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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

    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.

  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Full preview of 1.4

    Quote Originally Posted by ChaosReigns View Post
    Is Sylvania not going to get Necromancers then? Weren't they previewed at one point?
    I believe that there will be (as in, they already made) necromancers, they just forgot to add it to the list of new units.

    Quote Originally Posted by ChaosReigns View Post
    How will Mannfred's Wind of Undeath add new units to Sylvanian army in battles? Will new regiments arrive from off-screen? Will it be related to how many units are killed when the "spell" is used?
    I misinterepted this little fact as well. It actually means that Mannfred's army will recieve boosts, not new units.

    Quote Originally Posted by Crimson Blade View Post
    The greater daemons won't be in the next version, correct? I didn't see them in the new unit list.
    I'm not sure about the Great Demons, but the Daemon Prince will defenitely be in the game

  3. #3

    Default Re: Full preview of 1.4

    Quote Originally Posted by hick09 View Post
    [*]New script for grimgor invasion (60th turn, 13 stacks of orc attack the southern provinces of the Empire)
    [*]New script for chaos invasion (since 60th turn, 3 waves of invansion – avant-guard, Khrom and Archaon with his gerolds)


    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.

  4. #4
    Mikail Mengsk's Avatar Primicerius
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    Default Re: Full preview of 1.4

    I agree: 13 stacks of orcs during SoC are too much.
    It's only after you have lost everything, that you are free to do anything.

  5. #5

    Default Re: Full preview of 1.4

    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

  6. #6

    Default Re: Full preview of 1.4

    HIck09
    My sincere thanks for this preview list and the anicpated upgrades for COW.

    The release of v1.4 will be a noteworthy event!

  7. #7
    Mr. Sorrow's Avatar Ordinarius
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    Default Re: Full preview of 1.4

    Don't forget that team had announced many times that the mod will be even harder. For those vying for more vanilla-like gameplay there will be the next version of Holy Pilgrims submod...

  8. #8

    Default Re: Full preview of 1.4

    great, now where is the download link?

    :p

  9. #9
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Full preview of 1.4

    Not here yet

  10. #10
    Grymloq's Avatar Domesticus
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    Default Re: Full preview of 1.4

    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?

  11. #11
    rejv's Avatar Foederatus
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    Default Re: Full preview of 1.4

    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).

  12. #12

    Default Re: Full preview of 1.4

    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.

  13. #13
    Mikail Mengsk's Avatar Primicerius
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    Default Re: Full preview of 1.4

    I know i can, but for anyone who doesn't know how to, they are too much.
    It's only after you have lost everything, that you are free to do anything.

  14. #14

    Default Re: Full preview of 1.4

    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.

  15. #15

    Default Re: Full preview of 1.4

    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!



  16. #16

    Default Re: Full preview of 1.4

    klier, grimgor never killed archaon he just take him down and claim ''grimgor is da best!!'' then he leave, same archaon

  17. #17

    Default Re: Full preview of 1.4

    Archaon fled into the mountains to Brass Keep and that was it, in his case.
    Last edited by Martin von Carstein; November 05, 2010 at 02:27 PM.

  18. #18
    Mikail Mengsk's Avatar Primicerius
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    Default Re: Full preview of 1.4

    Quote Originally Posted by Klierowski View Post
    Why are they too much ? do u know lore of Chaos Storm ? Orc's did kill chaos leader in great battle ...
    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.
    It's only after you have lost everything, that you are free to do anything.

  19. #19

    Default Re: Full preview of 1.4

    Quote Originally Posted by Mikail Mengsk View Post
    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.
    13 full stack of orc are hard to defeat . But if you have pistolier and knight order , things will change very much .
    ░░░░░███████ ]▄▄▄▄▄▄▄▄▃
    ▂▄▅█████████▅▄▃▂
    I███████████████████].
    ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤
    This is Total War !!!

  20. #20

    Default Re: Full preview of 1.4

    Quote Originally Posted by Mikail Mengsk View Post
    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.
    oh cm on guys..are you afraid of challange??
    Best M2TW mods :)

    1st Place) Third Age
    2nd Place) THERA - Call of Warhammer

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