Warhammer Fantasy Mod 2.1

Their is alittle inconsistancy with the Civopedia when describing The Golden Age:

^{For example} if the Dwarfs (industrious and religious) build the Pyramids (which is both a feat of construction
and a place of worship), Egypt's Golden Age could begin. Or if the Babylonians (scientific and religious) build the
Great Library (scientific) and the Oracle (religious) Babylon's Golden Age could begin.

I mean I don't think Eygpt and Babylon are in Warhammer... Unless I missed them somehow :p

I took the liberty and put something more appropriate to the description:

^{For example} if the Dwarves of Karaz-Ankor(industrious and scientific) build The Cursed Pit(which is both a feat of construction
and a place of learning), Karaz-Ankor's Golden Age could begin. Or if the Khemri (scientific and agricultural) build The Black Library
(scientific) and Bugman's Brewery (agricultural) Khemri Golden Age could begin.

If it really matters to yo that much...
 
Commander Jac said:
At most points surely agreed with you. (Workink on it)

-but-
Khemri is Nekhara and they are not arabic. Egypt like is not mean arabic.
The melody is designed for 1st era when Khemri playing as Nekhara and represent agricultural scientific ancient nation with hightly developed culture . Melody must contain some mistery and feeling of unknown future (which is becoming undead).
All arabic music i think need to leave for araby with their holy war and straight relation to arabs.

Imagine Slaves dying building Pyramids and despots but not Garem and Sheih/Arabic like palace.

-yep-
Thank for track example - its amazing. Its good for Khemri but its Rhythm and harmony is better for Araby. Btw We used almost same harmony in our sample. Please relate to melody there -because it was composed with in day and atm is only very very wet sketch - there still lack strings and flute. At most we agreed with your oppinion. (Instruments). After addition of them track i posted will be like your example but bit minoric, less variative (more necromantic) , and bit less rhytmic, less tempered than arabic music. (again Arabic/Muslim is not mean Egypt-Like)


And there is alot of types of arabic music (I by myself live at Middle East - IL)

Again really impressed by good track you gave (again i live at ME ;) and its good).

Anyone who have ideas/race tips (any) please post them.


I thought it was really good. But Khemri are undead and I think it would be apropriate with pulp horror sounds. I think Erie sounds and some chains and wailing would only improve it.
 
Lomion said:
aaglo: Maybe its just me on the tech tree graphics but the update is still as invisible to me as the orginal. No biggie and run with it if you like it, its your mod :) .... I will just keep the default civ3 ones ... not pretty but high content and visibility :)
:p
Well, I think I did exactly what you requested, and yet you are not satisfied :gripe:

;) :p

That's okay. Besides, I'm also working on these (which would propably work for you).
http://forums.civfanatics.com/showpost.php?p=3121396&postcount=54
 
A great mod, but just a small question, that may be a bit off-topic.
Is anyone going to buy Civ4? Why do I ask that here???
Well, what is the point of having Civ4 if there is no WH mod :-O
As this mod is still being updated, I don't see the point in Civ4 till some great people mod it to include the WH mod :D
 
Buy Civ4? Like I have a choice. But I have this gnawing feeling in the back of my mind that it is going to SUCK bigtime, from what I have been able to conclude from screenshots and texts so far it looks like the dumbed down the entire game to make it more RTS.

Plus ofcause no Warhammer mod ... but i'm sure it might come eventually.
 
flexo said:
Buy Civ4? Like I have a choice. But I have this gnawing feeling in the back of my mind that it is going to SUCK bigtime, from what I have been able to conclude from screenshots and texts so far it looks like the dumbed down the entire game to make it more RTS.

Plus ofcause no Warhammer mod ... but i'm sure it might come eventually.
While I agree some of it seems to suck right out of the box, if it is as moddable as they claim, then the modding capabilities of it would make for MUCH better mods than one can ever get from Civ3. As a player, I am curious but also somewhat dissapointed in some the Civ4 features. As a modder and programmer, I cannot wait.

I fully expect there to be a Civ4 Warhammer mod - one that will eventually shred this one. I just hope the people behind this one are the ones behind the Civ4 one. I am sure it will be a good year before anything close to this comes out there, as to be honest I think this is the most polished and playable fantasy mod there is for Civ3.
 
Gaias, thanks for that. :)

About Civ 4; remember that it took us 4 years to make all the units and improvements needed to make 2.1, it may well take as long for a C4 mod that's as detailed. And as this is quite off-topic in this thread, it would be best if we didn't fill pages talking about civ 4 in the civ 3 forum. :)

EDIT: Hey, what about The Great Apple's squiggoth? Wasn't that made as a WH fantasy unit? (and no, I'm not talking about the WH 40k version ;))
Linky
 
Hmm... why not? For both greenskin civs, available at creature control (or somewhere in the 3rd era)? That seems to be a defencive unit more than offencive unit? And a really tough one too - with defencive bombard and +2HP. An Expensive unit. Or what were your thoughts?
 
I know too little about the monster, so I didn't think more than "Letz add dat monster!" :)

aaglo, if you get online sometime I'd like to discuss dwarves. ;)
 
First of all, thanks to all of you who put this updated Warhammer mod together. You have obviously put a lot of work into it and it will be great to see all of those great Aaglo units put to use, finally!

Second, from a guy who has been following the thread but too busy to do anything with it, I'd like to suggest an update to the first post listing (and linking) all the updates and patches - it apparently hasn't been updated in awhile. There are just too many of them at this point to keep track of. Aaglo's post on page 8 - I believe it was - helped a great deal but being buried in the middle of the thread like that makes it less accessible.

Looking forward to trying it out very soon!
 
Hi
eh dude want my "money" back :), but anyway great gig u done again.
i got 3 install crashes within the art folder maybe u doin an new full 2.1install instead of all these patches??
peace hulk
 
I posted once before in the original Warhammer 2.0 thread over a year ago, and I haven't played any Civ3 but this mod in all that time. I'd like to say thank you to all who have continued to expand on Embryodead's most excellent creation. I can only hope wherever he is, he's smiling down upon it ;)

I never played the tabletop; never got into the lore of Warhammer, and never knew dwarves could fly in hot-air balloons until I saw this mod; but since then I've sifted through countless maps and web pages researching for my own Warhammer world map. Started, restared, trashed and started again 1000 times, I finally have something decent.

So, if I may be so bold, I'd like to submit my 180x180 map of the entire Warhammer world. I used (apologies, I believe it was Scytale's :blush: ) 140x140 map and modified it heavily. Rule changes as follows:

  • Cities cannot be built on Jungle, Desert or Tundra (though savvy human players may figure out a way around the last one)
  • Magic College produces a Lightning Bolt every 16 turns
  • Added "Dwarven Hall" Bonus Resource, +2 food from mountains for Karaz-Ankor and Chaos Dwarves only

Every civ has decent start locations except Sylvania, whom I would gladly leave totally mountain-locked if I thought there wasn't at least one Old World Vampire fan out there :D. Feel free to PM me with feedback, good or bad. I hope you all enjoy, and thanks again for everyone's hard work!!
 

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aaglo said:
Hmm... why not? For both greenskin civs, available at creature control (or somewhere in the 3rd era)? That seems to be a defencive unit more than offencive unit? And a really tough one too - with defencive bombard and +2HP. An Expensive unit. Or what were your thoughts?

If I may suggest, it really doesn't strike me as a defensive unit. It would seem to me to be an offensive powerhouse - I mean, it's a giant monster with a huge gaping mouth, it'd be great to charge into thick enemy lines and just trample, eat, or gore the ranks of the enemy. But that's just my opinion.
 
Is anyone working on another patch/update for Mr. Do's mod? And if so, when might it be released? I know there are some minor bugs that remain(most of which can be fixed by the editor, but I'm just too lazy to pinpoint all of them and fix them myself :p ) and there has been some discussion of inserting/changing some things.

I've been sort of tinkering with the new mod but am a bit reluctant to plunge into an epic game only to have a new patch come along shortly thereafter that adds or alters anything significant.
 
BUG: for improvements like the Silk/Spice road and the cursed pit, you anly need to have the improvement in your strategic recorce box, not your city radius.
 
BUG: for improvements like the Silk/Spice road
AFAIK that's a design decision, not a bug. ;)
and the cursed pit, you anly need to have the improvement in your strategic recorce box, not your city radius.
Not true, the cursed pit can only be built with warpstorm in city radius. :)
 
Took Fledlings Warhammer map for a little spin. Not only is the Sylvian starting location their doom (they will never pass size two). Chaos has the exact same problem. Yes they could potentially found lots of cities up there will all the hills and forests but they won't since they won't go beyond size 2 either.
 
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