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
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
Blackomur89 (R.I.P my friend)
Ethien
Borissomeone --> Kislev
ArmyRoster
crusader knight
Anakron --> Middenland
Illuminato --> Dark Elves
CFG code meanings for Hotseat
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:
## hints are from SS 6.3 configuration file. I think this explains a lot.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












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