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Verranicus posted:If they don't give us a real grand campaign at the end and instead split the game up into little.. micro-campaigns the size of the current one in different parts of the world I'll be so incredibly disappointed. I don't think that will happen for the simple reason that "Total War: Elves and Lizards (and nobody else)" would probably not sell very well.
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# ? Jun 23, 2016 01:26 |
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# ? May 15, 2024 04:33 |
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Chomp8645 posted:I don't think that will happen for the simple reason that "Total War: Elves and Lizards (and nobody else)" would probably not sell very well. I'd be happy even if they did an Empire thing with multiple theatres. I guess I just assume the worst when they say stuff like "this is a trilogy".
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# ? Jun 23, 2016 01:32 |
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If memory serves they have said they're planning on smaller campaigns focused on specific races (like the Hannibal and Caesar DLC for Rome 2), but at the same time those factions will be integrated as playable in the grand campaign. I hope that means what it sounds like. I want a big ole' kerfuffle of nerdy poo poo going down in the grand campaign.
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# ? Jun 23, 2016 01:32 |
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Gonkish posted:If memory serves they have said they're planning on smaller campaigns focused on specific races (like the Hannibal and Caesar DLC for Rome 2), but at the same time those factions will be integrated as playable in the grand campaign. Right? I want to sack the Empire as Lizardmen and poo poo.
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# ? Jun 23, 2016 01:36 |
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I think that would be the best way of doing it, since it motivates a person to try out the new content in a new scenario, and also improve and upgrade the grand campaign. As it stands the grand campaign is very good and fun but it kind of peters out because there's just not that many people to fight after the first hump. I kind of wish you could change settings to create a specific chain of events. For example, a game where there's no chaos rising/end times and they're instead replaced by the Greenskins who appear around the same time from the South. Varg/Skaeling still do raids and stuff but they don't get Archaon.
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# ? Jun 23, 2016 01:43 |
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The campaign should be pretty nuts with all the factions in. There's be Dark Elf Black Arks cruising in on slave raids, occasional Skaven attacks and maybe even an outright invasion, Teclis Showing up to save the day from Chaos, weird invasions from the Lizard Men and Tomb Kings to secure some artifact or whatever. And all the while beastmen and Wood Elves lurking in the forests fighting a guerilla war under everyone's noses. Also Squigs.
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# ? Jun 23, 2016 02:02 |
NoNotTheMindProbe posted:Also Squigs. this is probably the most important part
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# ? Jun 23, 2016 02:05 |
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Tried a dwarf campaign with Ungrim and it's much more challenging. A few bonuses for Slayers isn't very helpful and the lack of grudge thrower early on is painful. I'm speccing mine to be the scrappiest motherfucker around and fortunately it's not hard to get Thorgrim down the line.
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# ? Jun 23, 2016 02:19 |
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I hope when/if they get to Nagash they give him a brand new army or at least heavily re-skin things. His army list always felt weird to me, just ramming two lists together
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# ? Jun 23, 2016 02:40 |
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Chomp8645 posted:I don't think that will happen for the simple reason that "Total War: Elves and Lizards (and nobody else)" would probably not sell very well. Eh, people really like elves so that one would probably be fine. But yeah, the plan is for all races to be added to the grand campaign.
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# ? Jun 23, 2016 02:58 |
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RentACop posted:His army list always felt weird to me, just ramming two lists together This is how I feel about Chaos Dwarfs. I love their character and aesthetic but their list was basically just dwarfs + greenskins.
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# ? Jun 23, 2016 03:01 |
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Is there any way to prioritize a mod over another? I have both 'Armoured State Troops' and 'Greatswords wear full plate' mods installed. I prefer the Greatsword skin in the latter mod, but Armoured State Troops overwrites that. Can I prioritize it or is it just incompatible unless edited?
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# ? Jun 23, 2016 03:25 |
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MilitantBlackGuy posted:Is there any way to prioritize a mod over another? You can't set priority, no. Making that change is very easy though, on the order of copying the variantmesh from one file to the other in the PFM. Like 3 copy>paste commands in a spreadsheet easy. Also I think CA is smart enough on this one to know that the Grand Campaign needs to get crazy or they miss by far the main opportunity to really sell this thing and all the associated DLC.
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# ? Jun 23, 2016 03:34 |
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huge coop trip reports incoming Played a few co-op campaigns with a friend. We tried playing different factions but they wound up not working out all that great, since we were too far to really be able to help each other out and thus the whole selling point of playing cooperatively was lost. So we played with the separate starting position mod for LLs and did a VC campaign and an Empire campaign. The VC one went fairly well, although as Schwartz I kept getting my loving southern provinces torched by dwarves because they were beardy little shits. Projecting power as VC into mountain holds was difficult due to the attrition and lack of replenishment options, so it was sort of an off again, on again affair, aside from the northeastern dwarves who kept getting their capital province sacked by my friend for 10-15k bounties like some grudge bearing piggy bank. Since I didn't have the VC starting city with its gold mine and income bonus, I was always hurting for cash, and after we beat up Chaos (or rather, had a single big battle of importance where I reinforced at the opposite end of the field, ate all of Chaos' poo poo and lost all my units, before my friend's army arrived and wiped them out) my friend took Kislev and thus earned a collective fuckton of cash every turn. Then we went south and beat up the Orks a bunch and razed around half of their territory until they were no longer number 1 in power and called it a day. Observations with that campaign were that vargulfs are nasty motherfuckers. Its also rather distressing to see them go up against giants since the giants just knock them on their rear end repeatedly and were the only unit I came across that could actually kill them in short order. Despite having a worse economy than my friend, I made a pretty strong showing; Heinrich focused initially on skills that buffed fell bats and dire wolves; he also got leadership buffs and leadership aura buffs, so the big weakness of relying on things like Vargulfs to fight forever was mitigated, I got the techs that did the same, and Mr. Kimmler also picked up traits that buffed them as well, resulting in being able to pull out bats that had a statline around three times more imposing that standard bats; combined with two vargulfs, the starting ghost dudes, one terrorgheist, some dire wolves, a Fvampire waifu who inexplicitly picked up "Likes Dwarfs" after being involved in burning down several dwarf holds, and some chaff to hold the line, Kimmler's force was imposing enough to take on most of everything without difficulty. My other stack was the standard "My Army Is My Vampire General" force lead by some guy with the trait "Boring" because I found the idea of a vampire giving such boring speeches to a horde of bats and dogs to be perfectly in line with my idea of how a power undead rear end in a top hat should operate. My friend was able to be a spendy jerk and have stacks of grave guards, because gently caress him, I got to piss him off a few times by showing him how True Vampires should operate: Dynasty Warriors style. The dwarves in the south totally ate poo poo against Grimgor and that whole place became orc country; greenskins in lategame have the power to have some real loving stupid income levels, with each province pulling in 5500 in gold, so Grimgor had a lot of stacks, and those stacks all seemed to have a waaagh following them, so they were pretty huge. Had several good big battles down there, but it really made me wish there was an effective way for vampires to establish some form of permanent corruption spreading ediface or something else. Stationing banshees worked, somewhat, but was hampered because Grimgor had decided to supplement his mighty armies with a veritable loving sea of goblin assassins. The initial part of that war was just holding out until enough critical successes killed off enough of those fuckers that any army walking down there wouldn't have eight leaders killed a turn. Fighting the greenskins was a lot more challenging than Chaos or the Empire was, mostly since they had so many fuckers, and their damage output was high enough that the typical tactic of "drag things out until the vargulfs kill them all" didn't work out that well. The AI, though, had a real pervasive sense of passivity about the whole thing; they really ought to have taken the fight to us to try to burn down our lands, but instead they were content to mass around eight stacks around Black Crag and call it a day. After much of their poo poo was laid to waste and their waagh stacks were killed, they didn't have much left to put up resistance. The Empire campaign, meanwhile, was a complete landslide. Friend was Empire, I was Stirland; I ran down Aveland, then ran over the Vampire territory completely by around turn 45 (got bogged down due to needing to put down rebellions every other turn, which I guess allowed Gelt to get Final Transmutation in a hurry). Grabbed Templehoffen or whatever after their army got blown up somewhere, had a single real battle with the VCs, whom despite having Manny and his pet Fluffy, got chumped on since Gelt had Honest Steel. Shcwartz had their sole territory taken while their stack was off in the mountains so I didn't see them until they emerged a dozen turn later, whittled down to nothing due to attrition, before they were murdered by short bearded men. My friend went and beat up some Brettonians and took the Nuln province. After that, things went pretty off the rails; I became allies of every dwarf hold next to me, then wandered south to beat up Orcs, and thus became friends with Every Single loving Dwarf Ever. Grimgor and the Top Knots tried to stage their typical tour de force around Barak Var, but my friend and I did a walkabout down south which ended with the Greenskins killed unceremoniously by the dwarf coalition and the Top Knots crippled (it is a LOT loving SIMPLER to stage that sort of orc extermination campaign when you've got dwarf buddies nearby who let you replenish your forces in their lands). My friend also was burning down the coastal cities of the Norse, while I had Gelt keep hunting down Chaos forces in the north up until I recolonized the settlement right next door to the Chaos Wastes around turn 105; this resulted in the northern half of the empire and Brettonia being untouched by the armies of Chaos, and Middenland, an ally, took the opportunity become another large power that took pleasure in running down Chaos stacks as they appeared. Chaos proper actually got destroyed completely at one point (but the game quickly restored them with another wave of two half stacks). Chaos had to have around eight waves come out, they kept getting trashed so quickly. Chaos responded to this spawncamping by starting the End Times and pooping out eight stacks; mostly marauder infantry and chaos trolls, but still quite a few nasties like hellcannons and giants amongst them. I met them with two stacks (Gelt/Priest + 7Swordsmen/2Halbards/4Spearmen/5Crossbow, General/WitchHunter + 5Greatswords/4Halbards/2Demigryphs/4Crossbows/2Guns/1Cannon, a baby stack with only a 4 swordsmen, at a level 2 settlement with a defensive upgrade. Around eight Chaos stacks strolled in; I attacked them, resulting in Gelt/General/Jr. all fighting against three incomplete Chaos stacks of generics and Marauders, and saw them off. Next turn, much of the chaos horde withdrew, save Kholek, who faffed about on his own with the single strongest core of the Chaos invasion, with basically all the Chosen, Knights, and such hanging out with him. I attacked with Gelt and the General, and Kholek took his army and smashed into the General's force, who reinforced on the wrong side of the map; the General's force got beat up but held the field, and Gelt arrived in short order and sandwhiched the entire Chaos force between the two armies, resulting in total slaughter of their best forces. Chaos then retaliated the next turn, sending the rest of their forces at the settlement which held the small stack; Gelt reinforced, and Chaos was yet again beaten the everliving gently caress out of, with no Empire unit quitting the field, despite one swordsman unit only having two of the most stiff lipped motherfuckers alive left (Toucan Sam, meanwhile, distressed after being yelled at by Witch Hunter, fell into a pile of Halberdiers and was never heard from again). The final turn in Chaos' invasion was Middlenland, the Empire, Estalia, and the Northeast Dwarves showing up and destroying them completely. The End Times had somehow gone even more badly than Storm of Chaos had, with Chaos not even razing a single settlement. I then allied with everyone, got the achievement for having 10 military allies at once, lost a quest battle because I suck at this game, and then we called it a night. Autoresolve, for some reason, seriously favors the empire. My friend took ruthless advantage of this, having only to fight a few select battles, and he got away with winning some fights that, had he fought them, would have gone really poorly (Top Knots having a stack of like 75% boar boys and trolls, for instance). I didn't as much, but even against Chaos, the auto-resolve would act like I had a 75%-80% chance of winning fights that, when in battle, the strength ratio was displayed as even or even slightly against me. I don't really get it. I also didn't really have a problem with the AI acting like pussies; Chaos never backed off from a fight, even when the odds were wildly against it (like, four full stacks against a single Chaos stack, sort of odds). Gelt is okay. I think people really underestimate buff/debuff spells, and Metal is full of them; the Kholek battle went as well as it did since the Chaos Warriors all got bunched up in a big blob and thus all in range to be hit by Rust and the -attack/damage spells repeatedly. My main problem, before he got a flying horse, was his tendency to get bodied repeatedly, like when the quest battle against a vamp lord on a dragon took place and the fucker just beelined right for gelt and knocked him into another time zone around eight times. My friend also noted Gelt, with his robotic features, monotone voice, and insistence on his men to love and adore him due to his vast riches and his declarations on how great he was, meant he was basically fantasy Mitt Romney, which made the whole experience kind of surreal. Tiler Kiwi fucked around with this message at 06:55 on Jun 23, 2016 |
# ? Jun 23, 2016 06:48 |
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Mazz posted:You can't set priority, no. In Atilla and R2, the priority of mods was alpha-numeric, has this changed? If you wanted one mod to override another, you'd just slap a 1_ at the front of it.
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# ? Jun 23, 2016 06:57 |
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https://youtu.be/cSmd8cx6nWQ?t=1893 The state of multiplayer in a nutshell. Also, I know at least Olive Branch will probably want to see the video. If you're trying out multiplayer, ignore the assholes that are propagating those cheese armies and use something that actually works. :p
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# ? Jun 23, 2016 07:28 |
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Remember a few pages back how a few people were talking about how it would be cool to be able to play an adventuring party? Just a Lord and heroes and nothing else in the campaign. Well, I went and made a mod (Just for Empire for now) that unlocks all heroes factionwide and sets the cap to 50 (also reduces the cost a little bit to make it more feasible). So go ahead and check it out here! I haven't tried it on a full campaign yet, so I don't know how viable it is long term, but it works early game pretty well
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# ? Jun 23, 2016 07:30 |
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Yukitsu posted:https://youtu.be/cSmd8cx6nWQ?t=1893 EDIT: Holy lol that sad assassination attempt and army composition, what was that poo poo Olive Branch fucked around with this message at 08:18 on Jun 23, 2016 |
# ? Jun 23, 2016 07:41 |
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Franz-on-foot is just really fun in the campaign as well when it's a big melee vs melee fight. He's just very, very good at fighting and putting him on Deathclaw makes him infinitely better for sure but Franz-on-foot just seems cooler, since he never actually attacks with his hammer while on Deathclaw. Just a normal-rear end dude slinging normal-rear end dudes into the stratosphere.
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# ? Jun 23, 2016 08:19 |
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1st_Panzer_Div. posted:In theory, could you deploy like a ton (like 25+) agents to drop their public order, loot & sack the chaos occupied former VC city, to force a rebellion and have a weak enough garrison left that the rebels can take the city, and then the VC rebels will count to the grudge? Not sure where you're going with this since Chaos can't occupy cities. And given how averse most of the AI factions seem to be in regards to resettling ruins I'd think 100 turns is optimistic. The problem gets even worse when you realize how specific grudges can get. I had a rebellion in one of my provinces which spawned a grudge (put down the rebellion), I didn't get there in time and the rebel orcs took a minor hold. This in turn spawned another grudge (retake the lost hold), and when I did only the second grudge was resolved. The initial rebellion grudge was unfinishable, and as such actually winning the game was made impossible. The Grudgebook is seriously hosed bad and I'm kinda shocked the game shipped with it being the state that it's in.
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# ? Jun 23, 2016 09:52 |
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Prokhor Zakharov posted:Not sure where you're going with this since Chaos can't occupy cities. And given how averse most of the AI factions seem to be in regards to resettling ruins I'd think 100 turns is optimistic. Yeah it doesn't work as well as it should, considering if an Empire quest becomes uncompletable (for example by having the Greenskins wiped out) you can just pay some gold and get quest completion. Honestly, that should be how the grudges thing works: if it's uncompletable just let us buy our way out of it. Call it "settling the debts" or something, I don't know.
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# ? Jun 23, 2016 10:07 |
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Kaza42 posted:Remember a few pages back how a few people were talking about how it would be cool to be able to play an adventuring party? Just a Lord and heroes and nothing else in the campaign. Well, I went and made a mod (Just for Empire for now) that unlocks all heroes factionwide and sets the cap to 50 (also reduces the cost a little bit to make it more feasible). So go ahead and check it out here! I haven't tried it on a full campaign yet, so I don't know how viable it is long term, but it works early game pretty well You are a gentleman and a scholar
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# ? Jun 23, 2016 12:07 |
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Kaza42 posted:Remember a few pages back how a few people were talking about how it would be cool to be able to play an adventuring party? Just a Lord and heroes and nothing else in the campaign. Well, I went and made a mod (Just for Empire for now) that unlocks all heroes factionwide and sets the cap to 50 (also reduces the cost a little bit to make it more feasible). So go ahead and check it out here! I haven't tried it on a full campaign yet, so I don't know how viable it is long term, but it works early game pretty well Man this would be great except that when you're fighting big-rear end gently caress off armies, your dudes start taking morale hits and also that all the other Empire factions are joining in on stacking heroes. If it were possible to just make it player-only, this would be great. Franz and 19 of his best friends standing before the Chaos hordes and just swing away until the corruption stops. Man.
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# ? Jun 23, 2016 13:05 |
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Stop running away trolls
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# ? Jun 23, 2016 13:21 |
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WHAT A GOOD DOG posted:Man this would be great except that when you're fighting big-rear end gently caress off armies, your dudes start taking morale hits and also that all the other Empire factions are joining in on stacking heroes. It's currently Empire only so if you're playing Empire, it's player only
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# ? Jun 23, 2016 14:49 |
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Kaza42 posted:It's currently Empire only so if you're playing Empire, it's player only He's saying the sub-factions, like the Elector Counts, are also doing it, somehow.
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# ? Jun 23, 2016 15:17 |
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Bloodly posted:He's saying the sub-factions, like the Elector Counts, are also doing it, somehow. It's only attached to Altdorf to prevent this. I guess if you lost Altdorf then they could do so, but other than that the only change is that the maximum factionwide cap on agents (not the actual cap you get, just the highest it can go) has increased to 50. So if the AI is actually benefitting from this cap increase, it would be affecting all factions, not just Empire. Does anyone know if the AI gets to break the normal hero limit from buildings? I thought I heard somewhere that they follow the same rules as players, but they just prioritize getting agents more
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# ? Jun 23, 2016 15:30 |
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Kaza42 posted:It's only attached to Altdorf to prevent this. I guess if you lost Altdorf then they could do so, but other than that the only change is that the maximum factionwide cap on agents (not the actual cap you get, just the highest it can go) has increased to 50. So if the AI is actually benefitting from this cap increase, it would be affecting all factions, not just Empire. That's my understanding also. Remember that each level 3 barracks increases your Empire Captain slot capacity, for example.
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# ? Jun 23, 2016 15:34 |
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Fangz posted:That's my understanding also. Remember that each level 3 barracks increases your Empire Captain slot capacity, for example. Unfortunately, Max Agent Caps are set on a global level for each type. Hopefully, AI factions building 10 Barracks3 or Wizard Towers are rare enough not to spoil the game. I can look at AI tables later, see if there's a way to make them heavily weight against recruiting more than 10 agents of a given type. The other thing that might be causing the problem is that I made agents slightly cheaper, so that you can actually afford more than 2 or 3 in the early game. Maybe I can revert the price to normal and attach a price reduction effect to Altdorf, to make it player only in practice.
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# ? Jun 23, 2016 15:48 |
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Is swear to Gork, this loving goblin boss failed his 50/50 Block Army attempt literally seven turns in a row now, allowing a single goddamn Border Princes army to gallivant through my lands sacking all my towns.
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# ? Jun 23, 2016 16:11 |
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I lost 2 battles in the same end-turn and that was all of my armies. Not pictured: manfred's 2 stacks and a barely-harmed varghulf on the stirland border. Who loves a challenge also that orc army underway'd past altdorf and razed grumberg 2 turns later
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# ? Jun 23, 2016 16:14 |
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Perestroika posted:Is swear to Gork, this loving goblin boss failed his 50/50 Block Army attempt literally seven turns in a row now, allowing a single goddamn Border Princes army to gallivant through my lands sacking all my towns. My goblin bosses fail nearly every first attempt when they have 70% odds. It's actually pretty remarkable.
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# ? Jun 23, 2016 16:37 |
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Are there are any good magic mods that dont require using Ultra unit size for them to remain sane?
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# ? Jun 23, 2016 16:37 |
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drat Dirty Ape posted:My goblin bosses fail nearly every first attempt when they have 70% odds. It's actually pretty remarkable. Gobbos ain't so good with numba crunchin
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# ? Jun 23, 2016 16:40 |
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Sharzak posted:Gobbos ain't so good with numba crunchin They ain't so good with crunchin either. ...They are crunchy though!
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# ? Jun 23, 2016 16:44 |
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Olive Branch posted:Empire's one of my favorite factions to MP with, mostly because Deathclaw Franz is hilarious to charge into melee with and a single Steam Tank does serious work to force enemies into my swordsmen and crossbow lines That's about what half the people I play against do. I'm curious if you guys are getting a lot of games against this sort of thing as well or if I'm just getting terrible luck.
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# ? Jun 23, 2016 16:53 |
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Dre2Dee2 posted:Are there are any good magic mods that dont require using Ultra unit size for them to remain sane? Not really, if you go by larger or hell, medium, the vanilla magic becomes very good in of itself and thus you don't really need a mod for it.
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# ? Jun 23, 2016 16:53 |
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There's still room for rebalancing magic on vanilla large, especially searing rain. I was surprised how amazing vanilla fireball is though, when I had a proper go at it. Fire it into the flank of a line of units and it does a ridiculous number of kills.
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# ? Jun 23, 2016 17:03 |
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As VC at what point should you throw caution to the wind and just embrace being at war with all of your neighbors?
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# ? Jun 23, 2016 17:26 |
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# ? May 15, 2024 04:33 |
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Fangz posted:There's still room for rebalancing magic on vanilla large, especially searing rain. Projectile spells in general are second only to Death Magic in effectiveness, imo. With a lucky shot something like Shems Burning Gaze actually hits much harder than Spirit Leech against commanders. AOE/Vortex spells are still all over the place on large size, though. The best of the best are worth using sometimes and that's about it. There's a Reddit thread digging into magic stats right now that's actually pretty interesting if you go into the comments. https://www.reddit.com/r/totalwar/comments/4pe2gc/warhammer_here_are_stats_for_every_spell/
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# ? Jun 23, 2016 17:46 |