I think it would be cool to see the Knights of St. Lazarus be in this game![]()
I think it would be cool to see the Knights of St. Lazarus be in this game![]()
Um... No more KoJ units...
Well I think he,Berdiche Knyaz, means the Knights of Kievan Russ, as Saint Lazarus was an Orthodox (pravoslavniy) saint, and this unit could be used ether for Byzantium or maybe the new factions is needed, the Russ, so they could show those Kipchaks the devil:-)
The Makurian faction need urgently other new units. It is the worst faction regarding competitive units.
"A people with no history is a people with no future" - Nicolae Iorga
Exactly, and in general it would be more historically accurate.
regards!
More Makurian units, and better designed.
Really?? I think they seem to have been one half-arsed. Compared to some of the other units whoch are spectacular in design and detail they seem bland.
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The grass is always greener on the other side of the fence.
Besides, the question concerns new units. And there will be no more new units for KoJ, because they already have 31 of them. It's the most of all factions. We will either remove some of them (only if there's a need) or rework them. Or both...
I would hate for the KOJ to fiddled with. (Not that type of fiddling, dirty!)
What is the unit cap? And is there a unit cap at all? I was under the impression that in MTW II this cap was much higher then in RTW, so the number of units shouldn't really matter, the more the merrier, but I guess the focus would be better to work out all factions to have a suitable roster, everything else after that is just... extra![]()
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I d like to ask the BC team to give some intel on their formula/equation calculating the recruitment costs.
What variables did you use, it'd be a hell of a help to know it...
It's easy to figure that the ratio for recruitment/upkeep which is about 2.272/1
how do you come up with a recruitment cost of
e.g. 1141 for a unit with the following details?
soldier ere_elite_varangian_axemen, 30, 0, 1.0
attributes sea_faring, hide_forest, hardy, can_withdraw, frighten_foot
formation 2, 2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 21, 5, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
stat_pri_attr ap
stat_sec 7, 2, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1
stat_sec_attr ap
stat_pri_armour 9, 20, 2, metal
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground -2, -3, -2, -1
stat_mental 16, disciplined, untrained
Last edited by caesarion; February 11, 2010 at 03:05 AM.
Maybe 3 or 4 spawn units of the Varangian Guard for ERE at the beginning? Would be realistic if it is not a regular recruitable unit.