Warhammer Fantasy Mod 2.0

Tyrion said:
@ED your on WoW? What server? Im on Draenor and Dunemaul.

off-topic but this is hysterical. A guy got banned because he harrased other players. Just read the stuff he's been saying. Hysterical. He should be knighted and not banned for his sense of humour.
-zoidberg
 

Attachments

  • WoWsuspension.GIF
    WoWsuspension.GIF
    66.1 KB · Views: 732
Blackfire13 said:
I have english version PTW.

Sorry mate. You need conquest.
 
Well, since we got so many chaos dwarfs unit, they are gonna make it for 2.03 it seems. I will most likely release it seperately and won't delay it by planned scenarios/maps because I'm not relaly into creative state lately... I don't even play WoW even though I got the game week ago (i've been waiting for it for months..), I'm too tired to do anyting atm.

@Tyrion
I'm on Stormreaver server, though I just made test chars. Still have to decide between rogue and mage, and their... gender. Those male models all look like rambo ;\

@drzoidberg
Call me a roleplaying-basement-dwelling-nerd, but I'm all for banning this kind of people :p
 
Heya,

My Uncle and I have both been enjoying your Warhammer Mod quite a bit. There are a few small things that bother me and will list them below. Sorry if it's already been discussed in the thread, but the 100+ pages to sift through is a bit daunting :P

1. Workers get the ability to build airfield and outposts. In the case of Airfields, the worker turns into a spelltower(?). In regards to Outposts, I don't think it really did anything and no entry was to be found in the Civpedia.

2. Roads, Roads, Roads everywhere. I just played a game with the Ulthuan and thought that they had a monstrous lead on the other civs, especially in early game (assimilate by culture, speedy basic units). One thought I had was to disallow them the ability to build roads. The thought being, if possible, to force them to build colonies to get resource benefits. This slows down their monstrous progression, and forces them to "protect" their resource nodes/colonies. Only problem is that I don't know if you can get benefits from a colony if a road doesn't exist? The Elven units are fast enough where they really don't need roads. Just a thought.

3. Learning Irrigation before Harvesting Trees (Lumberjacking)? That just seems weird. I was suprised to see Irrigation available so early in the tech tree. Not a biggie, just seemed odd.

4. No real point in learning Alchemy. It might be nice if some kind of Recon Balloon could be researched from the Alchemy tree. Is it possible to make a one-shot spell that can be used for Recon? Just wondered.

Once again, it's been great fun. We're excited about the idea of Skaven, so hopefully something will happen there. As for the Amazons, hopefully you can keep them in, but they really need a bit more development IMHO. Maybe they could build a unit that requires an existing resource? Amazon WarBears would be sweet =-)
 
@ BTime:
No point in learning Alchemy? I always look forward to being able to build the alchemists guild. My style of playing really benefits from that extra income, and actually I can't think of any strategy that doesn't.
 
Welcome to CFC, Btime

Outposts do the same thing as they do in normal civ3 - increase visibility (IIRC)

No roads for elves? That is just a terrible idea - no roads = virtually no strategic & luxury resources. Could it be, that in your game you just had a superior starting location compared to other players (which caused the huge lead). I think they are quite balanced, since their units are very expensive.
 
Hey people, who know about the warhammer fantasy battle. Could you please explain me the stats of the units (I really can't find the description for these stats anywhere - propably because they are explained in rulebooks (which I don't have since I don't play tabletop games)):
M
WS
BS
S
T
W
I
A
Ld

What do they stand for? :blush:
 
movement
weapon skill
ballistic skill
strength
tougness
wounds
initiative (basically agility)
attacks
leadership (bravery)

I find it amusing that someone lists outposts in a critique of the mod, as if they were specially developed in their pretty flawed state by ED ;)
 
Aaglo & Mr Do, you could have the Old version of the game, which also has INT, Cl & WP. Or intelligence, cool and willpower, but that's the game as it was over 15 years ago. I now feel very old :(
 
"Wounds", in case it's not obvious, is the number of times a creature needs to be wounded before it dies. Regular rank'n'file usually have only one Wound, meaning they die as soon as someone inflicts any damage on them.

To complicate things, very powerful weapons might inflict multiple wounds by a single hit.
 
hi lads,

i've dowloaded the mod, installed it,

then i started the game, choose my beloved dwarfes,

but the following error appeared:

Load Error

File not Found

Art\Units\Settler\Settler.ini

can someone help me?
 
hi, and welcome to cfc.

possible solutions:
- make sure you have Civilization Conquests
- make sure you have installed the latest patch of conquests (v. 1.22)
- make sure you have installed the mod in the correct place (you should have the mod installed in the civilization III/Conquests/Scenarios -folder)
- hopefully you have english language version of civ3

Seems strange though, since the file it reports missing, is included even in the original civ3 game... :hmmm:
 
[- make sure you have Civilization Conquests
- make sure you have installed the latest patch of conquests (v. 1.22)
- make sure you have installed the mod in the correct place (you should have the mod installed in the civilization III/Conquests/Scenarios -folder)]

yes to all

but i have the german version!

what can i do?
 
Heh, something I'm just wondering- when you edit a mod, and add a civilization, that means that the all the current units automatically get all the units put into their build list doesn't it? Unless there's a way around that, I pity poor ED and all the extra banal clicking he's going to have to do in adding the chaos Dwarves (And then maybe also skaven a few months later)...
 
If I read the improvement from Alchemy correctly, all it's good for is netting at most an extra 50 gold per turn. That isn't too shabby, but I'm sooo far ahead in the tech tree that I opted to hasten along my research for stronger units.

My thoughts about removing roadbuilding by the High Elves was wondering if they could use Colonies to exploit a resource point without having to build roads for the benefit. When's the last time the elvish core of engineers built a highway in your fantasy setting? Um, nevermind. I don't want to hear about your character (really).

As for the particular scenario I started in the game mentioned, it was primarily an Islands scenario where I started on a larger island/continent with 2 other factions. I sucked both of them in with Culture, then stormed thier capitals. Elvish units are faster than regular (far as I can tell) and roads weren't a huge factor at all. Granted this was an island campaign, but I really like the idea of removing thier road-building if they could be balanced out otherwise. If removing thier roadbuilding isn't an option, increasing the amount of time it takes elvish workers to build roads could be increased.

I'll play a couple more scenarios with other factions to see if my opinion changes.
At this point I've played;
Goblins; Lots of fun, especially once I figured out how Sacrifice worked.
Amazons; Great start, but died at the mid-game. Seem to have limited growth potential. Warbears, you know you want them ;-P
Ulthuan; For the game I played them, they were crazy-good. Strong tech development, Monarchy, and good/fast units.
 
You could slow down the speed of their workers (Which would apply to farms, mining etc.), but I don't really know if it' be a good idea. I doubt ED would go for it...

I can't see why warbears should be added for the amazons (Ignoring the fact they don't exist in WH or as a unit), but there's a "cold-one chariot" ridden by mostly-naked girls in a thread in the main C & C forum, so if you know anyone who can turn models like that into Civ 3 units, have them make it and then the Amazonians would get a bit of a bolster for sure ;)
 
Hello all,

My first time posting. I have played the Warhammer mod and have to say the detail in it is amazing. A few snags in it, but overall quite an accomplishment.

I know this is a bit off-topic, but since it was brought up, I would like to ask a question about WoW. I am a lawyer, and not very tech-savvy. My only computer is a laptop: IBM Thinkpad T42. I would like to play WoW on it, but I have heard mixed reviews about playing WoW on a laptop. If anyone had any advice, it would be much appreciated.

Thanks again.
 
@BTime, removing roads really bugger the game engine. Ulthuan would never get any resources, (you need to trade them in your capital), it's just not possible in this game, without ruining it.
 
Roads - as others have mentioned, removing them is total disaster for the AI, and the game in general, period. Note that colonies *do not* even work without roads...

Early Irrigation - it comes in 1st era because otherwise, factions that do not start in grassland areas stand no chance. As for the 2nd era Crop Rotation, it has to come before Deforestation because of how editor works (Deforestation is a civ-specific tech, it has to be the last in a branch).

Alchemy - in (upcoming) 2.03 this techs also cures disease/plague, thus is more useful. Moreover, it is required for era advancement.

Yes Mr. Do, adding a new civ at this point takes a while... also you can't re-order civs they Zharr will be after Lahmia and Amazons obviously.

@Larkin
This mod (actually 90% of the mods) works only with English version, due to bad localization made by Atari/Firaxis partners. However, it is possible to modify a german/french/spanish version to make it work with english mods. You have to copy all folders in Civilization 3/Art/Units and then rename the copies to english equivalents. This is tedious work, but can be done automatically by a batch file. Now, you need someone who has this batch file... I only have the french one... if no one responds here try to ask in main C&C forum, some german version users might help you.

@Namenotfound
It's playable on laptops, IF you add a mouse or trackball to it though (well, you can use touchpad etc. but it will be a pain in the...). As far as the tech specs of Thinkpad T42 go, they're perfectly enough to run the game on good settings.
 
Back
Top Bottom