Warhammer Fantasy Mod 2.0

This is an awesome idea and mod, from what I can tell. Unfortunately, for some reason, the game crashes every time I try to play the mod...about 3 minutes into the game...I don't know what to do!
 
What error message do you get? What version of Civ do you have? Have you tried reinstalling civ? Are you missing any files?
 
I get no error message. The game just crashes after about 3-4 minutes of play. I am playing version 1.22. I have not tried reinstalling.
 
Finally registered myself, after being a reading lurker for ages now... :D

I play this mod for the first time in a 2 humans vs 6 'AI' hotseat game(demigod) as the noble and peaceful Hords of Chaos. :satan:
Being at the end of the first age, i could need some advice towards future strategics/techs.

Next age seems quite short, developing knight-class units and for the Chaos a 3-1-1 pirate and a 6-6-1 defender. But the errr next next age is interesting. The non-advancing tech-tree on top seems to have some very big guys with large hammers in the hands. As for wonders, i have already an app. 50-shield-production-city caused by the iron works (no other production-improvements till now, mill to come). It launched a moon in the orbit successfully. :eek:

Globally i'm the smallest one, but my capital and the mentioned city(both 11-12 already) seem to keep me competetiv. North from me are the evil Naggaroth which may get a to-be-forbidden 8-2-2 unit with relegion. Any other advice besides peace?
 
LeChris said:
Finally registered myself, after being a reading lurker for ages now... :D

I play this mod for the first time in a 2 humans vs 6 'AI' hotseat game(demigod) as the noble and peaceful Hords of Chaos. :satan:
Being at the end of the first age, i could need some advice towards future strategics/techs.

Next age seems quite short, developing knight-class units and for the Chaos a 3-1-1 pirate and a 6-6-1 defender. But the errr next next age is interesting. The non-advancing tech-tree on top seems to have some very big guys with large hammers in the hands. As for wonders, i have already an app. 50-shield-production-city caused by the iron works (no other production-improvements till now, mill to come). It launched a moon in the orbit successfully. :eek:

Globally i'm the smallest one, but my capital and the mentioned city(both 11-12 already) seem to keep me competetiv. North from me are the evil Naggaroth which may get a to-be-forbidden 8-2-2 unit with relegion. Any other advice besides peace?

A new version of the MOD is comming out any day now, thanks to Mr Do. If I where you I'd wait a week or so for that one.
 
Hmmm that doesn't help me we the current game. :D

I must say that the 'tribes' are a bit unbalanced. The Khemri for example get near to no units and other like Norsca and Dark Elves have problems to build the same unit twice...
 
LeChris said:
Hmmm that doesn't help me we the current game. :D

I must say that the 'tribes' are a bit unbalanced. The Khemri for example get near to no units and other like Norsca and Dark Elves have problems to build the same unit twice...

That's why Drzoidberg advised you to wait for the new version of Warhammer. The one you are playing has no units for Khemri because there were none at the time it was created (no graphics).
Even so, I think this is one of the most balanced mods I've ever seen. You just didn't play enough.
 
Hey there everyone. Ive also just registered, i was a "reading lurker" as LeChris put it, for ages too. Anyway, this mod really is wicked, its a pity EmbryoDead has been missing for so long though.
@Aaglo: just saw your Aztec serpent priestess and by the looks of things you have bucket loads of talent. keep up the nice work people. ;)
 
Wonder if anyone will play this after 2.1 is out?
 
Sildo said:
Wonder if anyone will play this after 2.1 is out?

Actually you'll be playing the same thing. The rules haven't changed, the mod just got better. And you'll still need the mod installer to play, 2.1 is just a patch ;) .
 
Quick question - one of those annoying one's that may have been answered somewhere inthe last 128 pages of this thread . . .

I'm just playing the conquests version of this mod )after playing Vanilla a few times)and I can't seem to load spells into the "wizard" units. Is there some tech I'm missing, or is there some bug?
 
Ive been playing Warhammer for a while, and i dont think it was intended for spells to be loaded into wizards. They are launched from either spell towers or cities. Basically, they are airplanes.....that is, unless theres something wrong with my computer as well......... :eek: :eek: :(
 
I'm not sure how it is with the Conquests compatable version of the mod, but in the Vanilla version the Wizard units were basically "aircraft carriers" and able to carry one (or two depending on upgrade) spells. For this reason they could not be loaded onto transports since the program couldn't handle "stacked" transports.

But now that I think about it, I was able to transport wizards. This may simply be something that was changed in the mod.
 
If wizards could load spells they couldn't go on boats, that was a big problem for vampiars.
 
This MOD is fantastic, I will never get bored of playing this! Thankyou!!!!
 
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