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A stronger Bretonnia should also help with containing the green threat.
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# ? Feb 24, 2017 01:28 |
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# ? May 29, 2024 06:41 |
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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
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# ? Feb 24, 2017 01:40 |
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I just hope the Bretonnia AI won't build armies consisting of 80% cavalry anymore, it's really dumb to fight those.
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# ? Feb 24, 2017 01:51 |
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!!
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# ? Feb 24, 2017 01:55 |
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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?
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# ? Feb 24, 2017 01:58 |
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Gamerofthegame posted:I don't think you get bretonnia!!
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# ? Feb 24, 2017 01:58 |
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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.
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# ? Feb 24, 2017 02:08 |
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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. Also to slightly tone down their red upgrade tree or split them into two skills like every other faction.
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# ? Feb 24, 2017 03:19 |
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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!!!
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# ? Feb 24, 2017 03:38 |
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jokes posted:Techniqually the Grail Reliquae isn't cavalry!!! 100% Cavalry is about right for Brettonia.
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# ? Feb 24, 2017 03:46 |
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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 |
# ? Feb 24, 2017 04:27 |
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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?
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# ? Feb 24, 2017 04:40 |
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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.
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# ? Feb 24, 2017 04:54 |
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 |
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# ? Feb 24, 2017 05:11 |
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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
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# ? Feb 24, 2017 05:38 |
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.
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# ? Feb 24, 2017 05:45 |
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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.
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# ? Feb 24, 2017 06:06 |
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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.
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# ? Feb 24, 2017 06:25 |
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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.
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# ? Feb 24, 2017 06:37 |
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he was... pretty good
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# ? Feb 24, 2017 06:37 |
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I can totally imagine a goblin Fultoning someone. fakeedit: balloon squig
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# ? Feb 24, 2017 07:06 |
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Night10194 posted:Then how do you explain Karl 'I can keep the Holy Roman Not Empire together in the face of Sigmarite protestants' Franz. You'd get swole too if your symbol of office was a fuckhuge dwarven warhammer!
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# ? Feb 24, 2017 07:21 |
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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.
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# ? Feb 24, 2017 07:23 |
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Night10194 posted:Then how do you explain Karl 'I can keep the Holy Roman Not Empire together in the face of Sigmarite protestants' Franz. 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.
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# ? Feb 24, 2017 07:27 |
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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. 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. He is Franz, they will obey
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# ? Feb 24, 2017 07:39 |
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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. You've snottily asked this like 3 times and ignored people giving you the answer. The problem is you dude, not the game.
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# ? Feb 24, 2017 08:29 |
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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. I hate to tell you this, sauer kraut, but it seems that there is a good chance you loving suck at playing Empire.
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# ? Feb 24, 2017 08:50 |
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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. 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.
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# ? Feb 24, 2017 08:54 |
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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.
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# ? Feb 24, 2017 09:28 |
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Ze Pollack posted:Karl Franz is expected to be a warrior-statesman, general and facesmacker. 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"
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# ? Feb 24, 2017 10:42 |
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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.
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# ? Feb 24, 2017 10:59 |
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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. 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 |
# ? Feb 24, 2017 11:10 |
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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.
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# ? Feb 24, 2017 11:45 |
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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.
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# ? Feb 24, 2017 12:29 |
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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.
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# ? Feb 24, 2017 12:34 |
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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.
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# ? Feb 24, 2017 12:39 |
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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.
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# ? Feb 24, 2017 12:41 |
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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.
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# ? Feb 24, 2017 12:43 |
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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 |
# ? Feb 24, 2017 13:06 |
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# ? May 29, 2024 06:41 |
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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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# ? Feb 24, 2017 13:32 |