Warhammer Fantasy Mod 2.1

Dracleath, it seems you found a couple of bugs. :)
The first Temple Dog should be buildable by Nippon, and the Indic Corsair by Ind. They have been before, I don't know when or how these bugs got added. :hmm:
 
Want me to post up or send someone my fixed bic?


I've also got a version with a slightly edited ind build list and a monarchy araby that I've been playing with that I could send as well.
 
Some bugs that have turned up like the temple dogs not being buildable by nippon are so weird- how did they get there?! I'd still prefer Araby being Despotic, it needs it to separate it from the "good" Old World civs. And slavery is such a big part of its culture...

I'm tempted to suggest giving the Ind access to the new Kong unit (Their fabled "Man-kin") to give them a bit more character...
 
ok but maybe their unit stats should be dropped just a bit, despotism is an absolutely huge advantage in the early game and they aren't really giving up anything for it now. Maybe drop the dervish to 7/3/3? I guess it's ok for some civs to be a bit more powerful than others though.

And corsair + an archer + a 3rd age kong unit would make ind a lot more attractive.
 
Hmm, yeah they do have similar stats.

Shipbuilding seems to be a bit long to wait though, though I guess not really much more than irrigation and it does encourage ind to go for ships which is probably a good thing.
 
Couple items:

- Magic College still makes temple dogs, not fireballs.
- Liche (Khemri) doesn't have +3HP bonus
 
I just had to register so that I could do the following thing.

Thankyouthankyouthankyouthankyouthankyou... Please continue this as long as you like because I sure did when I found this.

Anyway... just a one teeny weeny question; Do you think there could ever be a possibility of having a Helblaster Volley gun for the empire, a siege weapon of maybe not too much power, but a HUGE rate of fire? It was always my favourite weapon when I still played the game.

Oh, and squigs :)

Anyway, back to the mod, I banged the heads of the others with Empire, now it's time to go and kick some goody two shoe ass with the Naggaroth!

Thankyou! :crazyeye: <one more turn
 
New poster here, love the mod , me and my friends are having a ton of fun with it. I just downloaded the new 2.17 patch, but im encountering an error when i try to launch it. im choosing it from civ-content and the new file posted there by the patch and the error im getting is

FILE NOT FOUND
"art\advisors\karl-franz_all.pcx"

i have tried reinstallign all the oatches again, but still getting same error.

help plz...im dying to try the Squigoth :)
 
Don`t Work. Could it be a prob when i have a german version?
Sorry for the Bad English, i`m an austrian.
 
@sockenpunk,
Welcome to CFC :wavey:
About your problem:
Yes, If you have a german version of the game, you will no doubt have problems with most of the mods. We really can't help you with that - sorry :)
 
Sockenpunk, I think there's a program available that can rename your German files so you can play English mods. :)

@Lomion: Do you really have 2.17? That Magic College bug has been fixed.
 
Spent most of my Sunday on this great mod. I noticed that bombardment is not very efficient anymore during city siege. It works (relatively) well against units but doesn't do anything against city structure. Is this intended in the design or am I the most unlucky player ever?

I've had 10 units (2nd unit available, with 8 bombarding factor and 1 rof) bombarding a city for at least 15 turns, never affected a city structure like the wall, population or barracks. It took forewer to conquer that city (10+ turns and over 20 offensive units lost). I even had to conduct a navy embargo to intercept reinforcements coming by the sea. It was a lot of fun though.

Currently playing as the dwarves. They are a lot of fun but I find the lack of a good range unit (archer/crossbow/mage) and no cavalry very tough. It is a nice faction tough. Lots of character and definitely offers a different gameplay from the others factions.

I just reached the 3rd age of research. Currently the 3rd faction overall. Over 12 faction remaining. It's going to be tough. I am always behind in research, nice change ;)
 
A note about the strategic ressources for units like wolves, camel, beastman and the like.

The current design is interesting but I find it slightly lacking. The current design makes each ressource only usefull for one or two races but useless for all the other faction. It would be more fun to also offer a generic version (less powerfull) unit for all the other faction. This way, the ressources would offer something to the faction that controls it.

For example, with camel offer a (generic) cavalry unit. Most of the time, it would be next to useless versus regular cavalry unit, especially the advanced models but it would offer some interesting alternatives for the factions that do not have any cavalry units, like the dwarves, or for a faction that does not have access to horses.

Also, I haven't studied the research tree in detail since I have no experience with the later ages, but are there any dragons units? And how about adding a dragon ressource?
 
The resource idea is good, but it'd really require a complete rethink of the game. Yes, if camels were the main horse-sized animal in the Empire and there were no horses, they would ride them into battle- but so would the Slann, Elves, etc. And we're never going to have graphics available for all of that, unfortunately.

There are dragons, with no dragon resource, one of the original designer's ideas.

And you're never going to destroy city structures with artillery, as nice as it would be. We can blame the Civ 3: Conquests designers for that one though ;)
 
Mr. Do said:
The resource idea is good, but it'd really require a complete rethink of the game. Yes, if camels were the main horse-sized animal in the Empire and there were no horses, they would ride them into battle- but so would the Slann, Elves, etc. And we're never going to have graphics available for all of that, unfortunately.

I guess you're right

Mr. Do said:
There are dragons, with no dragon resource, one of the original designer's ideas.

Cool!

Mr. Do said:
And you're never going to destroy city structures with artillery, as nice as it would be. We can blame the Civ 3: Conquests designers for that one though ;)

Really? Is this the case for all type of bombardment or just from land unit? Is it possible to destroy city structure with air units and/or naval units?
 
I recall that bombarding from the sea will usually destroy any sea defences about the first time you fire it, which is really annoying. Basically it's another part of the game that doesn't work so well.
 
I think mr.do covered those questions nicely :) - altough I seem to remember, that city buildings can be bombarded to pieces, but only if all the defending units are down to 1 hp. (I'm not sure though).

Also, a funny thing (not concerning this mod, since we don't have Air units in the sense civ3 handles air units) about bombarding: air units are the first ones taking the hits in a bombing run :eek:

Ok. back on topic.
I've got a question to people playing 2.17:
Have you ever gotten a plague (those vultures flying over the skull)? I haven't...
 
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