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  1. #601

    Default Re: COW: Beginning of The End Times

    anyone can answer to me? Is it available to 1.6?

  2. #602

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by mikevampiro View Post
    anyone can answer to me? Is it available to 1.6?
    hi mike , its not a submod , its a real mod , no need to be available with 1.6.

  3. #603

    Default Re: COW: Beginning of The End Times

    In other words, its a standalone mod that has everything it needs to function in the download. Tho the mod is only available for beta testers so far, but is pretty near to release.

  4. #604
    cenkiss's Avatar Domesticus
    Join Date
    Nov 2007
    Location
    Turkiye
    Posts
    2,487

    Default Re: COW: Beginning of The End Times

    So can it have its own mod page? Or is it like divide and conquer for third age total war?

  5. #605

    Default Re: COW: Beginning of The End Times

    when will it released for 1.6 versione?

  6. #606

    Default Re: COW: Beginning of The End Times

    Is stand alone, so no need for the original mod

  7. #607

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by cenkiss View Post
    So can it have its own mod page? Or is it like divide and conquer for third age total war?
    We use a base and the same theme than the Team COW , but as say before , our mod is a standalone, you don't need the 1.5 or 1.6 or whatever to use it. All is in the folder to download when we release this.

  8. #608

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by cenkiss View Post
    So can it have its own mod page? Or is it like divide and conquer for third age total war?
    It's standalone so that the installation instructions can be really really easy, just drop the whole mod folder into your medieval 2/mods folder. Another benefit is that you can still have a regular 1.6 install of Call of Warhammer separate, so you can enjoy all the COW team's new work, too. But we're not trying to steal all the credit for making everything in COW, so a new board wouldn't be appropriate.

  9. #609
    sulfure's Avatar Laetus
    Join Date
    May 2009
    Location
    Switzerland / Biel
    Posts
    9

    Default Re: COW: Beginning of The End Times

    When will it released ? Need this !!

  10. #610

    Default Re: COW: Beginning of The End Times

    They've said before TW:W. In other words they have loads of time left in order to add more goodies and squash bugs

  11. #611

    Default Re: COW: Beginning of The End Times

    Are the Bretonnian's getting their Pegasus Knights?

  12. #612

    Default Re: COW: Beginning of The End Times

    I like this mod but it's taking forever and with Total War: Warhammer around the corner I think I'll wait.

  13. #613

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by sulfure View Post
    When will it released ? Need this !!
    When it's ready.

    Quote Originally Posted by OhHaiEmma View Post
    Are the Bretonnian's getting their Pegasus Knights?
    They're planned, but the mount hasn't been made.

    Quote Originally Posted by pillullis View Post
    I like this mod but it's taking forever and with Total War: Warhammer around the corner I think I'll wait.
    I hope you get everything you're wanting either way. Or at least everything you pay for.

  14. #614

    Default Re: COW: Beginning of The End Times

    So excited

    Thanks for your work!

  15. #615

    Default Re: COW: Beginning of The End Times

    hey for those not in the know, total warhammers official release has been pushed back 1 month (24th may)
    https://twitter.com/totalwar
    looking forward to playing this more than the dlc crammed licensed thing, what sort of huge glaring errors would cause them to delay 1 month. perhaps another rome 2 debacle?

    I guess you guys will really beat the official release now by miles.

  16. #616

    Default Re: COW: Beginning of The End Times

    Good i guess? xD
    We need the dwarven gyrocopters!! come on you guys can do it!
    also some pirates from Sartossa would be AMAZING , a unit like the witch hunters, with sabres and pistols, but witch much more lower stats, 2 units or so maybe ?
    Also, the light wizards?
    Last edited by Flam; March 08, 2016 at 10:10 AM.

  17. #617

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by Flam View Post
    Good i guess? xD
    We need the dwarven gyrocopters!! come on you guys can do it!
    also some pirates from Sartossa would be AMAZING , a unit like the witch hunters, with sabres and pistols, but witch much more lower stats, 2 units or so maybe ?
    Also, the light wizards?
    We just might have every one of those things in the works or already implemented. Or possibly it'll all be DLC for $10.99

  18. #618

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by Flam View Post
    Good i guess? xD
    We need the dwarven gyrocopters!! come on you guys can do it!
    also some pirates from Sartossa would be AMAZING , a unit like the witch hunters, with sabres and pistols, but witch much more lower stats, 2 units or so maybe ?
    Also, the light wizards?
    Please write down the full list of your personal wishes so the team can satisfy all your desires.
    I'm sure that asking for more units is going to increase the productivity.

  19. #619

    Default Re: COW: Beginning of The End Times

    Congrats to this team, by the way. Those of us who've been disappointed with many CA/SEGA releases after M2TW have our expectations set super low for the Warhammer release (not to mention DLC ripoffs...) and zero intention of ever buying it! Can't wait to try this out, looks like you've all been hard at work on something that's going to make a potential mockery of a paid-for, commercial product All hail modding teams, the truist artists of gaming!
    Wealth beyond measure, Outlander.

  20. #620

    Default Re: COW: Beginning of The End Times

    its a submod of rage of dark gods ?

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