Warhammer Fantasy Mod 2.1

Shades and Shadow Warriors sound like cool additions. IMO it will not unbalance the game. It will give the High / Dark Elves a distinctly elvish unit to build in the late game (rather than Ogres and Dragons). Not that I dislike dragons you understand :D.

And thank you all for listening to my humble petition by the way.
 
Dark Elves already get Shades ;)
 
Okay, I'm playing the Warhammer mod, which is ABSOLUTELY AMAZING.

The most difficulty I'm having is with the random Dungeons that appear.
I've got two dungeons located in the mountains where my guys can't move or strike.
How can I obliterate dungeons when I can't touch them? Yarhg! :sad:

Also, my shamen don't seem to be able to bombard.
Am I missing something?
 
By "dungeons" are you referring to the Skaven pits? ie. barbarian camps?

if so, the only way you can get rid of them from mountains is have a city's border expand so the skaven pit comes within the 'sphere of influence'. AFAIK

there was a separate biq for the magic offensive bombard. i think it is called 2.1.a or something. actually, i think there is a link in mrtn's signiture.

welcome to CFC, btw :)
 
Actually 2.1a is Mr.Do`s version when 2.1 just came out. Magic bombardment will be included in 2.5 iirc.

About them Skaven, you can kill them by bombarding them with spells when they are on mountains, it won`t remove their "dungeons" but its fun and it decreases the threat. The only other way I know is to use the method LMR! suggested, or to use flying units such as griffons, eagles and such. I think Ranger Templars of Taal can move on mountains too.
 
Spiders from uhm whateverthewonderthatspawnsspidersnameis can also enter mountains, and all workers (dwarven workers have offensive abilities).
 
It's also a good idea to use a worker as bait to draw them out in the open where your troops can destroy them. Can't take the camps that way, but you can thin down an existing population.
 
Are all the files needed on the first post of the thread?
 
LizardmenRule! said:
By "dungeons" are you referring to the Skaven pits? ie. barbarian camps?

if so, the only way you can get rid of them from mountains is have a city's border expand so the skaven pit comes within the 'sphere of influence'. AFAIK

there was a separate biq for the magic offensive bombard. i think it is called 2.1.a or something. actually, i think there is a link in mrtn's signiture.

welcome to CFC, btw :)

Not sure what to call the dungeons other than dungeons - they're no longer on the map now - I wiped them out finally with Trackers and Griffin Riders! :D

re: the seperate biq for the magic offensive bombard,
does that mean it wasn't included in either of these downloads?
- WH Mod 2.0 ?
- 2.02 Patch ?
 
Stormrage said:
Actually 2.1a is Mr.Do`s version when 2.1 just came out. Magic bombardment will be included in 2.5 iirc.

About them Skaven, you can kill them by bombarding them with spells when they are on mountains, it won`t remove their "dungeons" but its fun and it decreases the threat. The only other way I know is to use the method LMR! suggested, or to use flying units such as griffons, eagles and such. I think Ranger Templars of Taal can move on mountains too.


Aha okay, where's the link for that?
 
mrtn said:
Benson, that's hard-coded.

Is there a possibility, that you can change the quest scenario. Mayby you can only build artifacts with special resources, so you have to conquer them. That would give a good kick.
In the Quest scenarios there is only a rush to build as fast as possible the quest wonders, thats boring. If you can only build them with the right ressource, you have to conquer the special cities. Maybe that they are great wonders, so only one player can have the artifact. In the medievil scenario you can transport the artifacts, maybe thats a funny add on.

I`m playing scytale`s patched map, its great but i have too much corruption(what about a second corruption reducing building?).

We love your mod.

Big Mac Mike Benson
 
Benson said:
Is there a possibility, that you can change the quest scenario. Mayby you can only build artifacts with special resources, so you have to conquer them. That would give a good kick.
In the Quest scenarios there is only a rush to build as fast as possible the quest wonders, thats boring. If you can only build them with the right ressource, you have to conquer the special cities. Maybe that they are great wonders, so only one player can have the artifact. In the medievil scenario you can transport the artifacts, maybe thats a funny add on.

I`m playing scytale`s patched map, its great but i have too much corruption(what about a second corruption reducing building?).

We love your mod.

Big Mac Mike Benson


Transport the Artifacts and perhaps imbibe them with actual powers?
If you're not running the Quest race, they could still be useful.
That would be fun
 
Very nice mod. I haven't tried any scenarios yet, and I have just installed what is in the first post of this thread.

Are there later modifications hidden in this thread I should get?
 
Nope, just be sure you installed them in this order

2.0
2.02
2.11
2.19 (where it says "EDIT")
2.20
(makes sense, doesn`t it? ;))

and NOT in the order they are listed in the first post. (Guys, maybe you should ask Plotinus to fix that?)

Also, all existing scenarios and maps are not compatible with the current version of the mod (I think scens are really reaaaally outdated..). But as soon as the 2.5 expansion comes out, LMR! will finish his mysterious scenario and Scytale will update his excellent map :) I think he is also making another one.

Cheers, S
 
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