Warhammer Fantasy Mod 2.1

20 for 20ish meant I have hit 20 ruins now in 3 games and have only got Skaven never anything else, I was wondering if I had something wrong with my install of the game or a setting wrong. Thanks for the reminder on the archer.
 
Oh, now I see. I`m sorry, I can`t help you, I`m playing tiny maps lately, where all barbs get wiped out pretty soon, so I just turned them off.

But I`m sure mrtn, or someone else will know what the problemo is.

Webrider said:
Thanks, guess I could read all 44 pages :P

Don`t forget the 128 pages of the original mod ;)
Plus the preview thread, the Skaven development thread, and the Discussion thread. That`ll set you up with a couple of months of reading :p
 
Don'know if noticed yet:

FILE NOT FOUND
Art\Units\DwarfOrgan\..\Cannon\CannonRun.amb

There is a folder named DwarfOrgan,but no Cannon subfolder in it :sad:
 
actually, the "..." links you to the main civ unit folder. it is taking the cannonrun.amb out of the cannon folder in your main civ3 art folder, and letting you use it for that unit.
 
Quinzy said:
actually, the "..." links you to the main civ unit folder. it is taking the cannonrun.amb out of the cannon folder in your main civ3 art folder, and letting you use it for that unit.


simply this way?
or do I have to create a Cannon subfolder into DwarfOrgan folder and paste all the files from the Cannon folder of main CivIII?

thanks for help :)
 
Lotsa posts over the weekend. :)

@Hikaro and Webrider: Everything you need is in the post where I posted the latest patch. The last link in my signature leads directly there.

Re Barbs: AFAIK they're pretty darn hard-coded, getting only Skaven seems to be just bad luck.

@texdionis: That error message seems to say that you don't have the cannon folder in the original game, did you mess around with that? I'm 99% sure that the error is on your side, and not related to this mod...
You shouldn't have to copy any folders on your own...
 
I have a Cannon folder in the original Civ III folder (english version),then a Cannon folder in the PTW translated version.
I tried to paste the content of both folders into the WH one,but the error still persists.
Do I have to rename the DwarfOrgan.ini into Cannon.ini?
If not,I don't know what do else.
Can you send me the folder or give me the right tip please?
 
I'm quite sure that your PTW translated version messes things up here. one possible solution is to do this:
1. Create folder called "Cannon" at ..\PTW\Art\Units
2. Copy the "strangelanguageRun.amb" (or whatever the run-animation sound is called in your translation) to the newly created ..\PTW\Art\Units\Cannon -folder
3. Rename that foreing-language "strangelanguageRun.amb" to CannonRun.amb

I think that should work...
 
I have made the new patch now, and requested ftp access from TF to upload it to the server. This 2.20 patch replaces all the others, and is consequently quite big, 30 MB. I need help to check that I didn't forget to add anything to the rar this time, so I'd like to send it to someone (with broadband) for checking out. This someone should preferably be aaglo, but if he doesn't get online soon I'll have to make do with my girlfriend, or anyone of you guys. :)
So, in other words, if you do have broadband, send me a PM with your MSN or ICQ addy, and I can send it over for checking out. Post about it in the thread too, so I don't get inundated with PMs. ;)

TLC wins the fast prize...
 
Wow, this is one of the best-made and extensive mods I've ever seen. Kudos, you guys.

A few things, though:

- I don't know what you guys think, but I feel that the game moves way too slowly. Accelerated production was just about right for me. Without it I found myself pressing the next turn button without doing anything else for many turns at a time at the beginning.
- How come virtually no AI even gets to the second age while you've gotten to the fourth age a while ago? Admittedly, I've played only one game, so I don't know if this occurs all the time - but there was only one AI who was even close to on par with me late in the game, and they were a massive empire with lots of contact with other civs.
- Minor point: the dragonship's (maybe the eagleship's, too) attack animation has arrows that fire from the front, but it turns sideways to attack. (if this was already fixed in a patch, sorry)
 
Hmmm... if all pre 2.17 patches are in the 2.17, and its 14 MB, and the 2.19 + later minor patches are 8 MB, and this one is 30 MB...

.. there is 8MB of new stuff?!?

Toh6wy... as far the AI reasarching pace is concerned... move on up from Chieftain :)

I just played a game with Ulthuan VS Naggaroth, everything, units and building was popping up pretty quickly.
 
Ulthuan vs Naggaroth, thats fun. I played the opposite many times. So whats your settings Stormrage?
 
Tiny, random, continents, 70 % water. Naggaroth, Albion, Estalia, Westerland and Norsca as opponents, the Atlantic ocean powers :) I wanted to try out some sea battles, so I took seafaring enemies, but then I discovered the Dragonship is the last Elven ship? Next time I`m taking Westerland :evil:

I ended up on one continet with Naggaroth and Westerland, and Estalia ended up with Albion and Norsca, whom they wiped out pretty soon, I took down Westerland, could`ve taken on Naggaroth too, it was falling behind in research so much I was considering giving them some free techs!, but I wanted some chalenge for later.

But then Estalia proved to be even stronger than me (Why does this always, always happen when I play against them, they always beat the crap out of others?) so I blitzed Naggaroth with Knights of the White Wolf and of the Fiery Heart that I got from conquering Westerland, and then loaded up about 25 Dragonships with 15 balistas (name?), 10-15 ironguts, 30ish knights, 5 or 6 Silver helms, and the rest was infantry and invaded Estalia.

I took down Bilbali, and then we had a huge and gruesome battle, cos he had alot of Templars of Taal and Myrmidia, and Panther knights, but the defensive bombardment of the Archmages wore him out, so then I took his capital, and 2 more cities (all together 4 cities, about 8 G&S wonders :)) and achived a Domination victory. But I think he would have destroyed my invaders if he had an Ogres resource...

Why should only the RFRE mod have this exciting reports? :)
 
aaglo said:
I'm quite sure that your PTW translated version messes things up here. one possible solution is to do this:
1. Create folder called "Cannon" at ..\PTW\Art\Units
2. Copy the "strangelanguageRun.amb" (or whatever the run-animation sound is called in your translation) to the newly created ..\PTW\Art\Units\Cannon -folder
3. Rename that foreing-language "strangelanguageRun.amb" to CannonRun.amb

I think that should work...

I did as you suggested and now everything is allright :goodjob:
Nevertheless,I also noticed that actually in the original Civ III Cannon folder that very file (CannonRun.amb) is missing,then the problem probably came up from that.
Anyway,your tips solved the problem,thanks a lot :)
 
well, in fact, there is no cannonrun.amb in original civ3-folders. the cannonrun.amb came with PTW, when firaxis added the guy in the cannon animation. So, the cannonrun.amb in the organgun.ini -file refers to the PTW-folder, not Civ3-folder. All clear :crazyeye: :)
 
Stormrage said:
Hmmm... if all pre 2.17 patches are in the 2.17, and its 14 MB, and the 2.19 + later minor patches are 8 MB, and this one is 30 MB...

.. there is 8MB of new stuff?!?
...
Could be, these things add up rather haphazardly, I feel.
However, as a teaser ;), here's the changelog:
2.20
+Added new dwarf LH.
+Added new Orc LH.
+Added new dwarf unit; Clan Warrior at Smithing, 6/4/1.
-Moved the Hammerer to Military Training, 7/4/1.
+Added new unit Sorcerer, replaces Battle Wizard for Cathay and Nippon.
+Added new unit Sorcerer Lord, replaces Wizard Lord for Cathay and Nippon.
-Replaced the SithMaster gfx for the Necromancer, now it use the ToT Liche.
-Changed the Man-At-Arms to 7/5/1 (i e +1 defense).
+Gave the Wood elves a copy of the Monoliths tech, so that they too can build Monoliths. Think about their Waystones.
-Removed a buggy feature from the Anvil of Doom; it had City Wall characteristics, and could not be built in cities larger than size 6.
-Knightly Orders (and some other wonder, IIRC) now goes obsolete with Chaos.
-Archdruid now has 6 bombard.
-Fixed the pedia text of the Vineyard, it gives +50% Lux and Tax.
-Fixed a bug where the Bretonnians couldn't build the Knight Errant. (Where do these bugs come from?)
-Some minor pedia changes and bug fixes.
 
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