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  1. #1
    Vice's Avatar Biarchus
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    Default A few High Elf questions...

    While playing as the High Elves...I have noticed a few things...

    1. I've been playing for almost 60 turns and still no High Elf mage spawn event...I recently played Norland and by those turns I had the Steam Tank - Bright Wizards - Engineers with Repeater Handguns and Witch Hunters...You'd think the one thing the High Elfs actually get from an event (since they get no mercs or really anything else to my knowledge besides the High Elf Mage spaw) that it would have a high percent randomly to get...

    2. I've noticed about no scripted events anymore for the High Elves...I seem to recall in previous versions there were a few...I guess its assumed the difficulty is all ready high enough that adding scripted attacks would just be too much?

    That's about all I can think of question wise at the moment for the High Elves...If you have any ideas or answers to these questions they would be much appreciated!

  2. #2
    Vice's Avatar Biarchus
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    Default Re: A few High Elf questions...

    Really? Not one person knows anything about the High Elves in this version? (Also I am at turn 90 something and still have not gotten the High Elf Mages to spawn...is there anyway to increase its percent perhaps?)

    Well...I'll shoot out one other question in the hopes someone at least knows this one...

    Did they remove the chariot unit the HE's had in previous versions?

  3. #3
    Lord Baal's Avatar Praefectus
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    Default Re: A few High Elf questions...

    Are you using a sub mod? Which version of the mod are you playing? You know, those scripts are by chances only, so it could be that you are really unlucky or you lost a city or something that is required to spawn those mages. Latter I could look upon the script to see what it's conditions are.

    Okay, I just checked, as all the others, you have only 1% each turn to get the mages, no other strings attached beyond the need of your faction owning more than 0 cities (that's it you not losing the game already).

    What happens is that the empire have tons more of special units and mercenaries to hire from, each with it's own 1% of appearing too, but when you sum them up you end up with something like a 20~25 % each turn of receiving the opportunity of hiring a mercenary each turn or about a 5% of receiving a special unit for free (those values decrease as those events actually happen). Playing as any imperial faction I found that the hiring of mercenaries happens a lot on early game precisely because of what I described.

    Instead, as the High Elves the only change you get is those mages. You are, being in turn 90, actually well within the percentage value, as a 1% of chances means that on average the opportunity of getting the mages would appear only once every one hundred turns. This doesn't mean that you will receive them when you hit turn 100, as each turn the percentage is calculated again, so each turn the odds are of 1 against 99 of you getting the mages.

    Long history short, you are just unlucky.
    Last edited by Lord Baal; February 05, 2013 at 12:28 PM.
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  4. #4
    Vice's Avatar Biarchus
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    Default Re: A few High Elf questions...

    Using Gigs version of the mod and no submods to my knowledge that would change anything with the script(I even reinstalled call of warhammer just in case as I did a campaign with them up to 50 turns and not a single event happened battle wise or script wise)...Ah well...Their unit roster is pretty good even without the High Elf mages...Managed to basically beat off the Chaos Invasion and take their lands in the wastes without em...

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