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.
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
It's great to read all this improvements!
One question: shamans of the greenskins will only be with the totem or will be also an unit without the totem?
THANK YOU COW-TEAM FOR THIS FANTASTIC MOD! A DREAM CAME TRUE!
Sorry for my bad english
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.
And if you are playing a faction too far from there? That's the case: a wise human player could stop them, or weaken them enough. But if the player can't for geographical reasons, or other, the imperial AI will probably be overrun.
My beef with the Orcs is that for the Waaagh! they're in, killing their faction leader has way too little impact, it should cripple them far more. I know that they lose all savage Orcs when the leader is killed, but around turn 50-60 when they're rampaging trough Ostermark, Sylvania and Chaos territory, savage Orcs probably account for less than a percent of their military force.
By the way, does anybody know what happened to the Kislev war wagons?
Actually, nevermind, I think they just forgot to put a bunch of stuff at the list. I mean, we know there is Bugman's Rangers and the Great Barrel of Beer, and there was talk of spider riders.
Last edited by Peltast; November 06, 2010 at 06:12 AM.
I thought that Bretonnia and TK's would be added?