Warhammer Fantasy Mod 2.1

*I don't really see the point of the Dryad, why does the elves need a 5/5/1 ATAR unit if they already have the Waywatcher?
The Dryad should have the Sentry order, just as almost every other unit I can think of. I've seen this missed a lot in the biq, and I use the Sentry order almost every turn in my games.

*The two new elf wonders have gfx that doesn't fit, they don't have the usual green background.

*The elf windmill have a palette problem. (CEEurope 2)

*Death Cults give way too many units. The tech gets too large and covers half of Magic.

*Dryad, Hammerer, Bone Giant, Spirit Host, Bandolieros, Peasant Archer, Fell Bat, Pegasus Knight, Great Taurus, Whirlwind, Screaming Skull Catapult, Rock Lobber, Earthshaker Cannon should have the "upgrade unit" flag ticked.

*The movement of the Irongut to Mercantilism means that the tech takes up more space, you have to move Banking to make room for it.

*The Man-At-Arms is added badly to the units_32. All units should use red civ colour here, not blue. I also don't get the point of the unit; as it is it's a 6/5/1 unit that's flagged defensive and upgrades to Pikeman? :crazyeye: Is it supposed to be a 8/5/1 offensive unit, or is it really defensive?
The AI get really sub par when you give it contradictory stats like that, besides it doesn't care what the WHFB army books think about stuff. :p

I've attached a biq with all those "upgrade unit" flags added.
 

Attachments

mrtn, those tech-tree issues are taken care of (mostly) in my updates. I've moved:
- Death cults
- Monoliths
- Mercantilism
- Banking
- Invention
- Architechture
- Forest spirits
And I've elongated the arrow before ogre kingdoms so, that it connects the dogs-of-war box.

And thus the ancient.pcx, medieval.pcx and industrial_new.pcx are edited

Well, Lahmians get five units from the death cults, and it covers magic a bit. Maybe moving the lahmian vampire to magic would do the trick nicely :)

Also, the update I posted previously includes (unnecessarily) modern and the old industrial pcx-files
 
Say, mrtn,
is that biq you posted an edited version of mr Do's original biq, his latest update, or the one I posted?
If it's from Mr. Do's latest biq (whm2.122), then what if I'll edit that biq tonight (with the things I've discovered), add the new graphics posted by mrdo and me, and post it later tonight here? Then we'd have a mod edited by three persons, and nobody would know jack about what's been done anymore ;) :p

I know what I've done, you know what you've done, and mr do knows what he's done.

I think I could do just that, and see if it worked or not :)
 
Okay, finally got the thing downloaded with my dialup. :( Plus I needed to redownload the entire WH2.0. Ugh.

What files do I need after get the 97 meg one? I've seen several patches. Do I just need the last one or all? And is aaglo's update inclusive or also needed?
 
@ Mr Do, Aaglo & mrtn
While this communal development/bug fixing thing surely speeds up the process alot, it gets quite messy after a while with all the different patches. Is there any chance of some kind of definite patch being made?
 
aaglo said:
Say, mrtn,
is that biq you posted an edited version of mr Do's original biq, his latest update, or the one I posted?
If it's from Mr. Do's latest biq (whm2.122), then what if I'll edit that biq tonight (with the things I've discovered), add the new graphics posted by mrdo and me, and post it later tonight here? Then we'd have a mod edited by three persons, and nobody would know jack about what's been done anymore ;) :p

I know what I've done, you know what you've done, and mr do knows what he's done.

I think I could do just that, and see if it worked or not :)
I edited the biq I got by installing all the patches, i e it should be based on the 2.124 zip.
I have some fixed gfx too which I can send to the first of you who comes online on MSN. ;)

@folketsfiende: No, we're waiting for you to fix all the bugs. Now return to work. :nono:
;)
 
First, congrats for the mod and keep up the good work!!

Some bugs i've seen just looking at the units:

- Hobgoblin archers, Skeleton archers, Ungol heavy gunners, Saurus gunners and Leadbelchers have no bombard ROF.

- Chaos dwarf blunderbuss requires salpeter when the civilopedia specifically says it shouldn't.

- Skeleton spearmen and Undead spearmen cost the same as Skeleton warriors but are significantly weaker (ie. Att 2 for spearmen and att 6 for warriors).

- Invalid civilopedia entry for Skeletal minion.

And finally some questions about balance:

- Why is the wood elven warrior both stronger and cheaper than elven spearmen? It seems a bit unfair for Ulthuan and Naggaroth.

- Same here with the bombard strength of rocklobbers, i mean it's not like orcs and goblins need any kind of advantage at this point in the game...

Khemri seems really overpowered now. I mean in v2.0 it was already one of the most powerful civs being agricultural and free granaries, now they have cheap but effective units in the second age. Has anybody played against them yet? i'm curious to see how they'll fare...
 
Just to let everybody know, an update (which hopefully will solve several problems mentioned in this thread) is on the way - me, mr.do and mrtn are currently working on it. So, just be patient, friends :)
 
OK, here's that patch aaglo talks about. Most of the work was done by him, with help from me and Mr. Do.
It's two zip's that should be extracted to your basic Conquests folder, for most people this should be C:\Program Files\Infogrames Interactive\Civilization III\Conquests

First File!
Second File!

This contains a bunch of small and big changes, a couple of new ships and assorted goodies. And the first unit ever to come at Irrigation. :D
 
I don't think the second file's download is working

Edit: Must've just been a temporary glitch on my end. Works for me now.
 
Am I still the only person who thinks that the 'Black Orc Infantry' being green instead of black is somewhat awkward?

BTW, amazing job Mr. Do, Aaglo, and mrtn with the whole rapid-fire update thing you have goin here :goodjob:
 
Black Orcs don't have black skin. Look at the Games Workshop images here
 
Just discovered two bugs. One is that the Cathayan swordsman is only available with Steel, rather than Smithing. The other is that the NormanKnight.INI file is missing. I got an error message halfway through the game (I was actually playing the Lahmians) saying that it couldn't find the file and then the game quit.

Otherwise, it was a fun game. I like how the Lahmians can build all sorts of undead units but have to lose population to do it.
 
Oh, and I'm quite sure that the updates posted by mrtn include all previous updates (i think even including the NormanKnight.ini -issue mentioned by Nanocyborgasm).
Hey mrtn, did you rename the wh2.15.biq to wh2.1.biq?
 
I tried the expansion and liked it a lot, however I also spoted some of the bugs mentioned above. I have a suggestion to get rid of all the remaining bugs once and for all.

Since many people are interested, we could form a team and share the components we should check, it is too much work for mr. Do alone. We should:
- Check the entire civilopedia (missing pcxs and invalid links).
- Make sure that all unit animations are valid through debug mode.
- Check the rules on the editor.
Then all bugs should be posted to mr. Do and have our new full patch, probably through FTP. This way requires much work, but it is more effective then the occasional bug report.

Any volunteers?
 
aaglo said:
Oh, and I'm quite sure that the updates posted by mrtn include all previous updates (i think even including the NormanKnight.ini -issue mentioned by Nanocyborgasm).
Hey mrtn, did you rename the wh2.15.biq to wh2.1.biq?

I forgot to mention that the civilopedia entry for the undead defensive unit (can't remember its name) that you get with Steel says it's only for the Sylvanians, but it seems to be available for the Lahmians too.
 
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