Sure, but they were playable for a long time for now. And I was able to go through a complete game only a month ago. Besides, I never considered my project to be anything global. I remember like 10 years ago I made a global scenario with 300+ units and 256x256 map with 31 faction just in half a year... and was never able to go past turn 10, because the game crushed and was super-slow. I wonder if I should give it another try... And, of course, I had way more time back then. Now I am fully dedicated to modding only when I am at home on holidays.
Anyway, I finally was able to play through the whole 52 turns and win. Labels, scripts and civilopedia are almost ready. But it will take a while to write a proper intoduction, especially with my English skills. So far so good, but there are a couple of things to tweak:
1) The thing I was talking in Q&A thread - orks simply refuse to attack Helsreach. It is not just unfluffy - it makes the game too easy. You can simply sit in Acheron and do nothing. As long as you hold it, you are a winner. I will try different tricks to make it more appealing for Orks to attack;
2) Stormtroopers ended up exploitable and getting a nerf;
3) Reinforcements are still coming too late in the game, now you have to go through just half the branch to get to them.Aircraft will appear earlier too;
4) Rough riders will be reformed in stronger attack units - just enough to go skirmishing and finish off retreating units, as they should;
5) Mech Regiments reformed to defensive units, because I feel like the game really lack fast defensive unit option, while attacking options are redundant;
6) Hellhound will lose collateral damage and gain mech regiment stats;
7) Veteran Tank Regiment will be replaced by Tank Hunters to much Titan Killers of Super-Heavy Regiments;
8) Grot rokkits will receive infinite bombard range, so they are not stuck in single city;
9) Grot Gunz will gain an attack buff;
10) Air Waaagh! (fork flyer unit) will get the bombard range doubled.
Some more screenshots (pics are large):