Warhammer Fantasy Mod 2.1

Playing my first game with the new patch. Decided to give the Karaz-Ankor a try. Was it an intentional change for their miners/engineers not to be able to irrigate?:sad:

Went back and checked the biq files from previous patches and they show dwarven miners/engineers having the "irrigate" action flagged. And I know in my last game with the previous patch the Chaos Dwarves were able to irrigate because I played them and cleaned up the map pretty quick. No way that's remotely feasible without irrigation.

The lack of irrigation ability is...well, quite challenging to say the least. Think I'm going to scrap that game and start over with another civ.
 
Is there any advantage to putting it in RAR format over putting in ZIP format? I had to download a new program just to extract this (Stuffit didn't recognize it for some reason).
 
Frostyboy said:
...Since when did the Slavemarket go up to 50% production?
Since the world was young and the stars shone brighter and clearer.

toh6wy said:
Is there any advantage to putting it in RAR format over putting in ZIP format? I had to download a new program just to extract this (Stuffit didn't recognize it for some reason).
I had the distinct memory that other patches had come in rar format, if this is the first time, I shouldn't have done it, and I apologise.

And it does indeed squash things tighter.

I'm playing the dwarves now, and are building up a grand armée to take on the high elves, who will be treacherous, at least if I can write history. ;)
Getting the Moot in your capital helps a bit, too. :)
 
Yes, but then every other civilisation would have to start with that tech's prequisite tech to disallow just the one civ the tech. Possible, certainly: but not easy at all when there's only four tech slots per civ.
 
The Last Conformist said:
You'd do if you thought a bit about it - make it require a tech that civ can't acquire.
See Mr. Do's answer. :)

@Stormrage: I secured a MPP with Reikland and then declared war on Ulthuan, but I didn't move in. When they started lobbing spells at me, Reikland had to declare war, thus making for a two front war. I had two rather large stacks of units (about 25 each, mostly Trollslayers, Longbeards and Ironbreakers), which went in and killed everything in sight, basically. :hammer:
I even managed to take most of the elven cities, Reikland only got two, even though they had horses. Now the elves are history, and only Reikland and me left on the continent (Reikland and Ulthuan had already taken all Chaos Dwarf cities on the continent). I have a feeling that I will continue to build units, and then, oops, attack Reikland. :mischief:
 
Help.

when I try to start the mod an error pops up and says "file not found: 'Net Art:Flics:SlannA.flc"

How do I fix this?
 
Did you fidget with the folders? It sounds as if you have either managed to botch up the installation, or moved the Net Art folder from it's rightful place.
If you just run the installation exe it installs everything in the right place, after that you should never move the LH flics.

@Stormrage: Objective? Eh, play until I get bored, maybe? ;)
 
The Slann file you're missing should be located in C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Net Art\Flics, assuming you have English Windows XP and the older Infogrames version of Civ 3.
Do a search for it in Windows Explorer, see if you have it somewhere.
If not I'd reinstall the mod.
Oh, and just to check, did you install 2.0, 2.02 and 2.11 before installing 2.20?
 
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