Warhammer Fantasy Mod 2.5

Question though... How in gods name do you stop Khemri? They have millions of soldiers... and im seriously not kidding, when there army is in view and moving it takes like ten minutes to go through them all its crazy.

I fought Fire with Fire, made a :mischief: Alliance with the Orcs.
 
Mmm Im the Lizardmen so i have a lot of lizards spawning all over the place but god theres a lot of skeletons around... not at war with them yet... they are taking on their closest rival at the moment which is Estalia... i doubt the Estalians can hold them though, its only a matter of time before they are overrun... I'd help out but im busy crushing bretonnians.
 
Well, one way you could stop them is to weaken the Skeleton Warrior`s defense a bit, and limit Ushabtis to be spawned from the Black Pyramid (or whichever pyramid comes later, they have 2). They would still be insanely powerfull, but not unbearable like now.

Another way to keep Khemri at bay is to attack early, or if they are already numero uno, make a huge alliance with others vs Khemri. You should make peace with Bretonnians, and help Estalians. Probably send some forces via sea to Khemri lands, they will start pulling troops back..

I fixed Estalia`s constant high ranking with removing their Agricultural Trait and giving them Religious (Inquisition & all)
 
The Battle Barge is supposed to upgrade to the Dreadnought (at least that is what the pedia says) but the editor says it upgrades to the Greatship which the Chaos Dwarfs cannot build ;(

While making a mod for myself I had a upgrade chain problem but it looked fine and was starting to get frustrated when I noticed that one of the 20 units in the chain had upgrade unit unchecked :crazyeye: Anywoo I remembered this old problem and sure enough you guys didn't have upgrade unit checked for the Battle Barge, I scrolled up a bit and the Longship is unchecked as well :lol:
 
i fixed these errors:

file not found: Most units from the Sengoku scenario that are used by Nippon
fix: copied all Japanese units from Sengoku folder to WH units. Seemed to work so far.

can't seem to fix:

file not found: x-temujin default.flc... how do i fix this one?

please help.

what other files are missing and where can i find them?
 
Yes, it is ;( . I've tried copying the .flc files to the mod unit folder, but the problem persists.
And, just in case, the mod is in the conquests folder, and I haven't modified it in any way. I have Civ3 complete for mac, version 1.22.
did you ever get this fixed? I'm having the same problems... and i can't seem to fix it.

thanx for any help.
 
Can't really help with Mac problems. The mod isn't compatible with Mac out-of-the-box due to Mac version having different folder structure - and thus causing the game to be unable to find the files. Apart from moving the files themselves you'd have to edit the unit .INI files, but again, none of us have access to Macs to help with it.
 
i fixed these errors:

file not found: Most units from the Sengoku scenario that are used by Nippon
fix: copied all Japanese units from Sengoku folder to WH units. Seemed to work so far.

can't seem to fix:

file not found: x-temujin default.flc... how do i fix this one?

please help.

what other files are missing and where can i find them?

Temujin is located in Play the World units folder, under King Mongol.

What else is missing? You should know, the game asks for it (file not found etc.). If you are missing any other units, post here or PM me (because I`m here every friggin day :shake:, not because I`m trying to pass as one of the creators of this masterpiece ;))
 
Temujin is located in Play the World units folder, under King Mongol.

What else is missing? You should know, the game asks for it (file not found etc.). If you are missing any other units, post here or PM me (because I`m here every friggin day :shake:, not because I`m trying to pass as one of the creators of this masterpiece ;))

It's ok but as a reminder he's not missing the unit and moving it to the mod folders won't help, it's the INI file references that have to be edited to wherever the files are (or where you move them) in the Mac version.
 
Regarding Temujin default file missing error...
Ive worked out how to get around this problem on a Mac.

---------I copied the King Mongol folder to: conquests game data/scenarios/art/units/King Mongol----------

Its now sat happy as the only folder in this directory, but after repeated trial and error (i.e. copying this folder all over the shop, editing the ini file and trying alternative king folders) this was the only thing that worked.
This was the first problem Ive had with the mod - I love this mod, thanks for all the hard work that has gone into making this so playable

(I installed this mod a while ago and forgot which is the proper file structure as I have a couple of different wH2.5 folders knocking about, im not actually certain myself which one the mod is using and can't be arsed to find out)
 
Does anyone know of a way to make the AI less likely to build assasin-type units? The AI has an unfortunate habit of making them en-masse, which I find greatly weakens them militarily... I dont want to make them never used like artillery, but just not so common like they are now.
 
Does anyone know of a way to make the AI less likely to build assasin-type units? The AI has an unfortunate habit of making them en-masse, which I find greatly weakens them militarily... I dont want to make them never used like artillery, but just not so common like they are now.

Try the editer. Unflag just the unit bult in mass and keep the wonder spawned ones.
I saw the same thing once in another mod. They made weaken bandits instead of calvery. I unchecked those and gave tem one movement point advantage instead. Think along those lines

The best sceanario ive seen is where a secret society brings them in play on two levels . If your the first to build the Great wonder(mason/jesuit/illumanti moose club/ etc ) you have a more plentyful assasin. Same tech also brings a national wonder secret service type.

Again the are strickly small in number not effected by city number growth. I think this small wonder, It should also make a building go in every city. That would slap 1 maint charge cost on every new city you build to readjust the increased cost we pay into secret service. This way it justifies lettin them not expire as we know they have been a threat from the dawn of civ to the today..but Im gettin carried away, this is Warhammer here.

The gameplay advantage comes when now you must consider allocating a portion of your resources to watch over your workers mining and irrigation operations so as not to be kidnapped which effects production volumes by way of pop points for replacment workers plus the opportunty cost from loss of buiding tile improvments
 
I think you misunderstood my question - I was asking if there was a way to make the units less appealing to the AI... As in still built, just less often (So theyre actually useful)
 
NO I went too far into your Q Its all there.

solution: Wonder spawn. It controls numbers. Im talkin with the same amanosity towards the AI buildin these in mass as you . I explained how they do, by the city build que. You must wipe these from the build slate so they only choose non HN units to build.Go in the editer and unflag these units you know are HN and not wonder spawned.simple

To further preserve game qualty I also said give them another small attribute so the unit is not a total waste of space. ('bandit example' or "think along those lines" meant try something else that comes to mind with the unit in question)
Its easier then removing it
 
this looks like an amazing mod, dl'ing right now.
i really like warhammer, but imo 40k is a lot cooler.
has anyone ever made, or thought of making, a 40k mod.
 
First off, this mod looks amazing and I cant wait to play it, thank you so much for creating it!

So i've downloaded it and unzipped it to the right file but when I go into the game and select WH2.5 to play it gets to 30% and then

ERROR READING FILE
Missing entry in "text\PedialIcons.txt" :ICON_BLDG_Herdstone

Does anyone know whats up with that?
 
I got that too. Can't remember quite how I got round it but someone here will know. Did you download the patch too?:)
 
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