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Terrible Opinions
Oct 18, 2013



Eh I'm just a bit cranky. I know there is a ton of stuff that goes into any given development and blah blah blah.

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ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021



Beautiful.

Stephen9001
Oct 28, 2013

This is indeed amazing. Did even you know that Khazrak was there? Because if not, I can only imagine your very pleasant surprise at receiving backup.

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

Shimrra Jamaane
Aug 10, 2007

Obscure to all except those well-versed in Yuuzhan Vong lore.

Chomp8645 posted:

I think most of the gameplay mods do more harm than good. I consider myself a Total War enthusiast and I used a pretty restrained mod list. My recommendations...

1. Four turns per year mod (it's just too annoying managing your geriatric generals otherwise)
2. Agent Cards Redone (they just look cool, no gameplay effects)
3. I forget the name but there is one that reduces the AI's budget for agent actions which I find a better solution than disabling them or something.
4. If they made a mod that gets rid of the battle advisor's dumb face without turning off his voice that poo poo would be essential but it didn't exist when I played.

Did you get a 4tpy mod that also adjusts building/research times?

Meme Poker Party
Sep 1, 2006

by Azathoth

Shimrra Jamaane posted:

Did you get a 4tpy mod that also adjusts building/research times?

No. The 4tpy mod should by default not change the number of turns that it takes to build or research anything. It just makes the years on the clock tick slower, basically. So a building that took three turns/three years before will now be three turns/0.75 years and that's about it.

You can change that if you want but I wouldn't recommend it. The main purpose of the mod is just to prevent generals and agents from dying of old age all the time before you can even remember their names.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Khazrak is the true tactical genius of the warhammer multiverse, he infiltrates an entire army into the battlefield.

jokes
Dec 20, 2012

Uh... Kupo?

I'm a big fan of vampire armies just straight turning into dust when you stomp them. Better than the rundown of a bunch of crossbowmen, etc.

Avasculous
Aug 30, 2008

Endorph posted:

yeah it's weird that the only female unit in the entire game is the rando vampire lady from vampire counts. oh and the damsel. i can get that greenskins and beastmen and dwarfs are all dudes (are they? iunno warhammer fantasy lore) and i can even buy that every army in the world is male-dominated but idk you could slap some female models into like, the peasant archers and stuff.

are the elves in warhammer fantasy like the eldar? 'cause if so at least that should be a mostly female army

As others have said, this is pretty true to the source material, a 30-year-old, fantasy tabletop miniatures game.

I'm not sure if it's the same for fantasy, but the 40k Ork are actually asexual fungi that reproduce by releasing spores everywhere they go. I'm not making this up. The spores grow into fully formed 'male' Orks that emerge and Waaagh months or years later, which is why Orks keep reemerging on planets where they've been defeated.

Beastwomen do exist, but are supposed to be docile brood mares.

The elves probably have the most female soldiers by far, but I don't think even they are mostly female. It's just that most of the males also look female.

Shimrra Jamaane
Aug 10, 2007

Obscure to all except those well-versed in Yuuzhan Vong lore.

Chomp8645 posted:

No. The 4tpy mod should by default not change the number of turns that it takes to build or research anything. It just makes the years on the clock tick slower, basically. So a building that took three turns/three years before will now be three turns/0.75 years and that's about it.

You can change that if you want but I wouldn't recommend it. The main purpose of the mod is just to prevent generals and agents from dying of old age all the time before you can even remember their names.

Doesnt not changing recruitment and experience time completely break the game because all your agents/generals get super powerful way too fast?

Meme Poker Party
Sep 1, 2006

by Azathoth

Shimrra Jamaane posted:

Doesnt not changing recruitment and experience time completely break the game because all your agents/generals get super powerful way too fast?

I'm not sure what you mean. It will still take the same number of turns for them to do anything, include leveling up. They just won't die of old age.

Shimrra Jamaane
Aug 10, 2007

Obscure to all except those well-versed in Yuuzhan Vong lore.

Chomp8645 posted:

I'm not sure what you mean. It will still take the same number of turns for them to do anything, include leveling up. They just won't die of old age.

I mean way to fast in game time. So you'll get stuff in 200BC that you shouldn't have until 1 AD.

Carnalfex
Jul 18, 2007

Shimrra Jamaane posted:

I mean way to fast in game time. So you'll get stuff in 200BC that you shouldn't have until 1 AD.

Do you mean that it bothers you to use certain units outside of when they might have been fielded historically?

Aside from not having named characters drop dead all the time, splitting years into multiple turns allows you to see seasonal effects on the grand campaign map.

Funky See Funky Do
Aug 20, 2013
STILL TRYING HARD
I've a couple of greenskin campaign questions: An entire infantry line of black orcs or is it worth having some savage orc biggunz? Regular boar boy biggunz or savage boar boy biggunz? I keep looking at their stats and I just can't see either being obviously better. If I was going to have one big rear end monster - a spider or a giant? The giant has terror but the spider is a big loving spider.

madmac
Jun 22, 2010

Funky See Funky Do posted:

I've a couple of greenskin campaign questions: An entire infantry line of black orcs or is it worth having some savage orc biggunz? Regular boar boy biggunz or savage boar boy biggunz? I keep looking at their stats and I just can't see either being obviously better. If I was going to have one big rear end monster - a spider or a giant? The giant has terror but the spider is a big loving spider.

I use a mix of Big'Uns and Black Orcs, the Big'Uns are faster and cheaper and generally killier so a mixed army performs better than a pure grindline of Blorcs imo.

Giants are really good but the Spider is pretty much straight up better so if you're only bringing one take the spider. I normally take two Giants/one spider for my doomstacks but that's just me.

Savage Orc variations aren't really worth messing with because they get wrecked by arrows and you have to go out of your way to replace them. If you could build them anywhere I'd probably use them over the regular versions in some cases but nah.

Endorph
Jul 22, 2009

Funky See Funky Do posted:

I've a couple of greenskin campaign questions: An entire infantry line of black orcs or is it worth having some savage orc biggunz? Regular boar boy biggunz or savage boar boy biggunz? I keep looking at their stats and I just can't see either being obviously better.
quick guide to greenskin basic units:

Black Orcs: armor piercing, best defenses, have the worst offense against lightly armored infantry
Big'unz: Anti-large, passable defenses, good offense
Savage Orc Biggunz: Anti-large, terrible defenses, great offense

imo a mix of black orcs and big'unz is the best, with maybe a unit or two of savages mixed in mostly for tossing at enemy monsters like giants

as for boar boys, you generally want regular boar boy big 'unz. savage boars are better when they're stuck in but their charges accomplish about the same thing and you want a unit that can live to get a few good charges in, not charge once then just kill the enemy unit and themselves. savage boars also completely die to things like archers or cannons if they get shots off as they charge in.

giant vs spider: spiders are faster and have a fantastic charge - if you can get in on the side of a thin formation it can just stomp right on through from one side to the other. it also has a few archers on top that don't accomplish a whole lot but make it so that it's damaging enemies even as it's moving.

giants are better when they're stuck into combat but lose to spiders in most other categories. it basically depends on if you want to use your monster as a supplementary frontline unit or as a big-rear end wrecking ball. former, go giant. latter, go spider.

Yukitsu
Oct 11, 2012

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

Endorph posted:

as for boar boys, you generally want regular boar boy big 'unz. savage boars are better when they're stuck in but their charges accomplish about the same thing and you want a unit that can live to get a few good charges in, not charge once then just kill the enemy unit and themselves. savage boars also completely die to things like archers or cannons if they get shots off as they charge in.

It's also really important to remember that the regular ones have bonus vs. large. They're my go to counter against demygryph knights as they match against them economically and they absolutely trash any other cav options in the game. The one reason I do like the savage ones as well, they do have a much stronger rear support charge against infantry which helps against tougher stuff like dwarves, basically only because you can guarantee they won't have cavalry.

Mukip
Jan 27, 2011

by Reene
Net of Amyntok. Yes, your Blood Knights can just sit there for 50 seconds and get cut to ribbons by handgunners, cannons and halberdiers. I've no idea what Empire would be supposed to do without this spell.







Game rocks.

Deified Data
Nov 3, 2015


Fun Shoe
Somehow managed to unite all of the badlands and slaughter all of the other Greenskins tribes in one sitting on my first VH game. Time for a break.

I know in normal most factions were hesitant to ever come south of the Silver Road for any reason. Is this the same for VH or will their inflated budgets embolden them?

Verranicus
Aug 18, 2009

by VideoGames

Chomp8645 posted:

Please don't start this argument.

They're not wrong.

toasterwarrior
Nov 11, 2011
The magic mod I use nerfs Net of Amyntok; that's how good it is!

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Deified Data posted:

Somehow managed to unite all of the badlands and slaughter all of the other Greenskins tribes in one sitting on my first VH game. Time for a break.

You should pace yourself. There's still another 10 factions to be added to the game/s.

Funky See Funky Do
Aug 20, 2013
STILL TRYING HARD
Does anyone know of a mod that will make the AI either stop razing everything or at least prompt it to occupy razed settlements?

E: Well I found one but now the AI will occupy settlements it shouldn't be able to.

Funky See Funky Do fucked around with this message at 09:25 on Aug 7, 2016

Verranicus
Aug 18, 2009

by VideoGames
The fallout after the massive world alliance against Chaos in my Empire campaign is kind of annoying. People who were longtime allies suddenly turning on me or declaring war on people they'd been fighting alongside turns before. I rushed down Archaon and his cronies in the hopes I could finally relax and work on getting achievements and poo poo but what actually ended up happening was I got dumped into wars on 4 different fronts instead of the 2 it was before (Chaos and Greenskins) and all but three of my allies betrayed me.

Dante
Feb 8, 2003

AI grand campaign chaos might need to be nerfed a little. First playthrough of the beastmen and it was a fun struggle up until the second chaos invasion when chaos straight-up curbstomped the entire map. After I finished the campaign goals I just let the game run for a bit and total war ended up in a pax chaosium with only skaeling, varg, beastmen and chaos left and no one warring.

Living Image
Apr 24, 2010

HORSE'S ASS

I think AI Empire is the problem more than AI Chaos. Empire can never seem to get going in my games - 5 campaigns in and the only time they've been in any shape at all is when I played Dwarfs and decided to march up to Kraka Drak and fight Chaos from there. All the Empire had to deal with was Skaeling and they still couldn't cope.

toasterwarrior
Nov 11, 2011

Corrode posted:

I think AI Empire is the problem more than AI Chaos. Empire can never seem to get going in my games - 5 campaigns in and the only time they've been in any shape at all is when I played Dwarfs and decided to march up to Kraka Drak and fight Chaos from there. All the Empire had to deal with was Skaeling and they still couldn't cope.

In fairness, most human players probably can't deal with a front that wide either.

Arglebargle III
Feb 21, 2006

Funny, AI Empire did pretty well against Chaos in my Dwarf game. They didn't get past Talebheim.

Trujillo
Jul 10, 2007
I remember one campaign where the empire and half of the other human factions sent stacks to help Kislev and wiped out chaos before they got rolling. I was the VC and after that it was pretty much impossible because I was the only bad guy left on the map and they all came for me next. Every other campaign I've played chaos razes the north practically unopposed and by that point the Empire has a tough time stopping them.

Trujillo fucked around with this message at 15:46 on Aug 7, 2016

Living Image
Apr 24, 2010

HORSE'S ASS

Lol right after posting that I played a bit more of my Beastmen campaign. Empire are all over likes flies on poo poo so I skip off to fight the southern Bretonnians instead.

Turn 86: the first Chaos event with the cinematic
Turn 87: The tide rolls back!
Turn 88: I say hi to Warriors and ally them
Turn 89: Warriors of Chaos have been destroyed.

Kislev are still going. loving Kraka Drak are still up and intact. All the Empire factions are still up or confederated except Averland which is VC. Guess it's up to me to bring Chaos to the world!

Trujillo
Jul 10, 2007


Chaos invaded here at turn 140. The empire and all the electors are already dead and so is Bretonnia. Beastmen doing it for themselves.

madmac
Jun 22, 2010
I know I played a Chaos campaign where Kislev was wiped out like turn 20 by the beastmen. They don't always do well but when they do factions just kinda silently disappear.

Really the game just has a large random factor which is great. I've seen the Dwarves get rolled by the Orcs countless times, and I've seen them rule the entire badlands unchecked. Vampires are almost a coinflip whether they will stay contained or spread like a plague.

Agean90
Jun 28, 2008


madmac posted:

I know I played a Chaos campaign where Kislev was wiped out like turn 20 by the beastmen. They don't always do well but when they do factions just kinda silently disappear.

Really the game just has a large random factor which is great. I've seen the Dwarves get rolled by the Orcs countless times, and I've seen them rule the entire badlands unchecked. Vampires are almost a coinflip whether they will stay contained or spread like a plague.

yeah its pretty great. In my empire game the VC are just chilling and the dwarfs (only the main dwarfs, the minor holds near the empire went loving berserk and had to get razed) are stagnant while i gobble up minor empire states. In my orc game they conquored the border princes and the dwarves are confederating with All the Holds, mean i dont actually conquor new land and instead just sack everything until i get enough armies to cover everything.

Its a pretty drat good situation for an orc game tbh

Agean90 fucked around with this message at 17:09 on Aug 7, 2016

fnordcircle
Jul 7, 2004

PTUI
Man, they are gonna get so much money from me. I played this game hardcore for a few weeks, then moved onto other stuff, but this beastmen DLC brought me right back into addiction mode and they haven't even released any of the factions that I love like Skaven, Chaos Dwarves and Ogres.

What sort of pace of new DLC should we expect based on previous titles?

Agean90
Jun 28, 2008


Kisev would be great, because it would the be Total War version of a survive the horde mode.

Just build up so you can survive the next wave of chaos marauders. Fight them off with bear cavalry and ice magic. Itd be a great mini campaign. No victory conditions, just a high score table of who survived the longest.

Yukitsu
Oct 11, 2012

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

fnordcircle posted:

Man, they are gonna get so much money from me. I played this game hardcore for a few weeks, then moved onto other stuff, but this beastmen DLC brought me right back into addiction mode and they haven't even released any of the factions that I love like Skaven, Chaos Dwarves and Ogres.

What sort of pace of new DLC should we expect based on previous titles?

I think it's a minor DLC every 2 months or so and a major DLC once every 6-8 months.

fnordcircle
Jul 7, 2004

PTUI

Yukitsu posted:

I think it's a minor DLC every 2 months or so and a major DLC once every 6-8 months.

Ah cool. I'm assuming minor DLC means a new race since a major DLC every 6 months would mean like 10 years before they're done with the factions

Endorph
Jul 22, 2009

fnordcircle posted:

Ah cool. I'm assuming minor DLC means a new race since a major DLC every 6 months would mean like 10 years before they're done with the factions
Major DLC means expansion pack with probably 3-4 new races.

Minor DLC could be a new race or it could be something else, like new units.

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
They'll probably start teasing Wood Elves by the end of August.

Mukip
Jan 27, 2011

by Reene
I heard they were doing monthly DLC. They did a minor FLC/DLC with Blood Knights and Blood&Gore. Then they came out with Beastmen. So a minor DLC is due this month and then probably Wood Elves next month according to rumours.

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madmac
Jun 22, 2010

fnordcircle posted:

Man, they are gonna get so much money from me. I played this game hardcore for a few weeks, then moved onto other stuff, but this beastmen DLC brought me right back into addiction mode and they haven't even released any of the factions that I love like Skaven, Chaos Dwarves and Ogres.

What sort of pace of new DLC should we expect based on previous titles?

Minor DLCs every 1-2 months is a reasonable expectation.

For what it's worth, here's all the DLC packages on Steam and their status:

https://steamdb.info/app/364360/dlc/

So you can see that most of them are just placeholders that haven't been touched since they were added a couple months ago, but they're already starting to play with DLC#4.

The next DLC is almost certainly just a Lord pack so I think we'll get it pretty soon, TBH. The next FLC is also a new LL, so it all fits together.

According to the data-mined info that has been correct so far Wood Elves were DLC 5 and Tomb Kings were DLC 8.

madmac fucked around with this message at 17:52 on Aug 7, 2016

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