Warhammer Fantasy Mod 2.0

No please dont change the witch elf. Dark elves are my alltime favourite warhammer civilization. I thought the graphics for them was very characteristic. :crazyeye:
 
I get an error that C3C cannot find "art\flics\tombking_01.flc" when I click on the mummy looking guy Khemri to trade with him. I am in year 106 and played a ton already to get to this "bug". I also am on my third screen of scientific advances and they merely stops, only a part of the page is full in the Imperial Era. Bascially, in the Imperial Era my advances stop at Steam Power and Naval Warfare to the far right. Am I missing a patch or upgrade?

Thanks in advance.
 
I have a few problems with 1.0 ... I know your working on 2.0 was just curious if you ever saw something like that ...

well anyway Im playing your mod ohn MP with 2 PC and 6 KI been realy cool so far (I love playing dwarfs and using the advatage of Montains to defend myself)

we have simultanous moves and it seems when we attack with stacks or other things stuff gets out of sync ... out of nowhere the other player has a spider INSIDE my city (I cant see it and when he moves it ... it will move MY Troll Slayer) ... kinda strange ..

another thing is ... the DE attacked the chaos (2nd PC) and conquered a City ... at least on my Screen .. on his Screen Chaos won the Battles and defeated all hostile units ...

this is realy bad because for a game of that size (number of units) it realy slows down everything if you cant use simultanous moves

btw never ever had those effects in other multi player games and I played some realy large of those

if anyone has a suggestion I would be happy
 
@coolake:
Sorry but the quality of the current Witch Elf unit animations isn't good and I really want a new one. It will still be the same half-naked frenzied *****.

@kwitek
The leaderhead bug you get is definetely a lack of an update. Check the main page again. Apart from the main mod, you should get all the patches available there. This issue was present in some early version AFAIR.

As for the tech advances, it's not a bug. Like in many conquests, this mod had only 3 eras (or 2,5 considering that 3rd had little techs) not 4. WFM 2.0 has much more advances, spanning through all four eras.

@holodmer
This is very likely to be the issue of the mods' size. I understand you played on some really large maps etc. but the thing is that the mod has like 4 or 5 times more units than epic civ3. As a mod designer I can't do anything about MP games going out of sync (it's first time I heard of this issue though - people played MP games successfully so far, but maybe they were smaller etc.). Making the mod smaller in units/buildings etc. would obviously destroy the purpose of the whole work.
 
I guess we just cant use simultanous moves anymore in that state of the game anymore ... just hurts when someone attacks you with a stack of 200 Skeletons and cant send reinforcments while they figth
 
Try smaller maps. I never had this problem, but then I play on the large map in multiplayer with my wife and her armies are never 200 total. So I don't usually have the same problem. To me she is a gnat to swat away until she gets frustrated and stops bothering me. ;) Just kidding. She actually wiped me out once with overwhelming forces. The problem you had was because of simultaneous moves, so try playing in turns. Problem with big maps there is it can hang up the computers between turns and someone might get disconnected. The reason I quit playing in turns despite it's other benefits.
 
well we played the orig warhammer map ... the problem seem to accour not just in simultanous moves ... but when we use turns as well ...

sometimes units just apear somewhere (had a Chaos Spider apear in ocean once)
 
How strange. I don't have a response to that then. Never happens to me. :confused:

EDIT: Just noticed this was my 2000th post. :beer: :sheep: :band:
 
Embryodead, FYI: There's a great looking minotaur finishing up in C&C general forum by Kinboat. Possible addition to the mod (Chaos beastman champion or some such).

V
 
First up LOVE the mod, can't wait for v2 :D

On to matter at hand: Chaos... now im sure a lot has been said about them so ill just give a breif two cents:

I've played 2 games, one as Loren one as Chaos and in both games they have struggled to make an impact (i'm not an amazing Civ player, as chaos was my first game at Monarch level) and i think this goes back to a couple of key points: the Dolgans, who simply out-expand the chaos and make it difficult for them early on... and the fact that they are designed to be good early on, when in fact it take a while for them to get going.
for example the Cahos Giant, great unit and i understand why it is overpriced... but it is a long way down the tech tree for a financialy strapped nation and then a long way from there to demons. It is the best unit they can put into Armies (more on Greater demons later) so something like 4.2 Minotaurs with 1or2 hit point bonus at dogs of war, then Giants later on on the Magic route.
On demons... Chaos spawn are genius but they dont get the hit point bonus they should in my games
Lesser demons.. for me the population cost outweighs the upkeep and maybe the hit point as well so they seem a bit expensive compared to, say, Dragon slayers or Chaos knights.
Greater Demons, not as good as Dragons=good point. spells to counter this=Good point. But those spell are annoying with transports and armies (i geuss that is why chaos Horde is bigger).
But with the inevitable comparison to dragons... imho they cost more than Dragons... bearing in mind Chaos (on the Standard map) are relying on tundra and sea for food, that 2 population severely reduces rate of production. the lack of upkeep nowhere near make up so i'd pull the cost right down to 250-280.

Oh and it is a bit annoying being the highway to naggaroth, there is constant stream of dragons going one way or another through my territory and it gets tedious if you end up at waith somone who has 30 dragons in your heartland.

One other point on the chaos factions.. there arent enough! So what about Chaos warriors and Beastmen.
Chaos warriors get something like... warrior, Spearman, swordsman, barbarian riders (marauders or whatever they are called), then the giant the true chaos warriors and the demons.
Beastmen get Ungors- equiv to warrors or archers, Beastmen Gors, chaos hounds, ogres, minotaurs (tuskor chariots possibley) and then the Demons. Possibly harpies equiv to eagle.

Either replace the Dolgans or maybe put them near the dolgans and reduce those mountains to the south to accomodate (not the real Warhammer world but call it poetic licence).
I guess with Chaos Dwarfs on the way it would likely need a bigger map.
Anyway just an idea.

I've also noticed that the old world (from Kislev to tilea) tend to advance quickest which means they nick most of the wonders. combine this with the large nations (D/H Elves and Dwarfs) getting lots of cities and this leads to very hard to beat Culture. also the goodies are close but Chaos faction are not, so the old world shares tech but chaos takes a long time to meet so start to lag behind VERY quickly... by the time they get their overpriced Dogs of war units Reikland is already on Infantry, pikemen and crossbows and starting to think about handgnners. now take into ac**** the time taken for a nation like the orcs to actualy build a few and reikland is swarming with 50 handgunners.

All in all chaos faction start slowly, when they should be on top, then struggle at the end when they cannot compete.

Don't be fooled, i still the mod is brilliant, one good thing about Chaos is that i am still using Giants, Demons, Knights and Greater Demons rather than just having 90 Dragons and a few treemen as Loren. i've never realy used mobilization before but it works realy well (can the Greenskins mobilise.. it says no so why not?) but it wasn't enough to keep me up to date improvents.

still...
Great job, keep up the great work, good luck on v2 and thanks: for reading my rant and making such and amazing mod.

(i hope i said something vaguely new in there)

Basically i think with the exception Dark Elves the chaos factions tend to start slowly
 
Thanks for the report Droggy.
Since 2.0 is version is different in terms of... techs, units, civs and so on, it is impossible to apply your suggestions. The "old" model of 1.1 was scrapped and the mod was built from scratch.
However there is one thing I can comment on. Basically all the things you said refer to the world map. The mod was intented to be played as a mod... (on random maps). The wolrd map is just a bonus for Warhammer fans, I don't consider it very playable... So in order to really play the mod, choose random map. With 2.0 version it will be no different. The main idea is a mod, then various scenarios/maps/submods will be added. In a scenario, rules may be modified to for example boost a civ that starts in desolate area... but the mod has rules that make the game suitable for random play.

On a sidenote, I failed to finish the 2.0 version on time, and now my exam session started. I'm pretty unable to work atm and all release dates I posted or just dreamt of went to hell.
 
OK i hadn't realised it was aimed at random maps... i'll give it a try. I do think the warhammer map is playable, even if unbalanced. It presents some intereting challenges you dont often get on random, especialy with all the mountain borders, so i'll persist with this game,
Sure beats revising for my exams :D and keeps me busy until you have time to make v2

Once again, great mod, good luck in exams (esp if you need it as much as i do)
 
Droggy, I see you registered just to comment on this mod: welcome :D AFAIU things the exams in emb's uni suck bigtime (as in about ten exams in a short time), so give him some slack, ya'll here? ;) (not a specific you... )
 
Why should exams affect on free time? I hardly ever prepared for exams


... maybe I've should have, so I wouldn't be stuck with this job :lol:

BTW, I was wondering why the beta isn't advancing ;) :p . Anyway, good luck with the xams, ED :thumbsup:
 
One thing i'd say.
Chaos Cultists needs to be nerfed considerably. Or at least a lot. Why?
This is why:
I started a new random game as the Tileans. After 400 years i see hordes of Chaos Cultists to the south of my nation. They begin to attack my cities. Most of them get beaten back, but they manage to take one of my towns. To take it back i have to declare war on chaos, and that i do. After most of them is killed, normal chaos forces also appear. At the same time the citizens begin to get war weary. IMO you should make Cultists available later, in the magic era, and/or disable war weariness for monarchy.
 
Thank you very much for your help. I think I got it now. But there are two minor problems left: How can I make a fireball smaller? I tried, but it is still too big for a Phaser explosion. The next problem is I wanted to destroy parts of my model due to the explosion. I wasn´t successful. How can I do that?.
Nevertheless I think I´m ready in a week with my runabout. Thanks a lot.

Adler
 
All right, looks bloody good but, *swearing* I don't have PtW or Conquests.

Doesn't anybody do any Mods for the orginal Civilization 3? Are you sure this wouldn't work on the normal Civ3, I mean, PtW doesn't give any new buildings, units ect, so why wouldn't it work on the orginal.... *Just trying to stop myself crying for this lovely mod*
 
Aapel1 said:
...Doesn't anybody do any Mods for the orginal Civilization 3? Are you sure this wouldn't work on the normal Civ3, ...
No one does mods for vanilla civ 3 anymore as it sucks. You can't make scenario folders in vanilla, you have to overwrite the original game. C3C is well worth the bucks, especially if you like to make/play mods. It includes PTW, btw, so no need to get that too/instead.
Don't think that the expansions are just for multiplayer; they're not. :cool:

And no, I'm sure that you can't play this mod in vanilla, it uses a lot of the new units in PTW/C3C.
 
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