Warhammer Fantasy Mod 2.0

First of all, I like to thank you, embryodead, for creating such a wonderful mod. It's been pure joy playing it so far.

I only just stumbled on a wonder picture missing, that is the picture for the "Pillar of Skulls". It should be located in the scenario folder art\wonder splash\ and should be named skulls.pcx, but instead it's missing.

My Conquests Version is installed in the default folder as well with patch 1.22 installed. As your mod is self-installing and I guess I can choose the proper directory there should be no problem regarding the installation. My guess is that it's simply missing and I would really appreciate it if you just could upload it here so I might add it.

Thanks a lot and thanks again for creating such a gorgeous mod. I especially like the different tech trees :)
 
I got an English version of C3C made for distribution in the Netherlands, Finland, Sweden and Portugal (I would love to hear the logic behind grouping those four together). It seems this version has that problem with folders having non-default names.

However that copy of C3C went bad somehow and I had to use another one to re-install and I experienced the same problems.

I guess I could just re-name the folders and files as the game progress and I find more and more strange linkings, could be worth it, annoying though.
 
To Embyrodead: Well, tried that, but for some reason, I didin't find any "WH.biq" in the Civ-Content..... *strange* Well, have to un"zip" the mod again and try again.
 
Well, enough of this tech stuff, all I need to say is
THANK YOU SO MUCH, I NOW HATE YOU !! :mad:
Why hate, well, I do still need my sleep, but you've now taken it away from me with this mod. To busy paying it to sleep :p
(& all my instalation work fine thanks)
 
chocmushroom said:
Well, enough of this tech stuff, all I need to say is
THANK YOU SO MUCH, I NOW HATE YOU !! :mad:
Why hate, well, I do still need my sleep, but you've now taken it away from me with this mod. To busy paying it to sleep :p
(& all my instalation work fine thanks)

True CivFanatics know that sleep and food are optional - only Civ is essential! :lol:
 
Sleep are for amateurs!
 
Provolution said:
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

That's not the way the system works. If you selected cultural starting locations every human faction would start near each other (with the exception of the Arabyan-styled and Amazonian ones, but including the Orientals), the Elves and Amazons would all start near each other, the Lizardmen would start near the Chaotic factions... I just can't see cultural starting locations being any more fun than simply random placements, although it is a matter of opinion.
 
Actually the cultural start doesn't modify where a faction starts, but rather which factions start the game. Thus it gives a game with most evil civs in, or most human, and so on.
BTW skulls.pcx is missing in my folder too, though I have it in the old beta folder. So that (and the damsel) seems to be the first "real" bugs...
 
Ok, now I transferred the WH.biq to the right direction, but the game want's some text about Herdstone or something, so, I finally gave up the dream of having the orginal C3C as the main game and the Warhammer mod as a -.biq scenario. *installing to the Conquests-directory.*
 
This updated mod is great, I can't wait for the maps and scenarios.:D
 
Hi, embryodead
i didn´t get Warhammer Fantasy Mod 2.0, my connection is too slow, should you like help me, the another link doesn´t work
Any option, 4 parts, pls

Ok, Thanks a lot :)
 
@Aapel1
I really don't know what are you doing... You shouldn't have unzipped ANYTHING. The file you downloaded is an exe which is an installer, that automatically installs the files in the right folders (maybe check if it points to the right folder during installation - it should detect your COnquets folder, but its good to double-check).

@Webrider
The "NO" symbol is a normal Civ3 feature, present in Epic Game. It just means that the tech is not required for Era advance.
As for the freeze... well I found out it's because of Immobile flag. Then, there are basically two options... don't use Unload All when using spells (you are not supposed to unload spells onto the ground anyway)... or I remove spells from the mod completly :-\

@Gosl
I dependant on the community sites, I can't really upload more stuff... I recommend using some download manager that supports resumes. And there are 3 links, for the third one you have to register at CDG forums to download.

@Brin teGhune
Missing skulls.pcx seems to be first critical bug... a small patch is inevitable :( And yeah, the file was in the beta, but didnt got included in the installer (to which I had to load each file seperately so to speak). I'll try to upload 2.01 patch today or tomorrow.
 
important

Can any owner of "custom" Civ3 version (it seems that it's vanilla civ3 problem, not c3c) - meaning anyone expriencing crashes other than because of missing "skulls.pcx" - send me a list of files that don't match. To do this, open WH2.biq in the editor, make a random map and place ALL units that are in game on it. It will take a while... but you will get gratitude of me and other users ;) Then run the game repeatedly, write down error, fix it (by copying and renaming a given folder or file) and so on, until there are no errors. I will gather all the info and make a special patch for those people with different folders.
 
Yea i figured just not unloading the spell would work.. and it did I played till 4:30 am last night .. work at 7:30 ;)~ and your right .. its much better then no spells option... any way was just mentioning it .. in case you knew a way to mod it out of the equation.. you can bet its better to have to remember not to unload spells then not have them. I had actually forgotten I loaded them earlier and wondered if I hit unload all if they wouldn't unload figured they would just stay in the ship. Anyway thanks for the answers... always wondered what the no symbols meant... (but obviously not enough to look it up in the manual ;) ) I lived in the Civ II manual but hardly even looked at any of the CIV III documentation.

Thanks again for the best MOD well to my taste anyway :)
 
I thought ED knew about the problem with spells and boats. One of the MoM testers encountered the same problem so I made ships carry only foot units and made all other units apart from spells foot units.
 
:goodjob: Wow! This is an incredible mod! So many new stuff, especially for me since I just heard about it a few week ago and never downloaded the first version. I had to drop from emperor to regent because I got beaten very fast in my first monarch game! I will need some time to adjust to this mod.

I am having trouble finding what units each civ (including mine) can build. When looking at a tech (warrior code for example), I see it permits a lot of units, most of them for only a couple of civ. Finding the one corresponding to a specific civ takes a long time. I would really like if the civilopedia entry for each civ listed their units.
 
@fbouthil If you go to the Science advisor's Big Picture the Units and Improvements shown in the Box are those you can build. For instance If i was Slaan and i went to the big picture and looked at Ballistics i would only see the Skink Archer Unit.

@ Gosl Try getting Get Right. I have the trial version and it doesnt force me to buy it only asks me to. Ive downloaded 187 files. Sure you cant use some features but the only ones you really need are the Resume option and the Acceleration.

Can someone make me an Avatar out of the Chaos Warrior Civlopedia Pic?
 
@Tyrion - It's easy, just take the chaos warrior large pcx file from art-tech chooser- icons- in the warhammer mod files, and resize it to 70 by 70 in PSP or whatever.
 
In my opinion the mod is very well done and balanced, so congratulations :)

One thing that did annoy the hell out of me though was the way that civs collapse after 1 city is taken. What would I do on the mod to change this?
 
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