Warhammer Fantasy Mod 2.0

ARRGH!
I hate the Norse Marauder graphic! Is there an alternative? (Sorry, but I'm not a big AoK conversion fan, they look too out of place. Maybe a color-conversion or size difference of the berserker or huscarl or some other axe-wielding unit? I almost hate it enough to try to make my first humanoid unit, but it'd probably look worse than the AoK unit.) Anyway, thats about my only complaint, the mod is excellent! My brother and I have been playing for a couple of hours every night. :goodjob:
Also, I'm pretty sure there's a reason this wouldn't work (or else you'd have tried it), but couldn't you set the starting units to none in the rules and change player data so the civ's start with their civ-specific settler? Will civ not allow you to not have a starting unit in the rules? If a starting unit is required, couldn't you set the starting unit to some generic gaurdian unit (i.e. some stone warrior or smoething to help prevent rushes?) Or is the problem in changing player data?
 
Ok, I downloaded and installed the mod, as said in somewhere here, to the "Civ3/Civ3C/Scenarios"-file, and then tried to play the game, but how? There's no -.exe to the mod, and I don't see if there's any other way, so please tell me, what am I doing wrong?
 
To the fellow posting before me, I dont' think you're supposed to save this into the folders, I saved it to desktop and launched the exe from there.

To Mr. Do:

I think I have everything in it's folders :) I've never used a mod, and never fiddled around with them, so I must have them there. Is there any way I can get into the mod and change what ever model or sound it's missing to something else? i'm sure the "english pikeman" is an awesome moddle, but i'd just as soon change it to the standard one and get back to war.

Thank ye sir,
 
To Semulin: That didin't work for me. Empyrodead (Was that right?), please, tell me, where to install?
 
@Aapel1:

IIRC, you have to apply the "Civ3/Civ3C" directory as directory of install..
Just accept the default installation directory
 
Aapel1 said:
Ok, I downloaded and installed the mod, as said in somewhere here, to the "Civ3/Civ3C/Scenarios"-file, and then tried to play the game, but how? There's no -.exe to the mod, and I don't see if there's any other way, so please tell me, what am I doing wrong?


Seems like you installed it right, but you don't know how to start the game? Just start normal Conquests game, then in the main menu there is a point called civ content or something, go there and select WH2 or something like that (it is described in the mods readme I think...)
 
Semulin said:
To Mr. Do:

I think I have everything in it's folders :)

I already know you think everything's in its right place, which is why I've asked that you actually go and physically check that the folders exist.
Civ 3 -> Art -> Units then the file that was supposed to be there. If it's definitely there, then that will tell us more about the problem.
 
No problem... the files are almost certainly there. Judging by the screenshot posted before it looks like there's an issue that you and he have that the rest of us don't. Also let us know which version of conquests you're using.
 
I was wondering if it is possible to buy and use conquests with civ3 Gold? i really dont want to buy the vanilla version if I dont have to.

Also is it possible to use PARTS of this mod with ptw. if so what parts can i use?

many thanks
 
MR Do

What I mean, is to make the Old World peoples to start in the same region, same applies to Lustrian Oriental , evil people and so on
 
Argh, I want to play 2.0 so badly, but I'm here in MA, on my laptop with a 32k modem, with a slow computer :cry". Guess I just have to wait two weeks to get back to CT :ohwell:.
 
Important
For Gabryel Karolin and others having problems with crashes:
- it seems that some of you have non-standard Civ3/C3C versions with folders/files named differently ... for most people everything works, since most people have these folders named normally (ie. Leader Ancient Times, not Leader Ancient). As a proof I can only show a DEFAULT pedia icons from Conquets:
#ANIMNAME_PRTO_Leader_ERAS_Ancient_Times
Leader Ancient Times

Which some of you have different I guess. As a modder, I dont have control over it... if you have differently named folders, the mod cannot detect and fix it in any way... The possibilities I see may be "packages" like Civ3 Gold, that mess up everything. And most likely, you will get such problems with any huge mod, at least any one that uses original Civ3 files along with custom ones.

@Mr. Will
You can't setup different starting units, unless you turn Custom Player Data on. And if you do, you end up with fixed number of factions... which is unacceptable since you are supposed to choose the size of the world and number of factions you want to play with.

@disturbed bacon
You can't use this mod with PTW at all. You need C3C. C3C should work with Civ3 Gold, though I have a feeling that Civ3 Gold is a messed up edition that causes problems...
 
@Aapel1
You seem not to know how to run mods simply. Run Conquests, choose "Civ-Content" from the menu and then choose file "WH2.biq".

Again, all those who have crashes, please let me know what versions of Civ3/C3C do you have. Language/Region(US/Euro)/Edition (ie. Civ3 Gold or other bundle). It won't help you much but at least I will not to tell people that their Civ3 Gold or w/e if f***** up.
 
What are your reasons for not including railroads as a worker ability?

If its a concern that railroads don't fit the War Hammer universe, or more generically a sword & sorcery theme, you could treat it as a late invention tied to steam power with only a "Dwarven Engineer" unit (available to everyone, on the idea that its Dwarves hiring themselves out, but perhaps with an identical unit that the Dwarven tribe could build cheaper with less maintenance) capable of building Railroads. Alternatively, a new tech with more fantastic (as in fantasy) name such as "Ley Lines" (like in Test of Time) or "Imperial Highways" could be added.

Especially with HUGE maps, the inability to more units around a large empire quickly really impedes game play, as it takes forever to move troops into battle. The computer factions seem mostly capable of exploiting railroads, so its not such a human edge that it unbalances the game.
 
We have discussed this and i guess i can forgive you for not actually reading through the entire Thread. Its not going to happen. As far as i know.
 
For many people, including me, Railraods actually suck hard even in epic game... and for this mod, it doesnt fit at all... instead, you get flying units that move 9 squares per turn, over any terrain. That's perfectly enough for Huge maps (I play on Huge 90% of the time).
 
I play on bigger than huge (256x256 usually), but I definately agree with no railroads. The only problem is that you can't get the production bonus from them, which really screws up some parts of game balance, but nothing too terribly vital. I'm wrestling with the "to RR or not to RR" question for my own mod.
 
Alright Love this mod... ;) now a question... on the tech tree there is a sman circle with a bar through it meaning (no)? on some of the advances... even if I Pick the advance I get the advance and the benifit... so what does the no symbol mean..?

I love the way wizard guilds kick out spells. Great job on the mod.

As far as railroads go .. the master of magic (old game) it was a magical spell that turned the roads gold...I'm not sure either way on including them or not.
 
Found a crash.. you may know about it already... I didnt read much of all the threads..
I will post it anyway... If you load a fireball or the smaller version of the spell on a ship..and move to the coast and use the unload all function it will crash,, err lock up.
So you can load and fire spells from ships just dont unload them onto a coastal square ..didnt try it with a spell carrier in the square because you cant load them onto ships.
 
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