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| Call of Warhammer Call of Warhammer: Champions of the vile Chaos gods have stepped forward uniting into a northern tidal wave sweeping south. Orcs are growing restless in the cramped space of the Badlands. A WAAGGGHH!!! is inevitable and the Greenskin horde will soon unleash another of their destructive invasions. The mysterious Phoenix King has ordered an expedition corps to the Old World to stand by the forces of light in the coming struggles. The Empire and Kislev… will have to hold the line and stand tall against the coming of the Storm of Chaos. |
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#1 | ||||||
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In Memory of Blackomur
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Posts: 5,285
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Hello, I'm here to show you guys what's coming up in version 1.04
![]() "In the name of Warhammer, you will not be forgotten!" ![]() Under the pround Patronage of Miura Anjin 三浦按針 (formerly Quetzalcoatl) ![]() Best Warhammer video ever!
Last edited by The Holy Pilgrim; May 22, 2010 at 09:57 AM. |
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#2 | |
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Artifex
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Posts: 1,946
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tnx for you mate!
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#4 | |
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Major
Posts: 1,824
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Well done on putting it together, mate!
Just one thing - not to criticise anyone's english ability, but do you think you could rewrite the info part in better english? It would make it easier to understand (also some of needs updating, such as the "probably" for the mages) example: - "Greenskin alliance. Orks and goblins can be unite. Chance of this event of 1 %. Also if the goblin leader dies there is an additional chance of this event. The probability of event depends on authority of the leader - with low authority the chances groth." better: Greenskin alliance: 1% chance for the Orcs and goblins to unite. Additional chance if the goblin leader dies; with the probability based on his authority - the lower his authority, the greater the chance of alliance. Also: "- Gobiliny can employ spies. Orks can employ them if they unite with night goblins or crash them." better: Goblins can recruit spies. Orcs can also get them if they are allied to the Night Goblins or destroy them. You get the gist! |
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#5 | |
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Drum Major
Posts: 514
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Looks great
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#6 | |
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Quartermaster Sergeant
Posts: 680
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Ozzmosis, done.
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#7 | |
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Grenadier
Posts: 77
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great
+ rep
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#8 | ||
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In Memory of Blackomur
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Posts: 5,285
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Quote:
Thanks Timorfeys ![]() "In the name of Warhammer, you will not be forgotten!" ![]() Under the pround Patronage of Miura Anjin 三浦按針 (formerly Quetzalcoatl) ![]() Best Warhammer video ever!
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#9 | |
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Major
Posts: 1,824
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Fine I'll do the rest of it too!
New traits for each faction and rebalance of the old ones New ancillaries (kahvipannu+timorfeys+hick09) - Flags and unique buildings by Crisord - Added Nurgle general from the Monolith - Demon prince, unique unit for Followers of Khorne, with 1% chance of spawn - Trolls. Unit for the Orcs, garrison in Troll Country province in the Big Cave, and more spawn in that province. - Greenskin alliance: 1% chance for the Orcs and goblins to unite. Additional chance if the goblin leader dies; with the probability based on his authority - the lower his authority, the greater the chance of alliance. - Goblins can now take part in Orcish Waaaghs! - Goblins can recruit spies. Orcs can also get them if they are allied to the Night Goblins or destroy them. - New playable faction - Border Princes. Suitable units are taken from Rusichi. 1% chance to enter in alliance with the Empire. - Feinar fixed a smoke bug, and also has made new shells for Empire Rocket Launchers and catapult shots for Skull Catapults. - New mages. Shamans for Goblins and Orcs. - Ice mages for Kislev - High Elf mages, work of Feinar and Iselendil - Ogres, Orc Bigguns, Black Orcs, Bloodletters and Plaguebearers have "launching" attribute to their attack. - Expanded family trees for all factions. Agents at the start (thanks to Mesh) are added - Cities start off more developed. Most of the Vanilla event pictures and building icons changed (thanks to cedric37, kahvipannu, Timorfeys) I rephrased it to better english without changing any of the information. edit: meh too late. :/ Last edited by Ozzmosis; May 09, 2010 at 05:44 PM. |
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#10 | |
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Major
Posts: 1,833
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Thanks, THP.
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#11 | |
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Major
Posts: 1,824
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On second thought, I think my version has fewer mistakes!
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#12 | ||
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Quartermaster Sergeant
Posts: 891
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I logged in after a long time to see if this mod is still up and kicking, and oh boy what stuff you guys are adding to it
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#13 | |
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Citizen
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Posts: 1,230
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When this update is ready will it be a massive download or just adds to the existing COW game? And great work guys looks amazing.
![]() "Merda taurorum animas conturbit" - "Utinam barbari spatium proprium tuum invadant!" Under the Patronage of TheFirstONeill. |
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#14 | |
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Artifex
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Posts: 1,946
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your translate sometimes not correct sorry
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#15 | |
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Major
Posts: 1,824
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I think it's better now. (I corrected the bits about the trolls).
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#16 | |
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Chosen Man
Posts: 182
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Cool beans, thanx for the preview!
Now playing MTW2 COW as Dwarves and RSII as Sparta.
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#17 | |
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Captain of 9
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Posts: 3,955
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Ohhh, steamtanks have gunners on top. How cute.
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#18 | |
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Colour Sergeant
Posts: 402
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Thanks HP for this grand preview with all of the new v1.04 goodies and tasty bits complied.
You have done a good service for the followers of CoW!
Legio Patria Nostra
Last Defender of the West HAMMER of the HUNS |
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#19 | |
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In Memory of Blackomur
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Posts: 5,285
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No problem my friend. As I always say, I'm always glad to help
![]() "In the name of Warhammer, you will not be forgotten!" ![]() Under the pround Patronage of Miura Anjin 三浦按針 (formerly Quetzalcoatl) ![]() Best Warhammer video ever!
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#20 | |
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Corporal
Posts: 238
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Awwww... still no Witch Elves.. Kali is sad
Does that 1% chance mean 1% chance every turn?
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