Warhammer Fantasy Mod 2.1

If you had a wonder that placed a sawmill, for instance, in each city, would they only get placed in cities that had timber inside the city radius?

i dont think it would, i reckon they would get placed in all cities regardless. same with the coastal bastion. i dont think the game takes into account if the cities can actually build a coastal bastion, it just gives it to all the cities
 
It doesn't effect the game as they have no upkeep costs.

But great question about harbour and I have cities near lakes and also 1 tile away from the coast with could use the increase in food :lol:

My game has finished ... I won with the quest ... and have all techns availabale to the Slann [party] ... but am having fun just going to war ... so I will report any other querky happenings as many games don't reach the stage of where later technologies and wonders come into play :salute:
 
Well, the Hoover Dam gives a Hydroelectric Plant to every city on its continent, even if there's no river nearby. And I think that still increases production in all of those cities.

So, I imagine yes.
 
Would love to check this mod out, but why 6 separate things to download?

Am I the only one who thinks it would be a small miracle to unzip and install them all in the right order/location? Maybe I'm just one of those idiots who never reads instructions, but I'll give it my best shot anyway.
 
Its simple really, just unzip them all to a seporate location then go through the folders to you get to the WH2.0 folder and the .biq and just copy paste each of those in order to the conquests/scenarios.....
 
Ok, I agree, it does seem quite simple once you actually go through the processes. It's essentially one download with 5 extra patches (assuming the full install including advisors). A bit daunting unless you've had experience with mods and which folders they use.

Was worried about the Net Art folder, which seems to belong in the conquest folder rather than the scenarios folder with the rest of the mod-specific files. Otherwise no visible problems encountered.

So far, I've stormed right into 2.2biq with default settings and random civ, without looking around properly :lol: and my first impressions are WOW! Lots of nice touches. That terrain pack is my favourite one. The icons for commerce etc look sweet. The colour-coordination in the tech boxes of each age are truely inspired (wood, stone, bronze, iron, right?). And, um... I'm off to play it now. All in all, looks like it was well worth the 6 downloads ;) Great work Mr Do et al.
 
Stormrage said:
C`mon, PL, you know modders hate questions like that. I think mrtn is in France (I think he left on friday), when he returns, he`ll continue to work on the patch, I hope he is done before X-mas :crazyeye:

What if we used the time it took to create the update with the Chaos Dwarves and multiplied it by two (two extra civs this time) to help create an extremely rough estimate?... Or are the two situations not comparable?
 
Hi guys, I've been lurking a while and thought it was time to give you some feedback.

Overall the mod is very, very professionally put together, great attention to detail, good graphics. My first game was as high elves, and I enjoyed crushing the various lesser races and annihilating the dark elves :lol:. I noticed that the late parts of the high elf tech tree were a bit bare of units. The only late units were the ogres, and they barely fit in with the high elf background. Wondered if the Dragon Princes could maybe make an appearance? Then again it could be that this was intentional, to represent the elves as a dying power late in the game.

The spells worked well, and even the AI seemed to be able to use them intelligently - well done :goodjob:. Is there a possibility of defensive spells? Maybe a unit with a very high defence but only 1HP. Firewall type spells might work in that role.

Anyway, just a few ideas I thought I'd throw in, I'll wait eagerly for the next patch.
 
But... but... offence is the best defence...

But it sounds pretty good, but I don't know about them for this mod though.

And like Stormrage said, the Elves are supposed to lack some units in later eras (they're not into gunpowder at all). But Ogres work for the highest bidder (or in game terms: the one who has ogre-resource ;) ) - including Elves.

About Dragon Princes & White Lions: We've discussed about those, but since them being such a "minority" unit in elven world, we haven't added those. Besides, we don't have graphics for those... so they're not in the plans to be added in.

Cheers
 
aaglo said:
But... but... offence is the best defence...
Amen to that :evil:

But Ogres work for the highest bidder (or in game terms: the one who has ogre-resource ;) ) - including Elves.
I wish there was a way to make certain units require two or more gold as maintanence... :(
 
Well.
An option would be (and this would also reduce the amount of Ogres Only -forces):
- make ogres spawned from a building that requires the ogre resource inside city.
- give that building a ridiculous pay demand :D (like 110 gold or something like that :) )
- if this would happen, then we would be able to make the ogres very very very very strong (well, stronger than they are now).

But this is only hypotethically speaking - I doubt that this will happen with WH-mod
 
Back
Top Bottom