Warhammer Fantasy Mod 2.1

First of all, I'm a newbie here (thought I'd register since I'm a fan of Civ3 mods, and this was quite a good source for them) and this Warhammer Fantasy Battle mod is my favourite at the moment.

I've installed all the patches&thingies up to date, but I've got 2 questions at the moment that are burning my head...

1. Is the population supposed to change to undead when Undead State government is chosen or is it just the units that become undead?
I have a feeling as if earlier Khemri/Lahmia/Sylvania people changed slowly as well when changing to Undead State... They don't do that now when I'm playing...

2. Khemri unit Undead Spearman is supposed to update to Undead Halberdier according to civilopedia, but I never get the option to update them... I get to update the first human version of the spearman to undead spearman, but not from there up...

Thanks in advance for any reply whatsoever :)
 
1. well, people really can't turn into undead people - it's just that those units may start to build undead units. So in a way, they will turn into undead people. :crazyeye:

2. undead spearmen "upgrade" to undead halberdiers in the way, that when you research the tech required for the halberdiers, you can't build spearmen anymore. The already built units cannot be upgraded to halberdiers, nor they cannot be disbanded.
 
Some fascinating bug reports there Lomion.... the expansionist trait is in fact massively useful! You try exploring with a peasant, and having the majority of goodie huts turn out to be Skaven ambushes, then try it again with expansionists- as long as you can find them you'll gain a good few extra techs, maps, gold etc, a second city or settler. I thought expansionist was possibly overbalanced what with the early boost it gives the owner!

That the Mausoleum is spawning a unit that doesn't actually exist is particularly notable as well ;)
 
I could be wrong on the Mausoleum :) ....will verify later today ... maybe there is some odd conflict with Zycs .biq map (e.g. maybe I missed a patch setting import).

Will have to agree to diasagree on the expansionist trait mainly as I don't play these races (and it really doesnt' look like the AI gets much out of it). Could maybe see this advantage on a huge map with lots of camps but on a the regular / small /tiny island maps I play on you will always hit a dedicated skaven generator to kill your scouts within 4 or 5 terms (sometimes even have issues with my capitol getting raided :(
 
aaglo said:
This is the order to install

You need 2.0
WH Mod 2.0 (257 mb original file)

patch for it 2.02
2.02 Patch

update to 2.11
WH2.11 (the 100 mb update by mr.do)

patch 2.15 posted by mrtn
WH2.15_1
WH2.15_2

and pathces 2.16 and 2.16a posted by me
WH2.16
WH2.16a

and just open the WH2.1.biq :)

When all things in the mod run smoothly and nicely, we'll propably produce a nice one single big patch :p - propably :lol:


I followed this sequence and when I start it up I get File Not Found, art\advisors\CD_all.pcx is missing, then the game closes. What did I do wrong? Thanks.
 
aaglo said:
1. well, people really can't turn into undead people - it's just that those units may start to build undead units. So in a way, they will turn into undead people. :crazyeye:

Awright. Maybe I just remember incorrectly or it was some other mod... I just had a feeling as if at some point the population faces actually changed to a kind of undead... Ah well... Could you implement such a function then? ;)
It would be kewl if the undead actually look like undead, seeing as the leader face changes as well... :)

aaglo said:
2. undead spearmen "upgrade" to undead halberdiers in the way, that when you research the tech required for the halberdiers, you can't build spearmen anymore. The already built units cannot be upgraded to halberdiers, nor they cannot be disbanded.

Right, so there's nothing wrong in my version then. That's always good to know... I was getting worried already.

Thank you for straightening things out, and again thanks for a great mod :worship:
 
You could do that (i have in a WH scenario i'm making...shhh ;)), but other civs use the same population faces (Ind and Araby also use these faces), and so would also be undead. if the undead factions had their own culture group (and all 'turned' undead during the same era), you could make this happen.
 
Bug Found:
Played as Ulthuan and still can not build White Tower unique ulthuan wonder in city that have monastery.
 
Commander Jac said:
Bug Found:
Played as Ulthuan and still can not build White Tower unique ulthuan wonder in city that have monastery.
You need 5 Monasteries for that. Maybe the civilopedia needs to be updated, I'm not up to date with version 2.16 yet. ;)
 
Ed O'War said:
I followed this sequence and when I start it up I get File Not Found, art\advisors\CD_all.pcx is missing, then the game closes. What did I do wrong? Thanks.
Hmmm... it just might be, that you have not installed/unzipped the files in the right location.
The file you mentioned should be in the end of the path
\Civilization III\Conquests\Scenarios\WH2\Arts\Advisors

@commander jac & mrtn,
Yep, I recall that it would require 5 monasteries in your cities, but I'm not sure what the civilopedia says about it.

@everybody,
the civilopedia may have a lot of similar flaws like that White Tower -thing. If you find such bugs, do not hesitate to report them :)
 
aaglo said:
Hmmm... it just might be, that you have not installed/unzipped the files in the right location.
The file you mentioned should be in the end of the path
\Civilization III\Conquests\Scenarios\WH2\Arts\Advisors

It might be that I did extract the updates to the wrong folder. I extracted them to Infogrames\Civilization III\Conquests (these were the patches that you and mrtn put up). Was that correct?

Thanks.
 
yes, they were supposed to be extracted to the conquests-folder (so they should be in the right place). Do you see that CD_all.pcx in that advisors-folder?

Are you sure you didn't install them to the conquests -folder inside the conquests -folder (Infogrames\Civilization III\Conquests\Conquests)?

And did you select the "use folder names" in the winzip?
 
aaglo said:
yes, they were supposed to be extracted to the conquests-folder (so they should be in the right place). Do you see that CD_all.pcx in that advisors-folder?

Are you sure you didn't install them to the conquests -folder inside the conquests -folder (Infogrames\Civilization III\Conquests\Conquests)?

And did you select the "use folder names" in the winzip?

CD_all.pcx is not in the Advisors folder. I double checked the conquests folder within Conquests, and I didn't see anything for the Warhammer mod in there. I don't recall whether I selected "use folder names" or not, but everything appears to be in the right folder (except CD_all.pcx :) ).

Maybe someone can post it here and I can just put it in manually.

Thanks for your help Aaglo.
 
Maybe someone can post it here and I can just put it in manually.
Well, you should be able to find it in Kinboat's original LH thread. Scratch that, as the original had transparency problems. Send me a PM with a email adress and I can mail it to you.

*The Dwarves or Chaos Dwarves can't build Alchemist's Guild (because you need a Wizard's Tower for that). Boo! :p
They (at least the CD's) should get a way to earn interest on money, just like everyone else.

Seeing as the Chaos dwarves are renown sorcerers, I think it's bad that they miss out on so much magic in the game. Isn't it possible to give them their own starting tech instead of sharing Dwarven Ingenuity?

PS, I've still only installed 2.15, so if someone changed this in 2.16, ignor me.
 
Rainbowmage: Give me a day or three ... am in the middle of putting the finishing touches into a Warhammer world scenario using Zyc's map, this mod, and cities / armies / unit prebuilt. Basically the entire world ready to go and fight. Will prob upload over the weekend. Been working on it the last week or two and initially release nearly done. Having load time issues (turns are taking 30 minutes on my 1.5 ghz box) ... trying to figure out exactly what setting is doing this by recreating my mod's one at a time.

<-- EDIT -->

For everybodies enjoyment. Thanks go to Zyc and the WH2.1 mod team. Feedback appreciated. Anything I can do to speed up turn times also appreciated. You need 2.16a to run this.

http://forums.civfanatics.com/showthread.php?t=129383
 
I started a game tonight and already have one thing to report, the first Wood elf unit is WAAAY to powerful, it only costs twenty shilds to build has four defense and three attack, I've used small bands of them to kill of escorted settelers and take enemy cities on the edge of expansion, waging short wars that he weakend my two weakest rivles a given me a chance in an otherwise bad start up.
 
I think the problem is that the WH2.11 download isn't installing correctly (for me at least). I deleted all the mod files and reinstalled everything from scratch. That's when I noticed that the WH2.11 download installs to Games\Civilization III instead of Infogrames Interactive\Civilization III\Conquests. So I changed the installation to the above, and it ended up putting it into Civilization III\Conquests\Conquests, instead of Conquests\Scenarios.

Arrggghhhh!!! :)
 
So I assume that now it works :) - I'm happy :p

@mrtn -
I thought about that wizards guild/Chaos dwarfs thing too. But them not building guilds doesn't bother that much, since there's so much other stuff they can build.

And the ability to not build alchemists guilds is just great IMO (I noticed that too in one of my tests). But they can build the treasure house later :p

@Sildo
I think that we have edited the woodsman (wood elf warrior) in the later patches so, that the stats match (?) with high-elf & dark-elf spearmen. Are you playing the latest version?
 
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