Warhammer Fantasy Mod 2.0

Ok then, thanks :) I have most of the main cities of the Empire anyway, my problem is for the smaller ones sometimes, so that posted might not be extremely useful...

I have greatly used Alfred Nunez's work already, i just wasn't sure if you had been using a more "official" documentation :)
 
I downloaded and extracted the mod files ok...but I keep getting the error:

Missing entry in "text\Pedialcons.txt": TECH_Domestication"

Can anyone help?

Thanks
 
Originally posted by illtown
I downloaded and extracted the mod files ok...but I keep getting the error:

Missing entry in "text\Pedialcons.txt": TECH_Domestication"

Can anyone help?

If you are missing this file, then it is certain you installed the mod in the wrong place. Give some info - which version of the mod, do you have C3C, what files did you download?

again:
- wh-mod_base should be extracted into Civ3PTW/Scenarios or Conquests/Scenarios, so that you have WH-Mod folder and .bix files inside.
- wh-mod_headpak should be extracted into Civilization III folder so that you have Net Art folder inside.
- 1.1 patch for C3C should be extracted into Conquests/Scenarios, again, in order to have WH-Mod folder and .biq files inside.
- You should not move these files nor your original game files.
 
I´m playing undead at the moment and as the turn changes I get an errormessage. Load error, FILE NOT FOUND and a searchpath ending in trebouchet run.amd

I'm pretty far gone in the game and close to the end so it's not a big problem but still.... Thought you´d like to know
-tom
 
congratulations. It's incredible well thought through and carried out. I'm completely blown away.
-Tom
 
Originally posted by drzoidberg
I´m playing undead at the moment and as the turn changes I get an errormessage. Load error, FILE NOT FOUND and a searchpath ending in trebouchet run.amd

I'm pretty far gone in the game and close to the end so it's not a big problem but still.... Thought you´d like to know
-tom

Yes, this is a bug in 1.1, but there is a fix for it - look again on the 1st page (it's called "trebuchet fix").
 
hi embryodead, regarding a rather unimportant matter:

i was thinking about the dwarven troll and dragon slayers. if they are kind of outcasts, isn't it somehow inconsistent to have them as central part of a dwarven army?

probably there are no other untis/unit-animations available, i was just wondering...

looking forward to the next version! (which will come out...when did you say ;)?)
 
you have to accept such things because this is civ3. there is no way to limit the production of unit, except for making it wonder-produced, which in case of slayers isn't really appriopriate. there are other similarities ie. Black & Phoenix Guard, Griffins, Dragons.

New version is going very well, but my exam session starts next week so I won't speak of any dates...
 
Originally posted by embryodead
New version is going very well, but my exam session starts next week so I won't speak of any dates...

Awesome. I have eagerly been awaiting the new version of your mod. I had a private LAN party last night and we used your mod. I told my friends that you wre making a new one that utilized Conquest even more with a new civ and they were all very excited.:beer:

Good luck on the exam session. Priorities first I say.
 
New, slightly tweaked world map (mostly modification of terrain and ressources)

Fixed once more, sicne there was player properties problems !
 

Attachments

And this is the map, with cities ! I tried to put orc and goblin tribes a bit all around the owlrd, not just only the World's Edge mountains, and portrayed the Border Prince cities as they are, more or less, belonging to the people who made them (mainly, Tilea, Reikland and Bretonnia...)

Haven't tested this one out yet, though, but i hope it works well in play...I didn't know where to put chaos cities, however...
 
Some cities which are marked on official maps seem to be in strange places: Nagashizzar (should be next to that lake to the east), Al-Haikk (it's where you placed Argigil, which in turned MadAlfred placed at far south).
You used that strange cities for Border Princes. Well, I could forgive that hellenistic names, though in that sources, authors placed Dolgans as "Hungarians" in border princes, whereas they are Siberian people, bearing russian names and dwelling in tundra east of Kislev in Something Rotten in Kislev campaign. True that maybe I shouldn't have used their names then ;) Also I'm not sure of placing Norscan cities in wasteland area that is officially marked as "Troll Country".
Scattering orcs & goblins all over the old world is of course a good idea; maybe add more greenskin settlements in Bretonnian and/or Estalian forests?
As Chaos = barbarian and beastmen tribes, don't worry about their "city" placement... as far as they're north it's ok.
 
Originally posted by embryodead


Yes, this is a bug in 1.1, but there is a fix for it - look again on the 1st page (it's called "trebuchet fix").


got it. Thanks.

I've got a question/request.

How come the Khemri doesn't have a bone-dragon, (undead). Would look nicer and be more apropriate. The black dragon in combintion with their skeleton-minion I didn't like. They can create floods of minions out of defeated cities, by using the population. That makes the combination with the dragons when they come hard to beat. Whenever I play Khemri I always clean the map when I get dragons, no matter where my oponents are at. I would like to see a weaker Khemri dragon.
 
I don't think this is a good idea. I had no time to check the map yet, but if the capital cannot be reached by road, how can the wood elves collect ressources?

Originally posted by embryodead
- Loren shouldn't start in Ancient Forest (I mean the tile) because by default this terrain type has roads disabled. If a capital is built on Ancient Forest, no roads will connect to it, which will bury wood elves for good (unless you change that rule)
 
Oops, guess that's exactly what you said... I just got it wrong. sorry.

Originally posted by jegron
I don't think this is a good idea. I had no time to check the map yet, but if the capital cannot be reached by road, how can the wood elves collect ressources?

 
Originally posted by embryodead
Some cities which are marked on official maps seem to be in strange places: Nagashizzar (should be next to that lake to the east), Al-Haikk (it's where you placed Argigil, which in turned MadAlfred placed at far south).
You used that strange cities for Border Princes. Well, I could forgive that hellenistic names, though in that sources, authors placed Dolgans as "Hungarians" in border princes, whereas they are Siberian people, bearing russian names and dwelling in tundra east of Kislev in Something Rotten in Kislev campaign. True that maybe I shouldn't have used their names then ;) Also I'm not sure of placing Norscan cities in wasteland area that is officially marked as "Troll Country".
Scattering orcs & goblins all over the old world is of course a good idea; maybe add more greenskin settlements in Bretonnian and/or Estalian forests?
As Chaos = barbarian and beastmen tribes, don't worry about their "city" placement... as far as they're north it's ok.

I realized a bit too late my mistake about nagashizzar, and since iwent off to do something then, did not remove it and place it next to what is the Sour sea...Will do that indeed. And modifiy Al-Haikk...And indeed, add more orcish tribes in Bretonnia at least, since they do seem to have it quite easy on them, it seems :)

For the Border Princes, i really also had quite some trouble with the map...most maps simply leave out the Border princes, or indicate no city names, and, in this case, rulers/prices/allegiance...

Troll country, again, MadAlfred's fault if there are Norse cities there ;) it could be possible that Norsca would have reached down south this way, if one compares their location to the vikings of Europe ?
 
Originally posted by jegron
I don't think this is a good idea. I had no time to check the map yet, but if the capital cannot be reached by road, how can the wood elves collect ressources?


I corrected that specially for my map, so that Loren could have both the nicer graphics of the forest and no boundaries to their growth/economical development...
 
Originally posted by drzoidberg
How come the Khemri doesn't have a bone-dragon, (undead). Would look nicer and be more apropriate. The black dragon in combintion with their skeleton-minion I didn't like. They can create floods of minions out of defeated cities, by using the population. That makes the combination with the dragons when they come hard to beat. Whenever I play Khemri I always clean the map when I get dragons, no matter where my oponents are at. I would like to see a weaker Khemri dragon.

How come? Well it's simple, there is no bone dragon unit... if someone makes it, of course I'll add it to the mod. Myself I can't make every unit you can dream of, I'm limitied to what 3d models I have.
 
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