Warhammer Fantasy Mod 2.0

E.D. I was wondering if you have thought about changing the mountains terrain you are using at the moment, in favour of Rhye's mountains, from his terrain.
IMO, his mountains look alot more like mountain chains, and much more realistic, and would suit a fantasy mod, such as this, much better.
Just a thought...
 
@ embryodead

I have a question - since I'm extremely impatient and modded in the new Khemri units already (from Aaglo along with Kinboats Egyptians) would you mind if I started a discussion thread on unit values, etc. or even posted the patch - there's a catch obviously in that I altered a little of the original civilopedia and expanded the units.pcx but I THINK :rolleyes: it could just be that I'd have to replace and would have zero effect on the regular mod since it'd just be some additions. Otherwise it'd just be the added graphics and a new biq file for Khemri.

I'd never tamper with your masterwork (except at home ;) ) without express permission! Thanks for the mod again, it is my absolute favorite!!!
 
i tried looking thought the post to see if someone else mentioned it but i found that to upgrade ships, it says you need ship building, but in the tech treee all you have is seafaring.

sorry if you already knew this.
 
blacklic said:
i tried looking thought the post to see if someone else mentioned it but i found that to upgrade ships, it says you need ship building, but in the tech treee all you have is seafaring.

sorry if you already knew this.
You need a Shipwright building to upgrade ships.
 
Hello!! I'm new for this forums and I've download this mod, but I've got the Spanish version of C3C and the mod needs all the names of the old units in English for play with it. Can anyone help me??
Thx
 
Antiochus VII said:
@ embryodead

I have a question - since I'm extremely impatient and modded in the new Khemri units already (from Aaglo along with Kinboats Egyptians) would you mind if I started a discussion thread on unit values, etc. or even posted the patch - there's a catch obviously in that I altered a little of the original civilopedia and expanded the units.pcx but I THINK :rolleyes: it could just be that I'd have to replace and would have zero effect on the regular mod since it'd just be some additions. Otherwise it'd just be the added graphics and a new biq file for Khemri.

I'd never tamper with your masterwork (except at home ;) ) without express permission! Thanks for the mod again, it is my absolute favorite!!!

Honestly, I would mind, I do not want multiple versions of the mod available, competing unit setups etc. I'm working on the mod as well, but there are more units coming and I will release the patch when it's ready - no, not in a couple of months, but I have to finish my exam session that ends on 4th Feb.

Crash757 said:
Now there's one thing i'd love to see in next version of this mod - cool warhammer background screen for main menu :) I know, it ain't important, but it would just bring more warhammer feeling in this mod ;)

This is impossible because of the IP policy of Games Workshop. One of the rules in making any mods based on their world is that no graphics can be borrowed. Unless someone makes his own title screen that looks good and fits the Warhammer world...
 
Honestly, I would mind, I do not want multiple versions of the mod available, competing unit setups etc. I'm working on the mod as well, but there are more units coming and I will release the patch when it's ready - no, not in a couple of months, but I have to finish my exam session that ends on 4th Feb. - embryodead

I quite understand, that's why I asked before even listing the unit values I was using! I'm looking forward to the next patch :) !

p.s. - Would it be possible to request a flavor addition for Khemri for the new patch? That is, using all Egyptian units (IF you give them any living units at all) for their non-Tomb King units?
 
Antiochus VII said:
I quite understand, that's why I asked before even listing the unit values I was using! I'm looking forward to the next patch :) !

p.s. - Would it be possible to request a flavor addition for Khemri for the new patch? That is, using all Egyptian units (IF you give them any living units at all) for their non-Tomb King units?

Don't worry, it was done long time ago, when the units came out...
 
fidosasky said:
Hello!! I'm new for this forums and I've download this mod, but I've got the Spanish version of C3C and the mod needs all the names of the old units in English for play with it. Can anyone help me??
Thx

If you could get a list of all the "old units" that you need to translate, I could help you. embryodead, which of the "old units" do you use in your mod? ;)
 
If someone wants to propose an image for a Warhammer themed background I'll give it a shot. I could do just a generic medieval/fantasy type but any ideas what would make it particularly Warhammerish?
 
Just wondering if anyone has made a pangea type map, as opposed to the continent-like ones that are already out there?
 
Here are some maps I made that feature an extra large central continent or an extra-large central continent sorounded by smaller 'Island' continents

I'm not absolutely certain that I have the 2.02 upgrade, but if I have 2.01 then you can just import the map date into WH-2 then use "save-as" to make them compatible w/ the latest version.

These are all "made up" maps, they don't have anything to do with the plot of Warhammer (with which I am pretty unfamiliar)
 

Attachments

I am interested in playing this modpack, but get the impression the dwarves are a weak civ.

I would play this mainly to be a dwarf! Are there plans to make them a little stronger? It seems the whole "not being able to go through mountains even though they are dwarves" thing is a common complaint... any plans to change this? Will I be able to change this?

Thanks!

-Erin

PS.... Without reading through all 100 pages, is there a resource area where I can find out some more of the features to this modpack? IE. the civs, UUs, pics, rule changes, etc...
 
egroen, welcome to CFC! :D

You can't talk about "rule changes" in this mod, it's completely different to ordinary civ. In the second post there are a link to the preview thread for 2.0, it's got some nice pictures posted by embryodead, me, Yoda Power and others.
 
I don't think changing the dwarves to allow them through mountains is going to happen. You'll have to make do with having miners (and engineers) being the highest attack value of units that can go through mountains (with the odd exception). Otherwise, petition aaglo or someone to make a dwarvren crossbowman, or perhaps also a dwarvern ranger unit (which probably would be able to go through mountains).

You'll still havea great time playing the mod as dwarfs though!
 
Thanks mrtn... I am going to check those links out.

Regarding the dwarves (I have a very unhealthy love of dwarves so I hope you can empathize): Do dwarven miners and engineers (which can go through mountains?) have higher attack (and defense) levels than other civs? Seems like they should... or is this something I would have to change.

I am hoping to not have to change much, as I am an idiot when it comes to messing with the editor. It sounds like this is not encouraged anyways, with this mod.

You think I will still enjoy playing as them? Even though every comment about them (I have read) is whining about how weak they are?

-Erin
 
Dwarven Miners have the same defense as all the other civ's workers that can defend themselves, and an attack of 3. Also, along with all other dwarven units, they receive an HP bonus of 1. The Miners later upgrade to Engineers, which have have a defense of 3 and attack of 3. These units are upgraded Worker types that complete their tasks faster for the Dwarves, and aren't really meant to be used as the main force of your army.

What they're referring to for allowing Dwarven units to go into mountains is that not many units in this game can cross mountains without roads on them and roads connecting the tile your unit is on to the mountain. If Dwarven units were to be allowed to cross into mountains, they would pretty much be able to sit on their mountains all day invulnerable to attack, and can attack anything that gets near the mountain. Hence why it's unlikely that the Dwarven units will be allowed to cross into mountains.

I've personally never played the Dwarves. In all the games I've played, however, the Dwarves have never really been a "superpower." Maybe I'll get around to playing it sometime and see how they really are. ;)

By the way, if you ask me, Chaos is waaayyy too powerful. ;) Communal corruption + high military support per city + numerous powerful units = :eek:
 
Well it depends on whether you're the type who enjoys what he's got or whines about stuff that he got for free that other people spent hundreds of hours making great. Dwarvern miners have ADM stats of 3/2/1 and the engineers 3/3/1, and they both have +1 HP, which makes them quite stronger than the workers of the other races, and indeed the base units of most races, who have ADM of 2/2/1. You're not going to bringing them along in your unit stacks of death, but they're better than the other races' units.
 
Raw is War? said:
Just wondering if anyone has made a pangea type map, as opposed to the continent-like ones that are already out there?

If you like standard size maps, check out Quasar's star series. There are a couple of them that fit this mod quite well, with 2 or 3 minor adaptations ;)

I personally had a blast with them.
 
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