Warhammer Fantasy Mod 2.1

Exactly! They suck, and they aren`t much of a roadblock either. There would be two mortal chaos civs, the Hung and the Kurgan, and current Chaos would be the true Chaos civ, with Daemons and everything.

And ED isn`t God... It is his mod, and his baby, and I have enormous respect for him for putting this together, but maybe he had some mistakes... (Don`t kill me for saying this, please)
 
Well the realities of the units available as well as the gw official flavor were both different when he started.

And I'm just thinking of these as more of a variant than necessarilly an official part of the mod. I guess I'll go ahead and play with the ungols a bit too just to see how it works out.
 
mrtn said:
Crap!
Apparently I forgot to include the whole unit folder in the zip... :blush:
Download this file! and unzip it in C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios\WH2\Art\Units
I'm so sorry.
I think there's the same problem with the Harad Swordsman, used as Indic Infantry in game (unless my download went REALLY wrong :mischief:)
 
All, thanks for your earlier answers. I was still getting missing icon errors when I was opening the C3C editor (since you correctly told me I was foolishly opening the vanilla editor - DOH!) and when I tried to generate a random map, it would crash and close. So, I reloaded C3C and it seems to be working again (although I haven't re-tried any of the mods yet, one thing at a time).

By the way, before I go any further, I did try to find the answers to my questions in the "Creation and Customization" forum, but couldn't find them (frankly, they seem one step beyond my beginning skills). Also, I just tried to chat online, and, although there were two dozen or so ppl there, only one responded, and he didn't know anything about modding maps. So, I have returned to where I have found success (and knowledge).

At this point, my question is, how do I create my own map so that when I open it in Civ Content it will generate a random map (the way Snoopy does)? To be clear, I can make a map, save it, and open it, but I want to be able to generate a random map each time I use the changes I loaded into the units (more cost to build settlers and workers, simple things like that).

Finally, I realize this isn't the forum for this question, because it isn't to do with this Modpack. So, please feel free to tell me where I should go to successfully get this assistance. After you answer my question, lol. Thanks, really, you have been helpful in the past.
 
Wolfhart said:
I think there's the same problem with the Harad Swordsman, used as Indic Infantry in game (unless my download went REALLY wrong :mischief:)
I officially suck at modding. :wallbash:
Another quick fix... (This one includes sounds aaglo made for the unit)
Unzip to the units folder.
I really should upload the whole thing again, but I'll give you a couple of days more to find whatever else I can have screwed up. :sad:
 
Handsome Axeman said:
@mrtn, I can see your point, about the Ungols, infact it was my own point a couple of pages ago...
Do you really? To be on the safe side I'll reitterate; The current civs was correct until GW rewrote history.
So you can't say that embryodead's mod was incorrect. :)

And another thing! If the Birdman of Catrazza unit was created, would it go in the mod? Cause there is a small chance someone can make a conversion from AoM, there is a unit just like it! I`m not gonna bother with the request if they are not accepted..
How would that be included in the mod?

@arieswanderer: Please open a thread with your question in the main Creation and Customization forum. :)
 
...Um they are a DoW unit? So maybe they would be included as...umm...I dunno... cavalry? :p
I think Tilea should get them.

And yes, I really can see your point on the Ungols... If the mod starts in the ancient age, then the Ungol civ IS correct, cause they weren`t always under Kislev`s rule.
And if the civs were correct does that mean that when ED made the mod, there were no Kurgans and no Hung, they were all called Dolgans? Cause that is what is bothering me (not the Ungols), the fact that a small Kurgan sub-tribe gets a civ of its own..

Oh, and I like the way you called me the Handsome Axeman. Sound much better! :p
 
I have a suggestion regarding luxuries:

Since there are only 8 luxury rescources in the Vanilla Civ and only place for 8 in the city view (with 9 it falls over the pollution part), I think one of the luxuries should be removed in the WH-mod.

My suggestion is therefore either to remove pipeweed (smoking is unhealthy anyway ;)) OR

Making Elephants a pure strategical rescource.

Comments?
 
08 is my regional telephone code. ;)

Remove a luxury? :dubious:
There's a third alternative; that you move up from Chieftain, so it's a bit harder to get 9 luxs. :p
Seriously I don't see the point, but I remember a modded city screen which removed the pollution line (so 9 luxs fit), I'll search for that.
 
Well, it was only a suggestion. And I play on Demigod but still end up with them all (but on the other hand - you have almost won by then anyway).
I just thought it should be more true to the original civ since for example the marketplace is adapted for 8 luxuries and so on. Also I find it a bit hard to spot the pipeweed.
 
Demigod? Do you trade for them all, or conquer them? I uaually have a hard time getting more than 5 luxes, but then I usually play standard size maps, maybe you play larger ones?
Also, a great way to spot resources is Ctrl+Shift+m. ;)
me said:
I remember a modded city screen which removed the pollution line (so 9 luxs fit), I'll search for that.
I added this already.
 
I do conquer. I always play on tiny maps and go for conquest victory alone - so very militaristic. But that means of course you have almost won when getting nine of them. If playing for domination victory, I think it could be hard getting them all before winning.
It's a shame the AI is so bad and can't play tactically. It often sends troops out in the wild without defences.
I haven't played much Civ4 yet, but I hope the AI's tactical sense has improved much.
And thanks for the Ctrl+Shift+m tip, I had forgot :)
 
Including the Ungols in a WH mod is like including Rome in the normal game... not a big deal! The Kurgan et al. were just referred to as the hordes of Chaos before, they only got proper names when GW decided to expand on their background (As opposed to rewriting).
 
Back
Top Bottom