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Comment History  (0 - 30 of 39)
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Trebuchets have no chance of hitting a running giant, and fire arrows are much less accurate than normal arrows.

Good karma0 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I don't think it's quite Rock, Paper, Scissors. I cannot think of a single unit that straight up counters trolls or giants. If the Trolls or Giants are left in melee, slayers and a few other units can beat them, but no unit can stop a giant from running straight to their ranged units.

Good karma+2 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I believe They are province specific. Playing as Nordland I was only able to get celestial wizards, and all wizard types are still available in multiplayer and custom battles so they haven't been removed.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Sounds like you have a horribly corrupted installation. Uninstall and reinstall the mod.

Good karma+3 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Any unit that was removed. Cathay spearmen, Mournfang cavalry and Von Carsteins are the ones I can currently think of.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

No problem, I hope it works for you.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I tested them in a custom battle against some marauders, and they didn't cause a crash for me. They worked fine in the multiplayer battles I played last patch, as well. Are you sure that you installed the mod correctly? It might be a corrupt download if you've followed the installation instructions correctly.

Good karma+3 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I think Vampire Counts are the strongest. They have some of the best cavalry in the game, unbreakable morale, good meatshield units, crypt horrors and their expensive infantry is very good.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

That's interesting to know. Last time I played with them they had great difficulty dealing with Bone Giants, and I would have thought that they struggle a lot against the vampire counts, because the vampires having stronger infantry, and very powerful cavalry that, when combined with crypt horrors, could probably deal with Brettonian cavalry quite effectively.

Good karma0 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Having magic cav is good, but I don't think it's enough to give brettonia the ability to counter monsters.

Good karma+2 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I just tested the Damsels against a unit of Crypt Horrors in a custom battle, and they were only able to actually kill 5 crypt horrors with their magic attacks, although the others were bloodied up so I assume they took HP damage. I was able to kill the rest with cycle charges, but my Damsels still took 3 casualties, and the whole engagement took around 10 minutes, which is not practical for a multiplayer or campaign scenario.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

How is Brettonia supposed to counter the monsterous units? It's very difficult to tie them down with the crappy infantry units Brettonia has, and there are no gunpowder units to pierce their armour. The archers are almost useless against them and trebuchets can't hit running giants, so it seems like the only way is to use repeated cavalry charges, but that means your cavalry is going to take heavy losses, so you are basically throwing away your only advantage. I do really like this mod, but it seems like monstrous units in general are very hard to deal with.

Good karma+2 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

What do you mean? I tried them in a custom battle and they worked fine.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Whigs and Tories Final

Why remove the Natives? :(

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I believe Kingdoms fixed the issue, and it is just broken in vanilla, but I could be wrong.
Anyway, the animations in the mod are faster because they are custom animations.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

READ THE FAQ BEFORE ASKING THE SAME QUESTION AS 20 OTHER PEOPLE!!!!!


sorry. xD

Good karma+3 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Oh, sorry, I have been playing Blood Bowl recently, and the Ogres have Snotlings on their team, so I assumed that the tiny green creatures with big noses in this mod were the same thing. xD

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

They already are. Check the Ogre Kingdoms roster.

Good karma-1 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I have Windows 10 and it works fine for me. Windows 10 compatibility should be the same as windows 7 and 8, as far as I know.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

You would post them here, but check the FAQ before you post a bug report, as many people waste time by reporting known bugs. To be honest, seeming that there is a massive patch coming in the near future, I would leave bug reports until then.

Good karma+5 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

In Third Age you can get Sauron as a single-man unit.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

plz klik and read FAQ b4 asking a question.

Good karma+2 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

No, but they are leaving unit slots open for modders.

Good karma+1 vote
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

The original version is definitely not more stable. This mod does have its crashes, but it is possible to complete campaigns or at least get very far into them, but the original version of this mod crashes several times every turn for me.
This is a standalone submod, as well, so there is no need to install anything else.

Good karma+5 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

There don't have to be any spawn scripts, they can just add the debuffs to the city.

Good karma0 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Surely you could do the same with a Skaven horde causing a building to be created that represents the infection, but just change the effects?

Good karma-1 votes
alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

Moddb.com
This mod managed to add an infection that spreads to cities when a zombie horde is nearby for Rome: Total war. Would this be possible in Medieval 2?

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alexthemantid
alexthemantid - - 39 comments @ Call of Warhammer: Beginning of The End Times

I don't think that there is a way of fixing that problem with the flying units, as Medieval 2 is not made to have flying units, so they are counted as cavalry.
Castle Reiksguard is a fort, not a castle, because there is a province limit, and there had to be fewer provinces in the Empire than there were in the previous COW, so that there was space for the new factions.
If by the engineers of Nuln, you mean the master engineers with hochland longrifles and master engineers with repeater handguns, they are already available for all of the Empire factions in Multiplayer and custom battles, so if they are not available in the campaign, I am sure that that will be fixed in the next patch.

Good karma+3 votes