Warhammer Fantasy Mod 2.0

embryodead said:
@drzoidberg
I will disregard your message because what you want is simply impossible with Civ3 engine.

But now when magic is cast there is something looking like multicolored musical symblos raining down from the sky. Is that really a default effect. Why not just keep the original effect from cruise missiles?
 
@DarkTemplar
Well I have tens of free GB and 512MB RAM total and it happened to me too occasionally... but again, after reboot everything was back to normal.
EDIT: yep, C3C version is more recent, when I think of 1.0 it's really old and sucks ;) I really do hope to finish 2.0 soon so that not only your current problems go away but you will also get a new better mod...

@drzoidberg
Original effect? Cruise missile falling on the ground? O.o The spellcasting animation Kinboat has made was exactly meant to replace that...
 
I like the current magic effect. That's the spell taking effect and then it's cast.
 
tjedge1 said:
I like the current magic effect. That's the spell taking effect and then it's cast.

Since Embryodead has the final decision I guess we've voted against it. I would like to plant an idea though. There could be some ring of explosion emanating from some multicolored rainbow or something. For me that would feel more like magic. But whatever does it for you I guess is all right.

In the WH universe magic is a very unstable thing, and if it's done on a large scale will produce a number of unwanted side-effects due to leaking magic. And from a magical discharge that could effect a whole city there would be magic seeping out from the gound and buildings for decades. In the "old world" that is what the Chaos Wastes are all about. I don't know if it's possible to copy in CIV other than using Nukes. Nukes does have the dissadvantage of everybody hating you. But I guess that isn't to far fetched either since wizards are viewed with a lot of fear and animosity in the Old World. The best way to emulate it in my opinion would be to spawn barbarians, (chaos beastmen or demons) in pollution squares now and again. If at all possible.

Just thinking alloud here. I hope I didn't give Embryodead a headache.
-Tom
 
Not possible to spawn units in polluted spaces. Though spreading pollution is not a bad idea. Not sure if ED is making anymore adjustments. I'm not even a game tester so I have very little idea what he's done with 2.0. I just know it's very different. ;)
 
Sorry drzoidberg, whatever ideas may be, everything is limited by civ3 editor. Nothing like that can be done. Pollution can be created, but it all has been in 1.0... buildings (powerful magic wonders create pollution) and nukes (firestorm spell).

Civ3 modding doesn't really give a headache other than from frustration that it is so limited. This kind of modding doesn't start from ideas, but from the editor possibilities first.

@RodRiGoM
Just tried it, and it downloads normally...
 
embryodead said:
@DarkTemplar
Well I have tens of free GB and 512MB RAM total and it happened to me too occasionally... but again, after reboot everything was back to normal.
Sorry for troubling. The problem was that I was executing WH-Mod.bix file (which is for v1.0) instead of WH-Mod.biq (v1.1) :)

ADVICE (for v2.0): I really liked this mod, so I also interested in new version :) Sorry for this advice, but i think that you should reduce number of "tribes". I don't know about "Warhammer-games" much, but I think everyone interested more in "tribes" like: Elves, Undead, Orcs, Chaos, Vampire...., and less interested in: Bretonnia, Cathay, Estalia, Tilea, Norsca, Kislev. Not because they are bad, it's just because they are imho less popular. And if the game have less tribes, it's means that it's easier to make them more unique. I found to be very interesting that some wonders can be build only specific tribe (like Undeads - Pyramids, Chaos - Heart of Chaos (something like that :) ).
Sorry if you find my advice unsensible (maybe that is only mine taste)

More practical advice: can you please rename tribes. It's very difficult to a new gamer to remember all names of the leaders. I think it would be more practical to name them "Dark Elves" instead of "Naggaroth", "Undeads" instead of Khemri....


2) : I played built-in Conquest Sengoku mode. And I really liked the idea of the leader (regicide type game). At the begining of the game leader was default - 1.1.2. But he was upgradable - had few levels, each level was making him stronger and adding some skills. Leader was (as supposed to) the strongest unit in the game.
If that possible to create, I think it would be very interesting to see Lord Vampire actually flying around and beating his enemies :PP

P.S. thank you for this mod :)
 
@DarkTemplar
1) Sorry but this is exactly what I hate... generic, archetypical stuff, no-name kingdoms etc... bleeeh. Unfortunately (for you ;) ), there are more factions in 2.0 :p (twenty-five). There's also much more civilopedia for those who want to read it and learn something about Warhammer world. Such details, history and unique features are what build an interesting world, not generic stuff like "orcs" or "elves", that's just boring. Also, man, if any Warhammer player reads that you want to dump Bretonnia for example... :p Well, there are TONS of new units in 2.0 as well, that was enough to make factions more unique, I assure you. And no, no renaming either, though notice that even in the available version, both conventions appear (just like in GW's products) - There is kingdom of Naggaroth, but its "Dark Elves" that declare war on you.

2) I planned such for 2.0 (will still include it probably, as a mod variation), but honestly - I think it's pointless (just like this feature in Sengoku conquest). Ever noticed that AI won't use their kings/daimyo no matter what? You just take advantage of AI, and sweep whole Japan with one Daimyo guy :rolleyes: Also, with the amount of units that are present in Warhammer mod, I would be able to include only 1-2 upgrades... It's not Sengoku where everyone is Japanese. Here you have 25 factions with different kings. Now put that into editor, and tech tree...
 
The more tribes the better! It's not like you have to use the tribes you don't like. When I first started playing I would always make sure all the "major" tribes were included, but now there's only a couple of must-be-included tribes in my games, namely Chaos (Although sadly they never do too well), Sylvania, and the dwarfs. The rest I'm happy to randomise, and it ensures every game is different. One game I ended up with nearly all the human kingdoms on the same map, no elves, no greenskins, and it's a true testament to the mod's playability that it was still really fun.

And although the smaller kingdoms haven't had much exposure, it's great to be able to see them included, to visualise them. The Warhammer World wouldn't be as good if there was no such thing as Oriental Cathay, the Kislevites providing a buffer between the Empire and the Chaos wastes, the city states of the Tileans. It gives you the feeling, that there's always more to come, more to be revealed in the future. Araby may even be getting its own Warmaster army in the not too distant future...
 
For some reason, whenever I try to extract the files from the folder with the Art and Text in it, It always says that it can't do Bushi or Bushi Attack. It said the reason was because of bad block. (I'm using WinACE, btw.)
 
Chunky Kong said:
For some reason, whenever I try to extract the files from the folder with the Art and Text in it, It always says that it can't do Bushi or Bushi Attack. It said the reason was because of bad block. (I'm using WinACE, btw.)

I think you have to download the file again. If you did so already, then maybe it's WinACE, though any decent version should handle RARs well.
 
I'm gonna re-dload it. I'll tell you if that helps. In an edit.

Edit: No, re-dloading didn't help...
 
E.D I might look into that......
 
Which Program Do I Use?
 
Whatever you want or can. most cost money. Curious Labs Poser is probably most appriopriate for humanoid units, beasts and such + you also have to get/make models.
 
@ Chunky Kong
WinAce is the problem. Some RaR files don´t extract correct with WinAce, so i downloaded WinRar.
 
@Chunky Chong
Stormeagle may be right, the file is ok here.

@tombuazit
First of all, inclusion of ANYTHING depends on available graphics, and for Skaven there are no units at all. Secondly, on many pages of this thread it was mentioned that Lizardmen are included in 2.0 version, since Kinboat made a set of units for them.
 
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