Warhammer Fantasy Mod 2.0

I'm "THIS" close to dominating the world with an artifacts quest (great change here by the way) when everyone and his brother start ambushing me... My vast hordes of cold-blooded doom are crushing people left and right and I still can't build them fast enough to stop the infernal trolls and knights... Plus my empire is so big that it takes ages for my troops to reach the front... By that time the front has moved (usually towards the enemy :D ) I just can't express how awesome it is to be able to crush the world with your own creations (The Kroxigar came out good as well :D). Top notch... This will be the first time in YEARS that I actually finished a Civ game... Most didn't make it past the second age.

One question. Is there a specialist pop head that you can use to add to shield production? If so would it add that shield before or after corruption is calculated? Would it just add another red shield in cities far from the capital or would it allow a small increase in these otherwise hopeless cities.
 
Kinboat, there's a Engineer dwarfhead that adds a couple of shields when building buildings.
I'm glad you like the mod, you made a bunch of the ground work, after all. :)
 
@Billy Rubin
You said earlier you used a different terrain for this mod, would you mind uploading it or at least mentioning where can we download it? Thanks.
BTW I really like your maps :-)
 
@rendermad
Just download Rhyes Of Civilisation. Great mod if you want to play on world map.
 
@rendermad: I'd rather not upload it because I didn't do anything about it myself, besides I don't want to mess around with ED's mod (except for my own version). I just moved the terrain I usually use in civ3 over to WH2's terrain folder, mainly because I like the overall colouring, the mountains and especially the swamps a lot better (no offense intended to anyone, but the swamps in WH2 look like little patches of vomit - I even like the vanilla civ marshes better...). I don't use it for everything since using LM forests from Rhyes will make old forrests look like ordinary pine trees, so don't copy lmforests.pcx over. If you still want to use it, you could do as Tyrion said and dl Rhye's mod or just get the terrain here. Other modifications I use are some thinner roads (forgot where I have them from), and dotted borders by daftpanzer - all files go to the terrain folder in your WH2\art directory. here's a screenshot so you eventually save yourself time by not modifying something you don't like in the end:

edit: uploaded daftpanzers borders, mainly because I'm too dumb to find out how to prevent a single screenshot from automatically showing in the thread and annoying the heck out of people not bothering anyway.
 

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Hey Tyrions Sword is in he Mod. Coool. So now people might work out where my name comes from. All Hail Ulthuran.
 
Thanks Billy Rubin. In fact I actually enjoy Rhye's very much, but it never ocurred to me to try it's terrain with WH. Look's very nice BTW.
 
thank you embryodead, for making this wonderful mod.
it's a new world and it's a re-birth for civ!!

i just played a little yet, (time, days should have 40 hours ;)) but it's just amazing already!

thanks man!
 
Something I noticed almost by accident while playing Slann:

Those Priest/Mages actually have lethal land and sea bombardment! :eek:

With their A/D of 4/4, bombardment 8, RANGE 2, ROF 2 :eek: :eek: this makes them VERY powerful. Good thing you made them more expensive, otherwise they would be totally unbalancing so early in the game.

Just wanted to mention this as there is no mention of the lethal bombardment in the civilopedia - I think such an important factor should definitely be mentioned!

Great fun to station them on strategic coastal points and watch those pesky AI ships who keep trying to land on my coasts sink... :D
 
I have a request. Let all dwarven units, (except possibly Death-Roler) be allowed to walk around all mountains. I know the nifty thing about mountains being natural borders, but they are dwarves for CRYING OUT LOUD. Dwarves unable to traverse mountains is absurd.

Thats enough whining for now. Great MOD by the way. Best ever and many times better than unmoded CIV. I will never play it again thanks to ED.

I love the deathroller I get phantom-pains just watching it go.
-Tom
 
drzoidberg said:
I have a request. Let all dwarven units, (except possibly Death-Roler) be allowed to walk around all mountains. I know the nifty thing about mountains being natural borders, but they are dwarves for CRYING OUT LOUD. Dwarves unable to traverse mountains is absurd.

I agree it seems absurd - but I'm still against the notion purely for gameplay reasons: there would be no way for the other Civs to attack those Dwarves on mountains, other than artillery.
I had that problem with the Bretonnian Damsels, who actually can walk on mountains (is that on purpose, ED?). They were walking all around my territory keeping to the mountain ranges and there was damn-all I could do about it.. except keep hitting them with measly catapults till I finally took a HP off, and the stupid AI would retreat with them then.
It would mean untouchable Dwarves all the way up to flying units in the second age, nothing else could touch them... too much, IMO.
 
rendermad said:
Thanks Billy Rubin. In fact I actually enjoy Rhye's very much, but it never ocurred to me to try it's terrain with WH. Look's very nice BTW.


I see - I just thought you didn't know Rhye's because i mentioned using that the post before...

@ED: Another thing I've noticed 'cause I mostly play Continents and Archipelago maps are the weak naval AI invasions like in Vanilla C3, in which I usually used to increase all naval transports capacity to improve AI performance. As it seems to me, they usually use the full capacity of ships before launching the invasion, but rarely attack with a real big transport fleet. In vanilla C3, I usually increased all transports capacity by 50 to 100%, so they can deliver a real punch, rather than dripping in with laughable amounts of units every few turns. So maybe you could consider this for the next patch.

I think you mentioned having the dwarfs performance fixed, but until there's a patch, others might be interested that I got them working quite well in my current game by making clansmen both offensive and defensive, as well as making them build culture & def. land units often additionally. It's mere bricolage, but others could use it as an interim solution...
 
Dragonlord said:
I agree it seems absurd - but I'm still against the notion purely for gameplay reasons: there would be no way for the other Civs to attack those Dwarves on mountains, other than artillery.
I had that problem with the Bretonnian Damsels, who actually can walk on mountains (is that on purpose, ED?). They were walking all around my territory keeping to the mountain ranges and there was damn-all I could do about it.. except keep hitting them with measly catapults till I finally took a HP off, and the stupid AI would retreat with them then.
It would mean untouchable Dwarves all the way up to flying units in the second age, nothing else could touch them... too much, IMO.

well, I'm sure it could all be taken into account when designing the dwarves, cost, attack-value, defence, or whatever? But I don't see how it could affect game-play other than it being a bit more convinient for the dwarves and they have the ability to lick their wounds in enemy-mountains without risk of dying.
-Tom

edit: would be neat if somebody saw it in their heart to change the graphics for roads in mountains so it looks more like tunnelentrances/-exits.
 
drzoidberg said:
edit: would be neat if somebody saw it in their heart to change the graphics for roads in mountains so it looks more like tunnelentrances/-exits.
Can't be done, there is only one road file, and its the same for all terrains.
 
The Dwarves get around the mountains by use of, and this may surprise you a little, roads. Yes, they also have tunnels. Their Empire had its golden age millenia before the first human civilisations began to develop, and what little is left of it uses the vast infrastructure that was built up over thousands of years. The only thing truly special about the Dwarves is that other than the goblins and Skaven, they're the only ones who know where all those damn tunnels are and where they go. They do not have a magical ability to stride over mountains like a hiking trip, it took untold centuries of hard, industrious work to build those roads and tunnels. Dwarven Miners are the only suckers capable of quickly carving paths through the mountains, and what do you know, they're right there in the game jogging about the craggy peaks like they weren't even there.

Seeing as everyone in the Warhammer mod starts out the same, it makes little sense that the Dwarves should strangely be able to jog over mountains in numbers that would make Hannibal blush.
 
Dwarven AI was fixed and tested, just wait for the 2.02 patch that I'll release in a couple of hours ;)
 
I've got a problem with the spell towers idea... just as I finished the patch I realized that dwarven Airships can use the towers in the same way as spells... can't really see a way to prevent it ...
 
Cant we assume that the dwarves have built a home for a runesmith and his friend the engineer so of cource they have to do a basic service, every 1000 miles.
 
OK, here it is:

Changes in 2.02

- various civilopedia links fixed
- armies can hold up to 2 units now (3 with Grand School of War), but are cheaper
- fixed the Dwarfs' AI performance (100% working this time)
- +1 attack for the Longbeard unit
- added spelltowers
- production bonus buildings made a bit cheaper
- fixed Man O'War's Bombard ability
- added several sound files and folders that might be renamed/missing in non-standard Civ3 distributions

Check the 1st page for the download links.

Note that I cannot guarantee that after this patch those ppl with "non-standard" civ3 distributions wont get any errors because none of those ppl sent me the details I asked for. I did it from the reports posted in this thread, hopefully that will help.
 
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