Warhammer Fantasy Mod 2.5

Do you weaken skelly offence, defence, or both?

Removing Ushabti from regular production is out of the question - they're one of my favourite units in the tabletop so I want to see them running around more often if posible...
 
Probably a stupid question, but why should I build magic units (wizards, runesmiths, etc)? What do they do that a defended catapult can't, except detect invisible units?
 
Well, they can defend themselves for one thing. A defended catapult means you have 2 units to pay for.

I noticed how the AI likes to stuff them in cities, and how it takes them with its stacks as Def.Bombarders. Having spellcasters in city battles just makes it more fun for me :)
 
Aye, Ushabtis are cool but they PWN everything in Defence, so I had to nerf them.

Skeleton Warriors are 6.3.1. Enemies can still have a brazillion of those, but they are not so efficient when you go to a counter-offensive.

Not quite.... I recently played a game as Nippon, and was able to build BOTH the Pagoda Palace AND the Sum Ling Monastery (or whatever it's called: Basically the WH version of the Shaolin Monastery), so my Celestial Dragon Monks and Jade Dogs (with a heaping helping of Samurai and Temple Dogs) were able to overrun Khemeri in a relatively short time (well, that and the fact that I bribed Cathay, Norsca and Naggeroth to declare war on them).

Of course, having Wizard's Guilds in all my cities on the home continent helped a LOT (I had over 100 fireball spells stocked up when the Khemeri tried to attack the one city I had on their continent :evil: ).....
 
Great mod. I started playing Warhammer Online at launch, and started playing Civ in December, so seeing this was a combination of my two current gaming obsessions. :)

However, I do have a problem. I had a nice game going (my first and only with this mod so far), but it hangs at year 2500. If I back up to the last save, it still hangs when I get to 2500, every time I try it. I've tried changing up a few moves, which didn't help, either. Has anyone else had this problem? I'm running Civ 3 Complete on Vista.
 
I don't know if Vista has anything to do with this, but my Civilization 3 Complete crashes about 15-20 turns after it last crashes while I try to play this. There's no recognizable error, it simply stops working, and prompts me to either end the program, check Windows for a way to fix the problem, or wait for the program to continue working (this isn't a simple "program is lagging, will start working shortly" problem).

I play plenty of other scenarios and mods for Civ3 on this laptop and don't come across this crash problem.

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I've quit trying to play this, and since other people have played it without much of a problem, I can only surmise Vista has something to do with this, but this mod crashes on a regular basis after some gameplay. It looks great, looks great, but is unplayable for me, and I have no idea why.
 
I have Vista and the mod plays great. My internet doesn't work very well, my 3 other favourite games wont run at all, Dawn of War wont even install, BBC Iplayer doesn't work, neither does IE, Firefox, Windows Media Player or any of the windows office aplications. Oh and it randomly restarts a couple of times a week.

But Civ 3 runs fine...
:confused::confused::confused::confused::confused::confused::confused::confused::confused::confused::confused::confused::confused::confused::confused:
 
After coming across this mod I downloaded both civ 3 and conquest. I went ahead and dowloaded the patch for conquest. Now wheneve I try to start conquest it tells me my cd is not inserted. Since I have a dowloaded version I have no idea what to do.

Moderator Action: We have zero tolerance for piracy.

If you have downloaded the game from something like direct2drive, then you need to get the patch from them, not the standard patch. If you downloaded it from a warez site or torrent, then it is a pirated version and you will get no support here.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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