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Endorph
Jul 22, 2009

iunno why they keep nerfing magic when buffs/debuffs are the only things worth using anyway.

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eonwe
Aug 11, 2008



Lipstick Apathy
I keep thinking I'd like to buy this game, and every time I look there is another expensive rear end DLC pack

Mordja
Apr 26, 2014

Hell Gem

Eonwe posted:

I keep thinking I'd like to buy this game, and every time I look there is another expensive rear end DLC pack

Two things you can do:
1) Wait until all the DLC is finished and the overall price goes down/there's a sale and pick up the entire bundle.
2) Just buy the base game, there's a lot to it and if you find yourself wanting more then pick up whichever packs interest you.

Namaste Eonwe & go with god.

Endorph
Jul 22, 2009

Eonwe posted:

I keep thinking I'd like to buy this game, and every time I look there is another expensive rear end DLC pack
the base game is good, and the dlc is generally worth the money even if i think it's mildly overpriced (By like 3-4 bucks) it isn't like you're being scammed here. it's a game that's worth 60 dollars, with additional content that you can take or leave.

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


Eonwe posted:

I keep thinking I'd like to buy this game, and every time I look there is another expensive rear end DLC pack

It is going to be getting a new DLC every month or two for like the next two years.

And it is a good thing.

Trujillo
Jul 10, 2007

madmac posted:

Wind of Death is reportedly nerfed, haven't tested it yet. So far this seems like the pointlessly kicking magic in the balls patch. At least magic missiles will go from massively overpowered to decent, but...

Edit: Quick test on Wind of Death, the regular cast version is utter poo poo now, does like 400 damage off a direct hit. Overcast version is decent but still weaker than before.

I've been using wind of death in my quick matches today. It's still really good. This was just the regular non overcast version:



Dwarves get resistance to magic and it still did around 60% of their health and may have shattered the middle one, don't remember.

Gonkish
May 19, 2004

Endorph posted:

the base game is good, and the dlc is generally worth the money even if i think it's mildly overpriced (By like 3-4 bucks) it isn't like you're being scammed here. it's a game that's worth 60 dollars, with additional content that you can take or leave.

This. To be honest, the DLC isn't too pricey, and they're pushing out free content alongside it. Thus far it's been good.

Deified Data
Nov 3, 2015


Fun Shoe
The base game is at least 180 hours worth of content and that's if you're like me and haven't even touched the multiplayer.

SickZip
Jul 29, 2008

by FactsAreUseless
Vlad is so insanely powerful, playing on Very Hard with him feels like Normal.

madmac
Jun 22, 2010

Trujillo posted:

I've been using wind of death in my quick matches today. It's still really good. This was just the regular non overcast version:



Dwarves get resistance to magic and it still did around 60% of their health and may have shattered the middle one, don't remember.

Wind of Death has always been disproportionately effective against dwarves because of their high mass, it used to do even more. Try it against anything else, though.

Ra Ra Rasputin
Apr 2, 2011

Ammanas posted:

Did it take time + labor to make the new things? Yes. It cost CA money to produce, why should it be free to use.

Are people going to bitch about additional content costing money for every DLC release we get? Cuz there's going to be a lot of DLC !

The necromancer lord is a vanilla unit and it's been lacking a identity to give any reason to take it over a much, much better vampire lord, finally fixing it and giving it something unique as a reason to take it over a vampire lord but setting it behind paid DLC just rubs me the wrong way.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf

Eonwe posted:

I keep thinking I'd like to buy this game, and every time I look there is another expensive rear end DLC pack

Every bit of this game so far has costed about what it's worth, IMO. Just get the base game if you like, it's fun and it doesn't feel incomplete.

The Butcher
Apr 20, 2005

Well, at least we tried.
Nap Ghost
Aw balls. Today's update makes new saves from my existing dwarf campaign not work anymore. Can load old ones but try to make a new one then load that and it kicks you back to main menu.

Looking at the steam forums seems to be a common bug. Hopefully they do a quick patch.

Trujillo
Jul 10, 2007

madmac posted:

Wind of Death has always been disproportionately effective against dwarves because of their high mass, it used to do even more. Try it against anything else, though.



TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...
No chaos VH pointers? I played beastmen first and that might be a bad idea since that hidden camp really saved my rear end sometimes

Gejnor
Mar 14, 2005

Fun Shoe
Okay yeah that Regen Cap is absolute capital letters Bullshit, its a forced upon intended multiplayer nerf without a shadow of a doubt and as i basically only play the Grand Campaign its a huge poo poo on Vampire Counts as most of their stuff has Regen and this hurts them badly.

Thankfully someone agrees with me and.. uh.. well i'll let his words speak for themselves:

quote:

I Hated so much the regen cap that I had to close the game and could not open it until I learned how to mod and made this... my first mod.

WHY TOTAL WAR TEAM WHY!!!!!!!!!!!! REGEN CAP! SERIOUSLY!!!!! AHHHHHHHHHHHHH!

Actually the mod does not remove the cap but set it to a number so high that if you are able to reach it then congratulations, you just spent the last 25 years of your life casting IoN.

And heres his mod if you want to use it:
http://steamcommunity.com/sharedfiles/filedetails/?id=756397694&searchtext=regen

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

TipsyMcStagger posted:

No chaos VH pointers? I played beastmen first and that might be a bad idea since that hidden camp really saved my rear end sometimes
From my own VH experiences... Make a second horde before attacking the first Norscan settlement. Be sure to invest points in horde growth in the blue line for your leaders, and remember that replacing lords is an option to shelf your high-growth lord for a brand new horde after five turns.

Your first few battles will be hard, especially against the dwarves, but hang in there. As soon as you can, build the Chaos Warrior-producing building and crank out a few of those armored infantrymen because early in the game nobody will have many armor-piercing troops. Keep sacking the north and vassalizing/subjugating who you can as you build up your troops of doom.

When making a new horde, transfer units from your main horde to the new one, as it can't make its own units yet. Screen the gifting horde with the baby horde to prevent getting caught out. The in-fighting attrition is negligible and you need a turn or two of consolidation and rebuilding. As soon as you can afford to get Chosen and the like, feel free to delete the Marauder buildings in your horde to open up population space. You should never need Marauders when you can have Warriors/Chosen instead, and even their upkeep will be low because your high-tier buildings will lower their upkeep.

Edit to add: And for the hate of Sigmar have a Chaos Sorcerer deployed in Bearsonling Camp at all times. Every single quest chain starts with deploying/moving one of those assholes to that area or the area just north of it.

Olive Branch fucked around with this message at 04:28 on Sep 2, 2016

Decus
Feb 24, 2013

TipsyMcStagger posted:

No chaos VH pointers? I played beastmen first and that might be a bad idea since that hidden camp really saved my rear end sometimes

Last I played them you could safely vassalize the norscans and they'd never war each other or you, but apparently they patched that at some point? With that change the best strategy is probably to not subjugate since, given it involves a betrayal, you'd start out deep in the red on relations and they'd guaranteed screw you over. If you just war them all like normal, sack and maybe raze some of the territory enough the norscans will want to peace you and then proceed to focus on the other factions all on their own so you can pretty much head straight for the empire or wherever else the moment you've gained enough power grinding on them.

Your main strategy is to stay within movement range of some body of water whenever possible/not heading for a specific target away from one. Use agents to scout around all of your armies and when you see a bunch of stacks on the move they're probably moving toward you and you probably want to run away into the water if you don't think you can take them all. Also, don't be afraid to take the attrition from proximity for a few turns. Fighting with two stacks at even 70% is going to do more for you than fighting with one at 100% and it's not like you weren't going to merge/re-hire anyway after the fights.

Pendent
Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius
Grimey Drawer
That unit of Knights of the Blazing some the new empire LL starts with are scary as hell. I just had a battle where they had just below 500 kills :stare:

Funky Valentine
Feb 26, 2014

Dojyaa~an

Jesus the shock cavalry Vlad starts with just tear up all other Draculas' armies.

madmac
Jun 22, 2010
Unlock requirements for the lazy:

Volkmar- Build a Temple of Sigmar (T4 building)

Vlad- Raze Altdorf (I kind of like that his unlock is ridiculous, because Vlad's skills are nuts)

Ghorst-- Dominate captives 10 times, eg that thing you do after every single battle with VC anyway.

Ghorst is pretty easy to get no matter who you start with, and he can be rocking a +20% research bonus by level 3 so there's no real reason to skip him no matter who you start with.

Volkmar OTOH is probably the most time-consuming Empire LL to unlock, barring bad luck with confederation. Still, it gives double incentive to rush out a really useful building and he innately gives out +2 levels for Warrior Priests so he's a solid secondary Lord in any case.

Looking at the new generic Lords, Arc Lectors are interesting in that they're the complete opposite of Warrior Priests/Volkmar in terms of stats. They might look like double-hammer carrying badasses but their selling point is mostly just being a big pile of HP and armor that you can eventually stack a bunch of supporting skills on. They're pretty lame damage dealers in the best of circumstances but upgraded Warrior Priest skills on a very tanky lord statline means they'll shine at higher levels.

As an aside, the Arc Lector/Volkster leadership tree basically trades out all the active empire buffs for a bunch of Flaggelant bonuses. Not a good trade in normal circumstances but it fits the theme.

Strigoi Ghoul Kings are still awesome looking. No armor, but they have poison, lots of HP, and absolute poo poo-wrecking AP damage output. Also they can ride a Terrorgheist and that owns. Most of their skills are the same as regular Vampires but they get a unique spell tree that's about half and half Vampire and Death. Sadly they skipped like all the cool damage spells except Spirit Leech and Gaze of Nagash, but Soulblight and Nehek are always nice to have and their unique Ghoul/Crypt Horror summon is drat good.

Sprechensiesexy
Dec 26, 2010

by Jeffrey of YOSPOS

Pendent posted:

That unit of Knights of the Blazing some the new empire LL starts with are scary as hell. I just had a battle where they had just below 500 kills :stare:

I like the new Empire units. The militia seems useful for guarding artillery from marauders/pistoliers and such.

Funky Valentine
Feb 26, 2014

Dojyaa~an

Games > Total Warhammer - Vlad the Mad Dad's Gonna Make Manny Sad

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Funky Valentine posted:

Games > Total Warhammer - Vlad the Mad Dad's Gonna Make Manny Sad

Mad Dad Vlad, Manny Sad.

Korgan
Feb 14, 2012


Arcsquad12 posted:

Do Boar Boy Big'Uns and Boar Chariots benefit from the Betta Stickaz upgrade?

Boar Boy Big 'Uns yes, I forget if Boar Chariots do.

Arcsquad12 posted:

There needs to be some more settlements in the central badlands. I get all the stuff hugging the mountains, but that expanse in the middle is just so drat boring. There's a gigantic piss stain swamp with huge attrition penalties attached to it, but you will never need to cross it because there is nothing there.

I still suspect that swamp is going to end up a Skaven aboveground outpost in the future, same as the swamp where Skavenblight is meant to be between Tilea and Estalia.

Terrible Opinions
Oct 18, 2013



Gejnor posted:

Okay yeah that Regen Cap is absolute capital letters Bullshit, its a forced upon intended multiplayer nerf without a shadow of a doubt and as i basically only play the Grand Campaign its a huge poo poo on Vampire Counts as most of their stuff has Regen and this hurts them badly.

Thankfully someone agrees with me and.. uh.. well i'll let his words speak for themselves:


And heres his mod if you want to use it:
http://steamcommunity.com/sharedfiles/filedetails/?id=756397694&searchtext=regen

So does the regen cap only apply to healing spells or does it also apply to auras like Sivgald's armor?

NeurosisHead
Jul 22, 2007

NONONONONONONONONO
I haven't played as Empire since before Beastmen, and the Empire start is a loving nightmare now. I just had two different games collapse by turn 20, both with 2 stacks of skull takerz and two beastmen warherds razing the Reikland to the ground. The second one Marienburg declared war when all I had left was nearly dead Volkmar in Eilhardt, killed him and claimed the town. What the gently caress.

Nanomashoes
Aug 18, 2012

Korgan posted:

Boar Boy Big 'Uns yes, I forget if Boar Chariots do.


I still suspect that swamp is going to end up a Skaven aboveground outpost in the future, same as the swamp where Skavenblight is meant to be between Tilea and Estalia.

That would be kinda weird because Malagor starts right in the middle (with the worst start in the game).

Zasze
Apr 29, 2009

Terrible Opinions posted:

So does the regen cap only apply to healing spells or does it also apply to auras like Sivgald's armor?

its any kind of healing and its actually really dumb and terrible :argh:

toasterwarrior
Nov 11, 2011

NeurosisHead posted:

I haven't played as Empire since before Beastmen, and the Empire start is a loving nightmare now. I just had two different games collapse by turn 20, both with 2 stacks of skull takerz and two beastmen warherds razing the Reikland to the ground. The second one Marienburg declared war when all I had left was nearly dead Volkmar in Eilhardt, killed him and claimed the town. What the gently caress.

Yeah, it's all about fighting ultra-defensively as the Empire on VH. I found it best to slow my roll like the Dwarfs, while taking advantage of the fact that Empire towns grow much quicker and troops generally replenish quicker. Get garrison buildings up ASAP, and don't conquer the next settlement until the one you're leaving is secure and any enemy armies in sight have been defeated.

Yukitsu
Oct 11, 2012

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

Zasze posted:

its any kind of healing and its actually really dumb and terrible :argh:

Pretty sure that's wrong since in my matches against Classic Fascist my potion healed my wight king to full health, Vlad's passive regen topped him up to full health and the Mortis Engine's passive was healing itself to full health.

Zasze
Apr 29, 2009

Yukitsu posted:

Pretty sure that's wrong since in my matches against Classic Fascist my potion healed my wight king to full health, Vlad's passive regen topped him up to full health and the Mortis Engine's passive was healing itself to full health.

I was doing some test matches before and once you hit cap all forms of healing stop, i can make a gif if you want :shrug:

Yukitsu
Oct 11, 2012

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

Zasze posted:

I was doing some test matches before and once you hit cap all forms of healing stop, i can make a gif if you want :shrug:

I'm watching replays of it and am consistently regening to full, maybe those changes only hit for single player and not for multiplayer?

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Yukitsu posted:

I'm watching replays of it and am consistently regening to full, maybe those changes only hit for single player and not for multiplayer?

I thought the point of the regen changes was to stop cheesy VC builds in multi.

Yukitsu
Oct 11, 2012

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

NoNotTheMindProbe posted:

I thought the point of the regen changes was to stop cheesy VC builds in multi.

Personally, I thought it was to stop people from using heroes that would be full health when you hit "end battle" to beat the campaign without ever using units. Regen Vampires weren't ever that strong to begin with IMO.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






New unit chat: How are you supposed to use:

*Flagellants;
*Knights of Burning Sun; and
*Free company Militia?

FCM look like they should be weak to archers, so unless you are fighting undead then you still want some swordsmen and shielded spears to stop your line from melting.

KBS have the burning lance thing that trial knights do, do they do extra damage to undead?

I love the aesthetic of the new units, I'm just having trouble getting a handle on how to use them (especially Flagellants) for my new Volkmar playthrough.

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"

Beefeater1980 posted:

New unit chat: How are you supposed to use:

*Flagellants;
*Knights of Burning Sun; and
*Free company Militia?

FCM look like they should be weak to archers, so unless you are fighting undead then you still want some swordsmen and shielded spears to stop your line from melting.

KBS have the burning lance thing that trial knights do, do they do extra damage to undead?

I love the aesthetic of the new units, I'm just having trouble getting a handle on how to use them (especially Flagellants) for my new Volkmar playthrough.

Free Company work really well as flankers. I've vanguard deployed them in forests ahead of my main battle line. Once the enemy charges into my front line, I have the Free Company pop up behind them and start pouring pistol fire into the enemy's back . Once the enemy is wavering, they can charge in and rout 'em.

It helps to have some cavalry or artillery to deal with any enemy missile troops.

Knights of the Burning Sun are just really good Empire Knights. They own bones in the early game and are great for cycle-charging early-game infantry.

Gejnor
Mar 14, 2005

Fun Shoe

Yukitsu posted:

Personally, I thought it was to stop people from using heroes that would be full health when you hit "end battle" to beat the campaign without ever using units. Regen Vampires weren't ever that strong to begin with IMO.

It was one of their major flavours, that made them unique and cool, they had strong monsters and lords that have regen. This made them so much more cool and survivable but now the cap invalidates a big part of their feel and its even dumber now that they've introduced even more units that use regen.

This was a dumb design mistake.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
Does the orc leadership bonus from executing captives stack? Provided you are fighting in home territory with a replenishment bonus, that could quickly spiral into one hell of a nasty stack.

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Gejnor
Mar 14, 2005

Fun Shoe

Arcsquad12 posted:

Does the orc leadership bonus from executing captives stack? Provided you are fighting in home territory with a replenishment bonus, that could quickly spiral into one hell of a nasty stack.

Not the bonus, the duration stacks, so if you keep winning and executing you'll soon find yourself with 20-30+ turns worth of +4 LD.

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