WH Discussion Thread

Well, I have finished my (first?) conversion of an existing map of the Warhammer world to be compatible with the new expansion.

Get it here.

If there's interest I may convert another (a WH map by another artist) for public distribution.
 
Mrtn is the drwarven war galley supose to carry troops? if so its not and the dwarf galley upgrades to it so u get stuck useing the boat until steam power

and also embyro is making some nice spearman that i think you should get your evil greedy stubourn claws on
 
OK, everyone has a point, and everyone is wrong. Very confusing.

This is the discussion thread, not the "development and preview" one. Well, atleast it started as one. Over time it evolved and became the "Konstrukshn Tredd for da bestest Mod." Officially approved by Gork & Mork, Ltd., Hong Kong, China.

So I suggest we continue the talk about our own private changes in Wolfhart`s thread, and continue to talk* about the mods future in here (hopefully, the bear curse will wear off soon). The 2.5 thread is for bug reports, "OMG, so kewl!" reports and "NormanKnight" reports.

*yes, mrtn, talk about it, not make desicions, cos you`re in charge ;)
 
I've got a new job and other interests (like painting my beastmen) so I doubt I'll get interested in updating the mod anytime soon. Apart from a tiny patch, that is.
 
A "new" job? I didn't know you had an "old" job in the first place, with all that time you had to spend on the mod and painting and stuff... ;) :p

You mean I don't get paid for the WH mod?! Ah, man... :cry:
 
:bump: Dude! I had to go to page 9!!! to digg this out!

Here`s the deal. I really like the way Ed and Yoda implemented those vassal states in MEM2, and I want those in WH too :D

As they require a Unique free starting tech for each civ, that might not be possible with WH. Cos of the stoopid trees, mostly. A couple of civs in the game are either tree-huggers, or to whimpy or to stupid to swing an axe at anything that isn`t moving. They can`t cut down forests!

The ones that can have to wait half the game to be able to do so, when you already have an established country and decent food and shields production even with forrests around. So, remove "remove forest" and implement vassals? Thoughts? Suggestions?

Of course, those pansy high elves don`t cut down trees and they don`t have a unique tech! Go figure.. I`d say that either they or Albion has to lose the monoliths. EDIT: actually Albion can keep them, only Ulthuan has to lose them.
 
As I understand it there is no limit (that has been found) to the amount of techs in civ 3, so you don't need to remove a tech to add one.

As I understand it there is a 256 limit to the amount of buildings in civ 3 - so to add a given number of vassals you have to have that number of building slots free. I'm not sure, but I doubt that WH has 31 empty building slots.
 
That would let us give as many free techs as we want, but I think that if you use that then dont you lose the ability to pic which civs you have on a random map? i.e. if you had an 8 player map then wouldn't the first 8 players be put down instead of the random choice. I haven't explained it well, but hopefull you will get what I mean...
 
Ah, I understand - sorry Stormy. :D

Yes, when you apply the techs in the player properties window then I believe that you always start with the same players. I'll have a look myself later, but Stormrage might be right that the best things to remove are the monoliths.
 
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