View Poll Results: How would you like your Zombies

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  • Tough (2-3 hp, 1 attack, ap, 6 defense, 50% speed, about 200 on huge)

    19 55.88%
  • Weak (1 hp, 2 attack, 0 defense, 70-80% speed, about 250 on huge)

    15 44.12%
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Thread: Real Warhammer (Hotseat Mode released, see first post)

  1. #1
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Feb 2009
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    Not that long ago, in a galaxy not so far away.
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    Default Real Warhammer (Hotseat Mode released, see first post)

    Credits

    This is for all of the people who helped me in this mod (in no particular order):
    The entire CoW team for their wonderful mod
    cedric37 for his wonderful artwork with the splash screen
    Point Blank for his masterful Real Combat system
    To all of my beta-testers for helping me find issues
    ~Beren~ for his wonderful skins
    FabiusBile for his very detailed and well made models
    uanime5 for teaching me on how to edit the m2tw.int
    gigantus for showing me his stone forts mod
    steroid for his enhanced pictures and unit cards
    Kahvipannu for his enhanced ancillaries
    Stainless Dragon for Chinese unit models
    Mr. Sparrow for his help with faction banners and faction symbols
    Bluthand for his wonderful and varied Beastmen units
    Turambar and Death and Kahvipannu for their Tomb King units (not released as of yet)
    TWMadman for his wonderful High Elf and Dark Elf faction enhancement mods
    raa raa rasputin for his amazing Wood Elf unit models (not released as of yet)
    Galloper for his outstanding English unit voices
    Red Falcon for his Bretonnian units (on the Russian forums)
    Reiksfart for his Stinkers
    and finally, my friend Blackomur89 (rest in peace my friend)


    Answer the Call of REAL Warhammer!

    The new version of Real Warhammer is near. It will be more epic than before with a new and revised Warhammer Combat System (based on PointBlank's Real Combat formula), my Sandbox Campaign, my Hotseat mod, and several other sub-mods by the community. This will be the Call of Real Warhammer!

    A little more about what RC does
    Spoiler Alert, click show to read: 
    It sets unit stats based on many factors. It will take into account area of origin, armor details (strength, weight, how hot it gets), weapons (swords, spears, axes, lances), and even unit skill. For example, an average soldier with a sword will get 4 attack and 5 defense. A militia version of that same unit would have 3 attack and 4 defense. On the other hand, an elite unit with a sword would have 8 attack and 7 defense. There are many other unit skill levels that range from Exceptional (the best of the best) all the way down to Levy Peasants (you wouldn't want these in your armies). Weapons, armor, shields, and even mounts can cause your men to tire quickly. For example, a soldier wearing leather armor would get +2 heat to him, but only 2 armor. Another unit wearing Gothic armor (which is heavy duty armor) would get a massive +7 to his heat, but would get an even bigger +15 to his armor. Unit attitudes can also affect stats. For example, a unit designed for defense would get -1 attack, but +1 defense. A reckless unit, however, would get +2 attack and -2 defense. This helps balance out how units are used.


    Faction Run-downs

    Humans

    Spoiler Alert, click show to read: 
    Empire
    They will rely on their knowledge of gunpowder and the versatility and numbers of their State troops to overcome their foes. Elite units, such as War Priests, Reiksguard and Teutogen Guard, will be an important asset to your army as they will have to hold off more powerful foes such as Chaos Chosen or Orc Big 'Uns.

    Marauders (part of the Chaos armies)

    Even though they are not their own faction, they do have an importance. They will supply the Chaos with numbers and human shields. Despite being fierce warriors, they won't last long against better armed foes. But they are, however, stronger and have more endurance than other humans. This will be key.

    Kislev

    The Kislev are a fierce nation filled with guns and axes. This does not mean they are barbaric however. They are sophisticated and have even tamed bears for the use of their generals as mounts. In this sub-mod, the Kislev will rely on their Cavalry more heavily than any other faction. Their Checkists and Ungols will shower the enemies with arrows and bullets while the mighty Griffon Legions charge and break the enemy lines. Their infantry are okay, but will easily be over powered by heavier soldiers such as Chaos Warriors. For the Kislev, missiles are your friends, so use them wisely.


    Chaos


    Spoiler Alert, click show to read: 

    Undivided

    This is by far the strongest faction in terms of raw, physical, strength in Call of Warhammer. They possess all of the units of the other four Chaos hordes: Khorne, Slaanesh, Nurgle, and Tzeentch. This makes them well versed in every aspect in warfare. They have no glaring weakness besides the high costs of their troops.

    Khorne

    These guys hit hard and they hit fast. They are the bloodthirsty ones of the Chaos hordes. Their attack and fury will be unmatched by any other. But this comes as a price, defense. Since the Warriors of Khorne carry two weapons, they have no shields, which will make them vulnerable to missiles. Bloodletters will be of top concern to any enemy of the Blood God. Despite their low numbers, they will take a concentrated effort to bring down. Keep away from them and pelt them with missiles and you should be fine.

    Tzeentch

    This army will be focused on range. They will have the best ranged units out of any Chaos faction (and perhaps the entire mod). Their Sorcerers will wreck havoc upon your armies. After that comes the Horrors. These little grotesque creatures' names are well deserved. They will burn down mortals with the Flames of Change. If Sorcerers and Horrors don't finish you off, the Screemers will. They are like the Sharks of the Skies, capable of ripping a man to pieces in seconds. Keep these guys tied down with swift cavalry and then strike hard with your infantry. Tzeentch warriors and demons don't last long in melee (well, not as long as the other Chaos factions anyways).

    Slaanesh

    Unlike Khorne, they do not have the strength to hold off enemy lines, and unlike Tzeentch, they do not have the range to kill them off before they get to you. What they rely on is speed and agility. The followers of the God of Desire will have some of the highest defense ratings in the game, making them very hard to land a hit on. Their Demonettes provide excellent speed to hunt down slower foes trying to escape their fury. Slaanesh's armies are highly mobile, comparable to the speed of the High Elves. Keep a solid defense and wear them down with stronger, more durable, troops. Alternatively, you could try and out-maneuver them, but that's a long shot.

    Nurgle

    The God of Decay's armies are slow, but durable. They are the opposite of Slaanesh's Warriors. While Slaanesh's worshipers base their hearts on beauty and temptation, the festering zealots of Nurgle allow themselves to be overcome by virtually any and every disease known to both God and man alike. This makes them very frightening and hard to kill. Blows that would kill a normal man would not affect a Nurgle Warrior. Their Sorcerors focus their magic not on fire like the Bright Wizards of the Empire, but on decay and pestilence. They are capable of killing off entire armies with just one flick of their staff. Plague-bearers, one of the nastiest spawns of Chaos, are fearsome indeed. They are near impossible to kill with mortal weapons and they spread their filth among enemy ranks, inciting fear and death. Because of their durability, missiles don't deal as much damage to a slow moving army as one would think. Their high endurance also makes it difficult for players to tire them out. Nurgle has one of the most solid defenses in the game and it will require strategy to bring his forces down.


    Sylvannia (aka the Vampire Counts)


    Spoiler Alert, click show to read: 

    Vampires

    The Vampires are ancient beings of tremendous power. They are capable of raising entire armies of undead minions to devour their foes. In this mod, they will be very few in number, but rightfully feared. They are capable of killing off entire regiments of Empire Soldiers and even some Demons. Their speed is nearly unmatched, even by those of Slaanesh and the High Elves. They will take some effort to kill.

    Skeletons

    These undead beings are very numerous, but also very weak. They are summoned by a Vampire Count in times of war. They are numberless and know no fear. They follow orders without question or emotion. They are a must for filling the ranks of your army. The Grave Guards, the best of the Skeletons, are less numerous, but still deadly. They are a match for an experienced Empire State Soldier, and like their weaker cousins, they know no fear. Use cavalry and arrows to tear these foul creatures apart. They will outlast any unit in terms of endurance, so it's best to get any melee fighting over with quickly.

    Zombies

    These shambling masses of decayed flesh are a ghastly site to uphold. They march with undying hunger for the living's flesh. In game, they make excellent cannon fodder and shields for your more valuable units such as the Vampires. Use them extensively as grinders and wear down enemy forces with their numbers and durability.


    Elves


    Spoiler Alert, click show to read: 

    High Elves

    The High Elves are mighty, yet fragile, warriors. Centuries of experience has given them enough skill to match that of the best of the Chaos Champions. But, unlike the undead hordes of Sylvannia, they lack numbers. They symbolize quality over quantity. They must make every unit count, as there aren't many of them. Their cavalry are some of the best in game, and their Phoenix Guard are top of the line. Even their lowest soldiers, High Elf Spears, are better than most of what the Empire has to offer. But they're going to need that if they are to face the Hordes of Chaos.

    Dark Elves

    The Dark Elves are rightfully feared. They are among the fiercest races in Warhammer. They bring the skill of their High Elf cousins and the ferocity of the Chaos Hordes. They are a power to be reckoned with. They bring to the battlefield fearsome Cold One knights, capable of overpowering even the toughest of men. They also carry their signature Repeating weaponry, capable of firing off many volleys in mere seconds.


    Dwarves


    Spoiler Alert, click show to read: 

    Dwarves

    The Dwarves are a powerful, infantry based, faction. They excel in defense like no other. They can resist the most brutal arrow volleys and weather the largest morale shocks. They have the highest defense ratings in this sub-mod due to their mastery in forging of their armors. But all of this armor comes at a price. The Dwarven armies are slow and their attack is sub-par (although they can cut through the toughest of armor). They will be a defensive faction, the polar opposite of the impetuous Orc Hordes. Fight them with mobility and pester them with javelins or artillery. Arrows and even some crossbow bolts have little effect on their stronger units.

    Chaos Dwarves

    The Chaos Dwarves are a sub-group of the average Dwarf. They are just as tough, but twice as mean. They aid the Chaos armies in their conquest by providing them with armor and weapons. They may have smaller armies than the Dwarves of Karaz Ankor, but they are just as strong, if not stronger. They have even built the dreaded Hellcannons, monstrous machines of flesh and metal that can blast down even the toughest walls with one shot. They are rightly feared. Use the same tactics against the Chaos Dwarves as you would against 'regular' Dwarves.


    Greenskins


    Spoiler Alert, click show to read: 

    Orcs

    The Orcs are one of the most feared races in the game. Not only do they bring strength in the form of Bug 'uns, Black Orcs, and even Trolls, but they also bring numbers to the field. They are literally a "Green Tide". Very rarely are they outnumbered on the field (except maybe by the Undead and Goblins). Their only true weakness is not their crude weapons, but their lack of discipline. Even though one Orc can easily overpower an Empire soldier, their lack of training is their downfall. In battle, try and kill their Warboss. That will bring a swift victory for your forces (for the time being).

    Goblins

    Goblins are by far the most numerous of all the factions. They bring thousands of little greenskins to battle in hopes of overwhelming their opponents with shear numbers. Like the Orcs, they have low morale and flee quickly without a leader. But to make up for that, they have something that no other race has. Squig Herds. These little pink soccer balls are mouths on legs. They can tear through any regiment, be it Human, Elf, or even Dwarf. They will be your primary concern as they don't route, despite their masters being cowards. Although the Goblin hordes are weak, do not underestimate them as they are masters of ambush and their Squig herds (as mentioned before) are lethal.


    Beastmen


    Spoiler Alert, click show to read: 

    Gors and Ungors

    These units make up the bulk of the Beastman hordes. They are untrained and easily routed without a leader. They are also ferocious. They will swarm you with numbers and aren't afraid of a fight. They lack any "elegant" forms of weapons as they only use crude bludgeons and cracked spears. But the Beastman knows no difference between a finely crafted sword or a cracked club. They will use it to kill without hesitation. These beasts are among the easiest to kill in Warhammer, so you can use any tactic you'd like.

    Chaos Hounds

    These are feral canines in service of the Beastmen. They can rip through most Empire regiments with ease and are not easily frightened. When encountered, use ranged units protected by spears. Infantry and Cavalry will be torn to shreds by these aggressive beasts. Don't let them attack your missile units or artillery pieces; they won't stand a chance.

    Beastigors

    These are the most feared of the Beastmen armies in Call of Warhammer. They are twice as large as the largest of Gors and twice as brutal. They shrug off arrows as if they were nothing and they can even take down Black Orcs! They are to be dealt with quickly and efficiently as they are most likely going to be in the company of many Gors, Ungors, and even Chaos Hounds.


    New features include:

    Cathay faction for custom battles with units by Stainless Dragon
    New banners and faction symbols for the Beastmen and Skaven (a new mini-faction!) by Mr. Sparrow
    English Unit sounds by Galloper
    New Beastman units by Bluthand
    Tomb King submod by Turambar and Death and Kahvipannu (not released as of yet)
    High Elf and Dark Elf traits and ancillaries by TWMadman
    Revised and renewed Real Warhammer Combat System
    Reworked unit costs (and economy in later releases)
    Wood Elves by raa raa rasputin (not released as of yet)
    Bretonnian units by Red Falcon
    Many Asian mythology units by Blue Lotus (converted by uanime5)
    Nippon units by uanime5
    More Blood!!!!
    Permanent projectiles (they won't disappear)


    Returning featues:

    Sandbox Campaign mod by me (this will now be in two versions)
    Hotseat mod by me
    Custom Menu built and customized by me
    All factions for custom battles by me
    Stone Forts mod by me (with great thanks to Gigantus for showing me how to do it)
    Real Warhammer splash by cedric37
    Reworked Skins by Beren
    and many others

    Mod Progress...
    Sandbox Campaign... 20%
    Unit stat revisions... 0%
    Tomb King units... 5%
    Cathay units... 0%
    Nippon units... 0%
    Bretonnian units... 0%
    New graphic features (blood, permanent projectiles)... 5%
    New traits and ancillaries... 0%

    Total Mod progress~ 3.75% (I have a long way to go...)


    Beta Testers

    RedDwarf- The Dwarves
    XFat and LazyX- Slaanesh
    Derfal Cadarn- Nurgle
    Geroj- Khorne
    Wicked_Joker- Tzeentch
    Mac101- High Elves
    Mind- Dark Elves
    SDood- Reikland
    Toho- Ostland
    BlackNeurot- Ostermark
    Verezzo- Talabecland
    goblinking- Middenheim
    holynevil- Nordland
    andymate- Wissenland
    LukSpain- Averland
    alleycat- Stirland
    DarkReborn- Hochland
    Ankerian- Orcs
    ChaosReigns- Vampire Counts
    midterm360- Border Princes
    Mulkarn- Kislev

    Updates will be posted as I make them
    Old Post

    Credits
    This is for all of the people who helped me in this mod (in no particular order):
    The entire CoW team for their wonderful mod
    cedric37 for his wonderful artwork with the splash screen
    Point Blank for his masterful Real Combat system
    To all of my beta-testers for helping me find issues
    ~Beren~ for his wonderful skins
    FabiusBile for his very detailed and well made models
    uanime5 for teaching me on how to edit the m2tw.int
    gigantus for showing me his stone forts mod
    steroid for his enhanced pictures and unit cards
    Kahvipannu for his enhanced ancillaries
    and finally, my friend Blackomur89 (rest in peace my friend)


    LARGE UPDATE!
    After seeing Point Blank's well renowned Real Combat/Real Recruitment sub-mods for both Third Age and Stainless Steel (both created by the big ape himself, King Kong), I decided to implement his system into the world of Warhammer. I am using his RR system as a base for unit stats, with some twists! Be prepared for the new and upcoming Real Warhammer!


    A little more about what RC does
    Spoiler Alert, click show to read: 
    It sets unit stats based on many factors. It will take into account area of origin, armor details (strength, weight, how hot it gets), weapons (swords, spears, axes, lances), and even unit skill. For example, an average soldier with a sword will get 4 attack and 5 defense. A militia version of that same unit would have 3 attack and 4 defense. On the other hand, an elite unit with a sword would have 8 attack and 7 defense. There are many other unit skill levels that range from Exceptional (the best of the best) all the way down to Levy Peasants (you wouldn't want these in your armies). Weapons, armor, shields, and even mounts can cause your men to tire quickly. For example, a soldier wearing leather armor would get +2 heat to him, but only 2 armor. Another unit wearing Gothic armor (which is heavy duty armor) would get a massive +7 to his heat, but would get an even bigger +15 to his armor. Unit attitudes can also affect stats. For example, a unit designed for defense would get -1 attack, but +1 defense. A reckless unit, however, would get +2 attack and -2 defense. This helps balance out how units are used.


    Faction Run-downs

    Humans

    Spoiler Alert, click show to read: 
    Empire
    They will rely on their knowledge of gunpowder and the numbers of their Statetroops to overcome their foes. Elite units, such as War Priests, Reiksguard and Teutogen Guard, will be an important asset to your army as they will have to hold off more powerful foes such as Chaos Chosen or Orc Big 'Uns.

    Marauders (part of the Chaos armies)
    Even though they are not their own faction, they do have an importance. They will supply the Chaos with numbers and human shields. Despite being fierce warriors, they won't last long against better armed foes. But they are, however, stronger and have more endurance than other humans. This will be key.

    Kislev
    The Kislev are a fierce nation filled with guns and axes. This does not mean they are barbaric however. They are sophisticated and have even tamed Bears for the use of their generals as mounts. In this sub-mod, the Kislev will rely on their Cavalry more heavily than any other faction. Their Checkists and Ungols will shower the enemies with arrows and bullets while the mighty Griffon Legions charge and break the enemy lines. Their infantry are okay, but will easily be over powered by heavier soldiers such as Chaos Warriors. For the Kislev, missiles are your friends, so use them wisely.


    Chaos

    Spoiler Alert, click show to read: 
    Undivided
    This branch of Chaos is the jack of all trades. They have a balanced army consisting of Chaos Warriors, Marauders, Chaos Dwarves, and even Demons from the various Chaod gods. Even though they won't excel in one particular area, they will be a tough and well-balanced opponent.

    Khorne
    These guys hit hard and they hit fast. They are the bloodthirsty ones of the Chaos hordes. Their attack and fury will be unmatched by any other. But this comes as a price, defense. Since the Warriors of Khorne carry two weapons, they have no shields, which will make them vulnerable to missiles. Bloodletters will be of top concern to any enemy of the Blood God. Despite their low numbers, they will take a concentrated effort to bring down.

    Tzeentch
    This army will be focused on range. They will have the best ranged units out of any Chaos faction. Their Sorcerors will wreck havoc upon your armies. After that comes the Horrors. These little grotesque creatures' names are well deserved. They will burn down mortals with the Flames of Change. If Sorcerors and Horrors don't finish you off, the Screemers will. They are like the Sharks of the Skies, capable of ripping a man to pieces in seconds.

    Slaanesh
    Unlike Khorne, they do not have the strength to hold off enemy lines, and unlike Tzeentch, they do not have the range to kill them off before they get to you. What they rely on is speed and agility. The followers of the God of Desire will have some of the highest defense ratings in the game, making them very hard to land a hit on. Their Demonettes provide excellent speed to hunt down slower foes trying to escape their fury.

    Nurgle
    The God of Decay's armies are slow, but durable. They are the opposite of Slaanesh's Warriors. While Slaanesh's worshippers base their hearts on beauty and temptation, the festoring devouts of Nurgle allow themselves to be overcome by virtually any and every disease known to both God and man alike. This makes them very frightening and hard to kill. Blows that would kill a normal man would not affect a Nurgle Warrior. Their Sorcerors focus their magic not on fire like the Bright Wizards of the Empire, but on decay and pestillence. They are capable of killing off entire armies with just one flick of their staff. Plaguebearers, one of the nastiest spawns of Chaos, are fearsome indeed. They are near impossible to kill with mortal weapons and they spread their filth among enemy ranks, inciting fear and death.


    Sylvannia (aka the Vampire Counts)

    Spoiler Alert, click show to read: 
    Vampires
    The Vampires are ancient beings of tremendous power. They are capable of raising entire armies of undead minions to devour their foes. In this mod, they will be very few in number, but rightfully feared. They are capable of killing off entire regiments of Empire Soldiers and even some Demons. They will take some effort to kill.

    Skeletons
    These undead beings are very numerous, but also very weak. They are summoned by a Vampire Count in times of war. They are numberless and know no fear. They follow orders without question or emotion. They are a must for filling the ranks of your army. The Grave Guards, the best of the Skeletons, are less numerous, but still deadly. They are a match for an experienced Empire State Soldier, and like their weaker cousins, they know no fear.

    Zombies
    These shambling masses of decayed flesh are a ghastly site to uphold. They march with undying hunger for the living's flesh. In game, they make excellent cannon fodder and shields for your more valuable units such as the Vampires.


    Elves

    Spoiler Alert, click show to read: 
    High Elves
    The High Elves are mighty, yet fragile, warriors. Centuries of expericence has given them enough skill to match that of the best of the Chaos Champions. But, unlike the undead hordes of Sylvannia, they lack numbers. They symbolize quality over quantity. They must make every unit count, as there aren't many of them. Their cavalry are some of the best in game, and their Phoenix Guard are top of the line. Even their lowest soldiers, High Elf Spears, are better than most of what the Empire has to offer. But their going to need that if they are to face the Hordes of Chaos.

    Dark Elves
    The Dark Elves are rightfully feared. They are among the fiercest races in Warhammer. They bring the skill of their High Elf cousins and the ferocity of the Choas Hordes. They are a power to be recconned with. They bring to the battlefield fearsome Cold One knights, capable of overpowering even the toughest of men. They also carry their signature Repeating weaponry, capable of firing off many volleys in meare seconds.


    Dwarves

    Spoiler Alert, click show to read: 
    Dwarves
    The Dwarves are a powerful, infantry based, faction. They excel in defense like no other. They can resist the most brutal arrow volleys and whether the largest morale shocks. They have the highest defense ratings in this sub-mod, with the Iron Breakers boasting a rating of 29 defense. But all of this armor comes at a price. The Dwarven armies are slow and their attack is sub-par (although they can cut through the toughest of armor). They will be a defensive faction, the polar opposite of the impetuous Orc Hordes.

    Chaos Dwarves
    The Chaos Dwarves are a sub-group of the average Dwarf. They are just as tough, but twice as mean. They aid the Chaos armies in their conquest by providing them with armor and weapons. They may have smaller armies than the Dwarves of Karaz Ankor, but they are just as strong, if not stronger. They have even built the dreaded Hellcannons that can blast down even the toughest walls with one shot. They are rightly feared.


    Greenskins

    Spoiler Alert, click show to read: 
    Orcs
    The Orcs are one of the most feared races in the game. Not only do they bring strength in the form of Bug 'uns, Black Orcs, and even Trolls, but they also bring numbers to the field. They are literally a "Green Tide". Very rarely are they outnumbered on the field (except maybe by the Undead and Goblins). Their only true weakness is not their crude weapons, but their lack of discipline. Even though one Orc can easily overpower an Empire soldier, their lack of training is their downfall. In battle, try and kill their Warboss. That will bring a swift victory for your forces (for the time being).

    Goblins
    Goblins are by far the most numerous of all the factions. They bring thousands of little greenskins to battle in hopes of overwhelming their opponents with shear numbers. Like the Orcs, they have low morale and flee quickly without a leader. But to make up for that, they have something that no other race has. Squig Herds. These little pink soccer balls are mouths on legs. They can tear through any regiment, be it Human, Elf, or even Dwarven. They will be your primary concern as they don't route, despite their masters being cowards.


    Beastmen

    Spoiler Alert, click show to read: 
    Gors and Ungors
    These units make up the bulk of the Beastman hordes. They are untrained and easily routed without a leader. They are also ferocious. They will swarm you with numbers and aren't afraid of a fight. They lack any "elegant" forms of weapons as they only use crude bludgeons and cracked spears. But the Beastman knows no difference between a finely crafted sword or a cracked club. They will use it to kill without hesitation.

    Chaos Hounds
    These are feral canines in service of the Beastmen. They can rip through most Empire regiments with ease and are not easily frightened. When encountered, use ranged units protected by spears. Infantry and Cavalry will be torn to shreads by these aggressive beasts.

    Beastigors
    These are the most feared of the Beastmen armies in Call of Warhammer. They are twice as large as the largest of Gors and twice as brutal. They shrug off arrows as if they were nothing and they can even take down Black Orcs! They are to be dealt with quickly and efficiently as they are most likely going to be in the company of many Gors, Ungors, and even Chaos Hounds.


    *Note: this list only includes the factions that have been completed in this sub-mod as of yet. More will be added as time goes on.

    If you are experiencing crashes upon startup...
    Use this fix by wolfshart79. Please thank him
    Quote Originally Posted by wolfshart79 View Post
    Problem: Real warhammer splash screen loads then CTD with no error message i.e. will not load past splash screen to main menu.

    FIX: To fix it what you must do is go to the teutonic folder (thats where CoW is) and look in another subfolder with in it. It should look like "C:\Program Files (x86)\SEGA\Medieval II Total War\mods\teutonic\mods\teutonic" or something similar...you will notice there are some files ie a data folder and some other things in that last teutonic folder. Simply copy or cut those and paste into the MAIN teutonic folder. Say yes to overwrites and you should be good to go. It may be linked to how the mod is installed overall, not sure, but those extra files seem to be in the wrong place and thats what causes that particular CTD.


    Public Beta Out Now!!!

    LINKS to Beta v1.3!

    Filefront Link
    Megaupload Link

    Installation: Extract the "Real_Warhammer_v1.3beta.zip" file into your "teutonic" folder. It'll ask to overwrite, say yes.

    You must, I repeat, MUST delete the "descr_cursor_actions.txt" found in your "data" folder or you will experience problems with the diplomats (as in they won't be able to speak to other nations).

    New Features
    Stone forts! (thanks to Action Fighter for the idea).
    Real Combat 1.8 (thanks to Point Blank for the formula).
    All of the new units posted in the FabiusBile's wonderful Demon Prince mod (thanks FabiusBile).
    cedric37's wonderful Splash screen (thanks a lot!).
    A new Sandbox Custom Campaign without all of the scripts in addition to the normal Campaign.
    ~Beren~'s wonderful skins (thanks!)

    New Stone Forts!




    New Sandbox campaign in progress!

    Here's a preview for the new campaign

    fixed diplomacy


    New custom campaign button on main menu (needs work)


    New campaign (needs work)


    New hotseat campaign selection mode


    I hope you enjoyed the preview


    Sub-mods I will be using in conjunction with this sub-mod (with permission of course)
    Using as a base for stats
    Spoiler Alert, click show to read: 
    Free upkeep and shooting range modification for 1.02 by Grand Admiral Thrawn
    and Real Combat 1.8/Real Recruitment 1.3 by Point Blank
    Spoiler Alert, click show to read: 


    Other hosted sub-mods
    Spoiler Alert, click show to read: 
    Event pictures enhanced by steroid
    Beren's Workshop by ~Beren~
    Hotseat mod by me (aka The Holy Pilgrim)
    Sprites Glorious Sprites by Mr.Man (No longer in use as it is already implemented in version 3)
    More Ancillaries 3.0 -update 12.2.2010 by Kahvipannu
    Unit pictures enhanced! by steroid
    Daemon Prince Minimod for COWv1.31 by FabiusBile


    Current list of Beta Testers (I have enough for now)
    Me (of course) --> Reikland
    Steel*Faith
    Saladin --> High Elves
    Action Fighter --> Averland
    GERMANICUS --> Nordland
    midterm360 --> Dwarves
    Dan the Man
    Pietrak --> Khorne
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    CFG code meanings for Hotseat

    Quote Originally Posted by Kalatorni View Post
    I'm aware that 0 = false and 1 = true, and that both ways can be used. What I meant is, for example, difference in codes mentioned earlier - autoresolve battles = true and autoresolve battles = false. I think this option can be selected in the campaign menu screen, but who wants to autoresolve battles...?

    When it comes to hotseat and defence, it seems that important part is "scroll = false", according to the setting in Stainless Steel:

    Code:
    ## disable forced autoresolve all battles in hotseat campaign
    autoresolve_battles = false
    ## enable cheat console in hotseat campaign
    disable_console = false
    ## enable or disable voting in papal elections in hotseat campaign (only first valid human faction votes)
    disable_papal_elections = false
    ## disable forced relevant hotseat options to be saved with game.
    save_prefs = true
    ## enable camera updates during ai turn in hotseat campaign
    update_ai_camera = true
    ## disable diplomacy validation for incoming propositions
    validate_diplomacy = true
    ## disable forced separate human faction turns (including diplomacy) in hotseat campaign
    turns = false
    ## disable start turn scroll in hotseat campaign - false or 0 needed to be able to defend against AI
    scroll = false
    ## hints are from SS 6.3 configuration file. I think this explains a lot.
    Attached Files Attached Files
    Last edited by The Holy Pilgrim; August 28, 2011 at 08:49 AM.

  2. #2
    Borissomeone's Avatar Citizen
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Sounds really good, look forward to seeing it.

    Under the Patronage of TheFirstONeill.

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    PSIHOPAT's Avatar Seigen
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    Default Re: Unit Balancer mod (Unreleased as of now)

    First > congratulations for your ambitious plan.

    Second > is a suggestion
    I suggest you to search informations about impact of the artillery on the battlefield...about their range,accuracy and damage.

  4. #4
    Valiant Champion's Avatar Ronin
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Hopefully remove lock_morale from almost every unit in the game except for Slayers, Plaguebearers, Bloodletters.

    Giving generals lock_morale is not very realistic. By a general having active morale it may help him survive to fight another day if he flees against hopeless odds.

    Knights and greatswords with lock_morale is not realistic at all. In my own mod I even allowed active morale on Sigmar banner halberds, though their morale is at 32. Brave they might be but they are humans. Even the most elite soldiers will break if they are thrown into sudden terror. If I am not mistaken this is mentioned by Sun Tzu.

    If you give some of those units morale around 30 ( more like 17 to 18 for greatswords and most knights) they will usually fight to the last unless they are seriously overmatched and usually by then they are surrounded and will show broken fighting to the death.

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    Default Re: Unit Balancer mod (Unreleased as of now)

    Hopefully remove lock_morale from almost every unit in the game except for Slayers, Plaguebearers, Bloodletters.
    You miss some points =>undead and vampires
    They deserve lock morale
    About humans => you are right...but maybe even here can be made some difference between the same soldiers from empire...some swordsman or pikeman having better morale than others

    By a general having active morale it may help him survive to fight another day if he flees against hopeless odds.
    I disagree.If the general flee,the battle will be lost,and he will be killed soon.
    If the general survive and stay in battle,his army have chance for victory...but without he...all hope is gone...
    Last edited by PSIHOPAT; January 15, 2010 at 07:28 PM.

  6. #6
    GERMANICUS's Avatar Ishiyumi no shashu
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    Default Re: Unit Balancer mod (Unreleased as of now)

    I have to admit Vazer that I am being worn down by that oke as well, I worry I too may soon bleed from the eyes.
    That said O Holiest of Pilgrims I salute this new effort as well as express my admiration for all the assistance/input you have provided to this Superb mod since its release!

    PS Do you intend to look into changing the suicidal tendencies of allied commanders charging into the enemy!
    With the slow of heirs maturing I find factions collapse because of this long running issue in the Total war series.
    Last edited by GERMANICUS; January 15, 2010 at 07:50 PM. Reason: For this question when I first posted.
    Legio Patria Nostra
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  7. #7
    Valiant Champion's Avatar Ronin
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by PSIHOPAT View Post
    You miss some points =>undead and vampires
    They deserve lock morale
    About humans => you are right...but maybe even here can be made some difference between the same soldiers from empire...some swordsman or pikeman having better morale than others



    I disagree.If the general flee,the battle will be lost,and he will be killed soon.
    If the general survive and stay in battle,his army have chance for victory...but without he...all hope is gone...
    You are right on the vampires. Of course skeletons should have lock_morale. My memory failed me on that.

    However the lock_morale on Generals is not realistic. I stand by that argument.

  8. #8
    Valiant Champion's Avatar Ronin
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by PSIHOPAT View Post
    Comment from Vaz for this post is below


    I REQUEST moderator intervention here.

    Vaz continue to attack/harass me for provoking me to respond with flames.




    Of course is not realistic...but this game reproduce very few from reality.
    In this game,the battle is lost without general.
    In real life...sometimes happen...armies with general killed become mad and destroy everything on their path.
    The game can't reproduce that.
    If is possible to be made some kind of script for battle,to be some chance,depending by the faction,when the general is killed in battle =>his army to explode at morale...fighting to the death.
    This can be very interesting.
    And this is reality.
    If a General flees it does not have a very big morale penalty at all.

    If he dies than his army becomes demoralized.

    If I were an AI enemy army I would rather my general flee to safety than to get killed and cause my army to insta-rout.

    That is how the total war morale system works.

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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by Valiant Champion View Post
    If a General flees it does not have a very big morale penalty at all.
    If he dies than his army becomes demoralized.
    If I were an AI enemy army I would rather my general flee to safety than to get killed and cause my army to insta-rout.
    That is how the total war morale system works.
    1 - if the general flee => th battle is lost...almost sure
    2 - general save his life from that battle,but he will die soon,because alone can't defeat alone invading army...has lost his army

    3 - As i told => generally rule say => army is demoralized after loosing the general...but sometimes...some nations...take this event as a very very annoying thing...and become a tornado of furry and madness...especially if the general or king has been very appreciated and loved by the army/people...and this mad army will completely destroy,without any mercy,everything that is not considered at their side...absolutely everything
    Last edited by PSIHOPAT; January 15, 2010 at 08:29 PM.

  10. #10
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by PSIHOPAT View Post
    1 - if the general flee => th battle is lost...almost sure
    2 - general save his life from that battle,but he will die soon,because alone can defeat invading army...has lost his army

    3 - As i told => generally,army is demoralized after loosing the general,but sometimes...some nations...take this event as a very very annoying thing...and become a tornado of furry and madness...especially if the general has been very appreciated ad loved by the army/people
    The general fleeing will not cause an army to lose. It will have a rather small negative effect on morale but the morale drop is temporary.

    When a general dies than a much larger morale penalty takes place. This is permanent although the army usually recovers some morale back after a short time.

  11. #11
    PSIHOPAT's Avatar Seigen
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    Default Re: Unit Balancer mod (Unreleased as of now)

    The general fleeing will not cause an army to lose. It will have a rather small negative effect on morale but the morale drop is temporary.
    It does.Is almost sure.

    In campaign,battles are very different from custom battle =>allot

    Generals from campaign have many traits who make them very dangerous.One trumpet from the general with 10 stars will make his army to make the field to tremble.

    If the general is dead in battle...battlefield is like hit by thunder,and soldiers begin to loose confidence in victory and to make steps back...and then will run.

    I tell you...i know Total War like my pocket...i play them since Shogun TW was on the market.

    I always have priority in battle to kill the general and units who inspire.
    Without his presence...my great general,and my army will be unstoppable.
    No enemy with shaking knee will stay long in fight.
    They will broke the line in cascade,from one to another...creating chaos and panic...

    I will show you one little story,about one battle who has appeared to be impossible.
    I done this impossible.
    This is from Broken Crescent...and have many mistakes...i hope to understand what is written...
    Also i hope to have idea about that units

    Short battle story (BC 2.01)
    Dificulty VH/VH
    Large size for army
    Heroic victory
    Turkish Sultanate

    Battle has been done at the gates of Constantinopole.I fount this beautiful city guarded bi King himself,2 pelekiphoroy and 4 good spearmen.Mi army is not made for siege:3 lightHA,1 junior ghulamHA,5 ghazi,4 frontiersman and 2 janissary.I decide to atack,even if will be almost imposibile to win,because AI will spawn new units.After ending of turn,i was terified to see new units spamed bi the AI :4 pelekiphoroy,4 emperor guard and lots of swordsman.They break the siege and atack me.I am doomed i say.This is not good,if i will survive to this atack will be like miracle.

    Battle has begin with desperate fight of 2 army totaly oposed in valor,mi army having great disadvantage.ERE send his emperor in full charge speed against mi weak infantry.I order to mi sultan to run and intercept devastating charge.At the midle distance betwen armies,Turkish Sultan and Binzantin King clash in the blody fight and than squashed betwen armies and chaos has begin.Sultan prove his long fighting experience(3 silver),resisting heroic in the midle of enemy army and killing many pelekiphoroi and bodyguards from the bizantin king who trie to escape.His chance are little because mi sultan run continously after them and bring death even through spearmen and pelekiphoroy and continue to follow his worst enemy close.After ERE remain with his king without bodyguards,mi sulta with 15 bodyhuards remaining remain stuck surounded bi many spearman few pelekiphoroi and many swordsman.Enemy king has escape alone and continue to encourage his army.I exclaim;HE IS ALONE ...KILL HIM...KILL HIM NOW...come order for one of mi best horse archers to catch them and finish the job.With loosing of 15 man they cut the body of the last royal blood of bizantins. After dead of the bizantin emperor mi general escape from dangerous situation and the battlefield is like hited bi thunder and begin to tremble under the bawl of mi army. Many byzantins begin to feel fear in their hearts.The blow is to teribile.His king is dead.Mi last ghazis and frontiersman fight like a lions.They deserve his fame(fanatiks),atacking like a mad pack of wolfs.They are hapy to fight or die even upon the top of hundreds of his butchered broders.VICTORY IS OURS they screech and hit how hard they can in the bizantin line.Feared units like pelekyphoroi and emperor guards loose confidence in victory and begin to make steps backward.I order to mi fresh janissary to give the final blow,atacking enemies with remaining good moral.Few enemy units remain to fight being charged from behind bi mi general,25 junior ghulamHA(75 at the beghining of fight) and last remaining horse archers.I saw pelekiphoroy with 45 man in formation runing,followed close bi mi brave ghazis and frontiersman.The battle line is broken,the battle is turned into hunting and the war is almost over because this is the last army of bizantins.ERE has sufered historycal defeat.
    Constantinopole is now part of the turkish empire.
    Last edited by PSIHOPAT; January 15, 2010 at 08:44 PM.

  12. #12
    Valiant Champion's Avatar Ronin
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    Default Re: Unit Balancer mod (Unreleased as of now)

    I am a shogun player myself and I know about morale. I know about how it affects your units in MP as well.

    A trick we use to use in MP was to rout our general unit at the beginning of the battle so we wouldnt have to worry about our general dying.

    If you rout them early before melee the temporary morale drop is gone by the time battle takes place.

    Also consider that all the traits of your general remain intact even if he leaves the field in a rout.

    I could withdraw my general at the beginning of any battle in campaign or not and only lose his ability to boost morale when he is near or when he blows his flute.

  13. #13
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Thanks for the support you guys. I'll try and work on this as much as I can

  14. #14
    PSIHOPAT's Avatar Seigen
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by The Holy Pilgrim View Post
    Thanks for the support you guys. I'll try and work on this as much as I can
    Is my pleasure

    Quote Originally Posted by Valiant Champion View Post
    I am a shogun player myself and I know about morale. I know about how it affects your units in MP as well.

    A trick we use to use in MP was to rout our general unit at the beginning of the battle so we wouldnt have to worry about our general dying.
    If you rout them early before melee the temporary morale drop is gone by the time battle takes place.
    Also consider that all the traits of your general remain intact even if he leaves the field in a rout.
    I could withdraw my general at the beginning of any battle in campaign or not and only lose his ability to boost morale when he is near or when he blows his flute.

    As i told...don't compare custom battle with battle from campaign.
    In custom,you can't give them any star or trait for boosting moral of the soldiers or his health...or frightening enemies.

    Generals from custom are far weaker than generals from campaign...but also,they are necessary...because no battle is made without one leader

    Battle without generals are...very bad and unreal idea...
    The point in every battle is to strike in critical/vulnerable parts and to make the strongest to fall.

    One of this very important points is the general.
    Removing the general...you throw away the hearth of the army.

    In campaign,many times,the result of the battle is very much influenced by the quality of the general.
    Generals from campaign are able to make even the weakest unit to be dangerous.

    The problem from TW was always enormous difference between custom and campaign battles.

    If someone will think and made stars and traits availeble for custom battle...this will be great.
    Possible...the greatest thing from the last TW history.
    Last edited by PSIHOPAT; January 15, 2010 at 09:34 PM.

  15. #15
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Updated first post with some ideas.

    Please tell me what you think

  16. #16
    Valiant Champion's Avatar Ronin
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Also take into consideration my work with the 1.01 EDU I worked on.

    Keep in mind that units that are spaced too tightly will not perform to their best potential.

    Also look at the cosmetic appearance of the unit. If the models are overlapping each other than it is obvious you will want to space that unit out more for appearance sake. This obviously includes some cavalry units as 1.5 meter spacing is pretty tight.

    If you want the animations and appearances to look realistic greater spacing is needed. In the real world horsemen cannot ride so close together their legs would get crushed or the horses would run so close behind their leader that their nose would get busted.

    Kingdoms spacing is a good model for human sized infantry and horse cavalry.

    Even if you decide not to touch spacing I implore you to examine the variation in spacing for human missile units in the game. Once you examine them closely you will realize there are problems. One unit will have a certian type of spacing while another will have a spacing that is simply chaotic. One example I found was one that had something to the ring of 1.5, 0.0, for the close formation. Another was 0.5, 2, I think or something close to it.

    There simply needs to be some commonality in rank, file and spacing amongst human/horse units.

    ----------------------------------------------------------------

    Not too sure about the unit size thing. I wouldnt vary the sizes too much from what they are. Except to give spears larger units to help them against cavalry.
    Last edited by Valiant Champion; January 16, 2010 at 01:56 AM.

  17. #17
    PSIHOPAT's Avatar Seigen
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    Default Re: Unit Balancer mod (Unreleased as of now)

    @The Holy Pilgrim

    I like how it sound ideas from the first page.
    I have another few suggestions :

    From chaos only marauders to have bonus in snow.
    All orcs to have warcry,and to be removed from marauders.
    All dwarfs to have bonus in snow.
    All dwarfs,excepting shock unit,to wear just light and heavy mail,and some of they plate and heavy plate;with all i mean including ranged units.
    Dwarven armor to be between 10 and 20;making them extremely hard to kill.
    Excepting slayers,all dwarfs to have maximum attack 7,with ap for the best of they;their shields to be at standard value of 6,and excepting their shock unit,all dwarfs to have maximum defense skill at 4.
    Goblins and wolfs to have bonus in forest,and night goblins ability to hide in long grass.
    Another light armored units,to have ability to hide in long grass and forest.
    Combat bonus in forest for few special units.
    Value of shields from units to reflect their appearance from the battlefield.
    Light cannons to have range 800,fast rate of fire and very good accuracy.
    Mortars to have range 750,medium accuracy,and faster rate of fire.
    Heavy cannons to have range 700 and low-medium accuracy,compared with light cannons,and rate of fire changed for every one.
    Organ gun to shoot at 600 range.
    Balista to have range 500 and good accuracy against units,with good rate of fire.
    Catapults to have 400 range and low accuracy against units.
    If is possible,for all gunpowder artillery to be minimum 40% chance of hit for fixed targets at maximum range at every shot,and to rise at 60-70% after 4-5 shots for fixed targets,and 70-80% after 8-10 shots,remaining at this value;and all gunpowder artillery to have minimum 60% accuracy for targets below 200,even against moving targets.
    Pistols,to have low range and low damage but faster rate of fire and medium accuracy.
    All units with guns to have good accuracy at maximum range.
    Reload time from units with guns to be reduced for special units.
    Also accuracy of gunners to be devastating at any range below 100
    If is possible,few professional units units with guns to use bayonets attached to guns, for close combat fight,using animation of 2H weapon;maybe halberd animation
    All range from bow and guns to be between 200-350,and 400-450 for special units(one or two) from game.
    Pistols are considered exception and shoot at 100-150 maximum range.
    Few rare archers to use fire missile.
    Dwarven mortars to have possibility to use incendiary shells,like naphta bomb.
    To be added magnonel(special catapult) from M2-Kingdoms(teutonic) and scorpion from RTW(light balista).
    Only mounted gunners from kislev,to have ability to form shooting circle,but cost increased.
    To be used fast move for light cavalry.
    Savage orc boar riding,to throw axes.
    Orc boys boar riding to throw spears.
    All light infantry to have big difference in speed compared with heavy one but with difference between races.
    Number per unit for goblin neter throwers to be equal with other goblins,and their charge to come immediately after throwing missile.
    Rise morale or inspire, to be very rare ability;just for stindard from humans,orc bodyguards,chaos generals,vampire units,dwarven generals,the best unit from elvs,kreml guard from kislev,and lizard rider from Dark elvs.
    Special units to have excellent morale.

    Also i suggest you to take a look at formations from Broken Crescent,because are really good.
    You will find many interesting things there...
    Last edited by PSIHOPAT; January 16, 2010 at 08:40 AM.

  18. #18
    Maias227's Avatar Wimmer
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by PSIHOPAT View Post
    @The Holy Pilgrim
    Only mounted gunners from kislev,to have ability to form shooting circle,but cost increased.
    To be used fast move for light cavalry.
    I disagree strongly with that suggestion, why on earth should the Kislev be the only gunners who should form shooting circle?

    In addition

    Elves needs their archers looked at, they're very off as it is right now.

    Lothern seaguard are not, and I repeat, not supposed to be the best archers the elves can get. They're poorer and make little sense for them. Increase range and damage for normal archers and possibly decrease the one for the seaguard instead. However then Seaguard should have the same defence as the pike using lothern seaguard.

    Something is wrong with the bolt throwers High Elves and Dark elves can use, they rarely hit anything and generally need their effectiveness more.

  19. #19
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    Default Re: Unit Balancer mod (Unreleased as of now)

    Quote Originally Posted by Maias227 View Post
    I disagree strongly with that suggestion, why on earth should the Kislev be the only gunners who should form shooting circle?
    Because the idea is to be used special abilities just for special units,and for me Kislevit mounted gunners are much more special than what is used by Empire.On the map can be found far much less mounted gunners from Kislev than mounted pistoliers from Empire

    Attempt is to make each faction unique in his way by others in absolutely everything possible from the limited possibilities from this game.Special abilities are many,and if are used at maximum potential can change the feeling from this game even more...in good of course.Already CoWTW has done this,but still can be made improvements....and this place is the attempt from The Holy Pilgrim for doing this.

    And deserve much respect,because is not an easy thing that.
    Last edited by PSIHOPAT; January 16, 2010 at 08:14 AM.

  20. #20
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Unit Balancer mod (Unreleased as of now)

    @PSIHOPAT: You bring up a lot of good ideas! Thanks

    @Maias227: Don't worry, I'll make the Lothern weaker than the High Elf Archers

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