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Comment History
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Edit: I think the Assassin should require the Clan Eshin building to be recruited.

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Hello again. I'm having a blast playing the mod and I've reached turn 111 of the skaven campaign. However, I just recruited my first night runner and I have yet to purchase a rat ogre. I was not enticed to build clan Moulder and Eshin because most of the goodies are in the other clans.

Clan Pestilence was very useful in the early game for the growth, health and the artillery provided at the first laboratory. The catapults are amazing in most situations, but I've found that they can't hit buildings unless you move them to point blank or target the units on the wall or behind it. I understand that the warp lightning cannon is the dedicated wall breacher, but is it something that can be fixed?

Clan Skryre get the most out of their laboratory and provide the best units for the skaven, and more variety than the other clans. They grant access to cavalry, and all the long range weaponry.

I've been wanting some rat ogres from clan Moulder and the morale bonus sounds nice, but I have to spend a lot of gold for that and it's been delayed by a hundred turns. The biggest problem is that the Screaming Bell requires the final level of the clan Skryre lab, but it's only really worth to build the final lab in a settlement with clan Skryre. I don't really need stormvermin with all the generals and albino guards at my disposal.

Clan Eshin pales in comparison with the Chieftain's Longhouse, the latter grants much more public order, health, albino guards and even... the best unit from clan Eshin, the assassins!

Some changes I would suggest are to move the assassin to the barracks and the screaming bell to the first tier of the labo. This way Clan Eshin will be unmatched at providing a good mix of sneaky infantry and clan Moulder gets a unit without having to build the most expensive buildings of the faction.

Thank you for creating this amazing mod!

Good karma+2 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Hello, I've got my hands on the mini update posted on Discord. I gotta say, the Skaven are even better than before! The new models look really awesome and the new catapults are sick!

The only thing that I dislike is their watchtower on the campaign map. The tower's model is so bulky and large, I find it really unpleasant to look at. Is there a way for me to assign another faction's tower model to the skaven? The dwarf stone turret or the default wooden one looks so much cooler :)

It's a very minor thing.... the mod is amazing! Great work.

Good karma+2 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

I just reached turn 100 of the Skaven campaign. It's by far the best total war experience I've had and I can't believe it's going to get even better with future patches.

Archaeon somehow died during the end turn and one of my rats was promoted Everchosen. I'm at war with just about everyone but the Chaos dwarves and Chaos Undivided. I declared war on them just before Archaeon died, but peace was made automatically when I became everchosen. I had something weird happen waaaaaay back when the first crusade (on Altdorf) was called. On my way there, I laid siedge to Bogenhafen (I think) and during the end turn the empiresmen were replaced by orcs and the siege broke. I have to be careful not to click too much while managing my cities, but otherwise my campaign does not crash. I did try to create another campaign for high elves, but turn 3 it was corrupted. I'll have to make more tests to see if I can start another campaign.

I chose the skaven because of their technology and I was not disappointed. I can't help but scream "Boooooom" every time a warped lightning cannon shot blows an entire unit apart. Jezzails and Warpfire throwers are the best cost/effective and reliable troops I can field. I like the globardiers and the rattling gunners, but for their higher price, they often end up shooting in the back of my own units so I can't have them fire at will. Rattling guns don't seem to try to avoid friendly fire at all, like other units do. Globardiers work properly I think, they're just harder to use and they probably shine defending a wall (but idk, I'm always on the offensive...) Doomwheels are hilarious and they'll destroy anything, if the angle is right. The fact that they can enable a city assault with the range of a cavalry unit makes them the perfect tool for a blitzkrieg. Rat ogres and Bells turn every fight against the living into a mass rout. I brought 47 ogres to assault Kislev. I was used to cheese my way into every victory with cavalry archers, now I know some proper swarm techniques.

It's the final push to end the campaign before turn 150, only the Dark Elves, the Ogres and Chaos remain and the fights are getting even more apocalyptic. I think the Chaos Dwarves will be the toughest, for they have been left alone and they can match or surpass the skaven artillery, and I can't rely on potent cav to eliminate their missile launchers.

If the rattling gunners' friendly fire can be fixed or improved, I think this faction is flawless. Then I'll have to try all the others xD Great job and thank you to the developers.

Good karma+7 votes
ParthianShotz
ParthianShotz - - 24 comments @ 1.5 BETA RELEASED!

I think everything is working fine now. Thank you!

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ 1.5 BETA RELEASED!

I'm playing Long campaign. I tried deleting the BOTET folder and reinstalled again. Set my resolution so it would fit my screen. I have the 4gb patch. But I tried assaulting Miragliano and crashed during loading again. Installation is super simple, and 1.01 worked fine. Idk what I'm doing wrong. Note: I'm using Steam, and when I start the game with the .bat, it's vanilla MTW2, so I renamed my BOTET british_isles to have a way to start it with steam. Is that the source of my problem maybe?

The fog of war is a nice feature tho! It really encourages us to explore.

EDIT: Removing banners did not help. I always crash at the same moment during the loading. I do not get the Chaos has taken over message, only a Windows error box.

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ 1.5 BETA RELEASED!

I have the same problem with the fog of war being all black. I started a Skaven campaign, and on turn 3 I tried to assault Miragliano, but the game crashed as the battle loaded.

Good karma+2 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Our Altar to the Old ones is not big enough. We must pile up more corpses of dead kittens to please them.

Good karma+10 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

At least your suffering will be short. We have been waiting in pain for months! It will all be worth it tho, the update is almost there. Until then, chanting mantras and meditation is keeping me from going insane.

Good karma+8 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

I was ready to wait another year if needed, but now that the announcement has been made, and we're closer than ever.... I CAN'T WAIT ANYMOOOooorrreeee!! I basically live here and spam refresh now.

Good karma+10 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

I found the Karaks very easy to defend thanks to that same trench in my dwarven campaign. A few flamethrowers, ballistas and crossbows can hold the town square and fire at the melee troops on the other side as they enter the door. A wall of melee troops and miners to hold the flank, and in the rear, to cover the flanking melee troops, there's a slight high ground where i would deploy archers and spikes with a line of warriors. I would simply let the attackers take the wall then burn them alive as they landed on my side. Every cavarly or shock troops that would charge past the wall of missiles would end up in another deathtrap with grenades, spikes and archers protected by melee all around them.

What I felt is that the first area after the tiny wall/gate at the entrance was too tight to maneuver artillery around. There was a bug with the ladders also, the tiny wall on the left of the last door couldnt fit the ladders and they would deploy at a weird angle. Most units that would climb there would just die (killed quite a few minotaurs that would have been difficult to deal with!).

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

2069 is the release date.

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ The Italian Wars

The fort in question is the one between Fiume and Buhac in Croatia. I have 3 units of akinjis charging out to skirmish an Italian cavalry and 3 units of spears/spikes. and the crash happens when they cross the trenches. My Logs folder is empty so idk how to send my logs.

P.S. It's awesome that the loading screens are in german, I get to learn a bit (esp. since I can associate some to those I see in Stainless Steel) I'm pretty sure I'm butchering the pronunciation but I try lol.

Good karma+2 votes
ParthianShotz
ParthianShotz - - 24 comments @ The Italian Wars

I get a crash to desktop everytime I sally out of a fort. Otherwise had no crashes so far and I love the mod. I'm playing as the Ottomans and I really like the textures. Sipahi horse archers are badass and Akinjis clothes are really colorful. I'm playing 4.1 btw.

Good karma+2 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Can someone tell me how to turn banners on?

Good karma+2 votes
ParthianShotz
ParthianShotz - - 24 comments @ Divide and Conquer

Google is a wonderful search engine for people who want to know more about any topic. I have to admit I grew tired of typing before I could explain more clearly. WarArmoury did a nice job of that.

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Divide and Conquer

Morgoth aka Melkor is one of the Valar. He is the source of all dissonance in the great song the Valar are chanting. During the creation of the Earth whenever Aulë shaped a mountain, Melkor smashed it into a valley or boiled the oceans into deserts. He is the source of all dissent among men, he is what causes the plants to rot and he once tried to destroy all light with the help of Shelob's mother, Ungoliant the spider. He created the Balrog, he once had an army of them to fight the elves. Sauron is his lieutenant. Your question is far from unimportant as most of the events in the Lotr are linked to Morgoth's will to f*ck everything up. I highly recommend reading the Silmarillion to grasp the level of epicness involved here :)

Good karma+3 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Hello again, I recently started a new campaign with the vampire counts and I noticed that sacking cities was very bad for them most of the time. In Hornau, it destroyed all the buildings and in Talabheim, it destroyed the Cannon Towers, downgraded the Sergeant's academy but left all the buildings that are useless to the undead untouched (Knightly order houses). I don't recall having such levels of destruction from sacking during my campaign with the Dwarves. I'm not sure how sacking/exterminating works, is it random? If it's something that can be fixed I'd be most pleased, those cannon towers looked so juicy, now they're gone :(

I would also like to know if you were able to implement rebel ambushes in wooded areas like in Divide and Conquer. I had suggested that a few weeks ago and you seemed interested by the idea of ambushing Beastmen. Is it something you were able to make work? (You don't have to tell me if you don't want to spoil the surprise!)

Once again, great mod, I litterally can't wait for the update, but somehow, I will.

Good karma+4 votes
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Will the dwarves and vampires be at war in 1.02? I've let the undead expand in Bretonnia and the Empire, because trading with them is beneficial to my economy. But if feels kinda weird that I will probably go to war with the Tomb Kings first (Damn mummies won't let my archeologists do their job).

Their armies in Silver Peek don't seem too interested in my relatively undefended settlements, they're just chilling in the hills.

Postimg.org

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

They are already hidden in the trees by turn one. Getting out of Bree through the north path into the forest guarantees an ambush, and trolls are hiding around the corner if you take the road north before Imladris. No additionnal rebel forces spawn to take the ambush positions once they have been cleared tho.

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

QueenOfGore, have you thought of adding Rebel ambushes like in Divide and Conquer? It's a good incentive to turtle a bit when you don't know wether or not you're going to get ambushed. And it's a lot less frustrating than a script that makes a stack appear out of nowhere! The mod is awesome, I love it, can't wait for 1.2!

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Yes, I realize now that they're only guarding their frontier and their capital city, but their numbers are growing... Trade agreements will hold for now, because I still have a lot of greenskins, undead and chaos daemons to exterminate before I risk my armies in the shadow of the trees. Their time will come when I need the wood to build my ships to invade Ulthuan (one day...).

I studied 3d animation, modeling and texturing. I would like to contribute somehow to adding content to this mod, is that possible? As I'm writing this, I have no idea how to mod MTW2, and what are the game's limits (texture sizes, number of polygons, etc) but I'll read about it.

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

Thank you, those bugs have been very minor for me. The ladder bug seems to happen every time though, but it's only making my life easier as the minotaurs fall to their death. I'll try to report glitched battlefields if I find some.

The wood elves are massing troops near my borders... They made no alliance with anyone, I think it's time for old grudges to resurface...

Good karma+1 vote
ParthianShotz
ParthianShotz - - 24 comments @ Call of Warhammer: Beginning of The End Times

The mod is amazing! My Dwarf campaign is going smoothly, all my keeps are impregnable and the awesome Irondrakes are pouring out of my capital. But I have a few bugs to report:

-Assaulting a settlement owned by Chaos factions (Nurgle and Chaos undiv. so far) always crashes the game during the loading screen. (Chaos has taken over!) I have to wait for them to sally out after a few turns. Skaven, rebel, orc and night goblin settlements have posed no problems so far. I have yet to fight the Chaos dwarves, but I think only the 4 gods + undivided are affected.

-The Dwarf type fortress with one door like the one in Karaz Ornstrodek seems to cause some ladder bugs. 2/4 ladders can't set up properly on the narrow wall section and the units that climb them all die when they fall off. That bug saved me from a few scary waves of Chaos monsters x)

The AI seems to have trouble moving around that fortress, the assaulting armies get stuck and I have to trigger them. Sometimes they won't move at all and I can slaughter them with miners through the door.

There is a corner hole that can trap artillery units, just atop the long slope in front of the second wall. One of the ground's edge has a vertex spiking down towards the blue bricks.

-Some mountains area create a battlefield impossible to maneuver around. I think that it's more likely to happen when a small goblin unit retreats from my superior dwarves, and they retreat to higher ground where I chase them. During the battle deployment there is no avaiable terrain and my units spawn stranded on a cliff side, unable to move.

I followed all the instructions for the installation. Thank you so much for this mod, it's really great.

Good karma+2 votes