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Comment History
korovyov
korovyov - - 18 comments @ Warsword Conquest

Healing potions do not get out of the inventory once used in the battle. This allows for abuse, buy healing potion once and never die in the battle.

Dwarfs seem ****** in this release. Goblins and Orcs make peace early on in the campaign leaving Dwarfs fending off Orcs, Gobs and Skaven.

Also once a truce is agreed upon between two factions it seems that days counting down the till the end of truce don't work properly. It's way slower than days in game.

Good karma+2 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

This mod team is such a group of drama queens. Drama, drama, drama.

Good karma+5 votes
korovyov
korovyov - - 18 comments @ 20171005052531 1

Increasing the efficiency of the game makes perfectly good reason to switch models, but I think that keeping old models so that player can choose in export_descr_unit file his preferred ones would be the best for the mod.

Good karma0 votes
korovyov
korovyov - - 18 comments @ ratling gunners

My comment forgot to log in

Good karma+1 vote
korovyov
korovyov - - 18 comments @ 20171005052531 1

Again, old model is better, like in the rattling gunners case.

Good karma-3 votes
korovyov
korovyov - - 18 comments @ ratling gunners

Why? Original rattling gunners look better, no offence, there are more variation within the model. Keep the original, or at least leave old model in, so that people could bring back old ones.

Good karma0 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

A suggestion to the team.

Since player destroys buildings that are not compatible with his faction upon the conquest of a new settlement, could it be written a code in campaign script that would do just the same for the AI when it takes settlement from a player? That way there would be price to pay for on the player's side for losing the settlement.

Good karma+1 vote
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Yes, they are scripted events. You can delete them in the campaign_script.txt located in the data\world\maps\campaign\imperial campaign folder. Look for, I think, "spawn army" part of the script and then start a new campaign to changes to take an effect.

Good karma+1 vote
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

In my current campaign there is still possibility of faction dying out due to loss of all faction members, even though such faction has territory and additional generals. It happened to Skaven in my campaign. Since the number of generals, whether they are FM or not is irrelevant, is tightly connected to the number of regions faction controls, it appears that AI is recruiting generals through the building chain, not through the adoption.

Therefore, I suggest that recruitable generals be removed from the next version and all of starting generals become FM. In that way, teutonic system would work correctly, keeping faction alive as long as there are any general alive.

Cheers.

Good karma+2 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Factions still die to the death of faction member generals, even they do have settlements and other generals left.

I think that all starting generals should be designated as faction members in descr_strat.txt file.

Good karma+1 vote
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Hobgoblin archers when rebels are silver surfers.

Ogre Kingdoms are insane, at the corner of the map they expand easily. After 50 turns there are several stacks with multiple Ogre units in them. Their economy and unit price increase for campaign should be looked at.

Good karma+1 vote
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

It appears that dwarf rangers are influenced by presence of archery range, not dwarf engineers guild that gives quarrelers. That should be fixed.

Good karma+1 vote
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Night goblin generals on the campaign map have orkish voices. Could someone of moders tell me how to fix it?

Good karma-1 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

descr_strat.txt and campaign_script.txt files are both in data\world\imperial campaign\campaign folder. Study it carefully and improvise its style. The correct names of battle models are in, I think, data\unit\model\modeldb file. Browse the mod's data folder, I am certain you would manage.

Best of luck

Good karma+2 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

I've gone through battle models db and they are in, Wurrzag, Grombrindel, Belegar, Heinrich etc. They aren't just in the campaign. Add them yourself by editing descr_strat.txt or in the campaign scripts as spawn. Models appear to be there.

Good karma+2 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Could mod developers bring back chaos marauder axethrowers? This is such a fun unit. I am not missing foot blood dragons or foot reiksguard, but I do miss these guys. Please bring them back.

Also unupgraded chaos marauders with great weapons have 0 armor, while shielded variant has an armor value of 1. So armor should be increased to one. after all those helmets should have some armor value to them.

Spawned armies should have at least two turns forewarning, or better yet remove them completely and give ability to AI controlled factions to recruit even the best units from the low tier buildings, while player's unit availability should be conditioned by the presence of appropriate buildings in the settlement like for instance high enough armorer.

Good karma0 votes
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Minor error found:

empire swordsmen have their armor upgrade screwed. Their armor upgrade apparently starts at leather tanner, while it should at armorer level, same as empire spearmen and halberdiermen.

Good karma+1 vote
korovyov
korovyov - - 18 comments @ Call of Warhammer: Beginning of The End Times

Great job guys. I am Loving it.

That said I've noticed some things that need improving.

1. New world doesn't have garrison script, which allowed me to take high eleven cities as dark elf easily. AI doesn't like to keep units in settlements.

2. Unit production buildings were very limited in my settlements, so I suppose the same is the case for the AI. If there are not enough unit production buildings in settlements AI will struggle in the beginning a lot, even if it has money.

3. I think that unit recruitment should be tied with presence of appropriate armor building for that unit, not just its initial production building. It is silly if settlement has a leather tanner only, but it can recruit units with the full plate armor. That means settlements on average should be upgraded for the future release.

Anyhow, loving it.

Cheers

Good karma+1 vote