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Warhammer Fantasy Mod 2.1

mrtn said:
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.

Oh! I had no idea that happened. Well, I learned something new today. :)
 
I have a question--

What exactly does the "Spy" unit do? The pedia says it treats movement as roads, but nothing else. It has no attack or defense values, so i was wondering what its use or abilities are. Many thanks and this is a really well put together mod.
 
Yes by all means lets add those units and the indian pikemen and get rid of the ancient cut and paste units that are currently in for araby and ind.

The current swordsman is actually ok but maybe could be moved to be araby's infantry and araby's current infantry moved to be the indic infantry?


The arabyan spearman and indic pikeman need to be replaced ASAP. They were good when units were first being made but look horrible compared to the much newer units used in the rest of the mod.

Ind also still really needs a 2nd age cavalry unit and another 3rd age unit of some sort (doesn't necessarily have to be something new, just something,)

Ind now are basically araby with no djinn, no hashishin, no devishes. So araby without any of the good units post age 2 and no advantages. There should never be a case where civ A is just a crappy version of civ B.


Oh and please do something with the dolgans, I've posted my suggestions in the other thread (which would require no new graphics or work and be implementable in about 30 minutes) but in the default version they're worse than useless.
 
LMR said:
supercalafragalisticespialadociously
...my head hurts...

Dracleath said:
The current swordsman is actually ok but maybe could be moved to be araby's infantry and araby's current infantry moved to be the indic infantry?
The current swordsman should stay inds swordsman, or become inds infantry cos it is based on a medieval Indian unit, but then we would need a swordsman, and we currently don`t have one cept for the siamese swordsman who was in the first place inds infantry :crazyeye:

I think Ripptide`s swordsman should be the swordsman, and the current Saracen should stay infantry for the Arabs. Ind stays as it is, till SoG fixes his Indian swordsman, so he can go in, and the CamJH`s one could go up to infantry, and the Harad would go away, cos he doesn`t look indic.

Also, Ind could reall use another elephant unit... me thinks.

I`m checking out your Kurgans, Dracleath, I just don`t have enough time to think about it all, but I`ll have two days off soon, so I`ll test it some more.
 
I am still having install issues. I have the CivilizationIII:Complete Edition I think my main directory is C:\Program Files\Atari\Civilization III Complete. Is this where I extract the files? And which files do I need exactly?
 
WH mod
WH 2.02
WH 2.11
WH 2.20
-the patch with the resources

in that order, its all in the first page of this thread.

I don`t know about Civ3 Complete, but it does sound like the main folder.. hmm... Do you know your way around the game`s folders? Like, where the art is, where are scenarios and such?
 
LizardmenRule! said:
there is nothing wrong with cut'n'paste ;)

what is worse than useless? supercalafragalisticespialadociously useless?

Nah, nothings wrong with cut and paste in general, but those cut and paste units are 4 years old and there's a lot better stuff out now.
 
Stormrage said:
...my head hurts...


The current swordsman should stay inds swordsman, or become inds infantry cos it is based on a medieval Indian unit, but then we would need a swordsman, and we currently don`t have one cept for the siamese swordsman who was in the first place inds infantry :crazyeye:

I think Ripptide`s swordsman should be the swordsman, and the current Saracen should stay infantry for the Arabs. Ind stays as it is, till SoG fixes his Indian swordsman, so he can go in, and the CamJH`s one could go up to infantry, and the Harad would go away, cos he doesn`t look indic.

Also, Ind could reall use another elephant unit... me thinks.

I`m checking out your Kurgans, Dracleath, I just don`t have enough time to think about it all, but I`ll have two days off soon, so I`ll test it some more.

Oh, I thought for some reason the indian infantry was araby's infantry and the saracen their swordsman.

What I meant was:

Ripptide's units: Replace swordsman and spearman for both civs.

Indian infantry --> Indic infantry

Saracen infantry --> Araby infantry
 
Ripptide's units: Replace swordsman and spearman for both civs.
Dude, they look really, reeeeheeheheheeaaallly Arabic...

Indian infantry --> Indic infantry

Saracen infantry --> Araby infantry
I`m for this too.

I can`t remember what is Ind using for its spearman ATM?

What would really, really help, I think, is if Sword of Geddon would fix-up his Indian swordsman`s animations. Swoggy, ya readin` this?
 
Stormrage said:
Dude, they look really, reeeeheeheheheeaaallly Arabic...


I`m for this too.

I can`t remember what is Ind using for its spearman ATM?

What would really, really help, I think, is if Sword of Geddon would fix-up his Indian swordsman`s animations. Swoggy, ya readin` this?


Well I sort of thought they looked more persian myself :)

Ind and araby use the same swordsman and spearman now IIRC. The spearman is the spear-immortal.

The old indic infantry would be fine for the indic swordsman if its necessary to split them, but there still needs to be an indic spearman. One of camjh's aiel might work for that though, they look somewhat appropriate for an indian-based civ (like northern indian or afghani even).
 
... Try charging a city when AI has about 10 of them inside :) They have some nasty def.bombardment, and often, atleast in my games, defend better that spearmen or pikemen! I attack with a knight who has attack 8 and get defeated by a mage with def. of what, 3? Small town, no walls. I just started playing with mages, I find them very usefull for def.bombardment in cities or stacks of Doom. Also, aaglo is thinking of giving them offensive bombardment.

@Dracleath, but their spears are to short, I think. CamJH`s unit`s spears that is.
 
About mages:
I think it would be a good idea to give magicians the ability of offensive bombardment. The Slann mage priest already has it with range two, perhaps the other magicians could have range one? In WH 1.0 magicians was used as offensive units as they could carry spells, and I would really like to be able to use them not only defensively.
 
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