'm in a great game.
 
Just a couple of little thoughts on the game. My favourite civ in the warhammer world is the Dark Elves. So I normally play Naggaroth. What normally happens is I play till I research iron working and if I don't have an iron deposit in my territory I'll immediately try to get one by settlement or war. This is probably a strategy that most people employ. But unfortunately with the dark elves the only military unit they can get without iron early on is warriors. The next one being shades which is in the magic era. So without iron I am completely crippled. So I normally restart before I'm crushed. As a suggestion could you either make either archers or spearmen or both not require iron. Or perhaps there could be a SLAVE unit early on for dark elves. With a profile of 2-1-1 with a 10 cost. P.s great work on the game. This is my favourite mod for any game.
 
Heya coolake,
First of all, thank you for your kind words :)
The error, yes - I'm sorry that it got through, though a fix for it is already available (either at 1st page, or few posts above, "wh_11fix.zip").

As for the iron problem, I'm redoing the tech tree and unit lines completly for 2.0 version; I'll make sure that all factions have some non-iron units in the new tech tree. In case of Dark Elves probably both spearman and archer will be "free".
 
Thanks for the fix. Just some ideas for the version 2. The Religious trait seems a bit weak right now. Becauase the advantage of changing government in 1 turn isnt applicable with just 1 fixed government. Perhaps doubling the culture for shrines and temples for those civs. Or perhaps an extra happiness boost when a civ declares war against them. Or perhaps they can engage in war longer without weariness. Another idea I was thinking about was to have a hero unit. As perhaps a further upgrade from an elite unit. With both the hero and Elite unit having equal chance of becoming leaders. Perhaps the unit could have 1 extra attack on its profile. (Like the witch elves). Or in the case of a defensive unit; a higher defense. If that was possible it'd be rather cool.
 
That Dark Elves and iron problem affects Ulthuan as well.

Another problem is that no tech, afaik, no tech gives irrigation without water. I have a peninsula in my current game with ten cities without water. In the third age I will be able to cut down a forest to irrigate some of them, but that's way too late. As you can't mine these grasslands either, you can only build roads. :cry:
On the other hand, I'm having fun with the enslaving vampires. :vampire: :D
I think a 2nd era tech (in the current tech tree) should give irrigation without water.
 
@coolake
Unfortunately your ideas are impossible to implement in civ3 mod. There is a workaround to "double" culture of a race by giving them different buildings, but would require another starting tech slot, and there's only 4, which are needed for other features. BTW you should not think about this in civ3 terms (that trait is good or bad) because all factions in WH-Mod are totally different. One race may get worse trait, but much better units or wonders. BTW personally I find Religious trait very useful anyway (cheaper culture and border expansion).
You can't do anything with unit experience in civ3 editor, only adjust it's HP and retreat chance.

@mrtn
Yes, no tech gives irrigation without water. That's intentional. It makes river/lakes more important, and prevents zillions of large cities. But I know there can be different opinions :undecide:
Vampires are too good in 1.1, I'll move them farther in 2.0 :p

I can't wait to seriously start working :mad: Just a few days of RL work...
 
In a random map game you can be really screwed if you don't get water. Especially on an Archipelago map. And there's a difference between thinking water is important, or absolutely essential. Without neither irrigation nor mines, you're unhappy. :( And, as you (iirc) can't remove marshes or jungles, and not trees until the third age, you have problems getting the irrigation to where you want it.

In 2.0, I think you should rename irrigation to Farm or Farmland. It fits the graphics better, and doesn't sounds so Mesopotamian.
 
I used "Farm" at first, but dropped because of language inconsistencies (I think it was in labels that there is (I)rrigate which had to be change to something like (I)-Farm).
 
I think this mod is the greatest I've played, and I look forward to the next release, and especially look forward to a broader map.

I would like to implement some fixed alliances though, on the included world map, any recommendations? For instance, I presume the Orcs and the Goblins can be allied, but not sure of any other alliances. Could the human races be allied? Chaos and Dark Elves? My knowledge of the Warhammer Universe isn't that deep, any suggestions would be appreciated :)
 
@Myth
If you take warhammer world, there are very little alliances. After all it's about collecting an army, and fighting opponents, so in the history of warhammer, (almost) everyone warred with everyone... Some hints though:
- Chaos isn't allying with anyone. They are even battles in their own ranks...
- Dark Elves don't ally either, and they have to fight with invading chaos forces all the time.
- Wood Elves are xenophobic too, but I can't imagine a war between Wood & High elves, so that can be a locked alliance I guess.
- The Empire and Kislev form "The Eternal Alliance".
- The Empire and Dwarves often help each other.
- You may ally orcs & goblins, since they are weak on that map.
- Khemri and Sylvania are undead, they don't ally with anyone
- Tilea and Estalia could be allied for balance; these factions actually represent a bunch of independent city-states.
 
Are you going to modify the population heads for 2.0? - The dwarven women don't look all that dwarven, they look more elvish actually. (I don't know about Warhammer, but in LOTR the dwarven women have beards.)

Are you considering making all of the four different Chaos-groups? I forget their names, but they have different traits and units and so on. Could be interesting.
 
I just had a quick look at the undead listings, since I won't be able to download this for about a week, and was wondering- with the enslave ability, have you included anything so that when undead character-type units (Vampire etc.) attack, they can enslave and raise an undead unit?
 
Originally posted by Mr. Do
I just had a quick look at the undead listings, since I won't be able to download this for about a week, and was wondering- with the enslave ability, have you included anything so that when undead character-type units (Vampire etc.) attack, they can enslave and raise an undead unit?

Yes (in 1.1 version). Necromancers, Liches and Vampires "enslave" Skeletal Warriors/Minions and Vampire Lords create Vampires.

Originally posted by clabauterman
Are you going to modify the population heads for 2.0? - The dwarven women don't look all that dwarven, they look more elvish actually. (I don't know about Warhammer, but in LOTR the dwarven women have beards.)

I did that heads for this mod. It's not LOTR, and dwarven women won't have beards, as in most fantasy "worlds".

Are you considering making all of the four different Chaos-groups? I forget their names, but they have different traits and units and so on. Could be interesting.

Yes I considered it, but there's not enough units to do this right now (each horde should have at least one unique demon etc.)
 
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