Warhammer Fantasy Mod 2.1

hey mrtn, what are the cities called rAMER and AMERWALL? they look very out of place. very scifi-esque. are they supposed to be there?
 
ah.
i never play as dwarves.
and they're never in any game i play (for some reason), either cos theyre killed or just not in it. (i always set to to random)
sorry.
 
The Sword 88 said:
I have the file, I will try moving it ot that directory.
You are not supposed to move any file, you should just run the install exe and then play the game. That's it. The Slann were included in 2.0 already, so you should be able to just run that installer and play that game. 2.20 is better, but 2.0 works, and if you can't get that to work something is wrong. And it's probably your fault. ;)
I'm sorry if I sound condescending, but you're not supposed to move stuff around, because you think it's installed in a weird place. The installer knows perfectly well were it should put the files.
I'm not saying that you are making this error, but if you are, you wouldn't be the first. :)

@Quincy; Make sure you don't set it to "Culturally Linked Start Locations", as that feature is broken in C3C, and you always end up with the american civs.
 
Handsome Axeman on October 23 said:
-Aaglo and LizardmenRule should gang up on the skaven race and produce units in lightning speed, cause they are so good at it

-Almost forgot to repeat it... CamJH`s units! USE THEM, not just those arab-ind looking guys, someone already suggested that, but the other ones too, they are perfect for infantry, I think, and one of them for a spearman-pikeman. They are all sooo kewl.

-Aaglo`s beheader dwarf? YES please, the axe is not too big, there is no such thing as an oversized axe. Check out my avatar. And if a smaller axe would make you feel better, I belive you could make it smaller if you really wanted to, cause you are a WH-unit-making god.

...sniff, I`m so happy :cry: :)
 
I think I did intsall it in the wrong place. I just got rid of all of the uncompressed Warhammer files. Now I have several compressed files:"Warhammer mod-2[1].0";"Warhammer mod-2.02-patch";"WH2.11" which are all self extracting and I have "WH2.20" which is RARed and then "WH2.20resources" and "Update2gen_adv" whixh are zipped. How do I install/uncompress these correctly?
 
The exe's are selfextracting, they should find their own place of extraction. The .rar should be extracted to your basic Civ 3 folder, for most people this is C:\Program Files\Infogrames Interactive\Civilization III
The Resources file go to the same folder.
The Update2gen_adv are optional, and I assume that it has a readme.txt somewhere in the zip, I haven't installed that one myself.
If you don't have Winrar, do a google for it.
Just read the instructions carefully, and you should be ok, a lot of people have managed to install the mod before you, after all. :)

Hope that helps, good luck!
 
Since its quite obvious that the next patch will consist of the Skaven civ.Is it a good idea to attribute the warpstone or whatever its called to roads?Like the railroad to the regular game.All we have to do is make it green or whatever the warpstone look like.

Another one is that the special warpstone road[magical road or whatever]is only for the skaven civ,like building a wonder that allows this special movement.
 
LizardmenRule! said:
and the warpstone roads will be too much of an advantage for the skaven, i think.
then give the road ability to everyone.
With other people fleecin the modders with their request[which i think most of them are dumb,Warhammer rules!]i hope that this skaven will be made.It is still incomplete.:sad:
 
i hope it gets put in too. i will be eventually (touch wood :))

at the moment aaglo is working on a rat tank, odin is working on a slave rat (skaven worker), quinzy may convert some more skaven from a website called infinium, and i'm working on a ratling gun

hikaro is also looking into whether he can use some of kinboat's poser models to do a LH, but he thinks it won't work because the models do not have emotional controls or something.

instead of talking here, come on over to the skaven development thread :)
 
LizardmenRule! said:
i can hear what mrtn is going to say...

"first of all, it is NOT obvious that the skaven will be in the next patch. there are still not enough units made and there is no leaderhead"

and the warpstone roads will be too much of an advantage for the skaven, i think.
first of all, it is NOT obvious that the skaven will be in the next patch. there are still not enough units made and there is no leaderhead.
:)

And I wouldn't add any railroad to WH, magic or no.

@Stormrage: I won't promise anything, I think that the current Arabyan units work well.
You're free to mod your own version of the mod, though. ;)
 
I was just looking at the mod in the editor, and I was wondering, did you guys intend to have the Khemri and Lahmia city lists overlap so much?
 
Yes. If Lahmia isn't in the game, then those cities should belong to Khemri. :egypt:
Remember, a city name will only be used once, so if Lahmia is in the game they'll just be skipped for Khemri.
 
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