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  1. #1
    Laetus
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    Icon5 CoW 1.6?

    So any news on the 1.6 update?
    Is the team working on it or is it kind of dead?
    From what I've been reading on the forums the team usually posts a update every year around christmas or so but no update this year...

    Anyway, I'd be gratefull for any info.

  2. #2
    DragonOfWar's Avatar Laetus
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    Default Re: CoW 1.6?

    We have beta test on Sich and fix bags, but there are a lot of work to do. So as we finish, you will know about it.

  3. #3
    Laetus
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    Default Re: CoW 1.6?

    Thanks for the quick reply mate. Happy to know it's still an active mod.

  4. #4
    nhinhonhinho's Avatar Domesticus
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    Default Re: CoW 1.6?

    Cool! Can't wait for the new version XD!

  5. #5
    T-reg's Avatar Foederatus
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    Default Re: CoW 1.6?

    Do you think one day you go to mod again Call of Warhammer on Shogun II ???

  6. #6

    Default Re: CoW 1.6?

    Quote Originally Posted by T-reg View Post
    Do you think one day you go to mod again Call of Warhammer on Shogun II ???
    As far as I know, it isn't even possible: the Shogun II engine, unlike the Medieval II engine, does not allow you to make a different map for your total conversion mod. And I don't think anyone would want to play CoW on a map of Japan.

  7. #7

    Default Re: CoW 1.6?

    Even if it could, and I'm not sure it can change maps, its not "Revolutional" enough to warrant a change over, like Rome to Medieval 2 did. I imagine when the lofty Medieval 3 comes along the mod will change over, but making those complicated models will be a problem.

  8. #8

    Default Re: CoW 1.6?

    Quote Originally Posted by AllianceDeath View Post
    Even if it could, and I'm not sure it can change maps, its not "Revolutional" enough to warrant a change over, like Rome to Medieval 2 did. I imagine when the lofty Medieval 3 comes along the mod will change over, but making those complicated models will be a problem.


    dont know if you heard yet but you can change S2TW map, check the steam workshop , Unamie5 has done it and is making a korean mod lol

  9. #9
    Vice's Avatar Biarchus
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    Default Re: CoW 1.6?

    It would be quite epic to have all the death animations Shogun 2 has into a mod like this...but as others have stated...it's sadly not possible in the slightest.

  10. #10

    Default Re: CoW 1.6?

    Oh lord, personally I would love to see a Warhammer themed crossover into a hellish vision of medieval Japan.

    I mean imagine Khornate Takeda, Nurglite Shimazu, Slaaneshi Ashikaga and Tzeentchian Tokugawa viciously vying for supremacy in a war (and warp) torn Japan shaped world continent conceived somewhere in an eye of Terror as a joke by the dark powers that reside iwthin. Oda Nobunaga literally living up to the daemon king reputation. Oni, yokai and other neat things from Japanese mythology coupled with the baroque, infernal horrors of the Warhammer fantasyverse. Mounted samurai with gory Khorne insignia, bloated and pustulent foot samurai wielding poison dripping katana blades, brightly colored and obscene looking Slaaneshi warrior monks, ninja sorcerers and other unholy awesomeness.

    But that is probably too much giddy fantasizing on my behalf.

  11. #11

    Default Re: CoW 1.6?

    Any update on progress? How is the beta going?
    I hope patiently for any kind of news.

    Regards to the team!


  12. #12
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: CoW 1.6?

    http://www.twcenter.net/forums/showt...ing-new/page36

    Updates are at that thread here, keep checking that out.

    Couple recent quotes from team-members from Q&A thread here:

    Quote Originally Posted by Lord Necromancer View Post
    Main changes from 1.6 patch(from what is done):
    1. Three new fractions: Norsca, Scaven and Tomb Kings(not completely ready);
    2. New Waaaagh! invasion script. If not destroyed in time and Middenheim is fallen, greenskin hordes will be spawn(too many stacks). Means game over
    3. New United Chaos script(when playing chaos). If you after unification of chaos do not conquer target settlements, Chaos gods will abandon you and chaos fractions will raise again.
    4. New units(mercenaries include)
    5. New concept of hire captains. Now mercenaries will come without any cost(except Ricco), but containment will be expensive. Number of squads is increased all with maximum exp. You cannot hire new sqads but you can retrain them each turn.
    6. Now if you return native settlements to an ally, a big contribution will be gained and in some cases units.
    7. New general portraits/
    8. Population growth is removed. Now big cities and capitals became much more valuable.
    9. For most of bright allianse fractions removed ability to build their buildings in most of native evil settlements(example: scaven lairs, orc camps, chaos citadels etc.)
    10. Scaven lairs will be difficult to hold because of tunnel network from wich scavens will attack randomly and without warning.
    11. Night Goblins are playable now. Trolls, Ogres and all "green" mercenaries are added to them.
    12. New garrison script.
    13. Dwarves have their own priests now.
    14. Beastmen will no longer spawn near lairs that do not belong to them.
    15. When playing dwarves you will own from start one of norsca karaks.
    16. New provinces and landscape on stratmap.
    17. New icons and infopictures for fractions.
    18. New stratmodels of ships and settlements.
    ...
    Great plans and new updates yet to come


    Quote Originally Posted by Lord Necromancer View Post
    TenkiSoratoti, no time frames. We are not some commercial developers, so we dont have any plans, and dead lines) So patch will be released "when its done")) About versions: actually most of modders have infothreads about updates on their modes, so you can monitor new events. Thats just we, who dont refresh any info about our mode(since 1.5.1) on your forumL(except from new models in "something new" thread)

    I have to say pop-growth removal actually sounds good, it would make big settlements more valuable, them getting pillaged higher impact, and in general make mostly Empire less effective in the end. Mercs made more unique also will fix the spamming of them, and now having famous Regiments of Renown in your army makes it more unique... I like the sound of gameplay changes in overall.
    Last edited by Kahvipannu; June 15, 2013 at 02:37 AM.

  13. #13

    Default Re: CoW 1.6?

    Have there been any talk of doing anything with the "dwarves built their arrow-guards too high and so cannot shot from walls" phenomena?

  14. #14

    Default Re: CoW 1.6?

    population growth removed??? why? it is one of the funniest aspect of the game to transform small villages into huge strongolds and in addition if u exterminate the population of a settlement that has been already sacked previously by anoter faction the maintainance cost will be greater than the income generated, also with the problem of having huge castles and city with no abitants which that is a bit odd, it will also mean less money from sacking and extermination when attacikng and already sacked city


    I think the problem with the past versions of COW is that the game was too short and all the major events happened in the first 80 turns then the game becomes a bit boring it should be longer

    I see COW as a game where you should spend the first 100 turns playing battle to expand , consolidate and fortify ur faction territory and after 100 turns when u have mostly defetead ur rival nations u are ready for a chaos and why not, maybe a later orcs waaaaagh ready to confront them because instead of villages they have to attack citadels, and huge cities

    so the game could last at least 150 -200 turns and it would be much more fun, at least this is how I have always seen COW
    Last edited by Darkcrusader8; June 18, 2013 at 04:12 AM.




  15. #15
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: CoW 1.6?

    I see your point, but I have to say I like the idea of no pop-growth. I pressume (ubless they make tweaks to buildings too becouse of this?) it brings restrictions to unit recruitment too, since you can't upgrade your settlements, so you can't make higher tier buildings everywhere. It really adds more value to the big cities, which I really like.

    Altought I never play that long campaigns, 100 is usually top for me for any mod, or 150, so I can see why it sounds bad idea.
    Last edited by Kahvipannu; June 18, 2013 at 11:01 AM.

  16. #16

    Default Re: CoW 1.6?

    Quote Originally Posted by Kahvipannu View Post
    I see your point, but I have to say I like the idea of no pop-growth. I pressume (ubless they make tweaks to buildings too becouse of this?) it brings restrictions to unit recruitment too, since you can't upgrade your settlements, so you can't make higher tier buildings everywhere. It really adds more value to the big cities, which I really like.

    Altought I never play that long campaigns, 100 is usually top for me for any mod, or 150, so I can see why it sounds bad idea.
    But what happens when your huge settlements run out of population? No more troops for you?

  17. #17

    Default Re: CoW 1.6?

    No, population will inflict only on econmy boost. Units are recruited separately

  18. #18

    Default Re: CoW 1.6?

    When we can expect relase of 1.6 ?

  19. #19

    Default Re: CoW 1.6?

    Dwarves will finally start with a Karak when being played in the North? Finally, now I don't need to rely on Slayer Pirate Spawn to win without cheating. (Meaning maxing out the nearby towns of the Chaos Dwarves and Night Goblins.)

    I hope that they make it so all of the Dwarves and Chaos Dwarves buildings work for each other, it's insanely hard to retrain up in the North otherwise as of currently.

  20. #20

    Default Re: CoW 1.6?

    Will there be other ways to convert the population then? If not then it will be hard to hold certain places if you can't get enough priests there.

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