Warhammer Fantasy Mod 2.1

mrtn said:
Sometimes you get very short plagues. :) I've had ones like that.

Sure but that wouldn't explain why plague would not be active in the autosave files even though plague WAS active when I played those turns
 
He MR.DO
- with the scaven`s . i thought you make an babarian ai race which isn`t playable by player`s. hmmm
Another thing maybe now comes an big ROFL from u But IT`S VERY FRUSTRATING !!! I mean i play these amazing mod (real good) and the screen FREEZE !!! I installed the mod now for the:sad: (?) 6 time`s , so what i am doing wrong, man??:eek: :eek: :eek: So i got this little question. Maybe u can doing an new modinstaller which is all included in one???? Whatever the mod is GREAT:goodjob: :goodjob:
 
For information:
New patch is coming today. It'll include all the previous patches too, but it also includes some changes compared to previous patches:
- 1 new building, available to dwarfs
- 2 new units, available to orcs & goblins
- updated unit animations
- updated unit abilities & requirements
- updated sounds
- updated ini-files
- updated civilopedia

The size of this patch will be ~14mb

@people with freezing problems:
- sometimes the game may freeze because of low system memory
- the game will certainly freeze if you have installed the game in the wrong directory
- the game may freeze if you haven't updated to the latest version of conquests (1.22) and wh-mod
 
All right!
Here's the update for wh-mod.


http://www.civfanatics.net/downloads/civ3/modpack/WH2.17.zip

Download it, and unzip it into your \Civilization III\Conquests -folder (it all should extract to the scenarios-folder).

Here's a list of the updates in 2.17.
- new ancient, medieval & industrial tech-tree background
- new tech boxes
- added new units: squiggoth & sooside bomma
- added new building: rune forge
- replaced unit graphics: dwarf hammerer, dragon slayer, djinn & earth elemental
- replaced wonder splash: mount arachnos
- updated civilopedia & pediaicons

Here's a list of changes in 2.17:
- gyrocopter has now a bombard ability
- Chaos dwarfs can now have armies :)
- Mining attack squad renamed to mining squad, stats from 5-2-1 to 5-5-1, drop range 4.
- Tomb swarm drop range 5
- Spirit hosts can do 'paradrops' too (range 5)
- Changed skeleton unit requirements & availabilities

Enjoy :)
 
I don't think so - I think that the beheader has way too big weapon for a firts-age unit. But I appreciate your thought :).
And furthermore, it was not done with WH-mod in mind. And I like the clansman and the dwarf warrior :)

But of course you can replace either of those in your personal mod if you like.
 
Mmm i mess some unit in game for one of my favorite races -
Manticore for Nagarroth (aviable with Aerial Combat, replaces Griffon Rider)
 
Thx and merci aaglo. Maybe the reinstall of civ 3 will do it. So i do .......
 
Here's a list of changes in 2.17:
- gyrocopter has now a bombard ability
- Chaos dwarfs can now have armies

I look forward to giving the new version a try, but I just finished a game as the Chaos Dwarves using the previous version, and I'm a little confused about the reference to armies. I had quite a few armies - in fact, I've never had that many armies in any C3C gave I've played. Seemed like damn near every elite unit that fought spawned a leader. I was loving it and disappointed that I won a point victory so early on.
 
But I thought there were no appropriate wonder anymore, since the War Academy lost the Build Armies Without Leader flag and now instead spawns armies every 32nd turn... :confused:
 
he folks the only way (maybe ) , if your SCREEN FREEZE with that mod , is to reinistall the Civ 3 ... sorry about the troubles i do here .....
PS thx for ansering me and maybe u make a note at the first post about the CIV 3 reinstall :goodjob:
i patched with my own stuff about 2 weeks
 
Just wanted to inform you that i made new thread for WH soundtrack (civ specified music)
You're welcome , there some samples/sketches - and for good work and good result we need your activity there.
 
Here's a couple of things I found too late, apparently...

*aaglo, maybe you could redo the 3rd era techtree; change to RGB, add your new "no tech" thingy, and change to 256 again. The ugly palette removes a lot of possible colours. :)
1st era could be redone too.

*The dwarf monastery pedia icons doesn't fit the buildings_ ones.

*The Ogres don't have the "Upgrade unit" flag checked. They should IMO.

BTW I'm using the old prerelease 2.17...
 
I've just gotten back into playing this mod, I just sort of noticed that the Great Unclean one wasn't in it and that the beastmen are sort of only useful for chaos meaning no one really has a reason to fight for them, maybe just perhaps a nurgle civ is in order to compete with chaos undivided :D

All that would really be needed in addition to the great unclean one would maybe be some plaguebearers to replace the lesser daemons. IIRC skaven occasionally work with nurgle followers as well so perhaps this could be a place to sneak a few player controlled skaven in as well as allied units?
 
I took it upon myself to do some spell checking for the civilopedia. I corrected about 500 to 600 mistakes (not really sure exactly) and a few broken links (Ogre Lands to be exact). You can use it if you wish. I was bored and need something to do for awhile, :p
 
aaglo said:
Well, It's actually so that chaos dwarfs could not actually build armies with the appropriate wonder :)

Gotcha! Yeah, I did notice that. I love those chaos Dwarves, Aaglo...your units really make them a great faction to play and I didn't even complete the tech tree because of my early victory. Many thanks from the bleachers!:goodjob:
 
mrtn said:
*aaglo, maybe you could redo the 3rd era techtree; change to RGB, add your new "no tech" thingy, and change to 256 again. The ugly palette removes a lot of possible colours. :)
1st era could be redone too.
ummm... I'm not sure what do you mean - they look just fine in my pc...? What's your screen resolution (mine is 1024x768)?
*The dwarf monastery pedia icons doesn't fit the buildings_ ones.
What is dwarf monastery?
*The Ogres don't have the "Upgrade unit" flag checked. They should IMO.
BTW I'm using the old prerelease 2.17...
No they shouldn't IMO - you've got what you've built, and that's it.
 
I believe after looking up information on them that araby should be a monarchy, not despotism. I believe this for a few reasons:

1. In the game most despotisms have inferior units than their monarchy counterparts. This is balanced by the slavery improvement and lack of war weariness. However, araby is virtually identical to the "european" old world civs in age 2 unit choice and has a good selection of age 3 units. It's also superior to ind in pretty much every way in respect to what units it gets, despite the similarity between these civs otherwise. As it is now ind is just araby with less units and different traits.

2. From a flavor perspective, araby is more similar to a traditional fuedal monarchy than a dictatorship. See here: http://www.ourlair.com/slayer/gameinfo/lands/araby/maphistory.html.

On the one hand yes slavery is a part of their economy, but they have caliphs which have the right to refuse joining a war so war weariness should be a factor. It's not a direct dictatorship but a feudal buerocracy.

3. This would provide differentiation between ind and araby and give some incentive to choose ind, as well as making araby balanced vs the other old world civs in regards to unit quality vs war weariness/production.


Also on the subject of ind:

1. The indic corsair is not buildable by them.
2. They have no attack unit in the first age that doesn't require iron or horses. To rectify this I gave them access to the arabyan archer in my personal mod.
3. I highly reccommend Camjh's aeil units as a possible replacement for the cut and paste units they currently have for their spear units as they definately look indian-influenced. I'm currently using the spear aeil for the southern spearman and the sword one for the blade.


One more thing:

The temple dog is not buildable by nippon.
 
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