Warhammer Fantasy Mod 2.1

aaglo said:
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).

You have it right, agloo, though the bombarding unit must have the 'collateral damage' flag checked. I don't know if that's the case in v2.17.
 
aaglo said:
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...

Oh yes, I have !! I almost never had a game without any plague... and it propagates like... well like a plague actually ! Once the disease starts in one of my cities, the others (at least those that are connected via a road) are often hit as well... yesterday (I was playing the Empire), 11 cities got the plague !! And since I was still in the first age, there was nothing I could do to prevent it :(. I think this was my top record ever ;)
Although I've noticed that it doesn't kill a lot of population, it's very annoying.

A prceision : I play mostly in the demi-god difficulty setting maybe it comes from that...
 
Lizardmen units change idea.


At 3rd era Slann have very similar 2 units that one of them simply useless and that should be changed:

The Cold Rider - Aviable at Cold Ones, 90 cost, 9.5.2 +1 hp - need raptors resource and technology separate and useless for advance in tech tree.

Stedagon - Aviable on Creature Control, 110 cost 9.6.2 +2hp - no need resource, technology is prequisite for Aerial Cobmbat.

As you see Cold Rider is useless as it is (demand rare resource , useless tech, less hp, less def) and its not worth 20 production cost difference.

It would be fair and more balanced when Slann will have raptor-dinosaur fast ground unit and Cold Rider should be pathched to 9.5.3 +1hp at least
 
That's a valid suggestion. In addition to increased mobility, it should also ignore movement costs in forests & jungle. (they already might do so, I'm not sure thought).
 
I have to say first off great mod, installing the 2.17 patch now. I've had quite a few good games with it, including one where the Ironclaw Orks managed to wipe out the High Elves, then the Dwarves, then the Chaos Dwarves, then the Empire, then Chaos. To fully claim control of a mega-continent while the other six civs were stranded on three smaller islands. I managed to pull a win as the Dark Elves with a quest victory(with only 16 turns to spare). The funny thing was that aside from the Ironclaw Orks and myself, the Redeye Goblins were the other major power.

Anyway, I have been playing other civs now and the Slann a couple of times. If you're going to give the Cold-One Rider 3 movement, i'd take away the extra hp. Because otherwise whats the point of building Stegadons? The Cold-One Rider may be on a useless tech and require a resource, but it'd still be 20 shields cheaper then the Stegadon and end up making it useless if you did get the resource. But with 1 less defense and 2 less hp, there would still be a reason to send Stegadons in with your army.
 
I have also installed and started playing as The Empire at patch v.2.17. I have had one plague, so they do happen. The game is running very nicely now. I played on a huge archipelago with 60% water, and found myself a wide swathe of territory on the north side of a vast continent, which I settled like crazy, sacrificing everything just to churn out settlers, even from cities that weren't settler-factories (that strategy is hard to work in WH because pottery and irrigation come relatively late). I'm at war now with the Chaos Dwarves, and have captured one of their cities with ease.
 
Damn, 2.0 works now, there is a tool to play also with the german version. But 2.1 and any scenarios don`t work, because there is no : SiegeWarfare-Small.pcx. :cry:
 
ChaosLord said:
Anyway, I have been playing other civs now and the Slann a couple of times. If you're going to give the Cold-One Rider 3 movement, i'd take away the extra hp. Because otherwise whats the point of building Stegadons? The Cold-One Rider may be on a useless tech and require a resource, but it'd still be 20 shields cheaper then the Stegadon and end up making it useless if you did get the resource. But with 1 less defense and 2 less hp, there would still be a reason to send Stegadons in with your army.

Removal of 1hp will make Cold Rider useless again.
Note that it require separate tech to research that is not prequisite to any other tech and need resource.
 
The Dwarf Clansman doesn't upgrade to Chaos Dwarf warrior either. Wait, who am I reporting this to?!

I wouldn't give Dryad a health boost, but Slann Saurus Cavalry must retain theirs. They can have the 3 movement though. I think maybe the Dark Elf unit should get movement three as well though if so.
 
Question about flying units.
Why all flying units have "Foot Unit" option markes - such they can not fly over sea.
How about to add bit more cost but allow them path sea? It will be much more "realistic" when dragons will be able fly over gulf and attack enemy .
 
Mr. Do said:
The Dwarf Clansman doesn't upgrade to Chaos Dwarf warrior either. Wait, who am I reporting this to?!

I wouldn't give Dryad a health boost, but Slann Saurus Cavalry must retain theirs. They can have the 3 movement though. I think maybe the Dark Elf unit should get movement three as well though if so.

I think idea to give 3 movement to Naggaroth Cold One Knight is have alot of reason - best golden age knight of one of the fastest races in game should be fast too.
 
Quicky (confirmed using 2.17 this time ;)

Playing as the Goblins and unable to upgrade the Goblin Shaman to Great Goblin Shaman.
 
Mr. Do said:
The Dwarf Clansman doesn't upgrade to Chaos Dwarf warrior either. Wait, who am I reporting this to?!
...
That's my idea, and by design. I want to have the clansman available as cheap escorts, the older upgrade path actually made me dread that I could accidentally aquire Warrior Code, thus slowing my initial expansion.
 
As the guys with real talent continue to debate and refine this fine mod, I decided to do some updates to my 180x180 World map. Changes remain the same as in my previous version of this map, but I have also added a new resources.pcx with a lame graphic for the Dwarven Hall resource.

The Sylvanian start point has been adjusted, as have other problematic start points.

All this just in case anyone cares...
 

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Heya all

I am currently developing and open source application to play warhammer general compendiums campaigns online. but i dont have any good images of warhammer units. i have seen on the previews that most of the units are already done here.

is there any way i can extract them all??

i dont plan on stealing credits from anyone or anything like it. just looking for a little help on developing a new application.
 
Hi there, bruyeria.

You can download all the unit & other graphic files from the first post of this thread.

All the units made for civ3 are in a special flc-file format. The units are not in any kind of 3d-format, they're only animated "filmstrips". From here http://forums.civfanatics.com/showthread.php?s=&threadid=10208 you can download a program which enables you to look at the units, and extract the film strips of these units.

Also, I'd be interested in your project. Where can I find more info about it?

cheers,
aaglo
 
Thank you for the links, I already downloaded flicster. And the zip files on the first post of the pages. Is this all that is needed??
or do i need to extract all the images from the .exe files???


As of the project i can tell you this:
-Its being developed in java.
-It supports different play schedules (for instance, if your group play all sundays, you can setup 7 days timeout, so all players have 1 week to enter their movements, and play the battles on sunday)
-It stores its data on a database (currently oracle, soon it will support other more popular like MySQL or PostGre)
-version 1.0 will have general compendiums rules hard coded (with some variants),
-if things go ok and the app becomes popular and all that. I will ask a couple friends help to incorporate a business rules engine so you can actually use it to create army lists (the icons you will move on the screen) and also dinamically load campaign rules (for instance you can download a rule set for Storm of chaos Campaign, or the albion campaign).
-the development is still on the early stages. We are gathering material, and coding all the "around" stuff, like user creation, user login and campaign creation. Soon we will get to the core screen.

plz let me know how i can extract the images.
Thanks!

[EDIT] Sorry, this post may be a bit IT [/EDIT]
[EDIT] ARG!!..... OT, i meant OT [/EDIT2]
 
hmmm.. I meant you should download and extract everything: wh 2.0, the patch 2.02, wh2.11 and then 2.17.

Then you should have around 200 wh-specific units (+ many not so wh-specific).

Good luck, and happy downloading :)
 
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