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  1. #1

    Icon5 COW gameplay

    I am thinking of getting this mod, however i was wondering if the mod fixes any underlying issues with the game mechanics.

    -Are two handed units usable?
    -gunpowder units still bugged?
    -How is diplomacy?
    -is cav easier to charge with? eg. they don't charge parallel to units, don't stop mid charge cause one horse hit the enemy?
    -siege battle ai still dorment if i charge their siege equipment at the beggining?
    -general unit pathing fixes?

    -anything else that the mod fixes?

    Thanks!

    Is a gt635 2g vram with 4 ram and i72.4 ghz cpu laptop good enough to play this mod on max, anyone who has approximatly these specs reply please?

  2. #2
    Libertus
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    Default Re: COW gameplay

    Two hand units are really strong in this mod. For example greatswords are pretty good vs most unit types. Gunpowder units on the other hand arent really reliable, archers are far better.There are chaos dwarf gunpowder units that use unique gunpowder mechanic making their range lower but their volleys are really devestating. In this mod diplomacy is not really a factor since all the factions have pre set relations for the most part. Mod uses scripter alliances and so the entire Empire is allied while the evil factions are on the other side with some exceptions. Cavalry is very effective and i feel that they function way better then cav units in other m2tw mods. Cav. gets their max charge speed pretty fast/on short distace and hits really hard from behind.Also from my expirience they dont tend to stop mid charge and glitch there. Cav. is not effective vs heavy infantry if u charge dirrectly into them unless they are two handed units. Siege units function pretty much the same as in most other m2tw mods. AI generals have some sort of unique ai, 90% of the time they join the fights last and are pretty smart with their positioning. When u force a sally out while besieging, AI may do some wierd actions before they go in full frontal sally out attack.
    This mod focuses on heavy spawned stack battles and that part lasts for good 100 turns concluding in a massive chaos invasion at arround 70 turns in.
    I play this mod on laptop 2.5 ghz and with integrated gpu which has like 32 mbram and it works very good in battles on low details and huge army size. In fact it works far better in massive battles then on the campaign map. I can recommend this mod for its optimization since it works alot better for me then any other m2tw mod i've ever played on this laptop.

  3. #3
    Libertus
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    Default Re: COW gameplay

    Forgot to mention that cavalry gunpowder units are very very effective if you are good at keeping your distance with them. Perhaps too strong come to think of it.

  4. #4

    Default Re: COW gameplay

    But you have submod "Call of Warsandbox" and it allow you to have diplomatic actions.

  5. #5

    Default Re: COW gameplay

    Welcome to the forums, coolsolder!

    Quote Originally Posted by coolsolder View Post
    -Are two handed units usable?
    Hell yes.

    Quote Originally Posted by coolsolder View Post
    -gunpowder units still bugged?
    They're working well as far as I know. I haven't seen anyone complaining.

    Quote Originally Posted by coolsolder View Post
    -How is diplomacy?
    Mostly scripted - you only have one diplomat and you can't negotiate with factions on the other side of the conflict. Alliances are fixed and don't change; so do wars. In other words, there isn't a lot of diplomacy going on. It means that the most infuriating bugs aren't present, though.

    Quote Originally Posted by coolsolder View Post
    -is cav easier to charge with? eg. they don't charge parallel to units, don't stop mid charge cause one horse hit the enemy?
    I'm not sure what exactly do you mean, but I'm able to regularly get solid charges from my cav. Some issues may still be present, but they're fairly easy to bypass. Make sure your cavalry maintains a coherent formation and doesn't encounter any enemies on the way to the target.

    Quote Originally Posted by coolsolder View Post
    -siege battle ai still dorment if i charge their siege equipment at the beggining?
    I haven't tried that enough times to give you a definite answer. I think the enemies pick up their stuff.

    Quote Originally Posted by coolsolder View Post
    -general unit pathing fixes?
    The mod uses ReallyBadAI, so you should prepare for a few battlefield surprises

    Quote Originally Posted by coolsolder View Post
    Is a gt635 2g vram with 4 ram and i72.4 ghz cpu laptop good enough to play this mod on max, anyone who has approximatly these specs reply please?
    Almost certainly. Remember that the game can't use more than 2 GB of RAM.

  6. #6

    Default Re: COW gameplay

    Quote Originally Posted by Alhaioth View Post
    Almost certainly. Remember that the game can't use more than 2 GB of RAM.
    Do you know how the can use all RAM ? I have 8 GB RAM

  7. #7
    Indefinitely Banned
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    Default Re: COW gameplay

    the 4 factions of the chaos gods have the same voice (khorne)

    1 year ago i downloaded the first time the mod and it had proper voices

    also some kislev unit info images are take in-game,the older version had all of those taken from the book or w/e


    also i like the way you can cancel your alliance with a faction and take his empty city within the same turn(with a piece of artillery or open gates),next turn getting your alliance back and getting your ass back to safety
    Last edited by King of the Ring; June 23, 2014 at 06:51 AM.

  8. #8

    Default Re: COW gameplay

    Quote Originally Posted by King of the Ring View Post
    the 4 factions of the chaos gods have the same voice (khorne)
    You need the latest version of the English voice pack.

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