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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


A stronger Bretonnia should also help with containing the green threat.

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Gejnor
Mar 14, 2005

Fun Shoe

ZearothK posted:

A stronger Bretonnia should also help with containing the green threat.

I like how it took me a couple of seconds to realise you meant the Wood Elves, not the Greenskins.

Greenskins haven't been a threat in ages :smith:

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 just hope the Bretonnia AI won't build armies consisting of 80% cavalry anymore, it's really dumb to fight those.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Kainser posted:

I just hope the Bretonnia AI won't build armies consisting of 80% cavalry anymore, it's really dumb to fight those.

I don't think you get bretonnia!!

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Kainser posted:

I just hope the Bretonnia AI won't build armies consisting of 80% cavalry anymore, it's really dumb to fight those.

I'm sorry, what faction do you think you're talking about there?

TheHoosier
Dec 30, 2004

The fuck, Graham?!

Gamerofthegame posted:

I don't think you get bretonnia!!

fnordcircle
Jul 7, 2004

PTUI

Kainser posted:

I just hope the Wood Elves AI won't build armies consisting of 80% archers anymore, it's really dumb to fight those.

Ravenfood
Nov 4, 2011

Lassitude posted:

The stream comments suggested that they will not be nearly as aggressive as before. They won't 100% stick to Athel Loren, but they aren't going to be at all expansionistic like they are now.

There's a mod that simply adds the Defensive trait to all wood elf faction leaders and this does a fairly good job of keeping them constrained. I imagine this is just what CA will do.
Yeah but I really, really want that behavior to be updated to suddenly flip them to aggressive whenever the Wild Hunt event triggers, then back to Defensive when it's over.

Also to slightly tone down their red upgrade tree or split them into two skills like every other faction.

jokes
Dec 20, 2012

Uh... Kupo?

Kainser posted:

I just hope the Bretonnia AI won't build armies consisting of 80% cavalry anymore, it's really dumb to fight those.

Techniqually the Grail Reliquae isn't cavalry!!!

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER

jokes posted:

Techniqually the Grail Reliquae isn't cavalry!!!

100% Cavalry is about right for Brettonia.

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

Gamerofthegame posted:

I don't think you get bretonnia!!

Bretonnia should be ~ideally~ 50% random peasant infantry and 50% cavalry or whatever, the all cavalry armies they are building are really dumb and just happens because of their current building tree being not very well designed so it's simply impossible for AI to build balanced armies.

(not that this is exclusive to bretonnia, see the empire building armies consisting only of artillery because that's the only high level recruitment building they have)

e; seriously, beating the current AI bretonnian armies is so easy right now just because their armies are always garbage even though they do have good units available.

Kainser fucked around with this message at 04:48 on Feb 24, 2017

Korgan
Feb 14, 2012


sauer kraut posted:

Pay for the wall upgrade in every village and install the +50% movement in own territory mod?

I keep seeing people bitching and moaning about chasing enemy armies and then saying they installed a mod to fix the "problem." Are you people just not using agents or ambush stance or even a bait army? I feel like I'm playing a different game, I have no mods yet I can catch enemy armies with ease just by using an agent to go gently caress up their movement. Sure, sometimes it fails and sometimes the agent dies, but it's really not that hard to build another and go send him to gently caress with the enemy army again. What am I missing that makes this such a huge problem that people can't use the existing options in the game and need to mod it?

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!
When they make walls included with a tier 3 settlement, will they adjust the cost of the second garrison upgrade? 3,000g is maybe worth walls+bigger garrison but not just the bigger garrison alone.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


As someone that's only gotten through Empire and Dwarf campaigns, I always have problems getting the right agents out on the field with slow growth in my cities. And even then, I wind up building stuff like Armouries instead of Sigmarite Churches or whatever.

Triskelli fucked around with this message at 05:15 on Feb 24, 2017

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"
I dunno I never have more than 2 provinces dedicated to troop production in any campaign. So I don't see what the big deal is. Again, there aren't hard choices to make in the campaign portion of the game. Every faction has a build order and there's never a reason to change it.

Especially with T4 settlements mod.

Also gently caress agents they are such an awful part of every tw game. Poisoning armies with agents was such a lol op joke in Rome 2. You could practically annihilate every stack with 3 trained agents

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






For the player it's easy, but for the AI, which in a game will be progressively losing its production provinces, it's hard.

It would be good if buildings in one chain allowed weaker versions of units from other chains. Better still if themed. So a top tier armoury lets you build the nuln gunnery school civil watch or something that are a weaker version of spearmen, letting you field a thematically interesting army that can cover the basic functions even if you're down to just the one city.

Then you could still build your fabulous balanced army with top tier troops across the board, but there will be fun little armies too that aren't a total pushover or weird.

Yukitsu
Oct 11, 2012

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

Night10194 posted:

What's kinda funny is if you read what little fluff he had, Finubar was actually a pretty cool guy. An explorer and sailor originally sent to go gawk at the mud huts of the humans, he instead found the Empire and others had developed and argued for greater involvement and alliance with them. He was partly behind the elven move to found the colleges of magic and helped solidify elf support for the Empire when Magnus the Pious reunited the place a couple centuries before Total Warhams. I'm kinda not sure why they never did anything with the guy.

Because he's an actual politician that's good at pushing papers whereas the leaders of every other faction got there by being able to bench press the largest ox.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Yukitsu posted:

Because he's an actual politician that's good at pushing papers whereas the leaders of every other faction got there by being able to bench press the largest ox.

Then how do you explain Karl 'I can keep the Holy Roman Not Empire together in the face of Sigmarite protestants' Franz.

Oh right, the hammer.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
I get really angry with agents in TWW because I just want to watch the map change and fight huge battles so I make all of the enemy ones incapable of direct action using mods and use my own ones in the same way. I hit a point where if I saw gobbo Big Boss Snikflog gently caress my army one more time on the way to a sweet siege I was going to scream.

To his credit he was conducting sneaking missions constantly and had earned his title.

Tiler Kiwi
Feb 26, 2011
he was... pretty good

The Lone Badger
Sep 24, 2007

I can totally imagine a goblin Fultoning someone.

fakeedit: balloon squig

HerraS
Apr 15, 2012

Looking professional when committing genocide is essential. This is mostly achieved by using a beret.

Olive drab colour ensures the genocider will remain hidden from his prey until it's too late for them to do anything.



Night10194 posted:

Then how do you explain Karl 'I can keep the Holy Roman Not Empire together in the face of Sigmarite protestants' Franz.

Oh right, the hammer.

You'd get swole too if your symbol of office was a fuckhuge dwarven warhammer!

sauer kraut
Oct 2, 2004

Korgan posted:

I keep seeing people bitching and moaning about chasing enemy armies and then saying they installed a mod to fix the "problem." Are you people just not using agents or ambush stance or even a bait army? I feel like I'm playing a different game, I have no mods yet I can catch enemy armies with ease just by using an agent to go gently caress up their movement. Sure, sometimes it fails and sometimes the agent dies, but it's really not that hard to build another and go send him to gently caress with the enemy army again. What am I missing that makes this such a huge problem that people can't use the existing options in the game and need to mod it?

Do you keep agents just spread out around your lands doing nothing? Or ambushed armies at every choke point, of which there are like 4 or 5 plus the entire northern coast? Idgi.
As Empire, you have 1-2 turns to react before some horde of smelly foreigners waltz into your lands and knock over the nearest empty settlement.

Yeowch!!! My Balls!!!
May 31, 2006

Night10194 posted:

Then how do you explain Karl 'I can keep the Holy Roman Not Empire together in the face of Sigmarite protestants' Franz.

Oh right, the hammer.

Karl Franz is expected to be a warrior-statesman, general and facesmacker.

The High Elves have kind of had this rule about the Phoenix King not being real huge into facesmacking on grounds that the last couple that were ended REALLY BADLY. there was this guy called Aenarion, this guy called Malekith, and also this thing called the War of the Beard. none of them turned out well.

As mortal representative of Asuryan the Creator God, it is expected that the Phoenix King 1. produce a couple of offspring with the Everqueen 2. keep the various kingdoms of Ulthuan from open war with each other 3. occasionally make some bizarre tweak to general elven policy that turns out a lot better than anyone involved anticipated.

Finubar's contribution in the department of #1 has existed, #2 has gone pretty good mostly courtesy of the fact Tyrion is a guy who exists, and #3 has been Operation Use Humans As Meat Shields Against Chaos. incidentally, the Altdorf Colleges of Magic explicitly exist as part of it: High Elven wizards study for centuries to learn how to work the Winds of Magic without going crazy and/or chaos-infested in the process. At the Colleges of Magic, they do not teach elven magic. They teach the Path of the Eight Keys, something that Elves very deliberately do not do on the grounds that it almost inevitably leads the wizard in question to 1. PHENOMENAL COSMIC POWER 2. being nuts even by wizard standards as the wind of magic in question hijacks a lot of what makes you you.

The elves figure it's okay to teach this to humans because they don't have the time to achieve either truly PHENOMENAL COSMIC POWER or becoming anywhere near as nuts as an elf before their short-rear end lifespan kills them.

Ammanas
Jul 17, 2005

Voltes V: "Laser swooooooooord!"

sauer kraut posted:

Do you keep agents just spread out around your lands doing nothing? Or ambushed armies at every choke point, of which there are like 4 or 5 plus the entire northern coast? Idgi.
As Empire, you have 1-2 turns to react before some horde of smelly foreigners waltz into your lands and knock over the nearest empty settlement.

Uhhh build l2 walls guy. This gives you like 9 turns to react while the AI builds siege towers. Also its becomes kinda evident where the AI will come from, prepare accordingly


Night10194 posted:

Then how do you explain Karl 'I can keep the Holy Roman Not Empire together in the face of Sigmarite protestants' Franz.

Oh right, the hammer.

He is Franz, they will obey

Living Image
Apr 24, 2010

HORSE'S ASS

sauer kraut posted:

Do you keep agents just spread out around your lands doing nothing? Or ambushed armies at every choke point, of which there are like 4 or 5 plus the entire northern coast? Idgi.
As Empire, you have 1-2 turns to react before some horde of smelly foreigners waltz into your lands and knock over the nearest empty settlement.

You've snottily asked this like 3 times and ignored people giving you the answer. The problem is you dude, not the game.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

sauer kraut posted:

Do you keep agents just spread out around your lands doing nothing? Or ambushed armies at every choke point, of which there are like 4 or 5 plus the entire northern coast? Idgi.
As Empire, you have 1-2 turns to react before some horde of smelly foreigners waltz into your lands and knock over the nearest empty settlement.

I hate to tell you this, sauer kraut, but it seems that there is a good chance you loving suck at playing Empire.

Ravenfood
Nov 4, 2011

sauer kraut posted:

Do you keep agents just spread out around your lands doing nothing? Or ambushed armies at every choke point, of which there are like 4 or 5 plus the entire northern coast? Idgi.
As Empire, you have 1-2 turns to react before some horde of smelly foreigners waltz into your lands and knock over the nearest empty settlement.
1) Sometimes, yeah. Usually they're out loving with cities or armies proactively, but if not yeah I use agents as spotters. They all have benefits when deployed in friendly territory, might as well use them that way if I can't use them actively for whatever reason. Plus map awareness is never bad.

2) Don't need ambushed armies at every choke point, just the ones where garrisons aren't established yet and agents/armies aren't nearby. Also a lot of those chokes can be closed off pretty easily by killing or allying with the people on the other side. The northern coast can be a pain to control, I agree. Keep an agent and an army that way.

3) Do you not build walls or what? Why do you have empty settlements at all? Expand less rapidly if you have to, but expansion isn't usually that beneficial for you if you can't secure the area.

Some of these options are slightly tedious, but you're being completely over the top. Being unable to chase an enemy down can be frustrating sometimes especially since you can't attack out of the special movement modes, but its not that bad. On the other hand, I do think you should be able to attack out of forced march but you're automatically on the receiving side of an ambush or some similar large penalty.

Blinks77
Feb 15, 2012

Generally my progression for minor settlements is.

1. Growth
2. lvl 2
3. Garison
4. lvl 3
5. Garison lvl 2

Then whatever.

I don't bother even thinking about putting anything else there until they're guarded as well as i can manage. As the AI will run a stack through my entire territory to attack unwalled settlements given half a chance.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.

Ze Pollack posted:

Karl Franz is expected to be a warrior-statesman, general and facesmacker.

The High Elves have kind of had this rule about the Phoenix King not being real huge into facesmacking on grounds that the last couple that were ended REALLY BADLY. there was this guy called Aenarion, this guy called Malekith, and also this thing called the War of the Beard. none of them turned out well.

As mortal representative of Asuryan the Creator God, it is expected that the Phoenix King 1. produce a couple of offspring with the Everqueen 2. keep the various kingdoms of Ulthuan from open war with each other 3. occasionally make some bizarre tweak to general elven policy that turns out a lot better than anyone involved anticipated.

Finubar's contribution in the department of #1 has existed, #2 has gone pretty good mostly courtesy of the fact Tyrion is a guy who exists, and #3 has been Operation Use Humans As Meat Shields Against Chaos. incidentally, the Altdorf Colleges of Magic explicitly exist as part of it: High Elven wizards study for centuries to learn how to work the Winds of Magic without going crazy and/or chaos-infested in the process. At the Colleges of Magic, they do not teach elven magic. They teach the Path of the Eight Keys, something that Elves very deliberately do not do on the grounds that it almost inevitably leads the wizard in question to 1. PHENOMENAL COSMIC POWER 2. being nuts even by wizard standards as the wind of magic in question hijacks a lot of what makes you you.

The elves figure it's okay to teach this to humans because they don't have the time to achieve either truly PHENOMENAL COSMIC POWER or becoming anywhere near as nuts as an elf before their short-rear end lifespan kills them.

Reminds me of the fluff text in WFRP2e's Archmage career. A good paragraph about how it's is the peak of magical power, a compete mastery of one of the winds of magic.

Below that was an addendum for elves that might as well have said "congratulations on finishing kindergarten now get your rear end back to Ulthuan to learn actual magic"

Stephen9001
Oct 28, 2013

Blinks77 posted:

I don't bother even thinking about putting anything else there until they're guarded as well as i can manage. As the AI will run a stack through my entire territory to attack unwalled settlements given half a chance.

It's possible to exploit this by deliberately leaving a settlement unwalled, but always having an army in ambush stance outside of it. This has worked a decent amount of the time for me. If nothing else, it's hilarious when it works.

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

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Kaza42 posted:

I'll focus on High Elves, since that's who I played. The basic elf is faster, has more leadership, and has better combat stats (i.e. WS and BS) than a human. Their basic spearmen are exactly identical to the wood elf spearman, except for one special rule letting them fight better in formation. So that's probably going to be the same, with their base units being "like empire but smaller unit size and better melee attack/defense, speed and leadership". They also have the Lothern Sea Guard, which are Spearmen with bows, meaning they'll be able to have a bow frontline that fights exactly as well as their basic infantry. But the real name of the game for High Elves is Specialists.
Swordmasters have slightly worse armor than Greatswords, but attack twice as much, move faster, hit faster, and have a WS on par with other factions lords or heroes (a Swordmaster has the same Weapon Skill as Karl Franz). They can also jedi-block arrows and bullets.
White Lions have massive axes, resistance to shooting, and a high Strength only made higher by their greatweapons. They make for fantastic heavy infantry or monster hunters, and also come in Chariot form drawn by actual loving lions.
Phoenix Guard have a 4+ ward save, cause fear and have halberds. While they're no tougher than other elves, ignoring 50% of attacks makes them good defensively.
Dragon Princes are heavy cavalry (about Bretonnia armor level, not Chaos Knights) who move faster than most factions light cavalry.
Shadow Warriors fight better than most elite infantry, and shoot better than almost anyone.
Sisters of Avelorn are elite archers who shoot flaming gently caress-Evil arrows. A good place for armor piercing ranged units.

They've also got Dragon Mages, specialist heroes who can only use the Lore of Fire but come on dragons, two variety of Phoenix, and flying chariot ballistae.

You forgot Silver Helms (medium cavalry - in total warhams I imagine Silver Helms will be the shock cav and Dragon Princes the melee cav on account of their armour giving them more staying power), Ellyrian Reavers (skirmish/missile cav) and the regular horse chariots (but why would you take them when you can have loving lion chariots). Also their basic archers get to shoot in two ranks but every missile unit in total war does that anyway so maybe they'll get faster RoF or something. Also Repeater Bolt Throwers - giant automatic ballistas. Before they got nerfed some time around the Always Strikes First book they were OP as gently caress, they could fire multiple how-power, armour-penetrating, rank piercing bolts per turn and just decimate blocks of infantry.

Wafflecopper fucked around with this message at 11:13 on Feb 24, 2017

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Stephen9001 posted:

It's possible to exploit this by deliberately leaving a settlement unwalled, but always having an army in ambush stance outside of it. This has worked a decent amount of the time for me. If nothing else, it's hilarious when it works.

Unwalled, undefended settlements are like cocaine for the AI, they just can't resist the temptation.

Southpaugh
May 26, 2007

Smokey Bacon


Lord Koth posted:

It's not even remotely true, at least insofar as elves always having those rules. High Elves only gained the ASF rule in 6th edition, and as far as I'm aware Wood Elves and Dark Elves never had it (though I fell out of touch with later editions). The special rule Executioners had was Killing Blow (possibly only the human-sized version as well) if I recall correctly, but as you say were an uncommon pick because of the lighter armor saves elves had, along with always striking last due to great weapons. Also Dark Elves usually had more important things to take (like more repeater crossbows/repeater bolt throwers).

All elves had ASF in 8th edition, the striking last thing with great weapons was constantly up for debate, we used to just roll of of initiative with sword masters. Grave Guard also had killing blow but it didn't make it in Total War so I guess alot of the design stuff will be up to be changed.

High Elf talk:

Lordswise, I think Tyrion and Teclis are inevitable, insane warrior prince and frail wizard lord. Teclis can cast magic from all the human lores and high magic in the TT so he should be the very definition of a glass cannon wizard. Not sure how they would handle this, maybe quests for him to unlock the different lores or something? High Magic is like the lore of light and lore of fire had a baby.

Allarielle is a shoe in for economy/support/anti chaos roles - potentially a grombrindal-tier support character, with spellcasting.

Eltharion the Grim feels like he'd be a mini campaign lord with a campaign fighting off Grom the Paunchs goblin horde. Eltharion has a a magic item that makes him a lvl 2 wizard so hes a melee lord with I think lore of fire spellcasting.

Alith Anar would be more of gimmick hero, probably giving buffs for shadow warriors and skirmish type units. + Leadership against dark elves for sure.

I figure we'll have T1 spearmen and archers, maybe with silver helms as a basic cavalry unit.

T2 will be Sea Guard, who, to my mind would probably have to be nerfed a bit for the Total War or they would make spearmen and archers redundant. Maybe give spearmen charge defence or something and normal archers long range than seaguard?

T2 again Ellyrian Reavers, fast cavalry and maybe some flying units at this point? the weird flying chariot thing was good fun but not really a toolbox unit.

T3 is where things would get gud. Swordmasters as your anti infantry, anti armour dudes. They have great weapons by default, so I guess they would be anti armour? White Lions were supposed to be monster hunters and woodsmen who became the kings bodyguard, so they may fill an anti large role. In the TT they had heavy armour and a shooting resistance, actually both of those units had bonuses against ranged attacks.

Dragon Princes I think will be a small unit of very hard to kill cavalry, with more of a grindy role, maybe something like demigryphs but less good.

Shadow warriors are more or less like waystalkers with an axe to grind against dark elves and Sisters of Avelorn are high accuracy ranged who should make chaos units burn.

After that its dragons man, loving dragons.


High Elves are a bit like empire in so far as their armies mirrored the combined arms approach of real life armies and theres no real gimmick to them, this of course led them to being easily cheesed on the table top (block of forty Swordmasters hey) but I'd trust CA to make them interesting. Probably move some roles around for the elite units or make it so you have to unify regions of Ulthuan before you can access them.

Lassitude
Oct 21, 2003

Patch notes: https://forums.totalwar.com/discussion/191504/bretonnia-update-patch-notes/p1?new=1

So to answer the previous question better, AI welves are going full Isolationist, not just Defensive, but they will have "bursts of aggression" to reflect the Wild Hunt. Also some balance changes, whatever.

John Charity Spring
Nov 4, 2009

SCREEEEE
The balance changes look decent (speaking mostly about campaign here, as I don't play multiplayer) but the best change there is adding two extra defensive siege maps for the Wood Elves. Thank God.

Fangz
Jul 5, 2007

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

quote:

Reduced the accuracy of the Campaign AI assessment of player movement extents to improve game balance on lower difficulty settings.

I suspect this is a biggie for a lot of people.

Lassitude
Oct 21, 2003

That plus AI recruitment changes should make for a more enjoyable experience overall I think. Less chasing the AI on both the campaign and battle maps hopefully.

Tiler Kiwi
Feb 26, 2011
Looking at some of the Bretonnia mechanics, they're actually pretty ingenious in shaping playstyle to match what Bretonnia "ought" to be.

For instance, you get +2 Chivalry for beating up dudes you issued decrees against. So, a good tactic is not to destroy enemies, but to keep them around so they can push out new forces for you to fight... but it also means you don't necessarily want to exterminate enemies you defeat, because the longer their forces last, the more victories you can get from fighting them. So then, that means you sometimes may want to refrain from running down weak enemies after winning a battle. Which is something a stereotypical chivalry obsessed knight would do: maybe not for the same motives, but the outcome for an "optimal" playstyle ends up coinciding with the "proper" outcome for the Bretonnians.

That and the whole "gain a blessing for winning a heroic victory" means you're more willing to fight a battle when the more prudent option for other factions would be to come back with an overwhelming advantage, and also that you don't lose the blessing for losing a fight, but running from an attack, means you'll want to go ahead and put up at least a token fight when outmatched, which is a very face-saving style of action as well.

e: their guide on map making is pretty neat as well: https://forums.totalwar.com/discussion/191503/community-battle-map-design-best-practices

Tiler Kiwi fucked around with this message at 13:16 on Feb 24, 2017

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Southpaugh
May 26, 2007

Smokey Bacon


CA posted posted:

Orion, The King In The Woods, has issued a proclamation throughout Athel loren denying his resemblance to Mel Gibson.

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