A standalone expansion of the Call of Warhammer experience. Fewer scripts, unlocked gameplay, brand new factions, new continents, dozens of new units, new music, and much more.

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Beastmen (Games : Medieval II: Total War: Kingdoms : Mods : Call of Warhammer: Beginning of The End Times : Forum : Requests and Critiques : Beastmen) Locked
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Sep 7 2016 Anchor

Will you make a separate faction for them? Thank you.

Sep 8 2016 Anchor

I really do like the idea of a dedicated Beastmen faction, I'm just not sure how they would manage it seeing as how the Beastmen are pretty much a nomadic faction. Maybe there could be a Beastmen centric Bodyguard unit/general and through playing as one of the Chaos factions, you can create a pure Beastmen army.

Just my 2 cents though. Like I said, I support the idea of it, I'm just not sure how the Modders could develop this in a way that makes total sense for the Beastmen faction.


Sep 14 2016 Anchor

I agree, beastmen faction would be grat addition, I really liked fighting with them in original COW,

I once asked devs abut that here, ang got negative answer: Twcenter.net

May 2 2017 Anchor

Its really a great idea...as in rome total war the warhammer mod there...you can play with beastmen...and it is fairly balanced...

May 2 2017 Anchor

We can add in beastmen as a faction, so what faction would you cut to add them in because we are at the faction limit for medieval 2.

May 2 2017 Anchor

Perhaps take out one of the smaller Empire faction perhaps?

May 3 2017 Anchor

I'd cut out the Dogs of War as a faction and just keep the Merc units in to hire. But, don't the Beastmen refuse to build settlements and just destroy everything that is "Orderly" sort of speak? Like the most they would "build" is just a bunch of Stones monuments to the Chaos Gods?

Edited by: Dunabar

May 3 2017 Anchor

I second that cut out Dogs of War....but I guess they will be playable as a normal faction with settlements and whatnot....perhaps make them only able to develop settlements a little ways so you are forced to conquer and be on the move all the time.

May 4 2017 Anchor
tomdoof wrote:

We can add in beastmen as a faction, so what faction would you cut to add them in because we are at the faction limit for medieval 2.

Would this be something you guys would strongly consider, or would you guys rather not make such an effort? I mean, I can understand not wanting to make the effort purely from a unpaid labor standpoint. You guys don't get paid to work on this mod (to my knowledge...) every day and have lives outside of making the mod, so it would be unfair to toss such an expectation upon you guys. I mean, I can't imagine the time it would take to remove any one faction, add a completely new faction in, balance out it's strengths vs. weaknesses with the other factions, manage to make said faction as close to accurate as possible to the lore (especially when it comes to the "We don't build, we destroy" Beastmen faction), and etc etc.

Edited by: Dunabar

May 5 2017 Anchor

The thing is you NEED to be realistic about what is possible with medieval 2. If you are wanting a beastmen faction like tw warhammer that acts like a horde this will not be possible they would just work like another chaos faction, the difference being they would start in the empire. But here is the thing I have a feeling a player could wipe them out by turn 40 and they would fill an already saturated part of the map. Also beastmen dont really have a full roster ATM no ghorgon no cygor no bray shamans ect. also we are running really low on unit and mount slots. The other issue we run into is portraits medieval 2 split portraits by culture and religion so the way we are able to get different portraits for all the factions is some trick combos of religion and culture. beastmen would have to be the chaos(catholic) to be able to join in on chaos crusades so that limits what culture they could be big time if we wanted custom portraits for the beastmen. culture also changes things like the settlement type building chains ect. so yea it more work then you would think and the end result would not be what people would want anyway.

May 5 2017 Anchor

I do not mind the religion of chaos. But it would be nice to fill out a roster. Also can start out in the empire region is fine by me...Really the lore details are not that important to implementing this...just somehow get a full roster. They easily fill in as a chaos faction. And can perhaps put a rift in any player trying to steam roll over the whole empire...with an empire faction.

Edited by: Arma_dei_Carabinieri

May 5 2017 Anchor
tomdoof wrote:

The thing is you NEED to be realistic about what is possible with medieval 2. If you are wanting a beastmen faction like tw warhammer that acts like a horde this will not be possible they would just work like another chaos faction, the difference being they would start in the empire. But here is the thing I have a feeling a player could wipe them out by turn 40 and they would fill an already saturated part of the map. Also beastmen dont really have a full roster ATM no ghorgon no cygor no bray shamans ect. also we are running really low on unit and mount slots. The other issue we run into is portraits medieval 2 split portraits by culture and religion so the way we are able to get different portraits for all the factions is some trick combos of religion and culture. beastmen would have to be the chaos(catholic) to be able to join in on chaos crusades so that limits what culture they could be big time if we wanted custom portraits for the beastmen. culture also changes things like the settlement type building chains ect. so yea it more work then you would think and the end result would not be what people would want anyway.

Makes perfect sense to me. Lore accuracy is far more important in my mind than something just being stuffed into the game for "fun reasons." I mean, if limitations were not a issue, I would happily continue to say "Rawr, Beastmen faction!" But, if wishes were fishes, I'd end world hunger in a matter of seconds, and sadly wishes won't dent those limitations.

Overall though I'm happy with how things are right now in regards to Chaos/Beastmen combined as you can justify that the Beastmen are not destroying the settlement of (insert name here) because the Chaos Gods wish them not to, mainly in the form of more direct control over these particular Beastmen rather than say... the ones running around, rawring, pillaging, and all that jazz purely to get the attention of the Chaos Gods. Except I won't lie, I hope there will be enough room to see Ghorgon, Cygors, and Bray-Shamans, or at least Ghorgons & Cygors as if I remember correctly, Bray Shamans are purely supportive Magic users, not direct hammer & fire kind of magic users lol.

Edited by: Dunabar

May 5 2017 Anchor

I am all about having fun....

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