

But while working on this sub-submod i also fixed some of the bugs mentioned in the thread about COW:BoTET. At first i wanted to greatly expand on and enhance the unit rosters of the Wood Elves, Dark Elves and the High Elves in the mod. Its by far not as extreme as in CoW, where you are basicly battling the scripts, but just a small help for the AI, so that you cant simply steal their major cities.Hello all, for the last couple of weeks i have worked almost all my awaken time on a sub-submod for Call of Warhammer: Beginning of the End Times 1.1.

So if you attack a faction capital, expect a full stack. Just another quick hint/ warning, 1.5 has different to version 1 of BotET minor spawn scripts. You can fix that yourself by either changing your descr files or simply cheat them ingame with add_money and process_cq. Because of that you start with a negative economy in round 1 as your Quarrelers dont have free upkeep because of the missing buildings. The only real bug I am aware of is that Dwarfs start with the wrong archerbuilding in their keeps. Those are now all fixed with 1.5 and so are most of the balancing problems, which to be fair were quite wide spread in the prior version. The problem was while those bugs were known, because of the way the mod was developed they couldnt simply be fixed in a hotfix. So for example attacking an ogre or chaos settlement, having a nuln great cannon on the map and a few more. To give you an overview, the original Call of Warhammer mod had major issues with random CTD, BotET in version 1 (the submod Beginning of the End Times) already improved alot on that, you mainly ran into CTDs on specific traceable occasions. But once you are aware to be carefull there you shouldnt have any issues.

There it can crash from time to time if you overdo it. The only crash source for the current version I am aware of is from opening to many building/unit informations to quick in a row.
