Warhammer Fantasy Mod 2.0

mrtn said:
You know those spells you get from your Wizard Towers (and they're buildable too...)?
BOOM! No more spiders. :mischief:

Sorry, been away for a while.

Oh yeah, I do that - I meant getting rid of the dungeon on the roadless mountain. Now i have my game working (damn sound files) I'm going to build that dwarf engineer wonder and try sending some of those up there...
 
Billy Rubin said:
Oh - and just a quick note to everyone who downloaded my map for 2.01: Unfortunately, I forgot a few changes I made in the 2.0 version which got removed by importing it to 2.01. I.e. allowing timber in jungles, so now, a few factions can't build their "mahagoni-boats" unless they acquire it elsewhere and Nippon lack their main trading ressource which is spice I put in forests because jungle didn't fit into Nippon imho (but still wanted them to sell Teriyaki - now indic curry will have to do:D). So the gameplay on that map is not quite as I intended it - sorry :(.
Anyway - I finished a game on the "buggy" version and still had a blast. Fixed it in between, but I'll wait for the next patch to upload a fixed version using the new patches rules...

Fantastic mod. Full stop. Thanks to everyone who contributed.

I prefer to play on non random maps and have been playing on Billy's maps. I've had great fun on all of them so far. However, I'm afraid I couldn't wait for you to post your fix. So I have added the timber resources and spices back in to the jungle and forest locations. Billy, I hope you don't mind me reposting your map. And I hope I didn't forget anything.
 

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I've been playing the mod for about 2 weeks now, and must say that it is absolutely superb! It does present with interesting differences with regular Civ3 playing style. The factions don't have the complementary traits that the Civ3 civs have, so you must rely more on strategy and cunning. The strategic resources are also more numerous, so you can't just monopolize iron early in the game and kick everyone's ass until you run out of steam. Also, it seems that shields are harder to come by, so everything builds slower. I guess that's because you can't mine shielded grasslands like regular Civ3.

I haven't had any error messages pop up at all in my game play, but I've installed the patch 2.01 just to be sure.

Meanwhile, I've played (not complete games) with the Empire, Dark Elves, both vampire factions, and Amazons. The Empire is probably the easiest to play, because of the industrious trait that lets you somewhat bypass the limit on production imposed by being unable to mine anything but hills and mountains. If anyone has any strategic advice, I'd like to hear it.
 
Hmmm...did anybody notice my question? It's actually irrelevent now (I got Conquests :) ) but there are still alot of people who don't have Conquests and would love this great mod. Were the older versions for Vanilla Civ 3? I'd really appreciate it if someone would answer ;)
 
Nopes zenos, there was never a version for vanilla Civ3. Vanilla civ3 is hardly moddable, it lacks even the basic tools to make a nice mod... times when there was no PTW or C3C were really frustrating... not to mention all the features that came later.
 
@Sean: Surely I don't mind - glad to see you like the maps :). I just didn't want to upload another version allmost every day. As soon as the next patch is out, I'll upload a new version with some fixes (closing a gap where Westerlanders could settle in Bretonnian Territory etc...) and improvements (mainly making the monotonous ridges look a bit more varied in some places and maybe a scenario with locked alliances based on this map I'm just testing).
 
First i would like to say thankyou to ED for creating such an excellent and fun mod.I am playing as Loren at the moment and i seem unable to plant a spy which means i cannot check how far other civs have advanced with artifact building i was wondering if this was an intentional disadvantage of loren.
 
Here it is again. This time the alliances are fixed. I just want to know if its possible to get all civs starting with diplomacy so they can make right of passage agreements? If so it would quicken the wars up. And allow action from the start.
 

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Hey ED, this thread is massively long!! Would it possible to make a new thread for WH2 so we can leave all the WH1 behind?
 
Wow! I just got a very interesting turn of events!

My vampire attacked a city, enslaved the defending spearman into a zombie, made a MGL and conquered the city, all in a single attack! :D

I am starting to believe that the vampires are a little bit too strong.

And I was very disappointed when I saw that I really did not need the warlocks to transport the spells, even when used to attack enemy cities (I almost always have a city within 4 tiles). I think I would really prefer it if the spells had a much smaller range (1 or 2), but then I am not sure the AI would be able to use them, which would make the things worst!

Maybe I will play using a variant that says that I cannot cast spells more than one tile away from the spellcaster who carries it (and it must be carried to attack with it).
 
I LOOOOVE THIS MOD!!! :D

Many thanks to everybody who worked on this mod, it's fantastic! I'm not really into Warhammer (since now) but it's great fun to play. Tons of new units, brilliant graphics... this one really kicks. I don't know if I will ever play the "vanilla" Conquests again ;)

@embryodead:

It's all your fault! Normaly I play the german version but now I had to get the english version, too, just to play your mod! (well, maybe also to play some other mods...) But who cares, you really create a whole new game with your mod and I'am 100% into it.

Greets from Germany
 
Just a musing here; would it be possible to have a worker action to build Wizard Towers? The idea being that it would be a place magic spells could be rebased to, obviously like an airbase with aerial units. Has such an idea been contemplated?
 
...that's a really good idea if spells can't be carried by spellcasters any more. Makes spells seem rational!
 
That's actually such a good idea that I think it's going to end up in MoM as well. Good thinking.
 
"Airports"
Well the idea is sort of already there just not turned off (see the Terrain folder to see that the tower already has its graphics). I can turn it on anytime theoretically.

I don't want to start a new thread for the mod simply because this one has immerse amount of views/replies and that is what makes new people look into the thread and download the mod... There will be seperate threads for maps/scenarios though.

@OTROS
In the mod, only chaotic factions can use spies.

Sorry, no new update yet, still waiting for people to give me detailed report on their sound files problems.
 
Hey ED! I recently returned to my civ-adiction when I made the mistake of purchasing C3C, and the first thing I did was come to Civfanatics and see whether WH2 was out! :p

I'm enjoying it immenseley... I'm in the process of my first game as the Wood Elves playing on the map that was posted in the map section.

I had no idea that the larger map looked so earth-like... The old one that you did with the first version seemed very different... Fun fun! :)
 
Would it change something if instead of being foot units, spells were aircrafts with 0 move, and wizards would have the carry only aircrafts flag instead of carry only foot units. That is if an aircraft can also be a cruise missile.

BTW great idea khorak. And thanx to ED, its been many years since i haven't been addicted to a game and now i get the feeling back. Your mod is really a masterpiece.
 
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