Warhammer Fantasy Mod 2.1

flexo said:
How odd, I'm playing as Chaos Dwarfs now and once I had Theocracy I got the option to build the Black Pyramid of Nagash in my capital and I'm quite certain I ain't got the Pyramid of Eternity in the city and that I'm not an Lich ...

This is another bug. In the editor instead of the Pyramid of Eternity as the required wonder for the Black Pyramid of Nagash there is now a granary.
 
mrtn said:
Another thing, the Beastmen.
To be blunt, the inclusion of the Beastmen resource is a disaster. A Chaos player without Beastmen don't get any defenders in the whole game! :crazyeye:
I can build Warriors and demons, how jolly. :rolleyes:
This resource must go.
Any resource that's only useful for one civ is a bad idea.

My humble suggestion - keep the Beastmen resource, but don't make Beastmen units depend on it. Instead, create a city improvement called "Beastmen Tribal Grounds" or something that can only be built in cities with the Beastmen resource in its city square, and produces a generic beastmen unit like the Spawning Pools produce Saurus for the Lizardmen.
 
Load Error

File Not Found

"art\civilopedia\icons\LichePriestLarge.pcx"

Audio

I cannot see this problem being mentioned before.



Also, I agree with with Gomurr &mrtn, it is stupid that the 1st defender that chaos get with warrior code CANNOT be built without a resource. There is No Other civ that has this problem
 
Well, I have to say that the beastmen-resource is a bit strange now after trying the mod a bit. That might be a tough one to work with.
About the defenders & chaos: do they even have (in WHFB) units with defensive nature? It would make sense that they would think that offence is the best defence?

If the resource would be removed, then what units would the chaos have then?
- Ungors for 1st defence?
- Beastmen for 1st offence?
- Marauder horsemen for 1st cavalry?
- Centigors for 2nd cavalry?
- Tusgor for chariots (because the regular chaos chariot doesn't look very chaos charioty to me - and it's also used by other non-chaotic civs)?
- Chaos warrior for heavy infantry?
- Chaos knight for knight?

Where would marauders & bestigors go then? Well, bestigors could be some weird 3rd age unit? And marauders could be the initial military unit.

About the other new resource: ogres.
I think that this resource should become visible at dogs of war -tech. That way we could move the ogre bulls (from dogs of war) to the ogre kingdoms, irongut to - lets say - mercantilism (they're really in it for the monney), and leadbelcher to it's rightfull place, metallurgy.

You might ask "why move bulls from dogs of war to ogre kingdoms"? Well, they should be really tough units (as they currently are). And the dogs of war would just reveal the ogres to the world (oh my, I didn't know there are such... things... let alone that they would sell their swords to us...).
 
I agree with the orge change aaglo suggusted. Also I don't think that the orgs get progressivly strong enonogh (the leadbelcher has only a 3 bombardment advantage over iornguts, and iornguts only have one defense point advantage ove r orge bulls.)
Also it would be interesting if you could only play Chaos to attack, however it would have to be tested to see if the AI can understand it.
 
@chocmushroom: I have the LichePriestLarge.pcx :hmm:

*Beastmen should upgrade to Minotaurs, as in 2.03, not to Bestigors. It's a very good idea to keep defensive and offensive unit lines separate, as it is now you can't research Artificing if you want to keep building defensive units. :rolleyes:

*The Golden Age GCON part of the pedia needs to be rewritten, Babylon is not in the game. :p

@aaglo: This isn't WHFB, the AI (and I!) needs defensive units (just remember the old dwarves if you want to know what happens if you don't have defensive units). I think that the high offense of the defensive units is a good compromise as it is. :)

I think that the beastmen units are quite good as is (stat and tech wise). One idea is to put the Tusgor chariot as 5/2/2 at Military Training. This way, if you get horses you get the 5/3/3 (why was this raised btw?) Marauder Horseman and the 6/2/2 Chaos Chariot, otherwise you only get the 5/3/2 Tusgor. :)
Also, the Centigor needs to be rethought; a 6/4/2 unit in the third era? :crazyeye: That's one era after the 6/3/2 Flesh Hound, and two (!) eras after most 6-attackers.

Seeing as I've talked about defenders upgrading to defenders, and offenders to offenders, I think that the Dwarf Warrior should upgrade to Hammerer>Longbeard, and not to the defense line.
I also think it would be a good idea to change the gfx of the Clansman and Dwarf Warrior, so that both dwarf civs start with the naked dwarf, and that Karaz-Ankor later can build the swordsdwarf I made. This does have chainmail, shield and sword, after all.


@Malenchite: Welcome to CFC! :wavey:
Try to clear your Temporary Internet Files.
 
Someone probably already spotted this; but Orc Infantry (8/5/1) "upgrades" to Black Orc Warriors (6/4/1). That is not an upgrade, but infact a downgrade. Black Orc Warriors on the other hand can't upgrade to Orc Infantry like they should.
 
mrtn said:
@chocmushroom: I have the LichePriestLarge.pcx :hmm:

well, I thought that it may have been something wrong with my install, so I re-installed the update & the patch, and it still crashes when I look at the Khemi advance magic unit :(
Try to look at the upgrade of a necromancer, it always crashes game with me :(
 
I had a few bugs and thoughts, but I see that aaglo and mrtn are wayheyhey ahead of me. So I'll just second everything aaglo and mrtn writes. Unless they contradict each other, in which case I'll head for cover into the best pub of the nearest neutral city (where's my map of Mariehamn..?) :mischief:
 
@chocmushroom,
the pediaicons.txt -file is a bit lacking. Now it states (like you said)
"art\civilopedia\icons\LichePriestLarge.pcx"
when it should state
"art\civilopedia\icons\Units\LichePriestLarge.pcx"

Wolfhart said:
....(where's my map of Mariehamn..?)
You can get those in the info counter of Viking Line and Silja Line -ships :p - but, since Mariehamn is between me and mrtn, I bet it wouldn't be the safest place (if we would have some major conflicts with, well, anything). ;)
 
About the pyramid of eternity and the black pyramids:
yep, there are some faults.
The pyramid of eternity actually didn't do anything except grant a nice stash of culture points.
The black pyramid of nagash should require the pyramid of eternity, but instead it requires granary :lol:
 
I went in early to work today and commandeered our internet connection for a bit to download everything. >)

I started off playing the Dark Elves and came across a small bug early on: all sound effect references for the Bolt Thrower refer to a "Siege Crossbow" directory in the lower path. AFAIK, the Siege Crossbow exists in the PTW extras section for Medieval Japan. Easily fixed by copying the sound files over and adjusting the file reference.

Keep up the excellent work!
 
Thank you Aaglo, I went into the file and changed the txt to include \unit\ It now work fine
Thanks

But still the problem that the Pyramid of Eternaty does not give a granary
 
@chocmushroom,
-go to the editor
-open wh2.1.biq-file
-goto rules->edit rules
-open improvements & wonders -tab
-select wonder "pyramid of eternity"
-select granary in the box "gain in every city in the same continent"
-select wonder "black pyramid of nagash"
-replace "granary" with "pyramid of eternity" in the "required wonder"-box
 
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