Warhammer Fantasy Mod 2.1

Hi there,

I've been playing this mod for about a week, and it's amazing. In my first game, I played the Chaos faction and boy is it powerfull. They have really amazing offensive units. At some point I realized there was a couple of bugs and after a couple of search in the forums, I realized I had to install a bunch of patches. No biggie. Now I'm trying an undead faction and the style is completely different. The 2 free units/town is really slowing my military buildup. I'm looking forward to build undead units with no maintenance cost, hehehe. Good design by the way.

The tech tree is great. I really like the initial tech setup where specific tech give you access to the ressources, worker action and the like. It is really detailed with lots of goodies to research. A lot of thinking obviously went into it. Good work!

I mostly play with random world on large map (12 factions I think) and the current one I'm playing on is really challenging. 4 factions on a small continent where we all have about 3-5 town/cities. Space is at a premium. War is inevitable and 2 AI (ork and chinese) are ganging up on another one (elf). I will join this just cause soon (after all, I'm an evil faction) and hopefully grab 1 or 2 cities. Obviously, I'm still in the early stages of that game

The unit graphic are amazing. I really like the ork one. Especially the dark ork, looks like the Uruqwai (syntax?) of Saruman in LoTR. So much I actually watched the movies again.

Other things I really like:
- city improvement that generate spells. Cool!
- wonders that autoproduce unique units
- units linked to specific ressources, like ogre and wolves

I will post any bug that I encounter.

Overall, I'm having such a blast with this mod I'm not even thinking about Civ4 anymore. I might delay buying it and read the reviews (and the numerous post we're bound to see on these forums) in order to have a better feel for the game. Great work guys.
 
Here are 2 bugs* ive found, im not sure if they've been reported or not, but ill list them:

When playing high elves, and right clickin seigecraft in the science advisor, and error comes up and ends the game.
Another error( maybe its just a problem with my computer), is that at a random point in the game, the game simply freezes. For no reason. Completely random, but if i play for more than an hour, it becomes very common.

*Something else i thot id mention, in case anyone knows anytrhin bout it....
after i downloaded the expansion, and then went back to play ROC for a whle becuz i was gettin rely annoyed at the computer freezing so much, there was an error, and i couldnt even get into the game. I think WH expansion must be the cause of this, becuz i havent downloaded anything else recently.
 
flexo said:
Took Fledlings Warhammer map for a little spin. Not only is the Sylvian starting location their doom (they will never pass size two). Chaos has the exact same problem. Yes they could potentially found lots of cities up there will all the hills and forests but they won't since they won't go beyond size 2 either.

I noticed that as well, greivous error on my part for making a few "last minute touches" that included redistributing resources and doing a miserable job of making sure all the starting locations had ample food :blush:

I've fixed the Chaos and am currently retesting the map. I really jumped the gun on release, I guess.
 
He Dear
I Got a problem !!!!!!!
(maybe its just a problem with my computer), is that at a random point in the game, the game simply freezes. For no reason. I `ts the same to me but not randomly. Most games freeze at OgreWARFARE/NatureLaw change. Hmmm but i wanna play the hole mod!!! PLZ help
 
I've played through a couple of full games now and it's been very enjoyable. I love seeing all the new units put to use. I did notice, however, that the Ushabti, said to be the "golden age" of Khemri, is a 7/5/1 while the Tomb Guard is 8/5/1. They seem to be the same sort of units and the only thing the Ushabti has over the Tomb Guard is the +1 HP. I haven't examined possibilities too closely but perhaps something can be done to make better use of one of these units.
 
Well, Ushabti is a defensive unit with excellent attack (it has defencive AI strategy checked). With that +1 hp it'll always be the designated defender, so when you go to war with khemri, make sure you have stacks occupied with ushabtis to take on those counter attacks the enemy is going to throw at you.
 
Bug, the civilapedia image for the iorn breaker is the old one, not aaglo's new one. The tech tree lines for the Loren is messed up, it's hard to describe the problems but the main ones are Dogs of War and Anichient tree tech.
 
Bug report:

- With Neferata (Lahmians), when you research Death cults, you are able to build undead units. All of them have a cost of 1 population except for Skeleton Chariots. Is this correct?

- With Ariel (Loren), the wood elf warrior is able to advance on forest with a movement cost of 1. Either the civilopedia is not correct when it mentions a cost of 2, either some of Loren units are able to move on forest square with a reduced cost. If the later is correct, the faction or unit description should mention this.

- I got black plague in one of my game. If you save and reload, the black plague is gone.
 
The issue you have with black plague is because you probably didn't "Preserve Random Seed" checked before you started the game. When it's checked, even if you reload to a previous turn the same event will always happen; otherwise you can just keep reloading with different results each time.
 
aaglo said:
Well, Ushabti is a defensive unit with excellent attack (it has defencive AI strategy checked). With that +1 hp it'll always be the designated defender, so when you go to war with khemri, make sure you have stacks occupied with ushabtis to take on those counter attacks the enemy is going to throw at you.

That's true, it is a defender with excellent attack but my point was that the Tomb Guard is an almost identical unit with an even better attack and just a little less survivability...having both still seems redundant to me. I'm playing a game as the Khemri currently so perhaps I'll be able to determine which is the more desirable unit Right now, it's almost an embarassment of riches.
 
Just wanted to check something. Anyone else playing getting alot of weird mid game (sometime around turn 200-225) crashes? I'm not talking about the usual pedial typo misstakes that it can't find unit graphics or whatever but just plain crashing. The standard winxp crash with the "Civ3Conquest has encountered a problem and needs to close.". Don't get that playing standard civ3conq just when I'm playing mods, and well mostly when playing this mod. Anyone or is it just me? Perhaps it is time to reinstall the whole thing from scratch again ...

Forgot to mention that it is always at the same phase of the game. I have ended my turn, the computer has done whatever it does, I am notified of completed production and then when it is going to find that starting unit for me to begin my turn again it crashes. Always happens at that time.
 
DarthCycle said:
Bug report:

- With Neferata (Lahmians), when you research Death cults, you are able to build undead units. All of them have a cost of 1 population except for Skeleton Chariots. Is this correct?

Of course it should cost a population of 1 for undead units... Where else would you get the bodies to create them? :D
 
Yes one can wonder where all the fresh corpses come from. Oddly enough not all the undead require a population cost, such as the Tomb King. But then perhaps it doesn't have corporeal form and is more of a spirit.
 
LOL, of course it (civilopedia image) is the old one, since the new hammerer is not included in the available updates.
Could you just check, cause right now I think the hammerer is using the iornbreaker grafic, anyway, something is messed up.
 
Sildo said:
Could you just check, cause right now I think the hammerer is using the iornbreaker grafic, anyway, something is messed up.
The unit names in the mod isn't the same thing as the name of the files used in the mod. The hammerer use files called ironbreaker by their creator, likewise the ironbreaker use files called highguard.
There's no bugs, however. :)

@aaglo & Mr. Do: Re the Ushabti I think it should go back to using the stats it had in 2.03...
 
Bug (definate this time) THe Magic College produces temple dogs, not fire blasts, if this is intended then it should say so in the Civilapedia.
 
Still-Smokin said:
The issue you have with black plague is because you probably didn't "Preserve Random Seed" checked before you started the game. When it's checked, even if you reload to a previous turn the same event will always happen; otherwise you can just keep reloading with different results each time.

You probably misunderstood what I mean.

I get plague at turn X. At turn X+1, plague is still active. Save the game and reload it, no more plague. The event just disappear, as if It never happened.

I would understand your interpretation at turn X, since that's the turn where it's occuring. But at turn X+1, this shouldn't happend. Once the event occurs, it should stay around for a few turns.

In fact, I had the plague for more than 5 turns, so I reloaded the last 5 autosaves, and none of them had the plague event active even though when I played those turns, plague was occuring in more than one city.
 
When's the next patch?
 
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