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There's so much stuff already designed and plotted out in tabletop that CA can keep making DLC and expansions for the next 5 years (all of which I'll probably talk myself into buying), and the move away from a setting that pays lip service to history means that they've been able to actually make the battles snappy. The one weakness in TWW that I can see is that the battle maps weren't made by the exact same people who made the Shogun 2 maps, but you can't have everything.
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# ? Oct 3, 2016 17:46 |
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# ? May 22, 2024 06:37 |
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I guess I'm the aberrant because I've gotten to the end of the shogun 2 campaigns with almost every faction, same with this game. Just haven't done dwarves or greenskins because I'm also waiting for a grim and the grave style DLC for them. I think if there were harder or multiple end time events that you had to deal with it might make the late game more interesting. The first time you deal with the chaos invasion it can be difficult because you don't know what to expect. If they added more randomness that you can't prepare for and made it fun to deal with I think that would go a long way. Was certain they were going to tease the wood elves or anything today. Been holding off on playing until the next DLC. I just want my god drat army of nothing but pissed off trees in multiplayer.
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# ? Oct 3, 2016 17:51 |
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Trujillo posted:I guess I'm the aberrant because I've gotten to the end of the shogun 2 campaigns with almost every faction, same with this game. Never finished campaigns in any other though. I think if there were harder or multiple end time events that you had to deal with it might make it more interesting. The first time you deal with the chaos invasion it can be difficult because you don't know what to expect. If they added more randomness that you can't prepare for and made it fun to deal with I think that would go a long way. They normally announce on Tuesday so here's hoping for something this week. More waves of ramping chaos invasions would be cool but a wider range of antagonist factions would be better. Chaos is the most boring factions to fight and once you learn how to beat the challenge drops. Variety will come as they expand the game, but I'd like faction specific threats. For instance, if your dwarf or human them at turn 150 there's a global waagh where orc stacks spawn in the east and all greenskin AI get an income boost, no upkeep for awhile, and increased agression Also, an End Times mode where Chaos Invasions becomes like an arcade game and has infinite waves. Each stronger and with more hordes then the last
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# ? Oct 3, 2016 18:04 |
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I feel like the "more antagonists" thing will be fleshed out better as they release the major updates - right now the game is kind of divided into two major conflicts - empire vs. chaos (and vampires technically, but honestly vampires don't seem to do a whole lot under the AI), and dwarfs vs. greenskins. There isn't really much overlap between the factions just because of how the map is laid out - dwarfs buffer against greenskins so as Empire you'll rarely see them, ditto with Dwarfs and chaos. With more factions there will be more opportunities to border more than one race at a time, especially if it's something like Skaven who live right in the middle of Empire and Dwarf territory.
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# ? Oct 3, 2016 18:12 |
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SickZip posted:Variety will come as they expand the game, but I'd like faction specific threats. For instance, if your dwarf or human them at turn 150 there's a global waagh where orc stacks spawn in the east and all greenskin AI get an income boost, no upkeep for awhile, and increased agression That's a good idea and it would be a lot of fun too. I almost never get to fight orcs in my empire campaigns because the minor factions get wiped out in like 10 turns and the main one is too far away. Similarly, I've always kind of wished that vampire rebellions felt more dangerous. I'd like it if, when there's enough vampiric influence, instead of one stack you have three or four pop up. It'd be nice if they didn't raze settlements too.
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# ? Oct 3, 2016 18:12 |
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Yeah, I'm the same boat in regards to not playing around whenever I think there'll be a new DLC out. I think they've actually gotten a lot better about patches completely breaking saves but it's easier to not have to think or worry about it when there's other stuff to do anyway.The Cheshire Cat posted:and vampires technically, but honestly vampires don't seem to do a whole lot under the AI I think their main problem is that they very quickly fill out their stacks with raise dead trash. That makes them very swingy since if they're in a province with a good raise dead pool they can become way better than they should be but usually it just means their stacks are light on real threats and you can just snipe the lord and watch everything crumble. They also have somewhat complicated building chain requirements which, while the AI knows what to build, it won't always have slot access as easily since AI Mannfred doesn't always destroy the other AI vampires in order to actually get a full province. As somebody already said, they become a lot better if you mod their building requirements down so they don't need multiple slots at certain upgrade levels just to get good monsters or grave guard. Those requirements are fine for a player but not for an AI.
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# ? Oct 3, 2016 18:21 |
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In my current Empire game I have Karl Franz and Friends rolling around the southern Badlands now desperately hoping to find some actual Greenskins to fight so that he can wield Ghal Maraz, so far there are pockets of Teef Snatchaz (savage orcs don't count for quest progress) and a fuckoff huge sea of Dwarfen blue. Also the Dwarfs canceled most of our treaties 5 turns before Karl departed the Empire in search of Orcs, so he's racking up trespassing penalties this whole goddamn time.
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# ? Oct 3, 2016 18:26 |
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Honestly, that mod that reduces unit requirements/buildings by one tier seems like a pretty swell idea in terms of getting the AI and the player to fool around with the cool stuff. And a good way to fix the armies of low level trash. I've played two Dwarf campaigns to completion and I've never seen Trollhammers, Irondrakes or the Gyrobomber.
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# ? Oct 3, 2016 18:27 |
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Trujillo posted:I guess I'm the aberrant because I've gotten to the end of the shogun 2 campaigns with almost every faction, same with this game. Just haven't done dwarves or greenskins because I'm also waiting for a grim and the grave style DLC for them. I think if there were harder or multiple end time events that you had to deal with it might make the late game more interesting. The first time you deal with the chaos invasion it can be difficult because you don't know what to expect. If they added more randomness that you can't prepare for and made it fun to deal with I think that would go a long way. I normally never finish campaigns but in Warhammer I've cleared it with every race already. As for teasers, CA is apparently streaming existing content this week, so that's a pretty good sign we won't get anything until next week at the earliest. I'll put my money down for trailer next Thursday for end of October release, personally.
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# ? Oct 3, 2016 18:29 |
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LonsomeSon posted:In my current Empire game I have Karl Franz and Friends rolling around the southern Badlands now desperately hoping to find some actual Greenskins to fight so that he can wield Ghal Maraz, so far there are pockets of Teef Snatchaz (savage orcs don't count for quest progress) and a fuckoff huge sea of Dwarfen blue. if you can start a rebellion in a dwarf province, the rebel orc stacks count, sounds like you might as well do that if the dwarfs are pissed
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# ? Oct 3, 2016 18:30 |
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Most of the stuff you guys are asking for was in medieval two's kingdoms expansions. Stuff like Wallace's rebellion or Richard the lionheart's arrival in the Holy Land were cool events to keep the campaigns interesting.
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# ? Oct 3, 2016 18:31 |
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I want a Caesar in Gaul campaign for the dwarves & greenskin factions or empire & VC. Really open up the campaign map, make cities more than a turn of movement away from each other, and have the AI pose a legitimate threat.
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# ? Oct 3, 2016 18:43 |
The Cheshire Cat posted:(and vampires technically, but honestly vampires don't seem to do a whole lot under the AI) My current VH empire game I have only expanded west, and the vampires are now my neighbors, there is some AI rng elements and the vampires can kick rear end. The AI really does need some kind of cheat for building requirements though to give them cooler units.
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# ? Oct 3, 2016 18:44 |
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Decus posted:Yeah, I'm the same boat in regards to not playing around whenever I think there'll be a new DLC out. I think they've actually gotten a lot better about patches completely breaking saves but it's easier to not have to think or worry about it when there's other stuff to do anyway. Adding a mod that makes AI take more attrition, but not full, actually does a lot to keep AI Vamps in the game. In two games I've seen Mousillon stay a decently large faction through to about turn 100, before I started crushing them. It doesn't help the actual VC faction quite as much because they have to march a bit further into Stirland to take territory, but they don't fold quite as quickly anymore either.
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# ? Oct 3, 2016 18:49 |
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LonsomeSon posted:In my current Empire game I have Karl Franz and Friends rolling around the southern Badlands now desperately hoping to find some actual Greenskins to fight so that he can wield Ghal Maraz, so far there are pockets of Teef Snatchaz (savage orcs don't count for quest progress) and a fuckoff huge sea of Dwarfen blue. If you find an orc settlement you can just sack it five times. Sack then rest up, then sack again the next turn. Not the most fun, but it gets the quest done. It's a bit of a shame that there aren't more northern orcs to fight.
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# ? Oct 3, 2016 19:31 |
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Fluffy Tail posted:If you find an orc settlement you can just sack it five times. Sack then rest up, then sack again the next turn. Not the most fun, but it gets the quest done. It's a bit of a shame that there aren't more northern orcs to fight. I wonder if giving the minor western orcs a garrison building in their home region might help them be a bit more of a factor. As in, the send their starting stack out to bust some heads, but then immediately lose their only region to their other neighbors. I mean, I regularly see empire secessionists wipe out the tribe near their starting location! Meanwhile, their dwarf rivals all start controlling the capital of their home provinces, meaning if they lose the initial rumble vs the skull busters or whoever, their walls still ensure they survive.
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# ? Oct 3, 2016 20:24 |
The Secessionists never have seemed like a credible threat either. In the majority of Empire campaigns I've started their biggest army immediately runs off to try and siege some Dwarf Hold on the southern borders of Altdorf. I'm not asking for them to siege me instead, but I would at least like them to acknowledge me capturing their cities.
Triskelli fucked around with this message at 20:45 on Oct 3, 2016 |
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# ? Oct 3, 2016 20:37 |
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Arcsquad12 posted:Most of the stuff you guys are asking for was in medieval two's kingdoms expansions. Stuff like Wallace's rebellion or Richard the lionheart's arrival in the Holy Land were cool events to keep the campaigns interesting. Yep, and Medieval 2 is generally my favorite Total War ever How about that. One new campaign per expansion isn't enough though. Having a bunch of DLC is better, but honestly I think they're getting a little lazy. They make each total war game using the last game's engine and progress. They did a great job of the art and the various factions, but more campaign options would really go a long long way to fleshing out the Total War package. Just having grand campaign + skirmishes feels... light. I will say that Total Warhammer only letting you capture certain factions' lands is a really interesting change that at first I kinda disliked but its grown on me a ton, it helps focus a bit. Still find myself starting a new campaign once I get so many turns into one rather than try to finish it, though. Its just more fun to start off.
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# ? Oct 3, 2016 20:46 |
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Trujillo posted:I guess I'm the aberrant because I've gotten to the end of the shogun 2 campaigns with almost every faction, same with this game. Just haven't done dwarves or greenskins because I'm also waiting for a grim and the grave style DLC for them. I think if there were harder or multiple end time events that you had to deal with it might make the late game more interesting. The first time you deal with the chaos invasion it can be difficult because you don't know what to expect. If they added more randomness that you can't prepare for and made it fun to deal with I think that would go a long way. That's not that crazy. Most games, I've done total world domination before end date at least once. I wouldn't do that with each faction, but I've done it a lot.
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# ? Oct 3, 2016 22:04 |
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Really victory in Warhammer is a lot easier than most previous Total Wars. The victory conditions are much more straightforward, and alliances count for victory.
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# ? Oct 3, 2016 22:17 |
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Jamwad Hilder posted:if you can start a rebellion in a dwarf province, the rebel orc stacks count, sounds like you might as well do that if the dwarfs are pissed Actually it turns out that if the Greenskins and all their minor factions are completely wiped out, you just have to deploy a wizard in a province and then do the battle.
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# ? Oct 4, 2016 01:27 |
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What are the chances they'll release a few races bundled eventually? Kinda don't want to drop an additional hundred dollars to feel like I have the whole game.
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# ? Oct 4, 2016 01:37 |
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revolther posted:What are the chances they'll release a few races bundled eventually? Kinda don't want to drop an additional hundred dollars to feel like I have the whole game. I don't know if they'll do a discount pack or anything, but the TW series often goes on sale during the big Steam sales so you can probably pick up the DLC then. Bear in mind that you only need to buy the DLC to PLAY as the races. They will always be present in the campaign regardless of whether you own the DLC.
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# ? Oct 4, 2016 01:40 |
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At most they tend to put their newest game's DLC at something like -15% and not the newest ones. Then it'll go to -33% next year for the oldest ones. Or, more accurately, the ones that are trailing off in sales the most since that's the only reason to ever reduce the price. You'll be waiting a while for a good DLC sale, but I'd say that packs are entirely possible and would be very smart on their part after clear "sets" of DLC have started to trail off in sales. Like, I don't see them instantly putting up "Beastmen, Wood Elves and a unit pack for both of them all together!" but a year out it would make sense as a thing.
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# ? Oct 4, 2016 02:23 |
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LonsomeSon posted:Also the Dwarfs canceled most of our treaties 5 turns before Karl departed the Empire in search of Orcs, so he's racking up trespassing penalties this whole goddamn time. edit: whatever drat meme won't load anyway. My current universal empire strat that satisfies my love of building tall and strong dwarfen allies is: 1) Wipe out secessionists by turn 5 2) Shift everything to growth and walls, fill out Karl's stack, 3) The Beastmen will show up around now, kill them and try to NAP and trade deal your neighbors. Upgrade altdorf every chance you get 4) Once walls are up in every city beeline straight to the badlands, get military access if you can but don't sweat it if you can't 5) https://www.youtube.com/watch?v=2gCgluVD0Aw The Chad Jihad fucked around with this message at 03:30 on Oct 4, 2016 |
# ? Oct 4, 2016 03:21 |
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Okay who the gently caress decided that being able to enter forced march after sacking a town was a good idea. actually forced march in general is a pain in the dick and makes things more annoying for me way more than its useful. At least put a attrition modifier on it so i dont have armys forever marching around my backwoods until my witchhunters can get allllll the way from the frontier to deal with them.
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# ? Oct 4, 2016 04:43 |
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Agean90 posted:Okay who the gently caress decided that being able to enter forced march after sacking a town was a good idea. Attrition on forced march would certainly help a lot to making it less of a pain in the rear end. Plus it does make sense that if you're pushing an army to the point of exhaustion for months at a time, some of them are just going to drop dead.
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# ? Oct 4, 2016 05:09 |
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Mods to remove/change forced march are close to the top of my list of quality of life improvements.
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# ? Oct 4, 2016 05:12 |
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RentACop posted:
You gotta wait a bit before trying to link an upload from imgur now because they made their site faster and better and that means more waiting time
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# ? Oct 4, 2016 05:37 |
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The Cheshire Cat posted:Attrition on forced march would certainly help a lot to making it less of a pain in the rear end. Plus it does make sense that if you're pushing an army to the point of exhaustion for months at a time, some of them are just going to drop dead. yeah i swear they did that in one game and it worked pretty well. too bad the attrition would only kill like 3 ai dudes lol. brb getting an attrition fix because the more i think about it the more annoyed it get
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# ? Oct 4, 2016 07:04 |
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Agean90 posted:yeah i swear they did that in one game and it worked pretty well. Hasn't been in any base game that I'm aware of the mechanic has only really existed since Rome II. Personally don't really care to remove it, I force march my units pretty much all the time.
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# ? Oct 4, 2016 07:14 |
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I wish there were more symbols for dwarf infantry. Everything's just got an axe above it.
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# ? Oct 4, 2016 08:20 |
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Tried installing the steel faith overhaul, went vampire with the necro dude since Manfred is an easy unlock... Mistake. They put a loving gatehouse on the third town in eastern sylvania and it's a loving bitch to get through. Plus the other faction can build a full army of ghouls from the get go. Then when I finally managed to overcome that challenge a beast horde spawns and a half stack of those dudes absolutely crush my skeletons
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# ? Oct 4, 2016 09:25 |
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Nanomashoes posted:I wish there were more symbols for dwarf infantry. Everything's just got an axe above it. I'm not seeing a problem
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# ? Oct 4, 2016 09:25 |
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Dwarf longbeards should just be a beard icon.
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# ? Oct 4, 2016 17:17 |
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dogstile posted:I'm not seeing a problem There's so many different kinds of axes...
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# ? Oct 4, 2016 17:21 |
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I know it's not fitting for this type of game, but man I wish that they had supply routes, etc, in this game. More logistics than just $$ to represent how a military campaign is more than just wandering around. I get that the risk map is just there to add some color to the battles but a man can dream. Probably the sort of thing that goes beyond what is moddable.
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# ? Oct 4, 2016 17:38 |
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Got a new desktop and man this game is pretty when it runs smoothly
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# ? Oct 4, 2016 22:41 |
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fnordcircle posted:I know it's not fitting for this type of game, but man I wish that they had supply routes, etc, in this game. More logistics than just $$ to represent how a military campaign is more than just wandering around. I get that the risk map is just there to add some color to the battles but a man can dream. That kind of thing makes more sense in a historical TW game. It would also not work if the AI was held to the same rules. It essentially can't provide a meaningful challenge as it is. Has ANYONE had the AI invade and conquer their territory past turn 20?
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# ? Oct 4, 2016 23:42 |
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# ? May 22, 2024 06:37 |
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Yes. loving border princes
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# ? Oct 5, 2016 00:04 |