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  1. #181

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by The Bold Burgundian View Post
    Not including the other human nations is a disappointing move, since including them would greatly enhance the variety and uniqueness of each one including the empire. The warmaster araby army (official GW product) gives insight into what a fun army it could play http://warmasterdownunder.blogspot.c...ies-araby.html
    If you find a way to unlock the hardcoded faction limits, we'll put 'em all in playable. As it is, they're there, but limited. The Warmaster Araby faction has already been taken into account for what to put into those regions.

  2. #182

    Default Re: COW: Beginning of The End Times

    Night goblin fanatics spinning like they should, the night goblins now have a scary unit. But careful they can run amok and kill you own men.
    [IMG] [/IMG]
    Thank you to the Rage of the dark gods for including this animation!

  3. #183

    Default Re: COW: Beginning of The End Times

    Also forgot to include in the last post I got the fanatics to go berserk and not crash the game! Also here is a preview of demigryph 2.0
    [IMG] free pic[/IMG]

  4. #184
    Grymloq's Avatar Domesticus
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    Default Re: COW: Beginning of The End Times

    Amaaaazing!

  5. #185
    paradamed's Avatar Praepositus
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    Default Re: COW: Beginning of The End Times

    Very cool! I have one suggestion though. It is in the books that the Knights of the Inner circle are drawn from all the other orders, right? Could you mod them so they would actually be a mixture of the other orders models but with fancier armor, pls? What do you think?

  6. #186

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by paradamed View Post
    Very cool! I have one suggestion though. It is in the books that the Knights of the Inner circle are drawn from all the other orders, right? Could you mod them so they would actually be a mixture of the other orders models but with fancier armor, pls? What do you think?
    That's possible, but not a top priority.

    But so as not to be entirely disappointing:

  7. #187

    Default Re: COW: Beginning of The End Times

    BLACK COAAAAACH!!!!!! you just made my day sir.
    How does it work? is like the elven charriots?

  8. #188

    Default Re: COW: Beginning of The End Times

    No it has its own wagon animation. the horses attack but it will charge like a chariot initially.

  9. #189
    The Bold Burgundian's Avatar Ducenarius
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    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by WhiffOfGrapeshot View Post
    If you find a way to unlock the hardcoded faction limits, we'll put 'em all in playable. As it is, they're there, but limited. The Warmaster Araby faction has already been taken into account for what to put into those regions.
    Some googling came up with this TWC user and his project http://www.twcenter.net/forums/showt...Memory-Editing
    This process can change unit limits but I am not sure what the latest progress is. cheers!
    T.W.C.
    Total War Cynics

  10. #190
    Col. Tartleton's Avatar Comes Limitis
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    Default Re: COW: Beginning of The End Times

    It looks dead BB.
    The Earth is inhabited by billions of idiots.
    The search for intelligent life continues...

  11. #191

    Default Re: COW: Beginning of The End Times

    Keep in mind, just because Bretonnia and Dogs of War are the only human factions playable on the newly expanded map, that doesn't mean there's no love given to the rest. Estalia and Araby aren't going to be empty, just not full playable factions. You might be able to gain their units by taking over their lands, or as mercenaries, though.

    But here's a preview showing how much more varied the battle maps are on the expanded map campaign map:
    Spoiler Alert, click show to read: 
    LUSTRIA: ARABY: DARK LANDS: NAGGAROTH: BADLANDS: SYLVANIA:

  12. #192
    Grymloq's Avatar Domesticus
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    Default Re: COW: Beginning of The End Times


  13. #193

    Default Re: COW: Beginning of The End Times

    Amazing work guys. Keep up the good work. If i start playing this MOD before TW i bet i'll think TW is a let down compared to this

  14. #194
    paradamed's Avatar Praepositus
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    Default Re: COW: Beginning of The End Times

    The demygriphs look cool but I think it needs a little bit more details like a saddle, some stripes holding the armour (it looks like it is glued to the back of the animal, no offense intended, I know it is a wip), stirrups in the rider, just like in the other empire cavalrymen.

    The new environments are looking neat. Some of them look a little bit too empty to be honest, though.

  15. #195

    Default Re: COW: Beginning of The End Times

    Well here is another WIP unit thats working pretty well.
    [IMG] [/IMG]
    finally a big'un can be boss

  16. #196

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by paradamed View Post
    The demygriphs look cool but I think it needs a little bit more details like a saddle, some stripes holding the armour (it looks like it is glued to the back of the animal, no offense intended, I know it is a wip), stirrups in the rider, just like in the other empire cavalrymen.

    The new environments are looking neat. Some of them look a little bit too empty to be honest, though.
    Yea the demi's will get a saddel, btw the other knights in the game dont have stirrups [IMG] [/IMG]
    As for the battle map terrain its generated the same as medieval 2 so IDK what you are talking about. there are ambiant buildings near settlements and trees near forests lots of hills near mountains so yea IDK.

  17. #197
    KAM 2150's Avatar Artifex
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    Default Re: COW: Beginning of The End Times

    If this will be truly stable release, it will become my new favourite MTW2 mod While I always loved original CoW, I could never fully enjoy it due to either mid turn crarshes or post battle crashes, no matter which version of the mod I used, no matter what PC specs I had, it all ended the same in years long adventure with CoW ; P
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  18. #198

    Default Re: COW: Beginning of The End Times

    well i just checked some of the pages realy quick and i am realy amazed with your work guys the map looks awesome
    all of these new units... just bravo
    i do have one quesiton though witch are the new factions that are included in this mod apart from the original CoW?

  19. #199

    Default Re: COW: Beginning of The End Times

    Quote Originally Posted by KAM 2150 View Post
    If this will be truly stable release, it will become my new favourite MTW2 mod While I always loved original CoW, I could never fully enjoy it due to either mid turn crarshes or post battle crashes, no matter which version of the mod I used, no matter what PC specs I had, it all ended the same in years long adventure with CoW ; P
    That's what we're trying for. So far it's pretty stable, but we're hoping to work out most of the bugs with our changes.

    Quote Originally Posted by Themis95 View Post
    well i just checked some of the pages realy quick and i am realy amazed with your work guys the map looks awesome
    all of these new units... just bravo
    i do have one quesiton though witch are the new factions that are included in this mod apart from the original CoW?
    The final final faction list isn't completely set in stone, but so far the definite complete new factions are Bretonnia and Lizardmen, with Wood Elves and Ogre Kingdoms in the works to also become full factions. Border Princes is also being replaced with Dogs of War, which will have more of a presence in Tilea as well.

  20. #200

    Default Re: COW: Beginning of The End Times

    It will be really a tragedy if the Ogre Kigdoms are'nt a playable faction, after seeing that Ogres with a hand cannon and the Ninja Maneaters, there isn't way back...
    Good luck!

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