Warhammer Fantasy Mod 2.1

Thank you Gibsie for that bit of information!

We were discussing the Ungols cause they are in the mod, and they are represented twice (Ungols and Kislev) while the huge Hung tribe was nowhere to be seen. Atleast the Kurgans are represented by the Dolgans. So I would agree with you that they didn`t rewrite "history", but rather updated it :)

@aaglo.... :blush: :)
 
Im back! (Got sucked up in the hurricane that is Civ 4:p )

About the reasource removal jobbie:
i had this pathetic little idea that the Griffon resouce be renamed to "Nesting Grounds" or "Aeiry" (not sure about spelling) and make it so that all units with a wingeds avatar requires it...eg. great eagle, dragon griffon pegasis etc.
(i dissagree with merging the beast resource, i personally find it daft:rolleyes: )

And about the whole Dolgan / Ungol debate:
I soooo lost. I still agree with Stormrage pizza dude guy, but thats about all i can follow.....

About my non-existant Warhammer map:
iv given up trying to post it on this forum. i followed all the instructions posted here(cant rember who by) but it always fails and im just extreemly frustrated with it (plus i havent even looked at civ 3 for a few weeks... such dedication...:mischief: )

oh well, thats all i can think of for now

Signed P.L.
 
@Psychic Llamas: Nice to hear some points of view on the rescource discussion: We need strateigac rescources both for the strategy and for the flavour. The questions is just how many and which ones.
I also find the "Beast" rescource a bit dodgy and I have the feeling it will be temporary.
I fancy the idea of having a common rescource for flying beasts - perhaps it could work, but as mentioned earlier - Dragons are more summoned by strong magic than "going out in nature and find them" :), so perhaps not these fellows shouldn't depend on rescources.
It was good that raptors went away, but poor Araby. They are still dependent on a very rare rescource (perhaps 1 per map). It is almost like demanding Brightstones for making Troll Slayers for the Dwarves. Or correct me if I'm taking it too ling now.

Well, I think we should keep our minds up for futher changes. We shouldn't demand rare rescources from some civs and not thre others I think - but yes for the big bad monsters it's good you have to work a bit for them :)
 
Frostyboy said:
...It was good that raptors went away, but poor Araby. They are still dependent on a very rare rescource (perhaps 1 per map). It is almost like demanding Brightstones for making Troll Slayers for the Dwarves. Or correct me if I'm taking it too ling now....
I don't see this at all.
Araby have three units that require horses, personally I would rather build the 8/4/3 Dervish than the 8/5/2 Camel Cavalry.
The camel is only added flavour, it's not a must.

aaglo said:
Noob, you don't know what you're saying
I agree, whenever I have a civ 3 modding question I ask myself "How have embryodead solved this?"

BTW, check out my ToT conversion thread, I'm thinking of replacing the SW Emperor with the ToT Liche.
 
OK, Araby doesn't need camels to survive - but how boring isn't it not to get the camels when playing them. Horses are much more common, and if camels had the same frequency it would be fair.
 
I see some of the civ-colors have been changed in 2.19.

I have earlier tried to change them in the palette, but unsuccessfully.

Could someone please tell me how to change the colors in the civcolor-palette so I can customize my own colours (I like to revert back to some of the old for instance) :)
 
@Frosty: How boring is it not to get iron as a dwarf? That's part of the game.

No colour changes were made. However I'm thinking about maybe changing the Ungol and Ind colours so we get Ungols and Ind.
If that's not done officially, Stormrage, you could always do it yourself.
And, Stormrage, if you remove that minus from your link it might be usable. ;)
 
You are right. I opened the WH2.1.biq file on the desktop to edit, and there the colours look different since they didn't have the right link to them.

No worries then :)
 
mrtn said:
@Frosty: How boring is it not to get iron as a dwarf? That's part of the game.

What I'm saying is that Iron has an appearance ratio at 160, Horses at 130, beasts at 120, but Camels only 50.

If Camels were about 120 as well, then it would be better after my opinion.
50 is too rare for a civ-specific rescource.
 
Mrtn... that solution still leaves that anoying color in the game :)
And I will do it myself, for the Ungols or the Ind, what ever you decide, I just have to think of an appropriate color...

I removed the minus :blush:

@Frosty, good point!

Or, how bout removing the resource dependance for the camels, I mean, it`s Araby! If they had Santa, Rudolf and the rest of the lads would be camels!
 
I think your problem with camels does not stem from the appearance ratio ... it is due to the fact that they only appear on Desert tiles IIRC ...

Your 'solution' about increasing the number of times camels are placed randomly on the map will only lead to strange deserts over populated with these creatures :crazyeye:

This of course only becomes a problem in random maps ... pre made worlds will always have Araby near desert and Lizards with swamp access.

Possible solution ... remove the resource and add a small wonder that spits these units out.
 
Thanks for the views :)
Yes, It's a problem with the deserts. I thought since raptors went, then camels could go as well since this also were a civ-specific rescource.
I think a wonder could be a nice solution, or just skip the rescource, or call camels for "Beasts" and let them use this resource instead.
Although boosting the frequency up wouldn't hurt. More camels would make desert areas better to build around. It shouldnt be a rare animal after all :)
 
Did you notice how ever since Gomurr opened the sandbox for me and LR to play in, new posts on this thread have become less frequent? :mischief: :p

Hmmm if camels are only an added flavour, not a must, maybe they should depend on horses too? I know it sounds kinda stupid, but let`s pretend like it isnt ;)

How bout this - Beasts resource turned into Monster (or creature or something) resource, and Horses resource turned into Mounts (or something, there probably is a better word for it) resource -horses, camels, wolfs, boars - all normal animals, that could be trained for mounted unit purposes. Maybe even elephants.
 
Well, personally I have no problem at all with the Camel resource; it's very like the Halfling resource; it gives a great wonder (that should be hard to get) and a couple of flavour units that aren't really necessary.
So no, I don't see a reason to change it and prefer it as it is.
 
Is there any scenario or pregenerated map with the mod? I havent seen no one, and i have to play random maps. Its a great mod, but would be better with some maps and a "historical" locations, locked alliances and that kind of stuff.
 
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