Warhammer Fantasy Mod 2.1

Have a question about the Orc civ. Did you guys implement Waaagh! at all?

Also, they seem somewhat underpowered. All their units seem to have weaker str than the other Civs and they have no strong late game units like Dragons. What advantages do they even have?
 
Sisonpyh said:
Have a question about the Orc civ. Did you guys implement Waaagh! at all?

Also, they seem somewhat underpowered. All their units seem to have weaker str than the other Civs and they have no strong late game units like Dragons. What advantages do they even have?

As far as I know the orcs have units that are as stong as the other units belonging to the human nations. There are cases where a unit is weeker in terms of attack but that unit is also cheaper. So the orcs have strengh in numbers.
 
"Pharmacy: Disease from flood plains, swamps and jungles are eliminated and the effect of plague is reduced"

I had this tech but my Black Guard still died from disease in one of my cities, a jungle square with no plague. Bug?


Also, will it be possible to cut down jungles with the Deforestation tech in the upcoming version? Seems resonable to be able to cut down all trees, not just forests.
Maybe even draining swamps to normal grassland? Just a thought.
 
Go to the Lustria website and read the terrain articles. - I think it should stay as it is ;)

C`mon, seriously, we are getting an oasis, and lost the badlands.. whats next, railroads? :p

I think the disease thingy is a C3C bug, not connected to WH. Btw, I saw skinks who are immune die of it.. :crazyeye:
 
I think the jungle disease isn't completely eliminated... only reduced in C3C.

About the Waaagh!: greenskins have a small wonder called Waagh!. If I recall correctly, it increases the strength of armies, and creates an army every 32 (or so) turns.
 
All jungles dont have to be as thick or dangerous as the Lustrian ones, specially on a generic WH map (as there is no Lustria ;) ). You could increase the time it takes to cut it down drastically to represent the hazardous environment.

Dont know much about the oasis or badlands, I ve only seen badlands in deserts and I tend to stay away from those anyway :)

No, no railroads (though Im sure the dwarves or skaven have that hidden away deep down in their tunnels somewhere) and no mounted dwarves (as someone requested), its just not WH.
 
- No, mounted dwarfs will not be included. that would be just silly.
- the badlands will be removed from the next update/patch.
- the oasis will be added in the next update/patch.
 
Well, when I get some time to figure out how to shrink the regular DAZ figures to dwarfish proportions, I was planning on making a new Dwarf Gunner for the FF mod (the Chaos Dwarf Blunderbuss doesn't really fit in with the other dwarf units, such as the archer, ranger (crossbowman), and Machinegunner (Organ cannon))......
 
I have a question which from memory may have been disussed in another context.

I am playing Slaan and have just taken a Westlander city and about to take the capital :D

The city I took had built one of those Knight producing wonders and now I have a Templar of the Fiery Heart among my ranks ... when I take the capital I will have another 2 similar wonders.

Are there plans to add a prerequisite so these wonders which will neutralise them when taken by a race which would cause this inconsistency?

or just like the Mercenary wonder treat it as a corruption of the wonder.
 
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