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Gay Horney
Feb 10, 2013

by Reene

Blacktoll posted:

The mod that allows for coop within a faction is amazing and a must download.

When I played it as Azhag with my buddy as Grimgor I was unable to do any of my quests. Like I didn't get a single quest prompt all game, he got the quest for the purple crown and stuff.

Edit--my thought was a better fleshed out Brettonia would keep the Empire focused westward better and give the VCs some breathing room to move into Wissenland and Averland

Gay Horney fucked around with this message at 18:34 on Jun 25, 2016

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Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Kanos posted:

It's really sweet how Azhag starts off with worse stats than a vanilla warboss while also having an infinitely shittier starting army than Grimgor despite Grimgor being able to beat up an army singlehandedly. Seems like a legit, balanced, and reasonable payoff for the ability to eventually, a million turns down the road, start investing levels in Death Magic and getting a wyvern to ride.

Oh wait.

In all non-chaos races the secondary LL tends to be trickier and with a worse starting army but makes up for the fact that the main LL is always super easy to obtain

Dandywalken
Feb 11, 2014

Man, Irondrakes loving suck. Their small unit size makes em useless for me, Im disappointed.

Anyone find a good way to employ them? They should have some sort of AoE value to bathe a unit in damage, since it seems they kinda just kinda piss in a stream of piss rather than 'palm.

Dandywalken fucked around with this message at 19:48 on Jun 25, 2016

Tehan
Jan 19, 2011

Dandywalken posted:

Man, Irondrakes loving suck. Their small unit size makes em useless for me, Im disappointed.

Anyone find a good way to employ them? They should have some sort of AoE value to bathe a unit in damage, since it seems they kinda just kinda piss in a stream of piss rather than 'palm.

I've heard good things about flanking with them and burning the poo poo out of a unit already engaged in combat.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Dandywalken posted:

Man, Irondrakes loving suck. Their small unit size makes em useless for me, Im disappointed.

Anyone find a good way to employ them? They should have some sort of AoE value to bathe a unit in damage, since it seems they kinda just kinda piss in a stream of piss rather than 'palm.

The fire ones are pretty OK if you can channel people into a checkerboard. Get the enemy stuck between two units then fire into the channel between them.

The torpedoes are pretty OK at dealing with demigryphs and trolls but they aren't cost effective, just OK.

toasterwarrior
Nov 11, 2011
I think I realized why Thunderers feel weak while Handgunners are more potent: it's a matter of Empire vs. Dwarf army compositions. Simply put, direct-fire infantry need to be able to maneuver to be effective, and with Dwarven armies being very static, Thunderers probably won't have the cover from enemy flankers they need to really shine. In contrast, Empire armies can have proper cavalry wings that can screen your shooters when they go for the flanks, giving them more time to shoot instead of getting attacked.

Vargs
Mar 27, 2010

Dandywalken posted:

Man, Irondrakes loving suck. Their small unit size makes em useless for me, Im disappointed.

Anyone find a good way to employ them? They should have some sort of AoE value to bathe a unit in damage, since it seems they kinda just kinda piss in a stream of piss rather than 'palm.

Trollhammers are much better at killing heavily armored stuff than Thunderers. Trollhammers also do very well against large targets, they have a decent firing arc, and the small unit size means they take up less room and are more maneuverable. They're a nice upgrade over the sorta lackluster Thunderers if price isn't an issue.

Regular Irondrakes are a little tougher to recommend due to the strong competition they're up against. They do kill lightly armored enemies significantly more quickly than Quarrelers, and like Quarrelers still manage to do okay against medium armor. But Quarrelers have great range and can fire over your own troops while Irondrakes cannot, and Quarrelers are much cheaper and easier to acquire. If you can give them the line of sight they need they can be quite good (using lords and heroes to tank helps a LOT with this), but they're gonna require a bit more effort to use than crossbows. Irondrakes are super fun/cool though.

Xae
Jan 19, 2005

Dandywalken posted:

Man, Irondrakes loving suck. Their small unit size makes em useless for me, Im disappointed.

Anyone find a good way to employ them? They should have some sort of AoE value to bathe a unit in damage, since it seems they kinda just kinda piss in a stream of piss rather than 'palm.

Iron Drakes are amazing.

They have a small unit size and they'll fire 3 ranks deep which lets them checkerboard amazingly well.

The smallest gap in your line lets them just merrily fire away and murder everyone.

Surprise Giraffe
Apr 30, 2007
1 Lunar Road
Moon crater
The Moon
I wonder what to do with Manfreds last points. I've almost maxed out his combat skills and got the zombie dragon. Only got the defensive skills left. But maybe I should get the regen spell from the nehek line. He wont miss 5 melee defense, surely

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"
The 'no chaos invasion' mod is a must try. I'm actually having interesting battles against a variety of opponents in my campaign for a change.

Josef bugman
Nov 17, 2011

Pictured: Poster prepares to celebrate Holy Communion (probablY)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
See what is everyones opinion on Ungrim Iron Fist, because I basically found that he can hold up an entire flank of enemy troops on his own.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



Josef bugman posted:

See what is everyones opinion on Ungrim Iron Fist, because I basically found that he can hold up an entire flank of enemy troops on his own.

I think he's great in a fight but his campaign bonus is lame if he's your starting lord (also no grudge thrower to start with).

Ammanas posted:

The 'no chaos invasion' mod is a must try. I'm actually having interesting battles against a variety of opponents in my campaign for a change.

I wonder if it would be possible to make a mod to randomize where the chaos invasion originates?

Athropos
May 4, 2004

"Skeletons are Number One! Flesh just slows you down."


Kholek :allears:

madmac
Jun 22, 2010

Josef bugman posted:

See what is everyones opinion on Ungrim Iron Fist, because I basically found that he can hold up an entire flank of enemy troops on his own.

He's pretty much the Dwarf Grimgor, except without his good campaign bonuses and starting army.

Still, Thorgrim is vastly easier to unlock and his quest items are something you can't even start working on until halfway through the campaign so after a couple of starts I've come to slightly prefer starting Ungrim.

Dandywalken
Feb 11, 2014

I'll try using Irondrakes as a gap-filler. I'd been using them on far flanks and closing em in like jaws of a bear trap, and it was a role that it seemed other skirmishers could fit just as well.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Surprise Giraffe posted:

I wonder what to do with Manfreds last points. I've almost maxed out his combat skills and got the zombie dragon. Only got the defensive skills left. But maybe I should get the regen spell from the nehek line. He wont miss 5 melee defense, surely

Have you gotten his passive regen? Thats the most effective 1 point in the entire game and requires 0 investment.

Also he should already have the nehek regen spell from the start. The upgrade lowers its cooldown by 15% which is the epitome of :effort:

Ra Ra Rasputin
Apr 2, 2011

Josef bugman posted:

See what is everyones opinion on Ungrim Iron Fist, because I basically found that he can hold up an entire flank of enemy troops on his own.

He is great to start with because he can take on armies by himself while the grudge throwers shoot at everything around him, and if you miss the other guy he will show up after only 8 grudges are settled.

Surprise Giraffe posted:

I wonder what to do with Manfreds last points. I've almost maxed out his combat skills and got the zombie dragon. Only got the defensive skills left. But maybe I should get the regen spell from the nehek line. He wont miss 5 melee defense, surely

Go lore of death, skipping the purple sun of uselessness, grab all the lore of vampires for the decent buffs/debuffs and most importantly even more power reserves, you'll barely have enough points left over to grab combat buffs and a point in the first red and blue lines.

Deified Data
Nov 3, 2015


Fun Shoe
I'd recommend downloading a Slayer buff to make Ungrim's starting bonus a bit more useful. It's a sin that Slayers are as bad as they are and it feels like a huge oversight.

Dandywalken
Feb 11, 2014

Zore posted:

Have you gotten his passive regen? Thats the most effective 1 point in the entire game and requires 0 investment.

Also he should already have the nehek regen spell from the start. The upgrade lowers its cooldown by 15% which is the epitome of :effort:

Lets you overcast for AoE though, doesnt it?

Ra Ra Rasputin
Apr 2, 2011

Deified Data posted:

I'd recommend downloading a Slayer buff to make Ungrim's starting bonus a bit more useful. It's a sin that Slayers are as bad as they are and it feels like a huge oversight.

Slayers are wonderful against anything as big as a horse or larger, but they are downright useless against normal enemies.

ChickenWing
Jul 22, 2010

:v:

Deified Data posted:

I'd recommend downloading a Slayer buff to make Ungrim's starting bonus a bit more useful. It's a sin that Slayers are as bad as they are and it feels like a huge oversight.

I really feel like slayers should cost significantly less and be an earlier-tier unit.

Kainser
Apr 27, 2010

O'er the sea from the north
there sails a ship
With the people of Hel
at the helm stands Loki
After the wolf
do wild men follow
I tried making a gimmicky all-slayer army with Ungrim and his slayer boosting skills.

it wasn't very good

Ra Ra Rasputin
Apr 2, 2011

ChickenWing posted:

I really feel like slayers should cost significantly less and be an earlier-tier unit.

That's their main issue, huge price point and in the campaign needs a tier 4 and 3 building to use along with 2 turns to recruit.

They are murder machines against anything large but they are very disposable and die like flies even with the missile resistance.

If they were tuned down a tiny bit but they cost 600g and 1 turn from a single anti corruption building, they would be pretty good to have around for their one job of being sent at some giant gently caress-off monster.

But it's hard to justify bringing them along when you could just bring something else in their price range.

Ra Ra Rasputin fucked around with this message at 22:25 on Jun 25, 2016

Athropos
May 4, 2004

"Skeletons are Number One! Flesh just slows you down."

Ra Ra Rasputin posted:

He is great to start with because he can take on armies by himself while the grudge throwers shoot at everything around him, and if you miss the other guy he will show up after only 8 grudges are settled.


Go lore of death, skipping the purple sun of uselessness, grab all the lore of vampires for the decent buffs/debuffs and most importantly even more power reserves, you'll barely have enough points left over to grab combat buffs and a point in the first red and blue lines.

Its only useless if you havent modded in molay's spells and artifacts mod, which you should do instead of waiting for CA to balance spells and caster legendary lords.

Gejnor
Mar 14, 2005

Fun Shoe

Ra Ra Rasputin posted:

That's their main issue, huge price point and in the campaign needs a tier 4 and 3 building to use along with 2 turns to recruit.

They are murder machines against anything large but they are very disposable and die like flies even with the missile resistance.

If they were tuned down a tiny bit but they cost 600g and 1 turn from a single anti corruption building, they would be pretty good to have around for their one job of being sent at some giant gently caress-off monster.

But it's hard to justify bringing them along when you could just bring something else in their price range.

Also, you think the autoresolve hates Fluffy? Try Slayers, it'll just auto-kill them even with a good mod on.

Hell i made a personal super OP mod where the slayers had: 25% physical resistance, 20% missile resistance and 40 armour and it STILL loving autokilled the unit in autoresolve.

Ra Ra Rasputin
Apr 2, 2011
A problem with the campaign right now is you can sorta cheese your way through by getting a couple armies of low tier swords spears and ranged and auto resolve your way through the hardest battles.

So long as you don't use any interesting units, the auto resolve will always go in your favor.

On the bright side, they mentioned they are going to work on the auto resolve to finally fix the issue of small units being murdered that has been a problem as far back as rome 1, maybe even the previous titles but I wouldn't know.

Bit of a problem in a game of giant monster units if their auto resolve formula brings them to 1 HP against trash units every single time.

Kainser
Apr 27, 2010

O'er the sea from the north
there sails a ship
With the people of Hel
at the helm stands Loki
After the wolf
do wild men follow
It's really dumb that a player can start a battle with an almost dead varghulf and end the battle with it at full health while the autoresolve will just kill it.

Perestroika
Apr 8, 2010

Ra Ra Rasputin posted:

Slayers are wonderful against anything as big as a horse or larger, but they are downright useless against normal enemies.

Yeah, that's really the main problem. They're an annoyance to actually recruit and maintain, and their niche is not really all that desperately needed in your average Dwarf army. Against cavalry and chariots they're only of middling use, since they can't actually catch them. So against those you'll mostly be relying on your Quarrelers and Thunderers, who incidentally are also greatagainst infantry targets. Slayers are pretty great against larger monsters, but so are cannons (and later Trollhammer Irondrakes), which once again are also just fine for other targets. Given that everybody and their mother in a dwarf army has charge defense against large anyways, it's often just as easy to simply decimate enemy monsters and cav with your missiles and then grind down what's left with regular infantry. There's just not all that much point to brining a very dedicated specialist unit when your generalists can fulfill that same purpose almost just as well.

Once thing that I could see working to improve Slayers would be to give them a drastically greater replenishment rate than any other dwarf unit. Fluff it up with something about new Slayers originating from everywhere and joining up with existing group without needing a dedicated training infrastructure or something. That way you could at least use them in their intended function without having to babysit the unit for the following five battles to keep it from being wiped out.

420 Gank Mid
Dec 26, 2008

WARNING: This poster is a huge bitch!

Gejnor posted:

Also, you think the autoresolve hates Fluffy? Try Slayers, it'll just auto-kill them even with a good mod on.

Hell i made a personal super OP mod where the slayers had: 25% physical resistance, 20% missile resistance and 40 armour and it STILL loving autokilled the unit in autoresolve.

Autoresolve is where creative assembly stick their most byzantine and arcane game mechanics. No one knows how or why it gets the results it gets, as far as I can tell it just simulates the two armies being mashed together and has a seething hatred for single model units

SunAndSpring
Dec 4, 2013
There any good guides for this? I'm still a bit confused on what kinds of buildings I should go for first.

terrorist ambulance
Nov 5, 2009
In an empire game I just consolidated Reikland, took Marienburg / its other settlement, and have started moving into Middenheim. Then on turn 25 I get the chaos invasion warning and 3 full stacks of norsca start rolling down towards Reikland. They're clearly bypassing Nordland / Middneheim and are just making a beeline straight for my poo poo. I've got one whole stack to defend with, can't really set up any of the garrison / defensive buildings, and have no money to recruit more troops because even friendly nations where I've been fighting their opponents (ie: Brettonia) will not trade with me.

Pretty annoying / frustrating. What are you supposed to do about 60+ units just spawning out of nowhere and heading straight for you at that point in the game. This is also after a pretty good start where I managed to take Marienburg without having to fight a full stack in addition to the garrison, and have wiped out two full Middenheim armies without many losses.

Decus
Feb 24, 2013

SunAndSpring posted:

There any good guides for this? I'm still a bit confused on what kinds of buildings I should go for first.

Growth and income is almost always the answer early on. If you rush for better troops by building recruitment buildings you usually wouldn't have the money to really pay for them in upkeep whereas aiming for growth and income means you can have larger/more armies of your basic units early on and then disband/merge them away once you have the money to actually support better recruits.

terrorist ambulance posted:

What are you supposed to do about 60+ units just spawning out of nowhere and heading straight for you at that point in the game.

Restart, pretty much. Skaeling/Varg don't always war you after the turn 22 warning but if they do you may as well just restart. You can help prevent it somewhat by tossing gold at them so if you have an earlier save that could be worth a try. More generally, that's the secret to empire not getting clusterfucked outside of just praying to RNG--toss gold at anybody who might even be thinking about warring you and then they might not. This would be dwarves and skaeling, mostly, since if other humans war you it's whatever. You want their stuff anyway.

Decus fucked around with this message at 23:39 on Jun 25, 2016

420 Gank Mid
Dec 26, 2008

WARNING: This poster is a huge bitch!

SunAndSpring posted:

There any good guides for this? I'm still a bit confused on what kinds of buildings I should go for first.

Campaign Map tips

-Every province needs 1 or more growth buildings until their main building chains are filled out, after that you can keep the building (some factions get bonus casualty replenishment from growth chain or other bonuses) or replace it with something more useful

-Take whole provinces as often as possible, it will allow you to set province-wide bonuses like +5% tax rate or +4 public order; and many buildings apply their effects to the whole province so you get more out of a densely built up province where you control all the settlements, than haphazardly spread out settlements

-Build as many of your basic economic building as you can early on. This is the building in the infrastructure tab that just gives +Gold per turn. Dwarves and Empire have very good ones, Vampire Counts and Orcs are less good but you will still need a few


-Dont double up on recruitment buildings early; even if you can only recruit strong troops in one province, you shouldnt bother having a level 2+ barracks building or any other specialty recruitment buildings in every single province its a waste of cash you need

-Agent units are very strong on the campaign map and in battles, this is true of all factions but maybe twice as true for Empire with the most varied and strong agents in the game, look into which buildings unlock what agents and try to get some on the map as early as possible so they can start building levels. Assassin agents are arguably the most important because of AI agent spam so Witch Hunters, Banshees, and Goblin Big Bosses are priority #1 depending on your faction

-In your primary military province try to rush down one line of very effective high tech troop recruitment buildings. Like for Empire this could be the buildings for Steam Tanks or Demigryph Knights; but trying to get both right away is prohibitively expensive, so just focus on getting access to one or two high tech units and come back for the rest later

-when you first conquer a new province, start out with adding 1 or 2 +growth buildings in those settlements, you need growth points to upgrade the main building chain in each settlement (and thus unlock more building slots)

420 Gank Mid fucked around with this message at 23:39 on Jun 25, 2016

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

terrorist ambulance posted:

In an empire game I just consolidated Reikland, took Marienburg / its other settlement, and have started moving into Middenheim. Then on turn 25 I get the chaos invasion warning and 3 full stacks of norsca start rolling down towards Reikland. They're clearly bypassing Nordland / Middneheim and are just making a beeline straight for my poo poo. I've got one whole stack to defend with, can't really set up any of the garrison / defensive buildings, and have no money to recruit more troops because even friendly nations where I've been fighting their opponents (ie: Brettonia) will not trade with me.

Pretty annoying / frustrating. What are you supposed to do about 60+ units just spawning out of nowhere and heading straight for you at that point in the game. This is also after a pretty good start where I managed to take Marienburg without having to fight a full stack in addition to the garrison, and have wiped out two full Middenheim armies without many losses.

If they are really coming for you, fight them at the gates of Altdorf. You should really have more than one stack at this point, anyway....

What difficulty is this anyway? I didn't think there was any Norsca spawn trigger.

Decus
Feb 24, 2013

Fangz posted:

What difficulty is this anyway? I didn't think there was any Norsca spawn trigger.

Turn 22 is the chaos announcement on every difficulty but if you're playing empire then skaeling will sometimes war you soon after if you don't have enough stacks/power rating in comparison to them or haven't tossed gold at them to sate them. The probability of that increases with difficulty.

If you actually want to fight them and not just restart the best way is to camp the shores with two stacks since usually they stagger their landings. At least on very hard nobody will ever try to seriously siege Altdorf or most any other capital for that matter--they'll just try to starve you to death beforehand even if they have 3 stacks camped in the vicinity.

edit: v I know for sure that you're not exaggerating. If you don't catch them right at the shore they'll send 6 stacks to raze all of your stuff and even if you do catch them one at a time at the shore/win you can enjoy them sending 1 new stack every 3 turns or so for the rest of your campaign if you don't just quit. It sucks.

Decus fucked around with this message at 23:47 on Jun 25, 2016

terrorist ambulance
Nov 5, 2009
Dunno, I've never seen it before. Difficulty is very hard. And yes, technically you can't "lose" from that - they can't beat Altdorf even with 3 or 4 full stacks, and probably won't even seriously try- but having everything I've managed to build razed and set back as though the last 25 turns never happened with no real way to fight back (and even if I could fight back they'd just hang 1inch outside of engage range anyways) is not really fun

Screenshot of the bullshit if you think I'm exaggerating - http://imgur.com/BujMThg

Deified Data
Nov 3, 2015


Fun Shoe
Vampire Counts short victory complete at turn 124. I'll probably give them a break for now since the remainder is basically mopping up the ruined cities to occupy 20 provinces. I'd be lying if I said that would be trivial however, as I'm sandwiched between the world's 2 great superpowers with Skaeling in the north and Greenskins in the south. When I pick that save back up I'm going to start losing settlements very rapidly, I think. For you guys who went for the VC long victory did you have to eliminate them to get anything done?

Next campaign is Empire, also the last race I've yet to beat the game with. Their initial difficulty says normal but if the stories I've read are to be believed their start is arguably worse than Chaos. I've heard starting tips like go for Marienburg immediately and play nice with the neighbors. Skaeling attack is pretty much a restart, then?

Gejnor
Mar 14, 2005

Fun Shoe

Deified Data posted:


Next campaign is Empire, also the last race I've yet to beat the game with. Their initial difficulty says normal but if the stories I've read are to be believed their start is arguably worse than Chaos. I've heard starting tips like go for Marienburg immediately and play nice with the neighbors. Skaeling attack is pretty much a restart, then?


Nah, Chaos truly is the hard mode of this game. Empire, even on VH can be a breeze if you manage your neighbours well and you don't overextend so you can deal with the norscan incursions, preferably with some allies helping you out.

Deified Data
Nov 3, 2015


Fun Shoe
What's everyone's opinion of the Varg/Skaeling nerf mod? Does it make things too easy?

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rockopete
Jan 19, 2005

Argh destroyed by Chaos as VC on turn 114. I definitely didn't pay enough attention to the agent recruitment buildings and expansion as I should, and desperately lacked vampires and their awesome death magic when I needed it most. Restarting now withe the delay Chaos mod on. instead of events triggering at turns 50 and 100 it makes them 75 and 150, which seems more balanced than Chaos Please Wait's 100 and 200.

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