Warhammer Fantasy Mod 2.0

Just asking - why did you reinstall everything just because you were missing some map? Especially since there was no map coming with the mod (so there should be no original wh2 map, unless I'm missing something ).

because i'm stupid and don't know any better. or more i thought the map was installed during the installation of the mod, or maybe the patch. i dunno. anyway, it's fixed now.
 
Billy Rubin said:
@drzoidberg: I listen to movie scores most of the time when I play this mod - like you said, conan ost is great for dolgans - the 13th warrior works for most factions, but I think especially for Norsca (haven't played them yet, but I guess...). Braveheart OST or some bagpipes (or pogues/dubliners) should do nice when playing Albion. All the LOTR scores work well with the mod imho.

Dead can dance and Lisa Gerrard maybe for the more kitsch-influenced civs like Bretonnia.
Then, there are some medieval influenced bands like corvus corax that could go well with the mod, but I don't know them too well and have heard stuff from them ranging from "quite nice - for the right setting" to "utter crap".

I usually just think of any movie I'd associate the civ with and listen to the score (so - nippon - last samurai/hero ost, sylvania - maybe some dracula scores - any oud-music for araby, sitar for ind etc... or sometimes you could just set up a playlist for a civ, like parts of the omen soundtrack and matching stuff from other scores for chaos...).

keep it comming with tips for music. Hunt for red october is another good one. Maybe Sylvanians.
 
That was most of the stuff I've personally listened to whilst playing - other suggestions might be the russian red army choir for Kislev, the mummy (+sequel) ost for khemri and maybe Lahmia (don't even know the scores, but I just thought of that).
For Estalia, I'd say spanish guitar (paco de lucia).
I personally found a dark-ambient sampler (Dark seeds - the sowing) and the Quake I soundtrack to be perfect for chaos, but I think that's a matter of personal taste...

Any suggestions for orcs? All I can think off is slayer or something - but I don't think that goes too well with playing civ :crazyeye:
 
Metal goes well on any occasion :p .

Seriously, though, maybe Orcs and Goblins would do well with some aggressive tribal music? The problem must be that the song, if any, would be sung by humans and not orcs :crazyeye: :lol: .


EDIT: By the way, your latest map is very playable, Billy Rubin. Ive been playing on it for a total of 12 hrs now and everything wokrs fine. I play as Albion and have taken over the whole island by assimilating the Norsca into my empire. Right now Ive started a crusade onto the mainland by first conquering the knightly orders from Westerland and then filling armies with four of each knight order (gotto have some drama aswell) and driving Chaos away from what used to be Reikland. :p

Great job! (now pre-place the cities) :p ;)
 
@Gabryel Karolin: Thanks for the laud - I found some room for improvements, but I will only upload a new version when the changes have reached some "critical mass" or if a new patch is out - whatever comes first. I felt like playing with some preplaced cities again, so I was planning to place some cities on one of my maps - maybe I'll upload that.
Just one question: Did you really mean four knights per army? That shouldn't be possible with 2.02 (3 with grand school of war afaik) - guess I'll have to check if I didn't mess something up with the uploaded version.

[edit]: I've checked back and there seems to be everything in order with the map using 2.02 rules - 2 units max, 3 with grand school of war ...

BTW: There is a really nice scene in one of the extras of the second lotr DVD, where the Maori playing the orc army sing one of their typical, aggressive tribal songs (haka or wharever it's called) in one of the breaks - fully armed and dressed up as orcs. Awesome scene:goodjob:.
 
Yes thats in the extended version right. I have both so far and am waiting for next extended edition.
 
In my game Grand School of War opened up for a fourth unit in the armies. I havent done anything to change the original settings... might be that I still have the 2.01 version, though.

EDIT: Strangest thing happend; the game couldnt find the GalleonFidget.flc. I checked, and it was there, although the whole Galleon folder was invisible until I changed to view as list instead of view as folders for the "unit" folder properties. At the same time I get messages that my QuickTime memory has been owned :confused: :crazyeye: .

EDIT2: The error message I get is missing file "Art/Units/Dragonship/.. /Galleon/GalleonFidget.wav"

Problem is I dont even have a folder called Dragonship... whats even more strange is that I now have the correct version of Civ3 installed so I shouldnt get these kind of error messages... unless there are more than 2 version of course, gah!

help? :lol:

EDIT3: Problem solved, found the Dragonship folder (though my search function didnt for some reason) and changed the links that didnt work.


p.s. Embryodead, check your pm inbox. ;)
 
One stupido question. When I try to re-install civ3 on ANOTHER dir, so I can mod it to hell and back+install C3C on top, it asks for the other c:\programs\... install to be uninstalled first for the installation to proceed.

Am I doing something wrong, or are we doomed to just one installation, come hell or high water, NO MATTER WHAT?
 
Kjaran, that question really has nothing to do with WH...

Why do you want to mod vanilla civ 3? :confused:
Just make scenarios for C3C as everyone else. :crazyeye: The idea behind the scenarios is that you can have many of them at the same time...
 
@ Kjaran: I'd say Civ3 writes an entry in the registry during installation like most programs - I'm no expert, but I believe that makes it impossible to install it a second time on the same computer.

BUT: You can always manually copy your gamefiles to another directory and recopy back from there if needed.
 
In my present game as the Wood Elves, I have reached Navigation. There are a number of special ships available to different factions in this tech, but apparently the 'generic' sip is the Caravel. It has no nationality attachment. I have lots of timber and iron, but I cannot seem to build this. Am I missing something?

Jonathan
 
This is a small mod that give Loren and Ulthuan the ability to plant Elven Forests, that give 2 food. No other civ can plant forests.
It's not possible to plant forests in tundra.

These civs have assigned starting locations:
Ulthuan
Loren
Lahmia
Slann
Dwarves

That doesn't mean you must play with these civs, but I'd recommend to play with Loren and Ulthuan, at least, otherwise it's quite pointless. ;)
It's a standard continents map.

Technicalities:
All the ordinary forests was replaced by landmark forest. LM forest has been renamed to forest, and ordinary forest renamed to Elven Forest.
Get it here!

PS: I'd love feedback, especially on the time it takes to plant the forests.
 
mrtn- As far as I can see it would take one elven worker 12 turns to plant one forest.

Didn't you check yourself:p
 
Yoda Power said:
mrtn- As far as I can see it would take one elven worker 12 turns to plant one forest.

Didn't you check yourself:p
:lol: I decided it should take 12 turns for a normal worker. :rolleyes:
I wonder if that's a good number, or if it should be increased :p
 
Yet another question. Is there a way to find what city of the enemy has an artifact of power? I have been investigating all the likely suspects of the culture most likely to win an artifact victory (have 7 so far), and my luck has been poor enough that I am suspicious that you cannot actually "see" the artifact like it was some sort of wonder. Am I correct? If so, is there a way to somehow slow down/eliminate another culture's Artifact advantage? I realize that this may be a similar phenomenon to the space ship victory in regular Civ, but I have never been beaten that way before, so never looked into it.

Thank you.

Jonathan
 
@FM Freyland

To slow down/eliminate another civs spaceship/artifact building you need to take their capital - voila! all their artifacts are instantly destroyed!

In this mod I haven't seen any Intelligence Agency-type building yet, so the only way of seeing other civs progress I've seen is in the victory conditions summary, where it shows you which rival civ has the most artifacts already built.

Edit: I once took the Dark Elven capital by sneak attack when they had already built 9 (!) artifacts - took a Firestorm (=nuke) to do it, but what the heck... :D
Of course, they retaliated with 5 Firestorms of their own... :cry
 
@Dragonlord: Aren't the underways something like an intelligence agency?


Yes, I agree. Sadly, only for one or two races!

Jonathan
 
attachment.php
Hi its map of warhammer world by gamesworskshop :king: :hatsoff::queen:
 

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