Yeah, the translation usually comes after 2 days or sooner.
The greater daemons won't be in the next version, correct? I didn't see them in the new unit list.
Yeah, the translation usually comes after 2 days or sooner.
The greater daemons won't be in the next version, correct? I didn't see them in the new unit list.
I believe that there will be (as in, they already made) necromancers, they just forgot to add it to the list of new units.
I misinterepted this little fact as well. It actually means that Mannfred's army will recieve boosts, not new units.
I'm not sure about the Great Demons, but the Daemon Prince will defenitely be in the game![]()
Great to hear about the patch changes, but I do have a concern regarding the campaign.
Mostly, I feel with these new added Invasions, wouldn't the Empire and it's allies be hard pressed? I'm a slow builder and I like invest in my cities before I build armies. With a set time limit of 30 turns till 13 stacks of orcs to the the south of me (if I play Averland as an example), then I might not have enough military might to stop them. Is there going to be a way to counter these invasions? Especially since cannon towers are being taken out...
Don't get me wrong... I love the idea of the invasions, it is all part of the game, but invasions at set times, I rather have them be at random but at later times...
Thanks! Keep up the good work.
keep in mind that during a Waaarghhhh, greenskins are able to field hundreds of thousand warriors, a zerg which can disapears very quickly if the leader is killed. but still, a damn zerg.
"With Hate, all things are possible." Malus Darkblade
HIck09
My sincere thanks for this preview list and the anicpated upgrades for COW.
The release of v1.4 will be a noteworthy event!
great, now where is the download link?
:p
Not here yet![]()
so it will be possible to encounter a rebel army led by a demon prince?!? or it will be like a general unit without bodyguards?
Have you checked settlements around HElves capital as they are not growing by even an inch for whole game and this make them useless (Rebel settlements).
You can reduce the number of stacks of those orc waves really easily. Anyone can do this without the least idea about modding. All it takes is deleting all the stack entries you dont want from the script file.
Why are they too much ? do u know lore of Chaos Storm ? Orc's did kill chaos leader in great battle ...
All Orks is equal, but some Orks are more equal dan uvvas.
Want namyśli the moment when the third day of a bloody battle with the Chaos Empire fell to the forces bled Grimgor's horde, and he struck Archaon, which he suffered in a fierce battle numerous wounds from the Valtens's hammer?
It is unfortunate that in a normal battle, the same Grimgor got whips.
Mikail probably wanted to say:
Too much because: 2hp x 150 orc's soldiers = 300 imperial pikeman.
But when it comes to single mode it will not cling to what specifically.
The multi something else ...
Larger branches of the undead!
klier, grimgor never killed archaon he just take him down and claim ''grimgor is da best!!'' then he leave, same archaon
13 fullstacks of orcs are just way too much: with the 1.3 number of troops normally available for Empire factions at that turn, the orcs will simply destroy the Empire (already beaten by Chaos). Unless Empire's armies are raised by scripts too, they are screwed.
Also, Orcs didn't gain anything from the Empire: they partecipated to SoC because Grimgor wanted to personally beat Archaon, IIRC. I don't remember any territorial gain for them.
Also, dropping orcs to 1HP will be the first thing i'll do myself: 2 HP for normal orcs and 3 for elite are totally unrealistic and unbalanced.