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Mans posted:I was basically on an unstopable rampage as the Orcs against the Humies, clearing way with relative ease for a while now. Would you actually lose if you played those out? Especially the second one, they have literally zero line troops. You could just rush those mortars and wreck them, right? I've had autoresolve give me a bar like that for some fights that I've won without too much difficulty.
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# ? Jun 19, 2016 17:00 |
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# ? May 30, 2024 12:13 |
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Are you running any mods for AI army composition? I never see any interesting army setups from my AI.
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# ? Jun 19, 2016 17:03 |
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I've had grimgor a couple of times just have 12+ rock lobbers. It kinda shows how stupid the auto resolve system is because those battles are all fairly easy to win if you just charge.
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# ? Jun 19, 2016 17:14 |
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Ilustforponydeath posted:Chaos needs a huge buff to their replenishment. At this time they're far less of a threat than the tribes. Hordes need a general massive change in the way they work. As is, it's just harder and more limiting then playing settled. Hordes are strategically nonviable. The AI is only kept afloat by free stacks and the player by broken tactical aspects they can exploit. I'd give them full time replenishment without encampment as the very beginning of a rebalance.
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# ? Jun 19, 2016 17:20 |
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SickZip posted:Hordes need a general massive change in the way they work. As is, it's just harder and more limiting then playing settled. Hordes are strategically nonviable. The AI is only kept afloat by free stacks and the player by broken tactical aspects they can exploit. Those sure are a lot of pronouncements.
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# ? Jun 19, 2016 17:23 |
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Shumagorath posted:First reply good second reply bad That's the heart of it, really. Chaos was enjoyable for a while - Norsca wasn't even that bad and razing Kislev & neighbors was fun. It started out as a sort of puzzle to get the most ideal start possible to combat the enormous odds against you, but then you step out of your little bubble and the world's a hellhole of siege battles. By the time I wasn't having fun anymore, eliminating the Empire was my only remaining long victory condition so I completed it. Of course it was optional and I could have quit at any time, but I want to see all the game has to offer and Chaos wasn't a highlight. Maybe when it gets some decent mods.
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# ? Jun 19, 2016 17:24 |
Regarding Chaos, is anyone trying to spread as much corruption as possible before heading south? Considering most LLs are either sorcerers themselves or MotherFuckin' Kholek your agents aren't as huge force multipliers as they are for other factions. I haven't given a dedicated Chaos run through yet but getting a few wizards to wreck up the shrines to Sigmar doesn't seem like a waste of time.
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# ? Jun 19, 2016 17:33 |
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Deified Data posted:Of course it was optional and I could have quit at any time, but I want to see all the game has to offer and Chaos wasn't a highlight. Maybe when it gets some decent mods. There are some already, the better replenishment mod makes playing Chaos not a slog, though in my own personal taste its too good, giving chaos hordes 30% replenishment when in encampment mode (apparently this makes them a beast when the AI plays them). Theres also a mod that removes the attrition from when you gather two or more chaos armies together but i don't use that one when i play Chaos since i do like that bit of flavour to the faction (the computer ignores this, of course). With better replenishment in place it fell down to chaos not having good tools for skirmishers that made them feel not as fun as the other teams for me, personally. Gejnor fucked around with this message at 17:57 on Jun 19, 2016 |
# ? Jun 19, 2016 17:42 |
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Wafflecopper posted:Would you actually lose if you played those out? Especially the second one, they have literally zero line troops. You could just rush those mortars and wreck them, right? I've had autoresolve give me a bar like that for some fights that I've won without too much difficulty. first battle was a defeat but yeah i won the second won just barely, mostly because that was a colonizing army full of boyz and goblins instead of decent troops. the lord, hero, black orcs and spiders were the only thing that did anything other than soak up damage but who the hell cares if you lose a thousand goblins.
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# ? Jun 19, 2016 18:00 |
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Just ran the start of my Hard mode Chaos campaign again. Not attacking Baersonling's Camp seems like a very viable strategy. If you instead go through Kislev, attacking Volksgrad, Praag, then NW towards Fort Ostrosk, you can easily make friends with the Varg. All of those fights are pretty easy also. Sigvald seems like the best start - the hellcannon speeds up the whole process, and the +leadership vs humans is great. It's also worth looking through the Diplomacy scroll and noting which Empire minors have Imperial Distrust. Don't attack those - they won't join in war against you and won't confederate with the Empire. Instead they'll resettle all the imperial towns and stop Karl Franz from rebuilding. Similarly, it's probably a good idea to take out 'Underdog' factions early. Fangz fucked around with this message at 18:14 on Jun 19, 2016 |
# ? Jun 19, 2016 18:01 |
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Wafflecopper posted:The AI uses cavalry effectively! Haha are you straight making poo poo up here, or can you not read? It just does the same thing regardless of the units it has, whether they can actually pull the move off. It's meant to look flashy and makes for people being impressed at how the AI flanks and uses its cav. My complaint is that it's not effective enough, it just looks cool for people who haven't seen it 20 times in a row. Given that the AI has one specific way that it flanks, I found I was better off using Cav to pre emptively charge the cav that sits on the flanks waiting to charge. If you get all excited watching that one ai cav flanking routine, man CA has you covered with warhammer.
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# ? Jun 19, 2016 18:02 |
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Chomp8645 posted:For those curious these are the rules CA is using for their tournament. I like that this rule means that if the final round is balanced then both players will have to use all five factions.
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# ? Jun 19, 2016 18:09 |
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ZearothK posted:I like that this rule means that if the final round is balanced then both players will have to use all five factions. Yeah, this actually adds a bit of fun to the game if the factions are imbalanced.
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# ? Jun 19, 2016 18:12 |
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Wallet posted:I don't know if the same people decided on the rules as decide on that sort of thing, but if so, this does seem to be an indication that CA has a much better understanding of the game's balance than most people give them credit for. They have an entire board for balance on their official forums and they read all of it. The issue isn't that CA doesn't have an understanding of balance so much as the games are kind of complicated so balancing one thing has side-effects elsewhere that creates new imbalances. Luckily, they tend to give preference to patching in the balance forum posts that actually did a lot of tests with mods before posting what they think the balance should be. That would be called a unit test. Convergence testing on the other hand is where they tend to be lacking since a bunch of things that test out well on their own create really weird new balances when all put together. Sometimes they have beta patches but those are less for balance changes--I've never seen them change anything there--and more for crash fixes and making sure they didn't cause any new ones.
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# ? Jun 19, 2016 18:13 |
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With Rome 2 etc there were a variety of community setting for tournaments that became popular. No more than 6 of one unit, no more than two chariots I believe, and some other stuff. This is an ESL tournament, not a CA tournament, right? How did people decide CA's balancing group made those restrictions? I believe CA had nothing to do with it at all.
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# ? Jun 19, 2016 18:21 |
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What's interesting about MP to this point is that they haven't introduced unit limits per army... Yet. Shogun 2's limit of loansword ashigaru or matchlocks come to mind, and even Rome 2, but Rome 2's unit limits didn't do jack for balance whereas the Shogun 2 limits did.
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# ? Jun 19, 2016 18:21 |
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Hey guys, im making a mod here and i wanted to ask y'all what you think. Its a simple little boost to the "Ward" talent you can get for every race, you know the 10% missile resistance one? Yeah, it just felt a bit boring and so i tried to make it more interesting by adding a secondary effect (the missile resistance is still in!). Ive been trying to go with what the actual text for each ward says and add in something that would make sense: Dodgy Geezer: +10% Speed Aura of Chaos: +15 Armour Sigmars Ward: +10% HP Rune of Grimnir: Small reduction in Vigour Loss (slightly stronger than the first point of Obstinancy) Grave Ward: +5%Physical Protection Both Sigmars Ward and Aura of Chaos may be too high, but im not sure, again what do you think? I'd also like to thank Mazz for helping me in my modding efforts! Gejnor fucked around with this message at 18:25 on Jun 19, 2016 |
# ? Jun 19, 2016 18:22 |
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Rakthar posted:With Rome 2 etc there were a variety of community setting for tournaments that became popular. No more than 6 of one unit, no more than two chariots I believe, and some other stuff. They're all community rules, CA has nothing to do with the tournament or how it's run other than letting them stream it on their twitch channel.
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# ? Jun 19, 2016 18:22 |
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Gejnor posted:Hey guys, im making a mod here and i wanted to ask y'all what you think. Haven't played this game, but for any other Total War game I played, I'd say that it's actually the unit speed boost that's the most broken, since it would let your unit reliably chase down and completely kill equivalent enemy squads after routing them. This is in addition to the implicit ranged damage reduction from just reaching the enemy front lines faster. e: vvv ah my dad fucked around with this message at 18:30 on Jun 19, 2016 |
# ? Jun 19, 2016 18:26 |
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my dad posted:Haven't played this game, but for any other Total War game I played, I'd say that it's actually the unit speed boost that's the most broken, since it would let your unit reliably chase down and completely kill equivalent enemy squads after routing them. This is in addition to the implicit ranged damage reduction from just reaching the enemy front lines faster. Well, this is only for the lord in question, so you won't see an army wide boost in speed, this'd give grimgor a very small but noticable bump, though i am wondering what it would do to a mounted orc lord or a flying one.
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# ? Jun 19, 2016 18:29 |
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Playing dwarves, I got one of those events which make you choose from two results. The problem was apparently a particularly nasty grudge, which would be hard to fulfill - And the question was whether we should look the other way just this once and forget about that grudge, so that we could focus on the bigger objectives. The two answers were "Honor the grudge" and "Avenge the slight" or something along those lines - With both options giving identical stat results, and both options deriding the un-dwarven idiot who suggested forgiving a grudge. Dwarves are cool
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# ? Jun 19, 2016 18:35 |
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Underway interceptions are so great for stuffing up enemy cavalry. The same old 'send units to your flanks and try to attack when the line troops attack' doesn't work when you're wedged in one corner of a rather narrow map. I'd have enemy units of knights and stuff just run right up to the front of my army, under a hail of arrow/artillery fire and just until the rest of the army came.
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# ? Jun 19, 2016 18:38 |
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Gejnor posted:Well, this is only for the lord in question, so you won't see an army wide boost in speed, this'd give grimgor a very small but noticable bump, though i am wondering what it would do to a mounted orc lord or a flying one. Based on my experience it makes sense to have a buff for the +10% missile resistance skill that most lords have. Cool idea for faction flavor, I sure don't select it when it's just +10% missile resist. I am messing around with the Legendary Lords get Mounts mod in my modded campaign and finding it to be a cool improvement. Even with that I don't think the +10% speed is such a gamebreaker, there's a banner that gives a unit +15% speed. If you really want you can install that mod and try Grimgor on a wyvern with the speed buff. If that doesn't make him completely broke then it will probably be fine in the campaign. By the way Mazz that Level 4 all factions mod is GREAT. I included it as part of my mod package and it's really well done, and polished. It helps the VCs greatly as well, and makes the slot micro way less tedious. Thanks man.
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# ? Jun 19, 2016 18:38 |
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Rakthar posted:Haha are you straight making poo poo up here, or can you not read? And you accuse me of making poo poo up
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# ? Jun 19, 2016 18:40 |
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Wafflecopper posted:And you accuse me of making poo poo up I see, thanks for your great one liners. So there's nothing you disagree with, you just think that I'm bitching about cav when I'm not.
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# ? Jun 19, 2016 18:43 |
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Fangz posted:Yeah replenishing lords and heroes is hard as Chaos, but I was pretty much crushing battles with my 16 units of Chosen anyway. It wasn't that big an issue. I rolled with the sorcerer lords generally, so their low hp didn't matter, though it did mean Sigvald took more of a back seat after Kislev. (Hilariously my late game was entirely Sigvald off on his own trying to complete his insanely hard quests, while my two sorcerers actually went off to win the game... Rather fitting I guess.) The only thing about letting VCs get big as Chaos is that it makes moving through their turf really suck. I suppose the better strategy is to march through and encamp at the end while still on friendly land to reverse the attrition, because encamp-move is really tedious and you're still paying upkeep.
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# ? Jun 19, 2016 18:46 |
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Rakthar posted:I see, thanks for your great one liners. So there's nothing you disagree with, you just think that I'm bitching about cav when I'm not. Funny how at least two other posters read it the same way huh
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# ? Jun 19, 2016 18:50 |
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Shumagorath posted:The only thing about letting VCs get big as Chaos is that it makes moving through their turf really suck. I suppose the better strategy is to march through and encamp at the end while still on friendly land to reverse the attrition, because encamp-move is really tedious and you're still paying upkeep. Yeah, that works. You regain about 4 turns of attrition in one turn encamped. Just eat the attrition, unless you expect a fight immediately.
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# ? Jun 19, 2016 18:52 |
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Gejnor posted:Dodgy Geezer: +10% Speed Rakthar posted:Based on my experience it makes sense to have a buff for the +10% missile resistance skill that most lords have. Cool idea for faction flavor, I sure don't select it when it's just +10% missile resist.
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# ? Jun 19, 2016 19:17 |
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Kinda what I would suggest is to make for interesting skills is to add some trade-off skills. Like, big increase in weapon damage in return for a big decrease in defensive ability, or vice versa.
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# ? Jun 19, 2016 19:31 |
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mornhaven posted:They seem fine, though you could probably increase Rune of Grimnir, Grave ward, and Dodgy Geezer. Molay's is really great for spells, but it makes the artifacts brokenly overpowered. Gitsnick gets a 50% AP ability, Sword of Unholy Power gets +10 Vampiric Corruption in near by provinces. I really wish there was just a spell version. Melee Lords didn't need any buffs.
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# ? Jun 19, 2016 19:34 |
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Gejnor posted:There are some already, the better replenishment mod makes playing Chaos not a slog, though in my own personal taste its too good, giving chaos hordes 30% replenishment when in encampment mode (apparently this makes them a beast when the AI plays them). Theres also a mod that removes the attrition from when you gather two or more chaos armies together but i don't use that one when i play Chaos since i do like that bit of flavour to the faction (the computer ignores this, of course). Just out of curiosity have you tried the Chaos Dwarfs yet? I'm not even sure if the mod's complete yet, I just saw that it gave Chaos a decent ranged option.
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# ? Jun 19, 2016 19:35 |
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mornhaven posted:They seem fine, though you could probably increase Rune of Grimnir, Grave ward, and Dodgy Geezer. Molay's goes kinda overboard in his buffs, his Grave Ward is something like 15% Ward against all AND a 20% missile protection, and that puts you on the path to full immunity towards missiles at the very least. Im keeping my stuff a bit lower, 5% physical resistance doesn't sound much but when you add in ward saves and physical protection you can get from gear it starts to add up, not to mention the self healing that VC's have. I actually started at a 15% speed buff like the banner for Dodgy Geezer but i dialed it back to 10% when i figured 15% speed is probably better than 15 armour etc etc Rune of Grimnir is a bit different though, since im not sure you'll notice the difference or not when using it. It is slightly stronger than the first rank of obstinacy which gives a -3 to vigour using actions, this one is -5 (had to look that up, first rank of obstinacy is -3, 2nd -8 and third -15) but it will also stack with it if you pick that talent so i didn't want to push it too far either. Deified Data posted:Just out of curiosity have you tried the Chaos Dwarfs yet? I'm not even sure if the mod's complete yet, I just saw that it gave Chaos a decent ranged option. I have not, but i may very well try it depending on the stats of those dwarfs. Gejnor fucked around with this message at 19:41 on Jun 19, 2016 |
# ? Jun 19, 2016 19:37 |
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Rakthar posted:I see, thanks for your great one liners. So there's nothing you disagree with, you just think that I'm bitching about cav when I'm not. Why do you even play the game if all you do is bitch about it?
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# ? Jun 19, 2016 19:51 |
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Gejnor posted:Rune of Grimnir: Small reduction in Vigour Loss (slightly stronger than the first point of Obstinancy) Has poking around with this given you any clue as to how it works, exactly? I pick up Obstinancy on all of my Dwarf lords but I have no idea how effective it is.
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# ? Jun 19, 2016 19:52 |
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Vargs posted:Has poking around with this given you any clue as to how it works, exactly? I pick up Obstinancy on all of my Dwarf lords but I have no idea how effective it is. As far as i've gathered, every action in the game (even walking/running) costs some amount of vigour, what Obstinacy does is reduce the cost of said actions by the amount i mentioned, so say fighting in melee costs 50 vigour per second (im not fully clear how they calculate it to be fair, if its per swing etc or what have you, but per action it seems to be) the fully specced talent will reduce that to 35 instead, you will get to exhausted eventually, but it will take longer!
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# ? Jun 19, 2016 19:56 |
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unwantedplatypus posted:Why do you even play the game if all you do is bitch about it? I put up the stuff I observe, good and bad. The tactical battles are really freaking cool. So is the unit diversity. The campaign looks more impressive than it is, with frayed poo poo around agents, building slots, and turn times. Some of the fixes are really easy and straightforward. I just tried a modded campaign with no hostile AI agent actions, +10% home movement speed, legendary lord mounts, permanent retinues, better camera, level 4 minor settlements ,stronger and later chaos invasion, and conquer anywhere. It's a real nice change of pace and fixes a lot of the issues people have posted in this thread. I take this thread as a place for people to compare notes about what works and what doesn't, what's cool and what's not. Sometimes the discussions are worthwhile, sometimes not. Who gives a poo poo?
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# ? Jun 19, 2016 19:59 |
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I think the campaign map is pretty dope. Sure, at a point you have infinite resources because you're too big to fail and can muster a top-tier army in 2 turns, no questions asked. Also: Achievements. What is a "militia" unit for the "the Meek shall inherit the earth" achievement? I have a full stack of swords/men/halberdiers/crossbowmen that Franz has been leading since turn 1.
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# ? Jun 19, 2016 20:09 |
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So as VC what do you guys do after taking out Templehof and Schwartzwafen? I feel like I'm in a delicate diplomatic situation and I want to piss off as few people as possible.
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# ? Jun 19, 2016 20:21 |
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# ? May 30, 2024 12:13 |
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Deified Data posted:So as VC what do you guys do after taking out Templehof and Schwartzwafen? I feel like I'm in a delicate diplomatic situation and I want to piss off as few people as possible. Put Stirland out of their misery.
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# ? Jun 19, 2016 20:24 |