Warhammer Fantasy Mod 2.1

Just got an account (the HARDSTOP on the W40K mod motivated me to comment) and a couple comments on this (let me preface this with saying overall its an amazing mod and a vast improvement over 2.0 (which I quit playing a bit ago out of boredom))

- While I agree with what everybody is saying about the Beastman resource being a PITA, I have to admit I kind of like it.

-- It forces you to play extremely agressive right off the bat if your Chaos and don't have one locally. This is what Chaos is people. The whole lack of defender concept is kind of neat to play with.

-- If somebody ever makes a WH map (see prior post), this works out well.

-- I can see how it is a problem though for the AI on random maps.

-- Couldn't we just compensate with a better early Chaos attacker (to compensate for everybody else early defender). Maybe a 4/2 that costs just as much as the beastman (this way you don't favor it over the beastman if you actually have the resource)

- Don't see the point to warhounds / dogs /etc. By the time I get them, I already have 8/6 or better units.

- Not sure why we have the mammoths (speaking of Chaos here). With them I can't honestly see why I would ever want to build a Chaos Knight instead.

- I despise AI tech trading (as I always fall way way behind) so regardess of difficulty I always set AI Trading to 100. Usually the Ai keeps up (or within a couple techs) but not so with this mod. I am well into the second half of the game (turn 350), about to move into the 4th tech age and my nearest peer (Reikland) JUST moved into the 2nd tech age. This has happened in every game I played with this mod.

- Would love to see all 4 Daemon Princes (make all available same tech, minor stat differences). /me just imagining Nurgle (+3 HP's maybe)

- Not sure if this is intentionally or not but I am suffering next to ZERO corruption as Chaos. I having a bit over 100 cities (with town hall / castles) built and even with a production of 50 half way across the continent (on standard map) from my palace I only have a loss of 1 or 2 shields. This and not being Commerical nor the ability to build gallows to decrease corruption.

- Need Wight clarified. States similiar to tomb guard but not tied to one place. Does this mean it is also support free?

- Unable to upgrade fireballs to lightning bolts ... is this intential?

- Encyclopedia states I can upgrade my first Undead defender (2/4) to the next one (4/6, Undead Hali) but doesn't seem to actually work. Unable to upgrade.

### To Left ###

"The Norman Knight INI is screwed, the PediaIcons points to NormanKnight."

Had this same problem. The answer isn't to rename the file to Norman Knight either. Somewhere both NormanKnight and Norman Knight is referred to ... ended up just copy the Normon Kight folder and making a NormonKnight folder also.
 
HI there,

first: Awesome mod, really like it! :king:
Some more bugs that need to be ironed out though:
- Vloedemur is brocken: It does not grant the coastal bastions it is supposed to give
- Magic College produces temple dogs insted of Fire Ball
- Fire Blast upgrades to Clan Rat insted of Fire Ball
 
Thanks for the bug reports- this is an open project so I appreciate all the efforts. I'd have liked to playtest it properly, but you're all doing a great job ;)

From the top:
-Greenskin upgrade path fixed. I had to change it so that snotling upgrades to goblin spearman instead now, but it's
a fair change to allow chaos dwarfs to build black orcs and orc infantry.
-Kingship fixed
-Blunderbuss and Earthshaker moved to the last era and need gunpowder. They were originally available earlier simply so that the Chaos Dwarfs get to build a greater variety of infantry sooner, but the consensus is to have them later, so that's that!
-Treeman made slightly more powerful
-The skeleton spearman oversight is weird, given how I played a full game as Sylvania before releasing the mod. Oh well...
-Skaven are evil, yes! And I'm glad if they're causing people problems, Barbarians are not just there to boost your units' experience and provide you with extra cash =P
-Dwarf warrior made cheaper and will upgrade to hammerer, and the graphics switched around between clansman and warrior. I'd never noticed the clansman was topless before!
-Is it possible to have Khemri use Ramses icons for one era only?
-Sentries fixed. This was my phase of using gramphos' tools to add thinga to the mod, and it decided to leave that bit out. I should've checked. It also messed up the pyramids and sea-wall, which again I should have noticed.
-Beastmen work exactly as intended. I'm not turning Chaos into the Beasts of Chaos civ, there is no place for so many units without having them used in this manner. And Chaos are meant to be weak on defence, better at attacking out of their cities if it comes to that. The AI doesn't seem to have too hard a time with this when I've played (Quite a few games). Beastmen fulfilling the role of the vigilant defender is ridiculous anyway!
-However, Bestigors are now defensive, and Minotaurs more offensive. Centigors are more powerful too, although not too powerful, as they are blitzing units. Marauder Horsemen are stronger because they should be! Tuskgors are down to 6-2-2 as well, they don't need the extra hitting power.
-Before the Beastmen units were available, I had the herdstone there to spawn Beastmen. I would have included this in the mod, but with so many different units it would not be feasible at all any more.
-aaglo's ogre suggestions are great, so they're in. I can't make Ogres greatly more powerful with progression, as they would end up being too good. Ironguts aren't actually much better fighters than Bulls anyway, also.
-Great Taurus updated.
-Malenchite- not sure what your bug is. The Bolt Throwers refer to sounds that exist and play in-game, so what is the prob?
-The graphics for the NormanKnight~Mounted Yeoman are included and should stop the problem. I had SO much trouble with this unit!
-Communal corruption is messed up, so Chaos govt changed to rampant corruption instead.
-Wight infantry is a standard infantry unit, that simply can't be disbanded.
-Missing upgrades added.
-Wonders that give buildings fixed.
-I'm using aaglo's updated civilopedia.txt (thanks!)
-Dispel magic sphere now needs 5 universities
-Spell of Awakening Fixed

Thanks for all input! Patches (a bit rough round the edges):
http://www.civfanatics.net/uploads10/WHM2.123.zip
http://www.civfanatics.net/uploads10/WHM2.124.zip
 
Mr. Do said:
Thanks for the bug reports- this is an open project so I appreciate all the efforts. I'd have liked to playtest it properly, but you're all doing a great job ;)

-Communal corruption is messed up, so Chaos govt changed to rampant corruption instead.

Um, don't you think that's a bit much of a change? I mean going from communal (= practically no corruption) to rampant (= horrible corruption) is quite a blow for any chaos civ and makes them a lot weaker than any other.
If you want to increase corruption for the communal govts, how about making Palace Fortress expire with Chaos?
 
I don't get the beastman issue, it is no different then being a civ dependent on iron and not having any. I have that problem right now, dwarfs without iron. That must be some kind of crime :) So you simply have to adapt your game to the situation.

Anyway found a Dwarf bug. In the civpedia it says the Anvil of Doom requires 5 windmills when infact it only requires one.
 
Taijian said:
Um, don't you think that's a bit much of a change? I mean going from communal (= practically no corruption) to rampant (= horrible corruption) is quite a blow for any chaos civ and makes them a lot weaker than any other.
If you want to increase corruption for the communal govts, how about making Palace Fortress expire with Chaos?

When making chaos communal, the original maker ED's intention was to make them really corrupt, as corrupt as you'll see. I'll check how bad this rampant corruption affects them though, you may have a point...
 
Some other bugs I've found on the way too:
- Spell of awakening didn't spawn skeletons
- Dispel sphere requires 5 wizards guilds, which is really bad news for dwarfs & chaos dwarfs. Maybe change that to 5 universities?

I'll look on the new updates you've posted a few posts back...
 
Mr. Do said:
At long last I am proud to announce the release of the Warhammer Fantasy Mod version 2.1!
:)

I downloaded the mod, and saw that there's a WH v2.1 and 2.1a. I assume that 2.1a is the latest version, but what's 2.1? I started playing 2.1a as the Lahmians, and have had some interesting play. I ended up next to Chaos and Araby. I must admit that I like the new gameplay, where Beastmen are a resource available only to Chaos, and other interesting tidbits that I'm slowly discovering. Right now, Chaos is getting an ass kicking from my massive forces of Nehekaran swordsmen and archers. Even though I don't have iron, my neighbors, the Arabyans, have plenty to trade. I've yet to encounter the brand new Chaos Dwarves. So far, everything's playing very nicely.

Btw, were the factions upgraded? They seem to be playing better than in the original WH.
 
Might possibly be a civ bug (and not the mod) but in the 3rd tech age I built both +1 ship movement momuments (Winds of something and the post navigation one) yet my ships only get a total of +1 movement (expected +2).

Also, any chance to allow any unit to amphibous attack form the Ironclaw (Chaos 3rd tech age ship)? Playing an island world and lots of little 1 land tile island cities which I am unable to attack (until I get Daemons).
 
I hope I'm not intrusing or anything, but I've made some changes in the tech tree (graphic-wise only) to make it look a bit better with the new few techs.

also these I've found and fixed:
- correct undead units for khemri, lahmia and sylvania
- fixed stealth units (a few of them could attack slaves, now they're fixed)
- Spell of wakening now does what it's supposed to
- Dispell magic sphere now requires 5 universities instead of 5 wizards guilds (because otherwise dwarfs & chaos dwarfs couldn't build it at all)

aaglo's update
 
2.1a is my tweaked version, with some changes that may not be all that popular. The "proper" version is WH2.1 itself. Glad that the civs are behaving themselves and playing properly, too!

It is a Civ bug that means the ship bonuses don't stack... really, quite why an additional +1 movement wonder was introduced by ED for 2.03 I do not know, but I'm not going to delete his wonders... and you'll just have to survive until daemons come along, sadly! More flier units would be handy, especially at lower costs (Carrion, Magic Carpets, Screamers, Harpies etc.) would be nice, but it's unlikely they'll ever get made.

If you've made some changes including the graphics then I'm all for that aaglo, I'll put your latest link in the posts. If mrtn wants to rectify any pallette issues then feel free. We might have to stop from uploading so many 2MB+ files to the server though! Course, now that I've said that, I've noticed a tiny mistake I put in by calling rhe barbarians Skaven, as it now says that skaven are attacking when you encounter a kraken...
 
I've just posted a new version of the Old World map I uploaded a couple of days ago.

I'm gonna start working on a scenario for that map soon, but first I would like to ask Mr. Do, since ED is no longer here, if you don't mind me using and changing your version of the mod to make the scenario.
 
My biggest pet-pevee of the mod is that the Orgs differ very little, You should up there states a little more then you have been each time.
 
@Mr. Do,
That update I provided does not include any of those flc/ini-file updates you provided. A bit silly of me not to include WHM2.122 in that WHM2.123.zip :)
 
Well you are welcome to try and update your update, or leave it to me. I won't be posting any more updates tonight, though...
 
Mr. Do said:
When making chaos communal, the original maker ED's intention was to make them really corrupt, as corrupt as you'll see. I'll check how bad this rampant corruption affects them though, you may have a point...
No it wasn't. At least, that wasn't my intention, and I made the suggestion in the first place. ;) It was to make the chaotic civs better, seeing as they mostly sucked in the game.
The game-play thing called corruption doesn't merge very well with the "evil corruption" of a fantasy world.
-Is it possible to have Khemri use Ramses icons for one era only?
Yes, it is for the F4 foreign advisor screen. I'll see if I can whip something up for us.
Beastmen fulfilling the role of the vigilant defender is ridiculous anyway!
In that case you should give them ordinary mannish defenders. Not having defenders just cripples the AI, that is not fun.
@flexo: The dwarvish dependancy on Iron is one of the biggest weaknesses of the mod IMO.
I just don't get willingly adding more problems like that. :crazyeye:
 
Ha, okay then, you're right, Chaos can keep their communal corruption. It almost makes sense- sure, they're all corrupt, but they don't care!

I'm not convinced that the lack of a defender really hurts Chaos, but I guess it can't hurt to let them use the barbarian spearman unit.
 
Mr. Do said:
...I'm not convinced that the lack of a defender really hurts Chaos, but I guess it can't hurt to let them use the barbarian spearman unit.
As I posted before, do you remember the problems we had with the dwarves in 2.0 (or was it 1.1? :hmm: )? :) How they only built clansmen for the whole first era? That's what happens if you don't have any defenders, the AI goes berserk.

EDIT: Sent a fixed tombking pcx to your hotmail.
 
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