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Thread: FAQ

  1. #1
    Kolwen's Avatar Artifex
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    Icon4 FAQ

    This thread will be updated with the Frequent Asked Questions.
    Use the search facility and check the FAQ's before asking your question please.

    FAQ
    What is this mod about?
    Read the summary here

    When is the release date?
    The release date is to be defined

    Will Tyrion or Teclis be in this mod?
    Tyrion and Teclis hadn't born in this age. They are descendant of Morelion, the son of Aenarion and Astarielle, and there are not registers of the twins until some millenia after.

    Flying units? Cool. How are they going to act?
    Some of them will fly until the charge moment, when they will land and let the riders attack. Other units such dragons or great eagles will keep flying all the time.

    Will the heroes act as one man units,or will they be like in vanilla Medieval 2 with bodyguards?
    We have included the Reiksfart's hero system, so every hero will have his own special bodyguards depending on the unit cost of each one and their equipment.

    Is this a stand alone mod?
    Yes, it is.

    Will we be able to recruit massive armies and battle a script-supported AI in never ending full-stack spam orgies?
    You will not be able to recruit a lot of armies. Some beta testers have managed to build up to 2 or 3 stacks around the turn 250. I am opposite to spawning scripted reinforcements, so in our script file the only spawned armies that you can find are placed on the sea, far away from your cities, and it will be only for rare and special events. Instead of that, we are increasing the challenge by turning the rioted cities into naggarothi or cultist. So if you are not controlling Nagarythe and they have a riot, it will feed it's garrison. It's just an alternative way to boost the ai without spawning stacks at your city doors.

    Will we have to plan complex strategies or can we launch massive attacks with large armies right from the beginning?
    You will not have a lot of units, they will be expensive and you will need to build expensive buildings before recruiting them, so losing one stack is a pain. You will need to use your troops carefully, and your generals are very important, since its a 12 turns per year campaign, they will not have a lot of childrens. However the family members are very powerfull, and I suggest you to run if you are facing a faction leader.
    Last edited by Kolwen; December 11, 2012 at 05:26 AM.

  2. #2
    HannibalExMachina's Avatar Just a sausage
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    Default Re: FAQ

    i thought one man units are impossible, how did you manage that?

    and congratz to your own forum!

  3. #3
    Kolwen's Avatar Artifex
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    Default Re: FAQ

    Hi!
    It is possible on Custom Battles just like Sauron on TATW. There are some problems with the growing bodyguards on campaign.
    However Reiksfart has worked a lot on his "Hero System" and we are very satisfyed with the results, giving special bodyguards to the heroes, faction leaders or heirs.
    I will update the FAQ with a better answer hehe.
    Thank you

  4. #4
    gary's Avatar Domesticus
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    Default Re: FAQ

    is this a stand alone mod or do you need war-hammer installed to play? fantastic job rep
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  5. #5

    Default Re: FAQ

    This mod is a stand-alone. No need of Call of Warhammer.

  6. #6

    Default Re: FAQ

    Oh wow! Great skins and models! They are beyond doubt among the best I've ever seen for M2! Kudos! The previews at moddb.com are very impressive.

    What will the campaign game-play look like, though? Will we be able to recruit massive armies and battle a script-supported AI in never ending full-stack spam orgies?

    Will we be presented with a detailed, difficult to pay for and difficult to build (ie expensive and intermingled) building tree?

    Will be confronted with an AOR system that requires thought, planning and painful choices?

    Will we have to plan complex strategies or can we launch massive attacks with large armies right from the beginning?

    What kind of supply, siege, command, recruit scripts are planned?

    Generally... besides epic battles - what are the other features?

    I'm asking as I like strategic features in TW mods a lot (my personal perference only of course).

  7. #7
    Kolwen's Avatar Artifex
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    Default Re: FAQ

    Quote Originally Posted by thorakites View Post
    Oh wow! Great skins and models! They are beyond doubt among the best I've ever seen for M2! Kudos! The previews at moddb.com are very impressive.

    What will the campaign game-play look like, though? Will we be able to recruit massive armies and battle a script-supported AI in never ending full-stack spam orgies?

    Will we be presented with a detailed, difficult to pay for and difficult to build (ie expensive and intermingled) building tree?

    Will be confronted with an AOR system that requires thought, planning and painful choices?

    Will we have to plan complex strategies or can we launch massive attacks with large armies right from the beginning?

    What kind of supply, siege, command, recruit scripts are planned?

    Generally... besides epic battles - what are the other features?

    I'm asking as I like strategic features in TW mods a lot (my personal perference only of course).
    You will be not able to recruit a lot of armies. Some beta testers have managed to build up to 2 or 3 stacks around the turn 250. I am opposite to spawning scripted reinforcements, so in our script file the only spawned armies that you can find are placed on the sea, far away from your cities, and it will be only for rare and special events.
    Instead of that, we are increasing the challenge by turning the rioted cities into naggarothi or cultist. So if you are not controlling Nagarythe and they have a riot, it will feed it's garrison. It's just an alternative way to boost the ai without spawning stacks at your city doors.

    The buildings are expensive and have a very long building time. You will not be able to build all of them in one city at the end of the campaign, so you will need to chose it carefully.

    Some units like archmages, tor caled guards, tor sethis sentinels, and many others are aor. If you are playing with Saphery you will wanna cry If you lose the city of Hoeth, because you will not be able to recruit a lot of special units anymore.

    As said, you will not have a lot of units, so losing one stack is a pain. You will need to use your troops carefully, and your generals are very important, since its a 12 turns per year campaign, and you will not have a lot of childrens. However they are very powerfull, and I suggest you to run if you are facing a faction leader.

    We have included a supply system from deus Lo vult mod, and attacking far regions will be very costly. In addition your troops morale will be affected if you move them into enemy territory for a long time.

  8. #8

    Default Re: FAQ

    indeed, the civil war is based on a religious matter so religious unrest will be huge since turn one. it will be very hard to pacify and keep happy a fresh conquered settlement. enemies priests who belong to the dark cults will be numerous and high level.

    we using Byg's mod supply to force people to plan their invasion etc...

    as kolwen said, it will be hard for you to have more than 3/4 stacks at once, things will need to be planed carefully and you will have to choose what settlement is "military" or "civil" because it will be very hard for you to have military buildings in all your settlements.

    "With Hate, all things are possible." Malus Darkblade

  9. #9

    Default Re: FAQ

    Hello all, i was flicking through this and saw that you have been making taits and ancilliaries that are specific to each culture and race! I'm trying to modify a mod for RTW called Warhammer: a call to arms and am having trouble linking traits nd ancilliaries to the different factions. Because the original buildigs, that triat acquisition is linked to, have been changed, traits are being added to characters at random. This makes me a sad wannabe modder :'(.
    Does anyone have any ideas or input that might help me solve this? E.g. a way to link the new mod-specific buildings to traits?

    Many thanks for your time!

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