Warhammer Fantasy Mod 2.0

It gave me a laugh. After the reload, I moved her out, and sure enough, Preserve Random Seed had its way and produced this gem: "Our Fireblast has died from disease!"

Incidentally, the Golden Age trigger notification for the Amazon Swordmaiden is missing from the Civilopoedia. I sussed it out because the wording was similar to Chaos' trigger-unit, but if someone still goes in there to monkey around, couldn't hurt to add.

edit: By the way, whoever it was that did it, great job on Helena's leaderhead. She's gorgeous! :goodjob:
 
the 2.02 mod sunbow map i posted early this morning has been updated, i replaced the zip file originally posted on page 84 with the updated version and made a note there about the change. the update was necessary because i didn't fully understand the functional difference between high mountains and normal mountains and so a number of important resources were unattainable because you couldn't build a road to them! please download the new WH2_sunbow.zip file and replace your conquests/scenarios WH2_sunbow.biq file with the new one. then start up c3c and select civ-content and WH2_sunbow and have fun! again, i appreciate any feedback from people who play the map.
 
God I love this mod.

Spent the entire labor day weekend playing westerland. Am currently rampaging the dwarves with Blue dragon armies - bastards wouldn't ally when I was under pressure from orcs and goblins (and let me say, those trolls are damned evil!)

crap - I am actully posting between turns - just flipped over and saw greater deamons for the first time. Chaos wanted summoning and I refused. gulp...
once more into the breach...

just defeated them with a blue dragon army, saw the animation for the first time. Oh my GOD! This mod is unfreaking believable!
ED :worship:
thats all I can say.
 
With only an 8 for def (if I recall), Greater Daemons aren't nearly as formidable as they appear. I only used so many of them because I was prop-flipping cities all over the place by the end of my Chaos game. Wasn't a big fan of their building-destroying power, either, since I was intending to keep more than a few of the ones they'd attacked. Truth was, Daemons were most useful for Recon. It was the War Elephants that were my absolute bread and butter.

No dragons for Chaos (alas!), so I can't wait to see the first one I build with the Amazons.

edit: @mq: After completing the Amazons on Billy Rubin's splendid map, I'll be giving yours a go next... likely with either Sylvanians, Naggaroth, or Lahmians. I'll let you know how it goes.

edit: @Billy Rubin: Hey Billy, are the resources on your map randomly placed, or did you place them all individually?
 
Embryo Dead
This mod rules supreme, I really like your work you should make more mods.
:rockon:
 
Pogue Mahone said:
edit: @Billy Rubin: Hey Billy, are the resources on your map randomly placed, or did you place them all individually?

I'd call it semi-random. The Luxuries are allways about the same on my maps, as I don't like having to think about where I may obtain a certain luxury ingame.
Cathay gets silks, Dwarfs get gems and brightstone, Ind has Curry (spice) etc.. - some things are less obvious like Westerlands Pipeweed (because I smoke dutch tobacco). I don't exactly place them on eacht tile, but I have things like "Bretonnia gets four wine" in mind and click on what I think would most likely be Bretonnian territory 4 times when distributing wine.
I also give everyone all important strategic ressources somewhere beneath his starting location because I want to give every civ the possibility to survive - like detaining iron from any civ except Slann would lower their chances too much.
The rest of the ressources is threwn over the map as I just feel (that's the more random part) - so when clicking around on the map distributing gold, I do a few clicks more when I'm in an area from which I think that the faction living there should become rich etc.
Of course I change things more exactly after playing debug games or normal games and finding out a civ of which I think it should be strong is allways underperforming.

I never let the editor distribute anything (except for goody huts on #3), there has to be some reason I call the maps non_random, after all ;).
 
I have a little problem: In my current game as Albion, I'm jut trying to take a city with a force mainly consisting of giants and foot knights (in fact there are others among them, but this is about giants and foot knights). I'd rather use the foot knights for defense than offense, because their attack is only 8, whereas the giants have 12 - besides foot knights are cheaper.
Defensive values are the same (6), but because of the giants bonus hit points, the game uses them as defense when I get attacked by the strong garrison, so they're all injured when I launch my attack, whilst the foot knights (whose purpose was to guard the giants and serve as cannon fodder) remain unharmed.
Is this (using the strongest unit) hardcoded into the game or could that be changed by some flag in the editor? If it could be changed, that would be great - if not - well - another limitation of the civ3 engine...
 
Nah, the most powerful defensive unit is always attacked first. It's a bit of a shame really, makes bringing along units like goblins pointless when they'll be the last to attacked, rather than acting like the cannon fodder that they are...
 
Thanks for the quick reply - this really is a shame, because I can't see any stronger pure defender in Albions army - so I'll have my giants with their relatively weak defense (compared to their offense) attacked over and over again throughout the game without any means of properly guarding them that makes any guard except for bombarding units pointless...
If Foot Knights would have def 7, would the game still use the giants or are hitpoints valued higher than def?
 
The Black Adder said:
...
If Foot Knights would have def 7, would the game still use the giants or are hitpoints valued higher than def?
It's hardcoded that it attacks the best defender; whether that's the unit with defense 6 or 7 depends on the number of hitpoints; the unit with the highest chance to survive is attacked.

*hurrying over to the stories and tales forum to see the progress*
 
mrtn said:
*hurrying over to the stories and tales forum to see the progress*

Sorry for your hurrying for nothing, but with this forum, psp, winamp and some other things open, turns start to take longer, and thus I've just finished playing 'til 1890. No single graphic is done and I don't even have a concept yet - the only things existing are some raw screenies and notes, all reading like "1860 cha+dol vs rei". I guess there'll be a new post tomorrow and maybe a new chapter starts - have to play some more to see if events are worth making a new one - have to sleep over it first...

btw - pogue mahne - I'd gladly do that, if I had an army :crazyeye:
 
An alternative that should give you the result you want is to move your forces in two stacks- one of giants, and one of goot knights. I believe the AI is programmed to attack the weaker units, so therefore he'll go for the stack of foot knights before the giants, leaving them unscathed.
 
The Black Adder said:
If Foot Knights would have def 7, would the game still use the giants or are hitpoints valued higher than def?
If you multiply the hitpoints by the defence value, the one with the higher result fights first. I think! If the result is equal, the one with the lowest attack value fights first (though I don't know if this takes hitpoints into account). I'd guess it's random if they are equal, or there might be a few more dividers...

This is all hardcoded.
 
this bug has probably already been reported but i'll mention it anyway. automated workers get really confused by high mountains. i had a camp on one side of a high mountain range that had iron that my capital needed, and i had a city on the other side. while i worked on building a harbor to export the stuff back home my automated workers began a dance of going over to the high mountains that prevented a road to a port city and standing there like they were going to build a road. realizing they couldn't, they left to do something else. but then as soon as they moved off the high mountains they must have thought ... hey, the most important thing is to build a road and connect that iron back to the capital, so back into the high mountains they went, they just kept going back and forth like that so i stopped the automation and took control of them so they quit wasting time. :) minor bug but i thought i'd report it anyway in case nobody has seen it before.
 
I think I saw a funny thing about automated workes in the SOTD once, it was one worker that mined a square and another that irrigated the same square. Automated workers usually have trouble making up their mind. I once saw a worker moving on a road three squares and the next turn moving back along the road, and then moving back, and mov................ Yeah, you got the idea, then I stopped him and moved him elsewhere, after a couple of turn I saw another (or the same) worker who did the same thing.
 
Rule #1 in Civ3: NEVER use automated workers! :ar15:

Rule #2: Don't use the governors either...

You already know what a 'tough' opponent the AI is one-on-one - so why do you believe it will do a better job working FOR you... :lol:
 
Hi all its world map of Warhammer world for Warhammer Fantasy Mod 2.0 :king:
 

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The Black Adder said:
Defensive values are the same (6), but because of the giants bonus hit points, the game uses them as defense when I get attacked by the strong garrison, so they're all injured when I launch my attack, whilst the foot knights (whose purpose was to guard the giants and serve as cannon fodder) remain unharmed.
Is this (using the strongest unit) hardcoded into the game or could that be changed by some flag in the editor? If it could be changed, that would be great - if not - well - another limitation of the civ3 engine...

Put your foot knights in a different square than what your giants are on. I know this is non - intuitive - and will not work against a human - but the AI is stupid. It will attack the square with the weakest (defensively) unit. The ONLY thing it considers is if it has a better chance of winning that one particular engagement - and it takes into account terrain, HP, ... etc when deciding this. This works with all fodder units...

EDIT: This does not include spells for some reason. In fact they seem to act in the exact opposite way!!
 
I've reached my goal without doing any of it - but thanks anyway - especially @great apple for making me understand it.
Thanks @Mr. Do and Meisier - very helpul and informative, but it sounds like an exploit an thus, I wont do it (for now :D)...

Still would be great if cheap unit flagged as defensive and less chances to survive would be used as defense rather than an extremely expensive attacker having more HP - maybe in civ4 then...
 
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