I havent been this exited since i first saw RL ladyparts.....keep up the good work guys
I havent been this exited since i first saw RL ladyparts.....keep up the good work guys
most probably this is already have been asked but have cold ones DE riders been fixed?
Also, since you are making the campaign scriptless i would like to know how will the very strong units such as mages, dragons, big daemons, be recruitable. Will they have a long ass respawn recruit time like 30+ turns or are they like a unique and very expensive mercenary? In the second scenario, how will the AI interact with this?
Last edited by logan93; February 23, 2016 at 12:28 PM.
Sounds awesome!
Fix it so they dont get insta killed by a stray cannon ball.
(Warhammer had both a look out sir roll with more than a 83% chance to take no dmg from warmachines for heroes and important heroes a ward untop of that so effective reistance was often like 95%)
It is very unheroic to see the everchosen die against a rebel cannon...
I'll post some minimaps pics mate. Tzeentch and Nurgle have joined the Chaos invasion. I believe the Chaos Dwarfs did as well. Not sure if I'm mistaken on that as the army seemed to go to ground quite quickly.
Oh and both Elf factions have invaded the coast of Araby and seem to be advancing inland.
[In the women's room, which Larry had to use, he puts his water bottle in his pants instead of the trash to avoid being recognized]
Producer's daughter: [enters] Hi mister. Thanks for fixing my doll.
[hugs him]
Larry: Aww, don't worry about it sweetheart.
Producer's daughter: [looks at him, scared, and runs out] Mommy, mommy. The old man's in the bathroom, and he's got something hard in his pants.
Curb Your Enthusiam
Here you have other screenshot, but I have two questions about that:
- Why the flag of the wyvern is white?
- I notice that the unit card of the wyvern or the giant spider, shows more units than the units that are in the battlefield, for example, wyvern 6 units, but in battlefield only 2.
Another thing is the goblins that are levitate on the spider...
Will we ever get to see catapults throwing flying orcs and possibly flying orcs on fire? It is official in the lore that many orcs have been known to strap themselves onto catapults to launch themselves right into enemy troops much like the doom diver goblins, just a bit more dangerous especially if they are lit on fire. :p
Regarding to balance, will see the RC Submod that was released for version 1.5.1?
That's great. Good to hear the Elves aren't just turtling.
The flag hasn't been made yet, that's all. The unit numbers is, has always been, and always will be a problem in Medieval 2. Try playing COW 1.5.1 again with a unit of giants or a Steam Tank. Or play Third Age and use Sauron. They all have that. It's not something we did or something we can fix. And the goblins levitating is also a problem that's always been there, you just notice it on that unit. It seems all elephant riders go up or down on the unit depending on the ground slope. If on a hill, the guys standing on an elephant will fly or sink into it. We don't know how to fix it, if it's even possible. It's not just that unit.
Yes, along side the squig spitting giant squig and goblin vomiting trolls, the new Greenskin roster will be entirely suicide units. CONFIRMED. If it's not in the first release, complain to tomdoof about it in PM.
If someone wants to make an RC/RR balanced version, that would be awesome. I'd love to see different balance ideas for this, RC/RR, tabletop points, OP Dwarfs, whatever. Feel free to try and make it when it's out, I'll update the op with an optional download!
What I do see are wandering bands of Chaos dwarfs. They seem to have two armies wandering aimlessly in the south. The Orcs seem to have ignored them. Same with a Khorne army in the Chaos Dwarfs lands. They don't seem to be fighting each other. The Ogre kingdoms are very quiet. Blood Keep has been taken by Wissenland. The vampire counts fort off Albion hasn't done much as the Bretons seem to have destroyed most of the Vampyrhic fleet. Not sure if the Lizardmen can build fleets. I think the Skaven could do with some strengthening but they are well fortified in Crookback mountain, have two armies near and would take some serious effort at dislodging them.
A fair few rebels wander the map. Small but strong armies, sometimes containing trolls, minotaurs, etc The Skaven and Tomb Kings have both had serious rebellions.
Karak Eight Peaks has been taken back. I'll post some pictures later. Had a great battle storming the place. The new Dwarf settlements are just amazing mate.
[In the women's room, which Larry had to use, he puts his water bottle in his pants instead of the trash to avoid being recognized]
Producer's daughter: [enters] Hi mister. Thanks for fixing my doll.
[hugs him]
Larry: Aww, don't worry about it sweetheart.
Producer's daughter: [looks at him, scared, and runs out] Mommy, mommy. The old man's in the bathroom, and he's got something hard in his pants.
Curb Your Enthusiam
Thanks so much for your reply Whiff.
I will wait for the new version and only tell you that with this mod (because I think is a mod, not submod...), you ruined my social life!!! hahahahaha. I only think to go home and play...you now, another turn, another turn...this is the last....another turn... ahahahaha
please can someone link me to download this mod im so desperate dont find it ...
There isn't any public release yet for this great work (still WIP)
It would be released soon before TW Warhammer...
Last edited by TheEmperor; February 24, 2016 at 12:44 PM.
Alright i will write my beta test report here, publicly. I will reference my reports from this imgur album http://imgur.com/a/P0wnM.
Frist few pictures display couple of missing models for Dogs of War units, Elven spearmen, archer and Sons of Manaan. Next up is my campaign progression as Reikland VH/VH. Now i have to put emphasis on how big issue currently are rabellions. Public order seemingly randomly goes up and down from turn to turn. As you can see on the campaign map there are a lot of revolted settlements mostly of empire factions, this happens a lot and it starts from the very early game. Ai struggles really badly to retake those and as game goes on it gets worse and worse as bigger factions shrink to revolts. This doesnt happen to Dwarfs, Elfs, Skaven and Chaos factions. My suggestion would be to add some bonus public order to barracks buildings and provide new traits for public order. Units that take multiple turns to create dont get rank upgrades, they require additional turn to retrain in order to get them and sometimes retraining doesnt work at all it uses the money and the turn but then ask for (possible) retraining again.
The frist faction to be destroyed was Sylvannia. New overall economy allows Empire AI factions to muster massive armies and so Vampires didnt stand a chance, they were destroyed 60 turns in. Due to Empire factions being allied, inner factions that are not surrounded by enemies seem very idle, most notably Talabecland Wisseland, Middenland and Averland. Those factions would create massive amounts of stacks and would go bankrupt very quickly while not expanding at all but rather start losing to their own revolts.
Very early in the campaign Kislev somehow managed to blockade my port at Marienburg and this made me rejected from Empires alliance. Later on Kislev attacked some other Empire factions and it would always result in the attacked faction being kicked from the alliance. I used this to expand my own Empire and you can see that from the pictures after the ones i featured of a battle with amazing Griffons, they might be too strong as i didnt ever lose a sinlge bodyguard unit in more then 15 battles i played with them.
New unnamed Empire mage unit that has the same cost as Bright Wizards causes CTDs in battles at random moments. Only one Mage unit is recruitable at time, once recruited no more mages can be made until the previous one is gone. Interacting with AI controlled fleet causes game to freeze for a few moments. AI tends to create a lot of diplomats.
I have to mention that all Chaos factions Except Chaos Undivided seem fairly inactive and incapable of mustering a large force. This might be caused due to their starting regions being scattered fairly far apart. Chaos Undivided launched a crusade on Altdorf at arround turn 15 and the only one joining was Archaon himself. He went as far as to Nordland and there he died to two of Nordlands armies. Later on in the pictures you can see that the only Chaos faction that has made progress is Chaos Undivided. Nordland and Kislev went together to fight the Chaos and are doing well so far at halting their advance.
Orks managed to conquer Dogs of War and Karaz Ankor to my surprise, they are making all sorts of units and seem to be a quite capable AI faction. Dogs of War though were mostly ruined by revolts first and then Orks. Brettonia is also kept down by revolting settlements while Skaven and Wood elves benefit from that the most.
Tomb Kings advance extremely slowly, they capture 2 settlements and then lose one to revolts which then holds them very far back, they did however start to fight the Orks and Night Goblins in far south.
Chaos Dwarves seem very strong and are slowly advancing towards Empire. Irondrakes (flamethrowers) from Karaz Ankor seem to not be recruitable on the campaign. Ogre Kingdom is pretty much dead since they cannot construct buildings in this beta build.
Few pictures at the end showcase my massive battle with Orks as well as my current campaign progression (summer fairgrounds economy boosted) ~100 turns in. This massive economy provides my Generals with a ton of bad trade traits, it would be nice to take a look at that as well as to try and add some new traits since most of the people find the old Medieval traits quite dull and boring. Having such large income can allow players to bribe out settlements of other faction with relative ease.
Now i would like to talk about the island factions, Elves and Lizzardmen. Lizzardmen cannot recruit fleet currently which means that they are stranded on their island (they can make 2 port buildings with the same name). M2TW AI isnt really capable of performing large naval invasions, this makes Elves seem stuck as well as they take way too much time to send a single stack to attack a city which always result in them losing the first autoresolve. My suggestion would be to create a land link between Elves and Dark Elves as well as Lizzardmen perhaps, the other suggestion would be to increase fleet movement way way more. The only faction from the isles to do something are Dark Elves with their slow advance to Slaanesh.
Huh this was a big one but once again i have to say in the end that something has to be done to settlements public orders especially for Empire factions.
Last edited by Yogimanz; February 25, 2016 at 06:05 AM.
I was having a blast playing and i want this mod to become the best one there is, i will continue writing such reports as i keep playing this masterpiece!
A little look around the map:
[In the women's room, which Larry had to use, he puts his water bottle in his pants instead of the trash to avoid being recognized]
Producer's daughter: [enters] Hi mister. Thanks for fixing my doll.
[hugs him]
Larry: Aww, don't worry about it sweetheart.
Producer's daughter: [looks at him, scared, and runs out] Mommy, mommy. The old man's in the bathroom, and he's got something hard in his pants.
Curb Your Enthusiam
Is there estalia or arabia as faction in this mod.
Last edited by The Holy Pilgrim; February 25, 2016 at 04:57 PM.