Warhammer Fantasy Mod 2.1

I've said I will make a mage-mod for some weeks now. Stormrage, I think you're confusing me and aaglo. ;)

@Cloner: Mages are also the only units that have Zone Of Control.

@Storm 88: I don't have Complete, so if there is some special tricks you have to do with that to make it work I don't know.
Try to install 2.0, and see if you find the files anywhere on your hard drive. You can, for example, look for a folder named WH2. This folder should probably be located in C:\Program Files\Atari\Civilization III Complete\Conquests\Scenarios to work, but I'm unsure of the folder structure of Complete...
The Net Art folder should probably be like C:\Program Files\Atari\Civilization III Complete\Conquests\Net Art\Flics
I hope you get it to work...
 
I thought it was me who was messin' with ye mind :crazyeye: ... (yep, I only mentioned that offensive bombard would be cool idea if it works).

If I recall correctly, th Civ3 Complete has some weird quirks and glitches when it comes to playing various mods.
 
I think I figured it out. The files arent in the conquests folder they are just in the regular civ3 main folder. I am going to move them into conquets/scenarios and see if that works
 
I haven't checked out the whole civilopedia yet :crazyeye: ,and have played with only three-four factions so far,basically the humanlike ones.
I see there are kraken units for barbarian forces (oops,Skaven :) and now I wonder if there is some variation on this particular feature.
I.e.,it would be cool if other seamonster units were available,like leviathans,plesiosaurus or the like,also hireable or buildable by some civs.
Is there any similar unit yet? As I said,I haven't checked the whole thing yet!
Anyway,I complain the lack of a seaborne civilization like the Merfolks in the Midgard scenario,you know...;)
 
Stormrage said:
@Dracleath, but their spears are to short, I think. CamJH`s unit`s spears that is.

For the first spear unit? They're too small to be used as pikes sure but the 1st spear unit is just a basic spearman, I don't think there would be anything wrong with that.
 
@Sword 88: Let us know how it goes. :)

texdionis said:
...I.e.,it would be cool if other seamonster units were available,like leviathans,plesiosaurus or the like,also hireable or buildable by some civs.
Is there any similar unit yet? As I said,I haven't checked the whole thing yet!
Anyway,I complain the lack of a seaborne civilization like the Merfolks in the Midgard scenario,you know...;)
Naggaroth and Slann get sea monsters. :)

There is no Merfolk-like civ in the WH world, besides, they didn't really work in ToT, it was unbalanced. Personally I modded ToT, replaced Merfolk and Buteos with Dwarves and Dark Elves. ;)
 
mrtn said:
@Sword 88: Let us know how it goes. :)


Naggaroth and Slann get sea monsters. :)

There is no Merfolk-like civ in the WH world, besides, they didn't really work in ToT, it was unbalanced. Personally I modded ToT, replaced Merfolk and Buteos with Dwarves and Dark Elves. ;)


very good :goodjob:
 
Okay I have the 2.0 working. I had to install it to the conquests folder not the mani civ3 folder. Still strugglingh with the updates
 
By the way it is a great mod so far. I am Caledor of the High Elves and am owning some goblins,orcs, and men
 
I have the all the WH loaded up and it's been working great, until now. Bombed out with "Art\units\NormanKnight\NormanKnight.INI" The norman knight folder is there in the WH folder. Any ideas?
 
Yepper, have them all. Or I think I do anyway ; / How do you check to see what's actually there anyway?
 
Well, I have burnt them on a cd, the WH folder from Scenarios, and all the patches zipped too, just in case :) You just need the 2.0, 2.02, 2.11, and 2.20 now, plus that itsy bitsy resource shadows or whatever patchy-thingy :)

Also, there should be a readme file in your scenarios folder, somewhere, it tells you what you got in there :)
 
The Sword 88 said:
I am still having trouble with 2.20
I am now the Slann and am playing 2.11 which is awesome.
2.20 should probably be unrared to your Civilization III Complete folder, assuming that has a Conquests subfolder.
 
The Magic variant!
As some of you know I've talked about making a version of the mod where the magicians have Bombard Range 1 instead of 0. Here it is, try it out. :)
I flagged the Damsel defensive (like most other magicians), but other than that it's just the same as the normal mod, except for that BR 1.
The Slann Mage Priest still has BR 2, of course.

Edit: This is a new version, first one removed after 8 downloads.
Edit2: I realised that I forgot to change the Chaos Mages. New version uploaded after 7 downloads.
Edit3: You need the 2.20 version of the mod for this.
 

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