Warhammer Fantasy Mod 2.0

Mr. Do said:
Well we'd better get noto Aaglo to make some spellship units then! ;)

(Presumably such ships could actually carry the spells like submarines carry cruise missiles in the epic game?)

That's not what I had in mind. Spells aren't stored in contraptions, (unless you are a dwarf) they are "stored" in people. It doesn't need very many to deliver a massive fireballstrike. To simulate this in Civ, it would be more believable if regular ships could carry spells. If a ship can carry troops, it sure as hell can carry a couple of extra magicians carrying a spell. We don't need special ships, just give all high elven/naggaraoth ships the ability.
 
Oh, I didn't know that was actually possible, I was assuming that ships can either carry troops or carry spells. But I recall that loading spells on ships would cause them to crash a few versions back, so maybe it's not feasible at all...
 
As far as I understand it, you could have the "Transports Only Tactical Missles" (which would equal spells in Warhammer) function selected in the editor for a unit, but I don't believe it was intended to be used in conjunction with the transport land units function. It certainly can't be used in conjunction with transport land units if you plan of setting AI behaviour for it. The editor notes are clear on that.

So even if you could do it, it would only potential work for a human player, the AI would never use it. Now you would have a player cheat to effect game play.

My two cents.
Misfit
 
misfit_travel
The fact was that as it was, troops can carry spells & ships can carry troops that the carry spell ability was cut. The fact that you cannot get one carrier into another means that those troops that can carry spell, cannot be loaded onto any ships, and so removing A large part of the game. It means that all them vampires, wizards, druids or liches cannot be loaded onto a ship.
It was decided that the ability for all troops to be transported was more important than the ability for some troops to carry spells.
This was also why the remote spell towers were created, so you can get those spells to other places on map where you do not have a city, all you need is a worker and then a spell-tower.

A ship as a spell carrier, this would need to a ship that would be fitted out for only spell carrying, so no troops. This would make it like a N-Submarine with nukes.
I think it would be a good idea for spell-ships, but i think that for more races would be able to build them than just the elves. As many races can build the spell towers should also be able to build spell-ships, as the same theory applys to both.
Now we to decide if that's a good idea.
 
I have a couple of suggestions to make the game more interesting. There are a lot of empires with all the good units in the first and third age. How about evening it out a bit. Westerland should have the best ships, (their thing is ships, and pretty much nothing else) Indic should have a special super cheap elephant, (and that's their thing as well). I'm sure there's more to find. Spreading it out more will make a more dynamic game. Some civs conquering the **** out of their neighbours, just to get beaten back a couple of turns later. Ideas?
 
Heya!

I've been playing this Mod today and having a great time as the Khemri. However, the game just crashed out as it cannot find a file [skulls.pcx]. Is there an easy fix for this, having searched my HD, didn't find that particular file available. I included the image of the error below so you can see what I'm seeing.

Some other quick observations from my experience with the Khemri;
1. Had a heck of a time figuring out what tech trees to build as it was really hard to physically find the armies & such that were Khemri only.
2. Tacking onto #1, some more generic options in the tech tree might have been nice as it sucked finding that I researched Vampirism for no real benefit (for instance).
3. My starting location was heavy jungle, which was fine actually. What bothered me is that I couldn't find anything in the tech tree that would let me do anything to alter that terrain. So as you can see in the screenshot, my workers had nothing better to do than build roads all day =P

Anyhow, I'm gonna try this again using a different faction. Hopefully someone has an easy answer to deal with that error message and I can finish my first WH Mod game :D
 

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@BTime: The skulls.pcx issue was fixed quite some time ago, there's a small patch on this thread somewhere (tip: DL the thread using the threadtools button and search in word or the notepad to find it).

AFAIR, Jungle can't be chopped down in this mod, but they made it a better terrain to compensate that.
 
@ BTime: You can't clear wet terrain in the WH-mod. No tech will change that. As for the techtree I found it a bit hard to navigate in the beginning. I was frequently right clickning on techs for info on what benefits they might bring (still am actually), but I think that's one of the real fine things about this mod - so much diversity!
 
I wonder if there is a possibility of making this PBEM friendly.

Right now, it asks for Karl Franz PCX advisor art and then cancels out.

Please PM me if PBEM is possible.
 
I'm doing a PbEM game at the moment - we haven't patched it because I don't know if the .txt files are backward compatible. So far we haven't had any problems - certainly an interesting game.
 
BTime said:
Some other quick observations from my experience with the Khemri;
1. Had a heck of a time figuring out what tech trees to build as it was really hard to physically find the armies & such that were Khemri only.
2. Tacking onto #1, some more generic options in the tech tree might have been nice as it sucked finding that I researched Vampirism for no real benefit (for instance).
:D

There is one very easy way to see what the tech does, it's pictured on the advance. The Vampirism advance has no additional pictures in it for Khemri, whereas the magic advance has a picture of a wizards guild, as well as a necromancer.
So, if you just take a little time to look at what is pictured in the actual tech tree, you will not need to go into every advance.
My big bug with the Khemri is that you can create skeletons in battle before you can create them with tech :(
 
chocmushroom said:
There is one very easy way to see what the tech does, it's pictured on the advance. The Vampirism advance has no additional pictures in it for Khemri, whereas the magic advance has a picture of a wizards guild, as well as a necromancer.
So, if you just take a little time to look at what is pictured in the actual tech tree, you will not need to go into every advance.

Now THANK YOU - that's going to save me a load of hassle. I never knew that :beer:
 
chocmushroom said:
My big bug with the Khemri is that you can create skeletons in battle before you can create them with tech :(

That's pretty correct, sticking to the Warhammer world or even general concept of fantasy necromancy. Limited necromancy allows raising the dead from corpses (that's how you get them first, by defeating enemy units), but then then come advanced secrets and abilities and you are able to create powerful undead just from skulls, or you can even sacrifice your whole kingdom and turn it into zombies - like Nagash did.
 
Rykn0w said:
the link for mod download isn´t working here
;_;

What do you mean? I checked just now, both the patch and the main mod links are working well...
 
embryodead said:
What do you mean? I checked just now, both the patch and the main mod links are working well...

hum....
this link:
http://www.3ddownloads.com/civfanatics/civ3/modpacks/warhammer-mod-2.0.exe

ins´t working here, but the link there: http://cdgroup.org/forums/tbs/civ3/index.php?h=1&pf=445 worked fine,then I can download your mod, ahhh, and congratulations for the mod, is the best mod(IMHO) for civ3 until now

PS:sorry for my poor english(inglish?), this isn´t my first lenguage, i am brazilian, so....XD
 
The first link works, it's just not a direct link - it points to 3d downloads site where you have to click once again to download the file. Anyway, if you got the mod already, be sure to patch it to 2.02 too!
 
Ihave a sugestion for some new units: in the Blizzard site, the Warcraft: Reign of Chaos directory there are a lot of pictures from where you could get inspired. Elves, Undead, Humans, Dwarfs - it's all there...maybe you could give it a try.
There is a unit there that I would gladly see intagrated into the Warhammer mod: the human Footman.
 
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