Warhammer Fantasy Mod 2.0

Originally posted by mrtn
tjedge1, have you tried clearing your "Temporary Internet Files"?

:hmm: You know what? I haven't tried that in some time. I might try that instead first. I never though of that. I have been putting that off for too long anyway.:rolleyes:
I'll try that.
 
I've finally got round to playing this- but there seems to be a problem with the labels? Like it says barbarians on the opening screen above the world size, and no barbarians as the heading for the barbarian column... you've probably answered this before, but what's the solution?
 
...and the game crashes if I try and look at a description of a tribe or go to the preferences once it's started...
 
Mr.Do you've extracted main install of mod to your main Civilization directory and the patch to either Civ3PtW/Scenarios or Conquests/Scenarios? If you've done that, i'm not sure what. I haven't tried playing with the patch/beta patch for Conquests, could be that. And rar has better compression Conformist, and on sits that limit transfers and so forth every bit counts.

But more onto the subject of things, could Dark Elves city art be changed to Goblin/Chaos? They aren't forest dwellers of any sorts. They're more cold stone buildings/streets.
 
I cleaned my temporary internet files and that fixed it. Thanks mrtn. :goodjob: Now I'll get to trying this out on C3C.
 
Originally posted by Mr. Do
I've finally got round to playing this- but there seems to be a problem with the labels? Like it says barbarians on the opening screen above the world size, and no barbarians as the heading for the barbarian column... you've probably answered this before, but what's the solution?

and i thought id be the only one with this problem. all the headings in the world customization screen is messed up...

but this happens only with the new beta patch installed (for me anyway). so i for my part use the unpatched version to play WH-mod...
 
Originally posted by Gladi
Actually I think you did misunderstood me :). I was speaking about spells carrying units. So that as Chaos you load your Beastmen into spell in Wastes... zap... unload them in your sorcerer's den in Reikland. This idea occured to me because you said you do not like extra commerce. Though you can explain by corrupted nobles using them (Chaos Gates), if you read books it is hard to believe there any other than these( the nobles that is).

OK now I understand, but why do it? If just want to allow teleportation between cities with "airport", then just give them airlift ability. It is simpler and usable by AI. I said earlier that I don't want all units to be teleportable, it would be too powerful. That's why only demons can teleport, and still at high price (chaos gate costs 300 shields). It also compensates the Greater Demons' inability to load on ships.

I am glad you like it, but if you make daemonettes this mod would then have rating M. But i really think that Chaos proper maps need more. And no offense to all WHFB players here. But as WHFRPG shows power of Chaos lies in coruption. Also shouldn't spells cause some corruption (pollution) by themselves, afterall they are made of Winds of magic and these are raw chaos stuff.

It is not possible to cause pollution in other ways than by buildings, meltdown, overpopulation and nukes. In other words, you can't make a spell cause pollution, unless it's a nuke equivalent (which is in the game - see Firestorm spell).

The corruption of people is represented by high cultural rating of chaos (religious trait, high-culture wonders, in 2.0 also early cultural building-herdstone) so that it's influence is high and so is the chance for cultural flip. Add to this the possibility to conquer cities with chaos cultists, without declaring a war.

Daemonettes don't need M. rating really. Possible nudity (top) must be covered (eg. with claws) in pedia picture that's all. I wasn't thinking about sexual harrasment attack anim ;)

BTW I didn't ask you for spelling, the (sp?) is just a mark that I'm not sure of spelling or even existence of such word ;) I'm not native speaker of english either.

Originally posted by The Last Conformist
I could find me an unrarrer easy enough, but why not use zips, since everybody on a Windooze system already has an unzipper?

I used WinRAR beacuse zip files were something like 20-30 MB bigger. Insaller was rar'ed additionally because GIDustin's server doesn't allow exe's.

Do you have an approximate date for when 2.0 will be released?

I don't really know. I'd like to wait for some requested units as well do some more myself. Since it won't take less than 2-3 weeks, I should probably wait for the official C3C patch from Firaxis.

Originally posted by ChaosLord
But more onto the subject of things, could Dark Elves city art be changed to Goblin/Chaos? They aren't forest dwellers of any sorts. They're more cold stone buildings/streets.

No, becuase city graphics are tied to culture. If I changed Dark Elves to "chaos" culture, they would have goblin citizens. I am not the only one who wished there were more culture groups than five :rolleyes:
 
Originally posted by Mr. Do
Can I do the same, and play unpatched C3C without uninstalling the patch..?

em well i was lazy so i actually copied the whole :eek: civ3 folder before installing the patch. and now i just rename the folders everytime i want to switch between versions... not very elegant but works fine for me...

also i dont really know how u want to play "unpatched C3C" without uninstalling the patch or reinstalling the whole game...
 
WH-Mod for C3C is compatible with C3C 1.0 and 1.02, that's why it doesn't work properly with the 1.1 beta patch that Firaxis has just released. This is normal situation - the game itself changed, so some mods won't work until modified accordingly. In other words, you must wait for me to release an update for beta patch users (I should do it this year, which leaves only 2 days ;) ), or... see below:

Originally posted by Mr. Do
Can I do the same, and play unpatched C3C without uninstalling the patch..?

Yes. If you want to play now, go to "Conquests/Scenarios/WH-Mod/Text" folder, and delete the file "labels.txt". This will bring back the original minor text labels (like AD/BC years etc.), nothing that will hurt the mod in any way. This should also fix the patch incompatibility problem, but I can't be sure since I don't have that beta patch yet.
EDIT: You should also delete the same file from your PTW version of the mod, if you still have it. (that would be "CIV3PTW/Scenarios/WH-Mod/Text" folder).

If you still exprience problems, check the 1st page in 2 days and look for an update for C3C beta patch users.

EDIT: Realizing that you question was more general I extend the answer - the answer is "no" (unless you did like dreiche2 said), but what I wrote above should make all other mods from unpatched C3C playable as well. At least it always did in case of previous patches. You can backup the file ie. by renaming it if deleting sounds bad.
 
Arr, I'm playing it now, it's a very good scenario, and I think it will very likely hold more interest for me than the normal game of Civ 3. Of course like every other perfectionist I've noticed areas that I think needing expanding on (e.g. governments... my orcs aren't chaotic, they're tribal) but even now it's fantastic.

Will there be any "king" unit/ graphics for Regicide games in future versions..?
 
Originally posted by Mr. Do
Arr, I'm playing it now, it's a very good scenario, and I think it will very likely hold more interest for me than the normal game of Civ 3. Of course like every other perfectionist I've noticed areas that I think needing expanding on (e.g. governments... my orcs aren't chaotic, they're tribal) but even now it's fantastic.

WH-Mod has only 3 governments on purpose. It's explained on the mod's webpage, but to make long story short, this is the only way to steer AI's diplomatic relations without locking wars. Thanks to that feature, when playing your orcs you will notice that from the beginning other "evil" factions are polite whereas "good" factions will hate you. Adding 10 new governments takes 10 minutes, but good vs. evil feature would be lost.
If you played world map scenario, try playing the mod (random map). World map is only a bonus for warhammer fans and it's not very playable because of all the wastelands.

Will there be any "king" unit/ graphics for Regicide games in future versions..?

Some factions have proper kings already, but since there are not enough unit animations out there, many are replaced with the standard leader or regular unit anim. I don't plan making king units for leaderheads I did - it would take a month or two, the time which can be spent on making more needed fantasy units.
 
Okay, I'm so confused about how to install this thing. Every time I do it, the text is all messed up and I can't play. None of the text is in the right place... (The exit the game button says "Stop this aggression against our motherland" or something dumb.)

What do I have to install to play this game? I own Civ III, PTW, and now Conquests. If I have nothing on my system, what should I install to play this mod and in what order? ::L::

I know you've already answered questions like this, but the "labels.txt" thing didn't work... I've lost track of what patches I should have where, and what I should be running... so if I could just get an up to date list of how you would clean install both Civ3 and the Mod so it will work, that would be great. (:
 
Aliyiah,
Most likely you exprience that problem because of the new beta patch for C3C released last week by Firaxis - that's what are most todays posts about (see above). Latest WH-Mod version which you should have installed (1.1 + fix) is designed to work with Civ3:Conquests 1.0 and 1.02, not 1.12 beta.

If you installed 1.12 beta patch already, you must wait for similar update for WH-Mod, or apply temporary fix yourself by deleting "labels.txt" file in "Conquests/Scenarios/WH-Mod/Text" and "CIV3PTW/Scenarios/WH-Mod/Text" folders (if you have that one).

If you haven't installed 1.12 beta patch or something is still wrong, let me know, but include your game and mod version numbers.
 
I don't have a problem with the patch! (This might just have something to do with the fact that I haven't got the actual patch yet... :hmm: ;) )
But, as I'm still playing 1.1 I've got problem with the Skeletal Minions. I think it would be better if they cost more than 1 shield. As it is now you can convert a size ten revolting enemy city to a happy size 1 city and 9 Skeletal Minions in just 9 turns. It would be better if the SM cost 2 or 5 shields, or something, not making it so extremely fast.
Besides, the pedia says that they (Skeletal Minions) don't cost any upkeep, but I'm afraid that you can't make it like that with units that cost pop points. According to my F3 screen I think that they do cost upkeep as it list how many units I have, and how many I have "stolen" (i e used foreign pop points for).

I hope you get what I'm trying to say... :)
 
I'm in somewhat of an agreement with mrtn on this. The Skeletal Minion is very cheap and very good. @ 4.2.1, the cost of 1 shield, 1 pop, and no upkeep, all I can say is wow! With Khemri being a agricultural civ, the lost pop point is very quickly replaced.

A lower attack value maybe (3.2.1?). Maybe 5 shield cost? What's your opinion on this?
 
hey embryodead,

are you working on additional victory conditions for the next patch?:)
 
mrtn,
I just tested it and it seems to be fine - pop. cost doesn't affect upkeep ie. if I have 2 warriors and 2 skeletons, it says correctly that I have 2 units.
As for the overpowered skeletons, I'll try to settle this matter somehow (I haven't started working on 2.0 unit stats yet). They were 3.2.1 before, I think I changed them in some patch to 4.2.1 since they seemed so weak when compared to other units of the same era (knights/infantry).

dreiche2,
I'm not sure what do you mean. I wanted one more victory condition - the space race, but it would be unbalancing one, since I can't really think of universal quest that all factions could complete, regardless of alignment.
So far two ideas were:
- chaos quest (for chaos only, needs a shrine for each of four chaos gods, altar of ultimate darkness, and something more...)
- lawful quest (arianka's coffin + 4 lost keys, again not much).

As for VP scoring, it will be in scenarios of course.
 
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