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What have you been playing as? Out of curiosity :P
IMPORTANT: Something we forgot to mention, for some reason the campaign will crash when you select a settlement if you have the advisors on. Turn them off before you start a campaign, or at least before you click on a settlement.
Be sure to tell us whatever CTD's you have because our versions are pretty stable and many CTD's being reported here are either new or due to Steam versions of Med II, which can be troublesome regarding mods.
When did these crashes occur? The Burning Legion has a known problem that some of its more detailed demon units (infernals, doombguards, etc) can cause crashes due to high poly count when too many of them are present in a battle.
Just a heads up that this is not the final version, despite being called 1.0. There is a lot of stuff missing still, but it's mostly flavour (descriptions, portraits, etc). I think the major issue is the lack of working traits. We'll be taking care of it in the future.
Meanwhile I hope you enjoy it as much as we have been enjoying it. As one of the original team members of the first mod around 2010, seeing a playable version released in any form after 8 years and basically giving it up for dead is as you can imagine very fulfilling.
It's a compromise between the factions we want to have presence in the mod and the lore. For example Theramore is already founded even though Lordaeron is mostly intact, as well as the Burning Legion already being present in Azeroth in some capacity.
Basically the Scarlet Crusade exists, but it is formed before Lordaeron falls and instead is made of soldiers who launch a preemptive strike against the Scourge in Northrend. MrNygren calls it the Scarlet Fleet because the initial leaders are the leaders of the Scarlet Fleet, but that's pretty much it.
The Legion currently starts with some forces which are a mix of low to high tier units. But their starting settlements only allow them initially to recruit stuff like Felguards, Fel Orcs, Imps, Succubi, Felhounds and so on. Their better units like Infernals, Doomguards, Wrathguards and etc are unlocked at fortress/city level and above.
Currently there are no Satyr units in the game though.
Yes it's stand-alone, no other mods needed. Just install or place in the mods folder like any other Medieval II mod.
No, that is way too much to ask from an old engine like this. However there will be several different types of magic according to the caster.
Necromancers throw what is like a rotten cow effect (without the cow of course) which kills in a small area and then spreads plague like fumes. Adds a really cool ambience effect to Scourge battles.
Priests of the Light for example throw something similar to byzantine flamethrowers, making them very deadly but only at close range.
Other magic units throw quick firing 'bolts' that only kill individual units, while more powerful magic units throw catapult like projectiles which can be devastating.
However due to the limitations certain units like paladins or death knights are just essentially high powered melee units with multiple HP points but reduced numbers. Very useful in certain situations, but not to make entire armies of them or to hold battle lines.
The Iron Horde is WoD content and so much later in terms of timeline than what we are working on.
I'm afraid it is still going to be some days as we are going on a bug hunt of sorts. Also we are changing the AI because the current one is too passive and not to our liking. But MrNygren says this week should be it, as we promised before.
I might be mistaken, since it was something modified a long time ago, but I think that generals are supposed to live to the maximum limits the engine allows (100+ years iirc), and they age relatively slowly, so depending on how long your campaigns are you can play with the same generals for a while.
Although, and I'm sorry to say, traits are disabled for now, because they caused a lot of CTD's. It is something we will have to look at a later version, the one we are about to release is by no means the final one, it is simply one that is stable and playable in both campaign and custom battles, even though there are things missing like character portraits, unit descriptions and portraits, building portraits, etc. I'm sorry if this kills the hype a bit, but on the other hand those are just relatively minor things, more important to immersion than actual gameplay (although for a total conversion of this kind immersion is indeed crucial)
Most low-medium tier units have free upkeep, for example human footmen. But higher tier units like knights or paladins won't. So you can still get a decent garrison and not rely only on militias.
You wanna stay here.. you stay here forever!! We gonna bury you here..
He is taking care of the music and I'm taking care of the campaign recruitment system and starting armies and whatnot. After that the mod should be released, so yes, within a week or two. It will not be the final version of the mod, but it will be much better and complete than what has been released so far by a long margin.
Loved every minute of it. Even though I loved the original BF2142 sounds, yours make everything so much more authentic, so much more chaotic.
Loved the PAC Walker's (if I'm not mistaken) autocannon sounds, they sounded even more menancing than the original. However I was not a fan of the new EU Walker minigun sounds, specifically, that metalic noise when they stop firing. In contrast I think the original sounded much more powerful.
But what else.. I loved the new animations, the graphics, everything. It makes the game look much more refreshing, yet remaining the same. So basically everything one could expect from a remaster :)
Thank you for this.
And by exploration I mean that, most of these new regions are village/town level, containing ogres and other sorts of creatures. Essentially, picture WoW as you know it, where regions have like one inhabited settlement, and then places where there's nothing but an ogre mound, or a gnoll camp, or a bunch of murlocs. And maybe you go there and think "hey what if humans actually drove off the ogres and started making a town here as it should be?"
So in this mod you can do it. Say you're playing as Stormwind and you're at peace with the Gurubashi, but you still want a place to expand. Well there's an ogre mound over there, and the trolls haven't taken it, so you go to Stranglethorn, conquer them, and rename it to Varianhold or something.
I feel you are a exagerating a little. Remember Empire Total War? Where you could basically conquer the entire France if you took Paris? That's more what I was talking about, trying to avoid. It's just silly for example to take entire Silithus by just taking one badly defended town or two. Pretty much the only region that feels "cluttered" is Lordaeron. But that is because the zone will become contested between Lordaeron, Scourge, Forsaken, Forest Trolls, Scarlet Crusade, and even Stromgarde if they decide to invade. So it'll feel like you're actually saving/conquering a kingdom instead of "Hey you took Andorhal, here's 1/3 of the kingdom for you!"
Remember the map is based around WoW's map, where every little zone is surrounded by mountains and nothingness, so there are plenty of empty areas and chokepoints.
I guess you might have misunderstood. The map is unfortunately the same size. There simply are more regions/settlements, which actually makes it more cluttered, so the opposite of what you were saying.
But that is good, in my opinion, because many areas of the map were basically empty, especially in Southern Kalimdor and Northrend. Also many of the WoW 'zones' only had a settlement there, now most have at least two. Also, Mr_Nygren is adding the remaining regions to expand the islands, meaning Zandalar and Broken isles and all that will probably be bigger and have more settlements. This will hopefully make continent hopping easier and make the AI more daring.
As for the rest, I always wanted to add province unique buildings to increase immersion and flavour, so that also will eventually be done. Just not sure if they would show up in the strat map (for example the Dark Portal) because it would involve 3D modeling and that is as usual the problem.
Mr_Nygren went and added 38 more regions to the mod. We are now close to the limit of 199 :)
With Bantu's plan of adding a ton of different neutral units and creatures, the map will definitely get a feel of having to be explored and tamed, not just factions conquering each other, not unlike in WoW.
The Scarlet Crusade is playable, they start in Northrend with a single province. It goes against the lore and the timeline, but it was judged they were too good to just be left unplayable, so a compromise was made that they were formed sooner while Lordearon while stil alive and decided to move to Northrend and take the fight to the Scourge first. But they also get armies in Lordaeron if the Scourge gets too powerful and expansive over there.
Just to tease you more a bit, I recently play tested a campaign as the Scarlet Crusade, for 80 turns and it was, even with the mod still needing a lot of polishing, some of the most fun I had with a TW game for a while. Purging Northrend of the Scourge and all the troll and naga inhuman filth was quite fun. Unfortunately by the time I was done the Scourge had cleansed half the Eastern Kingdoms. Guess the Crusade must continue :P
Then I'm sure you will also enjoy the human militias :)
Indeed, I just put night elf archers for posting purposes - because they are, in the end, technically archers :P
Yes! Love those city walls.
It would be amazing if somehow a Battlefield 2142 SP campaign could be made.
Those are elite units. They'll be like the Trolls in Third Age. Costly, slow to replenish, more than 1 turn to recruit.
Yes, unfortunately the Medieval 2 engine is not really the best choice for this, but as stated before, the newer games like Attila don't have modifiable campaign maps, and they don't allow stuff from other IP's into Warhammer. So yeah, most 'unconventional' units are quite clanky in their movements.
Since the campaign is unfortunately not yet finished, you're bound to get crashes eventually. When and where did this crash occur? Any information is useful.
Family trees work the same as medieval 2. There are still cities and castles, but with the exception of AOR units, you can recruit everything everywhere.