Warhammer Fantasy Mod 2.1

Oh well... umm...they would have to make some major changes... I don`t think they are gonna do it... And also, I think it would work better in a new mod, instead of changing the one a lot of people got used to. If your suggestion was pure sarcasam then nevermind everything I`ve just said :)
OH! And you get an A+ for the "insane" part :p

As far as the horned helms for Amazons go...
http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=9947119901904&orignav=9
 
I've been absent for a goodly long time... I lost my C3 CD, which rather impacted the amount of time I spent playing C3!

But I found it recently, and, as I was about to start a game, I decided to check for the latest mod updates, and I grabbed all the WH2.1 stuff... I have WH 2.18, now (I had to read all 35 pages of the thread, though... ick!)

While playing, I noticed a bug... Chaos Cultists enslave to Warriors, instead of other Chaos Cultists (quite effectively nerfing Chaos Cultists). I've fixed this in the version that I'm using, but I suggest that the change be added to 2.19

Unless, of course, this was intended? If so, then I shall proceed to complain bitterly.

Edit: Incidentally, Griffons and Raptors should be merged into the Beasts resource as well... to cut down on the amount of resources used for only one thing.
 
I agree with the Griffin and Raptors - if we at all need the Beasts rescource. I mean it has no realism in it - all kind of beasts gathered on one spot!

Also Camels should go after my opinion. It is such a rare rescource and it's pretty boring playing Araby and not get it (and if it lies far off it's pretty hard going to war for it). Ogres on the other hand work perfect - you don't need them and everyone can get them if they get the resources. Horses and Iron too of of course. Elephants are after all used by several civs and they are not either so neccecary for the ones using them.

Yes, I know such rescources are a nice flavour to the game, but I think game balance should come first. Therefore I vote for removing Griffins, Raptors, and Camels. At least the last two as they can screw up the game for the Dark elves and Araby.

Can't we rather have more bonus resources? It is already enough strategical rescources out there.
 
And what about those bears! There is a bear resource and there are no bear units! And bears eat camels for breakfast, like, every day, especialy the polar ones! And... Oh, well, time to get my medication...

Endovior, welcome (back) to CFC! Nice bug hunting job there, I hope they saw it too, and fixed it in 2.19
 
Can someone tell me why all my files are now .big instead of .bic? I am sure it is a "duh" question to most of you. However, I wanted to mess around with some of the maps I had created in the past (a few years ago, and NOTHING near the extent that you guys are all about), and now, when I open the editor, it screams at me (not valid file), and then the editor opens anyway. But, it won't open any of my old map files (hence I found out that everything was renamed .big). What gives (in my editor, the tiny map, that shows all the map, is gone, too)? Does it have anything to do with the Snoopy mod I downloaded (and considerably prefer over the traditional Civ3)?

PS: By the way, I have thoroughly enjoyed the Warhammer, Myrror (sp?) and RAR mods! Thanks so much and total kudos, atta boys and gold stars to you!

PPS: I did rename one file back to .bic and the editor opened it, but this doesn't help with creating new maps (and the tiny map, showing all the map, wasn't there, and I couldn't figure out how to get it back).

PPPS: Sorry if this is a little random. I might be a whole lotta ADD right now, lol.
 
Well bic. files are for vanilla Civ3, and biq. files are for Conquests. You can`t open say a bic. file with a Conquests Editor (which is in your Conquests folder).
So if you want to make things (map, scenarios, etc.) for Conquests use the Conquest Editor. As for the minimap I think you just need to press "M" on your keyboard..

P.S.: I think I`ve pretty much covered it, but maybe there is more to this, if anyone has anything to add, please do.
 
Stormrage said:
You can`t open say a bic. file with a Conquests Editor
I'm pretty sure it's quite possible to open a .bic file with the C3C editor.
 
Just to let you know I enjoy this mod immensely, but we decided to add few things with my little brother to make it even more enjoyable to us, and we are building few new things and units for the thing, and I would like a comment from someone, he's the artist, and my little sister, im kind of a brainstormer :P

Great Wonders:

Blood Bowl League (requires Blood Bowl and at least five arenas built)
= Creates culture and produces two content citizens in it's city and one content citizen in all other friendly cities in the same continent, we are also planning on having it to produce blood bowl fanatics of some sort, but that's just a very very early idea.

Small Wonders:

Chaos Mutating chamber (Requires meteoric iron advance and the city must have warpstone on it's city radius) = produces chaos spawn every 12 turns.

Dungeon Bowl (requires dwarven ingenuity)
Chaos Cup (Requires Chaos Gods)
Spike Open (Requires Old World)
All require Blood Bowl and at least five arenas built) = Culture and income bonus.

Units:

Squigs for goblins (Coming really soon, require the beast resource and creature control) 8/2/2 may attack twice in turn. THE Ultimate attack unit for Gobbos, as it should be :)

Chaos Spawn (Requires meteoric iron, and can only be produced via the small wonder Chaos Mutating Chamber) 6/6/2 And the ability to bombard as well as do amphibious assaults. We wanted SO BAD that there would be possibility to have different stats for every produced spawn, but alas, that is impossible. :P

Anyways, the graphics are coming sometime soon, so what do you think of these ideas, also the Imperial Hellraiser Volley Gun is on it's way to be built, but I have no idea how to increase the rate of fire on bombarding units :P
 
Yeah, Ogres do work... but civ-specific resources? Bad thing. It'd work much better if all civilizations could have SOME unit, building, or advantage from any given resource. For units, you could get mercenaries of some type... (for the camels, some generic camel rider, as an example). As mentioned previously, the mercenaries would be generally more expensive/less effective then other units (assuming that you have all necessary resources), but handy if you've only got a few odd resources. For mercenary units, the same unit pic would be used for all civs (to cut down on graphic requirements). It's okay to leave one or two civs out... for example, if the graphic is a human guy riding a camel, you could abstain from giving the greenskins and slann camel mercs.

Bears? Another reference to that werebear you've been wanting, I'm assuming. But they're a bonus resource, and the system won't let you use that as a requirement.

To open other file types, take a look at the dropdown file type menu when you're opening.

New wonders based off the Blood Bowl? Sounds interesting... do you have any graphics to show us?
 
@P.S.Y.C.H.O. -I open the Conquest Editor, I click on File - Open, I go to look in the Scenarios folder (the Vanilla one!) and its empty... When I do this with the Civilization Editor, it has those 2 world maps... So I figured C3C Editor cant opent bic. files... I could be wrong, I dunno.

@Endevior... Its OK now, I took my medication after posting that one :p

@Timppa! Welcome to CFC! Your ideas sound great! Can`t wait to see all the stuff you guys made!
 
@stormrage: thats cos your not telling the editor to look for .bic files. its still looking for .biq files. change file type to .bic or all files, and viola, civ 3 vanilla .bic's
 
mrtn said:
2.19 should be firmly uploaded to the server now, we just need to get the correct download link from Thunderfall. :)
I'm really looking forward to this!!! :)
 
2.19 is here!

http://www.civfanatics.net/downloads/civ3/modpack/WH2.19.zip

Due to a small number of late bugs (thanks Endovior ;)) you also have to download a new .biq, just let it replace the one in the big 2.19 download, and put it in C:\Program Files\Infogrames Interactive\Civilization III\Conquests\

http://www.civfanatics.net/uploads10/WH2.19.1.zip

EDIT: Get this file too, unzip to the units folder. http://www.civfanatics.net/uploads10/Oscan_Companion.zip
EDIT2: And this one too... http://www.civfanatics.net/uploads10/Harad_Swordsman.zip
This upgrade replaces the 2.18 upgrade, so if you haven't downloaded the mod before, you need 2.0, 2.02, 2.11, 2.17 and 2.19 (see links for the other versions in the first post).

Changelog 2.19:
Spoiler :
- Remove the raptor resource, and delete the cold ones tech. Replace with Beast for Cold One Rider and Cold One knight.
- Move the cold one riders to chivalry.
- Move the Dark Rider to Military Training, make it 6/3/3, 60 shields, require only horses.
+ Add a Dark elf unit, Executioner, 8/4/2, iron.
-Remove old spider from the editor and pedia.
+Oscan Companion as high elven Ellyrian Reaver. 4/2/3 30 shields.
-Ogre Leadbelcher don't require iron anymore.
-Have the human spearmen for the undead civs upgrade to skeleton halberdiers instead of skeleton spearmen.
-the skeleton spearmen is cheaper, 5 shields, and always available.
-Tarnhelms Keep require Monarchy govt, as it's only useful for Monarchies.
-Changes in the pedia.
-Make Black Orc Boyz trigger GA.
+Add the Medieval European Worker for Albion, Bretonnia, Norsca, Westerland, Reikland, Kislev, Sylvania.
+Replace MaA with the Domani.
+Replace the Ao*Infantry with the current MaA (ie Italian Footknight).
-change amazon slave worker to 75% work speed. Doesn't need upkeep.
+Add my blue mage as arabyan elementalist.
 
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