Warhammer Fantasy Mod 2.0

embryodead said:
@BradRinWi
Thunderers should definetely have the ZoC enabled, my bad. As for the Cannon, I cannot really say what I had in mind when designing it, it was like 6 months ago probably ;)


always glad to debug ..
anyways .. ZoC for thunderers makes sense and so does lethal Dam for dwarf cannon since they dont get spells etc.. its the only leathal bombard they have except for those playful sheep...:)

I really enjoy this mod btw its better than some of the stuff my fellow professionals and i come up with and scripted fairly tight..
 
@Bangor
It looks like you've deleted PTW folder (which normally comes with C3C). Japanese unit pack is part of PTW extras.
 
First, good stuff. Looks like a ton of time, effort, and care went into this.

1) This mod is crying out for a full scenario, set up just like the actual Warhammer background, as much as possible. Has anyone done this? Or something close?

2) I've dled a few maps that represent the WH world, but I can't get any of them to work. I put them in the scenarios folder, they show up in the Civ Content window, but they all crash while loading, saying they are missing a variety of files. I can't get a single one to work, and I've tried several different maps. What do I need to do exactly?

Thanks!
 
Don't think it would require anything special, just install the Warhammer mod and then select them in the civ content, pick you civ and the game should start.

I have tried most of them but I havn't had any problems. Most likely you are missing some files, don't have to correct version of Conquest or something like that.
 
flexo said:
Don't think it would require anything special, just install the Warhammer mod and then select them in the civ content, pick you civ and the game should start.

I have tried most of them but I havn't had any problems. Most likely you are missing some files, don't have to correct version of Conquest or something like that.

I just updated Conquests to be sure, so that isn't it.

What files might I be missing? The regular mod works fine, for random games.

For the maps, do I need anything special? I just put the biq file in the scenarios folder, right?

And are there in fact some pre-set scenarios, or is it all just blank maps?
 
@kgoodrid: what are the file names of the maps you're trying to load? I just ask because my guess is, that you try to load wh-maps for v 1.x of the mod, which would explain why you can play random maps but are missing files when trying to load them - try comunisto's in the maps section (it's still using 2.0 rules, but at least it should work...). Other than that, you shouldn't require anything special. As far as I know, there are no scenarios yet...
 
Billy Rubin said:
@kgoodrid: what are the file names of the maps you're trying to load? I just ask because my guess is, that you try to load wh-maps for v 1.x of the mod, which would explain why you can play random maps but are missing files when trying to load them - try comunisto's in the maps section (it's still using 2.0 rules, but at least it should work...). Other than that, you shouldn't require anything special. As far as I know, there are no scenarios yet...

I got one of them working finally. Seems cool so far.

Too bad about the scenarios. I might have to make one myself...
 
Billy Rubin said:
@kgoodrid: what are the file names of the maps you're trying to load? I just ask because my guess is, that you try to load wh-maps for v 1.x of the mod, which would explain why you can play random maps but are missing files when trying to load them - try comunisto's in the maps section (it's still using 2.0 rules, but at least it should work...). Other than that, you shouldn't require anything special. As far as I know, there are no scenarios yet...

Actually, was sorta meanin' to ask after that myself... I downloaded one of the last two maps you posted, Billy, the non-random world or somesuch. Great-looking map. WHat do I do so that I can use that for my next game?
 
mod cant be compared to any other mod I played so far ... the fluff is just to cool ... the races, spells ... I started war against Reikland (as Slann) and moved my stack of death with about 50 Saurus Warriors into one of their cities and though "man this is almost to easy" ...

... next round when the AI has its turn he fires ... alot spells at the city ... kills ALL units, destroys all buildings and reduces the City to 1 citizen

my jaw almost droped
 
Pogue Mahone said:
Actually, was sorta meanin' to ask after that myself... I downloaded one of the last two maps you posted, Billy, the non-random world or somesuch. Great-looking map. WHat do I do so that I can use that for my next game?

I've used Billy Rubins maps and had no problem; just copy the map into conquests\scenarios and then open it through Civ Content in the Conquests Menu.

Edit: have to watch out you're using the correct map with your patch, though. Some of the maps were pre-patch.
 
Here's an update of the old world map for v2.02. Have added the thunderer and dwarven abilities.
 

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@Pogue Mahone: Yup - Dragonlord is right - they should work (I'm just playing one of them myself).

I think I'll delete any previous versions of my maps to avoid people getting the wrong versions. There should be no big problem using pre-patch maps with the patch causing them not to load however (except if it was an 1.0 map).
The Problem would be that if you use a map for 2.0 with 2.02, the civilopedia entries and everything would be 2.02 & missing files would be fixed, but all the rules would still be 2.0 (so spellcasters would still carry spells but not load on boats without the civilopedia saying so, dwarven AI would still be buggy, there'd be no spelltowers etc..), which is mainly why I have to port them everytime a new patch is out (among some changes hopefully improving gameplay...).

Mmmh - maybe I'll make my own thread for the maps when I have some more of them ready to be released, so things are a a bit more clearly arranged - after all there seem to be some ppl playing them :).
 
Here is a map of the Hârnic Isles. Hârn is by the way a fantasy world used with the RPG HârnMaster. I have changed the names of the civs (to hârnic), but the civs abilities are the same. Have added the thunderer and dwarven cannon abilities.

Corrected a minor bug regarding iron on a non-minable mountain.
 

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"Art\units\Medival Japanese Settler\Medival Japanese Settler.INI" is still causing me to crash even after reloading the game frome scratch again.

"It looks like you've deleted PTW folder (which normally comes with C3C). Japanese unit pack is part of PTW extras." I've tried loading PTW and then conquest, loading just with conquest. No go either way. still no Japanese settlers 8(

Any ideas on what bonehead thing I must be doing wrong??
 
I think the problem youre experiencing (together with many more, including me) is due to that you have a version of Civilization III thats different in some small ways from the version Embryodead made his mod from and therefore the game looks for files and folders which simply arent there.

In some countries it would be legal for you to dowload a game that you have already bought a copy of, thats the case in Sweden where I live, and also (I *think* in the US). If that is the case in your country, it being legal I mean, I recommend to do so... cant see any other way to solve the problem.
 
BradRinWi said:
embryodead said:
@BradRinWi
always glad to debug ..
anyways .. ZoC for thunderers makes sense and so does lethal Dam for dwarf cannon since they dont get spells etc.. its the only leathal bombard they have except for those playful sheep...:)

I Agree, they do need some type of leathal bombardment, and a cannon is just as lethal as a fireball
 
chocmushroom said:
I Agree, they do need some type of leathal bombardment, and a cannon is just as lethal as a fireball

I've been enjoying it so far. A few points:

I think the game would more accuratly reflect WH if the mod didn't follow strict upgrade paths.

The WH armies are very diverse, combined arms style forces. I don't want all of my basic city defenders to be Reiksguard! I would rather have the basic units (Spearmen, Swordsmen, etc) be viable thoughout the game as cheap troops to fill out armies, instead of upgrading them to elite units, which would instead have to be built once the appropriate techs have been discovered.

My main gripe with all Civ style games has been the terrible diplomacy. I'm so tired of homicidal AIs that break treaties and attack me for no reason. Its fine for factions like the Orcs that are supposed to be aggressive, but I just had Estalia, Tila, Kislev, and Braetonia ALLY with the Orcs and attack my Empire! I wish there was a way to minimize this sort of thing. Any ideas?

This mod is screaming for a scenario, with fixed alliances and empires. If no one is working on one yet, I think I will. Does anyone know of any individuals / groups that have already started a project like this?
 
On the AI: I don't think they're attacking without any reason - most probably, you'll have been one of the more dominant civs, and there's still a game to win. So by joining forces with the Orcs, they just try to prevent you from becoming even more powerful by prospering undisturbed - if they don't, they'll lose.
It's actually one of the few logical things the AI does (being a long time Medieval: total war player shows me that AIs can be made a lot worse than in civ 3 :mischief: ).
The only way to avoid it are locked alliances, but imho, gameplay becomes way too static if they are in place, especially with monarchies having to deal with constant war weariness as the only government being affected by it (could be changed for scenarios though...).
Not being able to fight real wars without locked wars is a problem as well as some of your weaker and threatened allies will allways make peace with the other alliance if war isn't locked, forcing you declare war over and over again, which is a pain in the a** imho...

Afaik, ED and maybe others are working on some real WH scenarios - unfortunately, I can't due to my non-existant knowledge about Wh and lack of time to learn enough about it.

Thanks @Demonmaster for your maps BTW - as much as I hate random maps with this mod, I think the old world map doesn't work too well as such, but I think I'll start my next game on the isles of hârn :).
 
Sooo, I cut down the number of civ's in the hope that I leave out the Jap settler. And I did. But now I get "Art\Units\KenderSwordsman\..\..\..\..\..\Conquests\MiddleAges\Units\Spy\SpyRun.amb" error message and I bomb out again. Something's not going right with the Art Shtuff 8(
 
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