Warhammer Fantasy Mod 2.0

Just wanted to edit my post to say the maps are on page 79, but seeing the latest discussion I would just appeal to everybody to just cut here - this is way off topic and I wont even comment it with one word, allthough I have an opinion, but this is just not the place...

@Pogue Mahone: Seems to be a good game then (slanns disease immunity surely gives them the better position if both are controlled by the AI).

Thanks for your nick btw: reminded me of listening to some of my old pogues records again, I hadn't thought of for years (so much for off topic :lol: )
 
billy rubin, thank you. that's probably what the trouble was. when i did import i checked everything, map, rules, everything. i'll try again later and see if it works better and post the map. i'm really excited about the map. and i loved yours! thanks for the help. i'm going to finish watching southern chopper on television. :)
 
Looking forward for your map, but one final tip before you upload it: go to scenario\senario properties, check the debug mode box, save and playtest it for some time, as this might show you some flaws you didn't think of when making it.
If you think it's ok, don't forget unchecking debug mode before saving, zipping and uploading ;)...
 
CURSE MY SMALL BROADBAND LIMIT!

This mod looks quite frankly, AWESOME! I would download it IMMEDIATELY! Except...

A certain company (*ahem* Telecom *ahem*) which has a certain monopoly over high-speed ADSL connections in New Zealand, so my download limit prevents me from downloading this mod :(

But all is not lost! In only 13 days my tiny limit will be refreshed, and I can download this mod!



torrasque
 
for billy rubin ...

you said "When you imported the map to #3, you've imported too much most probably - when you import the map, you should just check the "map" box." ... and that's working great now. thanks!

you also said "but the problem with goody huts becoming ruin graphics is something I've never encountered or heard of." ... and i'm still having troubles here. let me tell you what i did and see if you have a solution. what i did was after i cleared your #3 map to make my own I was using the conquest editor. when playing your map there are ruins on it that pop like goodie huts, that's what i wanted too. so using the editor i went to the overlay section and went down to ruin and then just used the mouse to place the ruins where ever i wanted them on the map. isn't that right ? i mean it looks right, it's there on the map. but when i load the map and start to play it when i try to pop the ruin with one of my guys it doesn't pop! it's just a graphic, my guy just walks over it like it was a picture painted on a sidewalk. any ideas ?

i'm wondering if maybe the ruins in your maps were placed randomly when the game is started, that they weren't placed with the editor ? i haven't loaded your map in to check that theory but i will. or maybe with the editor i am supposed to place goodie huts and then when it is loaded by the game they appear as ruins instead of huts ? i'm not sure. but what i'm doing isn't right. i will check your map and see if it has goodie ruins on it.

--
and about 10 minutes later move_quietly was heard to whisper ...

yep, that was the trouble. i opened your map and there weren't any ruins on it. i went into my own map and tried placing goodie huts and they appeared with ruin graphics, that's what i was looking for.

unrelated ...

has anyone else had this problem ? if you have this website open with internet explorer, i mean, right here, this forum, and you start playing c3c at the same time ... when you quit out of c3c the internet explorer window with this forum open is crashed/locked up and you have to kill internet explorer and restart. weird. i don't know if it is an internet explorer bug or a c3c bug. probably microsoft's bug if i had to guess (since they are the devil :devil2: ).
 
move_quietly said:
has anyone else had this problem ? if you have this website open with internet explorer, i mean, right here, this forum, and you start playing c3c at the same time ... when you quit out of c3c the internet explorer window with this forum open is crashed/locked up and you have to kill internet explorer and restart. weird. i don't know if it is an internet explorer bug or a c3c bug. probably microsoft's bug if i had to guess (since they are the devil :devil2: ).

Glad you solved your goodie hut problem - but yes (allthough it's off topic) - I have exactly the same problem. The weird thing is that I usually read these forums whilst playing civ, when it computes long turns in huge games. No problem alt-tabbing me here when playing, but after exiting, the explorer causes 100% cpu load and I have to kill it...
 
@move_queitly:
You do know that the goody huts in this mod looks like ruins, right? :twitch:

@Oberon_Martell:
Did you install the base 2.0, and not only the latest patch?
 
Yes....but mi conquest version is 1.20 is a spanish version, so i cant install (European verions unavailable....") the 1.22 patch and, also the name of some directories are in spanish not in english (for example: Colono-settler).
The solution is....change the name of some directories and copy in the directory "art" of conquest. The problem is, that are very very files (.amb) and someone directories has not a easy directory structure....for example:
-->Art\Units\wood elf spearman\...\spearman\spearmanRun.amb
-->This "..." i dont know what is.


:_______________________(
 
If you want to use the mod over Spanish C3C you have a big job in front of you.
Basically you'll have to find all units named in Spanish that the mod may use (at least most of the ancient era Civ 3 ones), and make an English copy.
The "..." means "go up in the directory tree, and look for" *the folder named Spearman in this case*. You should have a folder called Spearman with the spearmanRun.amb sound files in it. .amb sound files call upon lots of .wav fales, so the easiest thing is to copy the whole Spearman folder.
 
hello everyone,

here's a new warhammer 2.02 mod map, i'm calling it the sunbow map. it's based on the same rules as the 2.02 billy rubin #3 map, thanks billy rubin! i think you will enjoy it, it took me quite a while to design and test and i'm confident you will find it unique and interesting, very enjoyable and infinitely playable! no over the top fancy tricks that make it too odd to play, this is a straight forward game with some beautiful scenery and enough minor twists to keep it interesting. the AI's really seem to like it, and there's something in it for everyone, a real meat and potatoes type of deal. just unzip it, put it into your c3c conquest/scenarios folder, start up c3c and go to civ-content and look for WH2_sunbow, that's all there is to it. i look forward to feedback from anyone who plays it.

enjoy!

UPDATE 11:30pm EST 06 September 04 // edited the map and changed a lot of high mountains to normal mountains. when the map was created i didn't understand the functional difference, oops! some mountain resources were basically unattainable as a result because you couldn't build roads to them. the file available right here in this message is the new updated version, enjoy!
 

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Oberon_Martell said:
Yes....but mi conquest version is 1.20 is a spanish version, so i cant install (European verions unavailable....") the 1.22 patch and, also the name of some directories are in spanish not in english (for example: Colono-settler).
The solution is....change the name of some directories and copy in the directory "art" of conquest. The problem is, that are very very files (.amb) and someone directories has not a easy directory structure....for example:
-->Art\Units\wood elf spearman\...\spearman\spearmanRun.amb
-->This "..." i dont know what is.


:_______________________(

Download a pirated civ3 and conquest copy of an American version. Since you allready own a copy of the game, you are not breaking any copyright laws.
 
Thanks for help me....

I understand you...but i have a problem...

For example: Art\Units\Elven Spearman\...\Spearman\SpearmanRun.amb

My problem is that i dont know the route complete in "..." i dont know the folders that i have to create for the programe recognise the complete route for the file SpearmanRun.amb...
 
ED, thank you again for the amount of work you have put into this mod. One of the many things it got right was unit balancing -- specifically, it avoids it! One of the nice aspects of Civ is that each period of your research results in either defense or offence being superior for awhile. There is another much lauded mod on this forum that pretty much ensures that you always have attackers with the same strength as the defenders you face, and that really gets old after awhile. Right now, I am the Wood Elves, and my best defense is still '4' (actually, '8' now that I have treemen) while I am facing off against Goblin Trolls with attacks of '11'! Yet, I am succeeding because my GladeRiders, Archers, and Great Eagles all are exceptionally fast on the attack. Certainly keeps it from being tedious.

Some questions: I notice that there are some techs that I (the Wood Elves) cannot seem to research. For example, I found some wolves. Wolves are a strategic resource for Goblin units and the Knight of the Wolf Wonder. The KotW wonder is found under "Knightly Orders" tech. I can't research it! It's not an option for me. I cannot even seem to trade for the unresearchable techs that come before it (meaning, I am not even given the option to trade for "Old World", for example). Am I missing something, or are Elves simply destined to never have a Knightly Order?

I also suggest giving the Agent increased survivability, probably in the form of increasing it's movement to '2' so it can run from attackers. My reasoning is that you wait 5 or 10 turns for one to appear, start moving him across the map to the target area, and a random bystander jumps him for being No-Nationality and destroys him quickly. I have yet to get one to a target area! Likewise, you have given him Stealth Attacks, which implies he gets to pick who he attacks in a stack. However, that also implies he ends his turn next to that very stack! With a defense of 1 and no way to run, his life is short. Pretty much suicide to attack with him.

Lastly, when the last patch came out, I asked if installing it would screw up my present game, and the answer was "probably". However, if the patch just messes with the .biq and not the underlying Civ game mechanics, it really shouldn't cause any trouble, I think. Has anyone tried to install the last patch on an active game?

Whew! Most I have posted on Civfanatics *ever*! Time to rest. :)

Jonathan
 
FM_Freyland said:
ED, thank you again for the amount of work you have put into this mod. One of the many things it got right was unit balancing -- specifically, it avoids it! One of the nice aspects of Civ is that each period of your research results in either defense or offence being superior for awhile. There is another much lauded mod on this forum that pretty much ensures that you always have attackers with the same strength as the defenders you face, and that really gets old after awhile. Right now, I am the Wood Elves, and my best defense is still '4' (actually, '8' now that I have treemen) while I am facing off against Goblin Trolls with attacks of '11'! Yet, I am succeeding because my GladeRiders, Archers, and Great Eagles all are exceptionally fast on the attack. Certainly keeps it from being tedious.

I totally agree with you. There are so many factions and different game play combinations that the game has an extremely high replay value. I also agree that the each "wave" of techs provides a key advantage in some area which if capitilized on by the players allows them to build up a short term dominant advantage.

FM_Freyland said:
I notice that there are some techs that I (the Wood Elves) cannot seem to research. For example, I found some wolves. Wolves are a strategic resource for Goblin units and the Knight of the Wolf Wonder. The KotW wonder is found under "Knightly Orders" tech. I can't research it! It's not an option for me. I cannot even seem to trade for the unresearchable techs that come before it (meaning, I am not even given the option to trade for "Old World", for example). Am I missing something, or are Elves simply destined to never have a Knightly Order?

You got it. Each faction has unique strengths (and weaknesses). Reading the civilopedia entries shows you which factions can make use of which techs (and wonders). This has been consciously designed by Embryodead to fit into backstory of the Warhammer universe.

Regards
Misfit
 
Figured I'd take a break from the game and pop in to post some thoughts on the Amazons, the second tribe I've taken up the banner for (the first being Chaos). Dead right, Misfit, the reply value of this mod is *huge.* Can't exactly say this is a voluntary break... my Queen Helena just died from plague in her own jungle. :mad:

Seems to me the Amazons start out in a pretty tight bind:

* their starting terrain is jungle (avoidable with a 'random map,' but this is not a theme-flavoured option)
* Their only fast attack unit until the flying ones is the mounted Amazon, which is- yep- useless in jungle
* They have a very low unit selection (part of the reason my Chaos game took forever was because I wanted to build everything on the menu to try it out). As long as the balance is there, this isn't a problem, but it does restrict versatility (Chaos Cultists, anyone? :devil2: ).
* They're stuck with despotism as their government... forever.

It certainly makes for a challenge. Would giving them something like the 'tribal council' government nudge the tally a little bit more into even territory? I don't know the WH world (until now), so I don't know how that would jibe with the faction, nor have I played enough of the others to get a real sense of the overall balance schema, but I do know that by this time in my Chaos game (on the original map), I was just about top dog at this point in time. Now I'm having to starve myself just to keep up. :D

Just some thoughts while the game takes a year and a day to process my defeat before off to reload my last save and move the Queen to safer ground.

@Billy Rubin... Pogues are absolutely top class. If you happen to live in the UK, you might be pleased to know that they're doing a reunion tour this Autumn with Shane. Not coming to the US, though. :cry:
 
Here's the first really new of my non_random maps for quite some time: WH2_non_random5 (creative title :D):

wh2_non_random5.jpg


as allways, there are 26 civs on the map. This map is bigger than the others (180²), but isn't more cpu-intensive than the old maps were, because of all the water... Didn't finish a game on it yet, but as far as I can tell, it plays fine - at least if you liked the old maps.

Have fun :)

@move quietly: I've downloaded your map but couldn't playtest it yet, because I still have to test my own for some time...

edit: @pogue mahone: didn't even know king units could be killed by plague - sorry :blush: - well - they're still in the jungle (still don't like them;)), but it's less dense this time ;)

edit2: I agree - stopped listening to them after shane had quit - I'd love to see the tour, but I live in Austria right now :(...
 

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Having your king unit killed by plague has got to be one of the funniest ways of losing that I've ever heard of...
 
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