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Thread: FULL PREVIEW of "Call of Warhammer" v. 1.4. (see in first post)

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  1. #1

    Default Re: Full preview of 1.4

    Wonderfull! Just wonderfull! Again i can't wait to play 1.4! Great work!
    THANK YOU COW-TEAM FOR THIS FANTASTIC MOD! A DREAM CAME TRUE!
    Sorry for my bad english


  2. #2
    Libertus
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    Default Re: Full preview of 1.4

    This thanksgiving Im greatful for my job, my family & friends, my beautiful gf....and COW!!! You guys are incredible!

  3. #3

    Default Re: Full preview of 1.4

    Quote Originally Posted by JoeyMangz View Post
    This thanksgiving Im greatful for my job, my family & friends, my beautiful gf....and COW!!! You guys are incredible!
    Well sed!! I'm in Italy but i'll celebrate thanksgiving with a couple of american friends , all of us are waiting for CoW!!!!
    <> If you think my english is bad, you never heard my japanese
    <> "Ama il prossimo tuo...NON QUESTO! IL PROSSIMO!"
    <> "Non bisogna prendere la vita troppo sul serio! Tanto non se ne esce vivi!!"
    <> "Saru mo ki kara ochiru"

  4. #4
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Full preview of 1.4

    Hmm thats a nice way to ruin a good Dress.
    Great Work ^^

    Im the Knight in Sour Armor http://tvtropes.org/pmwiki/pmwiki.ph...ghtInSourArmor
    Rainbow Darling rainbows Darling. Darling Rainbows!!!!!
    but on the same time modder with my first mod for Rome 2!http://steamcommunity.com/sharedfile.../?id=286218945
    Hey Sparkle Sparkle Sparkle!
    https://www.youtube.com/watch?v=LDULtV9U2kA
    Quote Originally Posted by riskymonk View Post
    yea but mods are created by fans of the series. Games are created by university students who might not necessarily know or play the games/series they're working on

  5. #5

    Default Re: Full preview of 1.4

    does anyone know if the reinforcement where if an allied army was arrivng as reinforcements it would crash bug is fixed or if this is a medievil total war engine bug?

  6. #6
    paradamed's Avatar Praepositus
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    Default Re: Full preview of 1.4

    Wow! These elves look fantastic!

  7. #7

    Default Re: Full preview of 1.4

    What plans do u have for night goblin faction ? will u add new units/heroes ? becuse for now its a ,noone is playing as them and they're a waste of slot... better to add their cities to dwarfs,orcs and give this slot to other faction.
    All Orks is equal, but some Orks are more equal dan uvvas.

  8. #8
    Himster's Avatar Praeses
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    Default Re: Full preview of 1.4

    Quote Originally Posted by Klierowski View Post
    What plans do u have for night goblin faction ? will u add new units/heroes ? becuse for now its a ,noone is playing as them and they're a waste of slot... better to add their cities to dwarfs,orcs and give this slot to other faction.
    Too anti-lore IMO, I wouldn't mind if they acted like beastmen though.

    I think the best solution (that'll also solve some other problems): Another faction called just like the way the "Gehae" worked in alexander TW.

    So individual armies in this "faction" have individual names. This way, for instance, if you're a chaos warlord uniting the chaos tribes and you invade the skaeling tribal lands instead of fighting anonomous chaos undivided rebels: you'll be fighting the royal army of the Skaeling king Gustav "Holy warrior," who will attack you fro tresspassing on his lands (unlike a generic rebel general who only attacks when grossly out-matches his opponent). And in the Orc lands there could be pretenders to Grimgor's rightfull place that actually pose a threat. In the border princes there could be proper armies that actually do something, night-goblins could spawn in lore accurate places and maybe kill something for a change. There could be trade between norse settlements and the empire in peace time (the brief period of peace). There could be Arabayan pirates, the possibilities are endless .......................

    Just a suggestion.
    The whole problem with the world is that fools and fanatics are so certain of themselves, but wiser people are full of doubts.
    -Betrand Russell

  9. #9
    Werebear's Avatar For Mother Russia
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    Default Re: Full preview of 1.4

    Converting - Isilendil
    Texturing upgrade - Crisord, Isilendil


  10. #10
    IrishBlood's Avatar GIVE THEM BLIZZARDS!
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    Default Re: Full preview of 1.4

    Quote Originally Posted by isilendil View Post
    Converting - Isilendil
    Texturing upgrade - Crisord, Isilendil

    Spoiler Alert, click show to read: 
    fantastic work Isilendil!! +rep

    they are mercenary captains/hero's right?

  11. #11
    hick09's Avatar Miles
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    Default Re: Full preview of 1.4

    What plans do u have for night goblin faction ? will u add new units/heroes ? becuse for now its a ,noone is playing as them and they're a waste of slot... better to add their cities to dwarfs,orcs and give this slot to other faction.
    they become unplayable


  12. #12

    Default Re: Full preview of 1.4

    Quote Originally Posted by hick09 View Post
    they become unplayable
    I hope you wont make them unplayable I was just getting into them.....

  13. #13
    Grymloq's Avatar Domesticus
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    Default Re: Full preview of 1.4

    These models are great!!!!!!!

    they become unplayable
    I am the only one here who likes them? And however why make them unplayable?

  14. #14

    Default Re: Full preview of 1.4

    I am the only one here who likes them? And however why make them unplayable?
    You will be able to play with night goblin units. Orcs and night gobs could merge.

    they are mercenary captains/hero's right?
    Its Ricco (republican guard) Bargansa beseigers and Voland (Venators) mercs
    BTW Beseigers will get the ability use shields in close combat.
    They were in mod but without personal models.
    Last edited by Timorfeys; November 25, 2010 at 01:01 PM.
    CoW (Rage of the Dark Gods)team
    From Russia with love.

  15. #15
    Krystoforos's Avatar Biarchus
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    Default Re: Full preview of 1.4

    Isilendil - you ROCK!

  16. #16

    Default Re: Full preview of 1.4

    You went to these faces, as few have a very long time.

    The calculated Voland could read his past.
    Very nice.

  17. #17
    Scipio praeditus's Avatar Decanus
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    Default Re: Full preview of 1.4

    Quote Originally Posted by Timorfeys View Post
    You will be able to play with night goblin units. Orcs and night gobs could merge.
    Does this mean that the night goblin faction will still be there, but that you can only play with their units once you have united the greenies as an orc player?
    Or will the Night goblins also be playable, and able to unite the greenies under their banner?

    If you decide to make the Night goblins unplayable, I'd suggest you remove them alltogether and give the orc player the abillity to recruit Nightgoblin units and Nightgoblin generals, shamans and spies in mountain areas, that way the player can decide himself if he wants to play Night Gobboz or oczes.

    I believe NG players play them for their love of the Night Gobboz anyway, so they would make sure that their armies would'nt get too Orcy themselves (and some Orcs in a powerfull NG rulers army are not that much out of place, contrary to what many would think).

    Anyway, I hope you won't be making the NG faction unplayable, as it was a request of mine that made you consider seperating the factions in the first place, and I really really like the little buggers...
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  18. #18

    Default Re: Full preview of 1.4

    Quote Originally Posted by Scipio praeditus View Post
    Does this mean that the night goblin faction will still be there, but that you can only play with their units once you have united the greenies as an orc player?
    Or will the Night goblins also be playable, and able to unite the greenies under their banner?

    If you decide to make the Night goblins unplayable, I'd suggest you remove them alltogether and give the orc player the abillity to recruit Nightgoblin units and Nightgoblin generals, shamans and spies in mountain areas, that way the player can decide himself if he wants to play Night Gobboz or oczes.

    I believe NG players play them for their love of the Night Gobboz anyway, so they would make sure that their armies would'nt get too Orcy themselves (and some Orcs in a powerfull NG rulers army are not that much out of place, contrary to what many would think).

    Anyway, I hope you won't be making the NG faction unplayable, as it was a request of mine that made you consider seperating the factions in the first place, and I really really like the little buggers...
    As do I having them as their own faction is in flavor and appropriate In my opinion. And they are playable and unlike orcs they are a settled group having orcs popping out of the areas they control would not make sense.

  19. #19
    Scipio praeditus's Avatar Decanus
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    Default Re: Full preview of 1.4

    Quote Originally Posted by Bradford View Post
    As do I having them as their own faction is in flavor and appropriate In my opinion. And they are playable and unlike orcs they are a settled group having orcs popping out of the areas they control would not make sense.
    You are correct, recruiting Orcs in Gobbo areas does not make sense.
    But a really powerfull Gobbo ruler (like Skarsnik) would be able to bind Orcsez to his banner, so the Night Goblins should have the option of recruiting some basic Orc units, in Orc territories at least and through the mercenary building.
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  20. #20

    Default Re: Full preview of 1.4

    Quote Originally Posted by Scipio praeditus View Post
    You are correct, recruiting Orcs in Gobbo areas does not make sense.
    But a really powerfull Gobbo ruler (like Skarsnik) would be able to bind Orcsez to his banner, so the Night Goblins should have the option of recruiting some basic Orc units, in Orc territories at least and through the mercenary building.


    But Orks don't have mercenaries. It is all about who to kill, why to kill, and what will you get from the kill.

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