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I'm dumb and thus decided to try out the Lorehammer mod again. So, the main reason for bullshit is the increased reinforcement range for all lords. That means even the starting Scessionist Grunburg army is within range of Grunburg to assist. Also, may be a mod conflict, but the garrisons even completely unsettled are absurd. Helmgart, ignoring the garrisoned army, has 2 General of the Empires (One is a Cav), 4 Swordsmen, 2 Halberdiers, 4 Spearmen with Shields, 1 Spearman, 5 Crossbowmen, 1 Outrider. So a 19 unit Garrison for.... a level 2 Town with a Training Field. I haven't even consolidated my first province and I already need to build a second army and stack it to even have a chance if I'm trying to get through a garrisoned force.
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# ? May 23, 2017 01:48 |
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# ? May 31, 2024 13:25 |
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Edgar Allen Ho posted:Once Warhams 2 gets here I'm just going to be even more hype for the Tomb Kings DLC. Settra and Khalida for LLs or riot. If they sideline Khalida for the way less interesting and cool Khatep I will flip my poo poo
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# ? May 23, 2017 01:52 |
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Captain Oblivious posted:Settra and Khalida for LLs or riot. Prince Apophas or bust.
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# ? May 23, 2017 02:11 |
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Lord_Hambrose posted:Prince Apophas or bust. I want Apophas as an agent. If people complain about assassins now, imagine the tears regarding a Legendary Hero assassin.
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# ? May 23, 2017 02:23 |
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It is now Turn 32 and I'm only now starting to consolidate Reikland. That might be a good thing, except I wasn't DOING anything for most of those turns besides building a pair of Doomstacks
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# ? May 23, 2017 03:35 |
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Hunt11 posted:Also any advice on how to deal with Kiev diplomatically? I am trying to build up to a military alliance but even with a positive modifier in the 30s they still wont even consent to a non-aggression pact. Curious about this too. I usually try and start gifting them money every turn (when I can afford it) in anticipation of the Chaos invasion but it still takes forever to get them to even agree to non-aggression and it's honestly tedious remembering to gift every turn. They usually end up in a bunch of dumb wars and manage to maybe grab a few more towns before slowly losing them all.
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# ? May 23, 2017 04:02 |
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Miss Lonelyhearts posted:Curious about this too. I usually try and start gifting them money every turn (when I can afford it) in anticipation of the Chaos invasion but it still takes forever to get them to even agree to non-aggression and it's honestly tedious remembering to gift every turn. They usually end up in a bunch of dumb wars and manage to maybe grab a few more towns before slowly losing them all. Five or so turns later they wanted to be my best friends in the space of one turn. What was worse about it all was that I had already had to save them from Northland or whatever who viewed attacking them as more important then the neverending stacks of viking raiders attacking their shores.
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# ? May 23, 2017 04:08 |
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Captain Oblivious posted:Settra and Khalida for LLs or riot. Settra is a given, because he will literally be screaming "SETTRA DOES NOT SERVE" the entire time and refusing to take your orders. Khalida is definitely the most interesting of the rest, at least to me, and I definitely don't seem them doing Arkhan in this context.
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# ? May 23, 2017 04:17 |
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'settra does not serve' is one of the few good things to come from the end times. the other good things are the slayer dwarf army and the sky pirate dwarf army.
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# ? May 23, 2017 04:23 |
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A 50S RAYGUN posted:'settra does not serve' is one of the few good things to come from the end times. Slayer armies were done properly in Storm of Chaos.
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# ? May 23, 2017 04:25 |
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yeah but no one in their right mind would actually play against them, so this is what i've had to settle for!!!!
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# ? May 23, 2017 05:07 |
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So about when should you expect Archon to attack on a normal difficulty campaign?
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# ? May 23, 2017 07:32 |
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Any time between turn 120 and 150 in my experience. That's on Hard but seems to hold true as a general rule if you're expanding normally.
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# ? May 23, 2017 07:58 |
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A 50S RAYGUN posted:'settra does not serve' is one of the few good things to come from the end times. The Dark Elf king being legit and the undead as defenders of the living were cool ideas. Too bad about the godawful writing. Also I think Gelt became a vampire, that's cool. With all the dudes falling to chaos in the setting you'd think more people with power would actively seek vampirism.
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# ? May 23, 2017 12:27 |
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Hunt11 posted:So about when should you expect Archon to attack on a normal difficulty campaign? Depends on how fast you expand. Personally I always trigger the Chaos invasion early.
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# ? May 23, 2017 12:36 |
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Fangz posted:Depends on how fast you expand. Personally I always trigger the Chaos invasion early. You can intentionally trigger it? How? Like is it x amount of provinces by turn y?
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# ? May 23, 2017 12:48 |
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Away all Goats posted:You can intentionally trigger it? How? Like is it x amount of provinces by turn y? Yeah it also progresses if you hit a certain number of provinces. I think maybe 7?
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# ? May 23, 2017 12:54 |
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I guess the rest of the empire/kiev were able to do something right then as despite the chaos hoards rampaging in the north almost unimposed they were able to actually kill Archon.
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# ? May 23, 2017 13:49 |
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Fangz posted:Yeah it also progresses if you hit a certain number of provinces. I think maybe 7? It is regions actually, I believe the number is 15 or so that triggers the Chaos Invasion. It is why it usually happens pretty soon in Dwarf/Greenskin games, since there are some large provinces in the Badlands. I don't recall the number to trigger the invasion with the Legendary Lords itself, but I believe it is around 25.
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# ? May 23, 2017 14:00 |
Miss Lonelyhearts posted:Curious about this too. I usually try and start gifting them money every turn (when I can afford it) in anticipation of the Chaos invasion but it still takes forever to get them to even agree to non-aggression and it's honestly tedious remembering to gift every turn. They usually end up in a bunch of dumb wars and manage to maybe grab a few more towns before slowly losing them all. power ranking means a lot. I think there are some hardcoded personalities too i.e. Grim will never agree to an alliance if he has a greater power rating than you.
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# ? May 23, 2017 14:34 |
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I made another mod to fix the other thing that has always annoyed the poo poo out of me, which is that all of my heroes/generals end up with 8+ active abilities that give various buffs that I'm too lazy to deal with so I just end up feverishly clicking all of them whenever they get into combat. The mod makes all of the activate abilities granted by non-unique (legendary lord) items into passive abilities that are either constant or trigger conditionally (some with limited activations). Link, if anyone is interested: Here are a few examples: I'm aware that the Pendant of Slaanesh looks insanely powerful, but it also kills the poo poo out of the guy wearing it.
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# ? May 23, 2017 17:02 |
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So how does something like the tormentor sword work? Vanilla you activate it and for x seconds enemies in radius are immobilized. Are enemies just auto-immobilized if they enter the units radius now?
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# ? May 23, 2017 17:07 |
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Wallet posted:I made another mod to fix the other thing that has always annoyed the poo poo out of me, which is that all of my heroes/generals end up with 8+ active abilities that give various buffs that I'm too lazy to deal with so I just end up feverishly clicking all of them whenever they get into combat. The mod makes all of the activate abilities granted by non-unique (legendary lord) items into passive abilities that are either constant or trigger conditionally (some with limited activations). Link, if anyone is interested: you are a wonderful goonperson and I wish you a long, happy life
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# ? May 23, 2017 17:30 |
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Ammanas posted:So how does something like the tormentor sword work? Vanilla you activate it and for x seconds enemies in radius are immobilized. Are enemies just auto-immobilized if they enter the units radius now? There are two things going on there. There is an ability that is active only if the unit is engaged in melee and recharges only if the unit is engaged in melee which lasts for 12 seconds with a 20 second cooldown (it automatically actives any time it isn't on cooldown and the unit is engaged in melee). That ability gives the unit +18 melee attack and an imbuement (which is an effect that does something to any unit they hit in combat, like contact poison). The effect applied by the imbuement lasts 8 seconds, does damage over time, gives -12 melee attack, and prevents movement.
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# ? May 23, 2017 17:30 |
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Any advice on good mods to get for the game?
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# ? May 23, 2017 17:45 |
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Hunt11 posted:Any advice on good mods to get for the game? imho MUST HAVES Instant Quest Battles: Obligatory. Otherwise, you will probably miss a fuckton of good upgrades for your lords because gently caress doing stupid and badly designed quests that have you send agents that you might not have in the rear end end of the world; Skip Intro Logos: STOP GETTING IN MY WAY YA GITS Home Region Movement Bonus: exactly what it says. Gives you a domestic movement bonus which is really good to deal with AI ping-ponging; Better Camera Mod: makes it much better to visualize the battlefield; Stupid Campaign Agents: disables aggressive actions by enemy agents (they still can deploy in your territory causing a lot of problems if you don't address that), which by later game can be ENORMOUSLY INFURIATING because bad implementation; Eternal Winds of Magic: gives infinite magic reserves to your casters, allowing them to cast spells based only on their natural cooldowns and capability and recharge rate (that comes from the reserve). A must have if you are not using other magic overhauls. COSMETIC IMPROVEMENTS: Less Blood, Less Gore: tones down the tarantino-esque bloodbaths that the blood for the blood god dlc added to the game; Improved Border Colors: nice cosmetic upgrade that makes territory much clearer to see; Better Black Orcs: black orcs weren't proppa black, this fixes that; Building Progression Icons: building icons show real progression instead of looking the same, a neat touch; True Chaos Warriors: makes them properly caped and armored (which is kinda a big deal in the lore since their armor is given from the gods themselves) besides adding more variety to them. Good if you are going to play Chaos; Vlad von Carstein face restored: comedy option because Isabella would be pretty pissed at him for not having at least the goddamn effort of putting his nose back god what a lazy husband GAMEPLAY TWEAKS/CHANGES Note: depending on your feel for the game, these might be cheesy or what, but for me they work pretty well. Tier 4 minor settlements: non-capitals can go up to 4. Adds a lot of planning flexibility. Applies to the AI as well. Level 60 max: Doubles the max level for your heroes and gives two skill points starting from level 15. Great if you want to have some seriously powerful lords roaming around for longer campaigns. No Great Power Penalty: removes the great power diplomatic penalty, which imo makes no sense (distrust would be much better). Global Building Bonus: unique constructions gives factionwide bonuses instead of local ones. Double Research Speed: I personally dislike the research speed in the game, but others feel that it is pretty tight as it is. Rebanner: made by our very own Wallet, makes banners a lot more useful instead of giving a "meh" bonus for an unit. Add a Rage Banner to the Tattersouls and watch the faithful go crazy bashing everything --- I didn't add any overhauls because while I have played a lot I am far from done exploring most aspects of the game, so I am not qualified to comment on those. Gejnor's mods are pretty on point though from his analyses (like making greenskins stronger) and goons have a very good opinion on it, while Steel Faith seems to be the big standard on general overhauling of the game.
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# ? May 23, 2017 18:54 |
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Wallet posted:There are two things going on there. There is an ability that is active only if the unit is engaged in melee and recharges only if the unit is engaged in melee which lasts for 12 seconds with a 20 second cooldown (it automatically actives any time it isn't on cooldown and the unit is engaged in melee). That ability gives the unit +18 melee attack and an imbuement (which is an effect that does something to any unit they hit in combat, like contact poison). The effect applied by the imbuement lasts 8 seconds, does damage over time, gives -12 melee attack, and prevents movement. So you aren't able to control its activation beyond not engaging the unit in combat? Nah...interesting idea for some player-activated skills though. Tormentor sword is one of my favorite abilities. I like your banner mod a lot though. More !
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# ? May 23, 2017 20:30 |
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Ammanas posted:So you aren't able to control its activation beyond not engaging the unit in combat? Nah...interesting idea for some player-activated skills though. Tormentor sword is one of my favorite abilities. the point is not to have to worry about its activation. With the duration/cooldowns of the effects, the unit using it should be able to permanently lock down a single target if they stay on them. The Tormentor Sword ability is already quite powerful; if the effect was a constant AOE hex it would be obscene.
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# ? May 23, 2017 20:45 |
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The point of an active ability is being able to use it when you choose to though, like maybe to turn a fight in your favor at a critical time. Having it just automatically go off defeats the purpose, for me at least.
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# ? May 23, 2017 20:52 |
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Jamwad Hilder posted:The point of an active ability is being able to use it when you choose to though, like maybe to turn a fight in your favor at a critical time. Having it just automatically go off defeats the purpose, for me at least. Yeah, it's not for everyone, I just can't be arsed to click on them. There are enough active abilities between spells and skills for me.
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# ? May 23, 2017 20:56 |
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Steel Faith is really fun. I've never seen a full changelog for it though, so I've kinda learnt it as I go over the past while. It includes T4 settlements. Garrisons are rebalanced and generally stronger-most buildings give a unit or two, so say building a barracks will give add a swordsmen to the garrison. Building a gallows adds a zombies. And so on. I like this as it makes the AI a bit better at putting up a fight. Building effects are reworked and they're mostly more balanced imo. Each main faction capital allows one of each hero, which helps balance out the agent game. No more goblin big bosses running rampant before you ever get witch hunters. A lot of elite units are shrunk and crap units expanded. So for example skellington units have 210 skullbros, whereas Blood Knights have 20, Grail Guardians just 6. Stats are of course reworked too. Grail Guardians pull their weight and are ultra badass, but it makes elites less of a no-brainer. A few six-man murdersquads is great but a whole stack of them can't exactly hold off a swarm of bad guys like they can in the base game with 60 or so. I'd give it a go, especially if you've played out the base game. The better garrisons in particular make VC more of a challenge since it's a bit harder to just blitz Sylvania. Vlad and his beastly starting army and siege attacker trait are still monstrous, but since you start out in the red you're at least racing the clock before you go bankrupt. Templehof can often put an 18-stack garrison against you alongside its main army within 10 turns. Vlad, Knights, and Vargheists alone can still chew through infinite enemies but it's a bit tougher. As Mannfred or one of his backups you might actually have to think a bit instead of just steamrolling like you normally can. It's definitely not the stupid slog that the guy describing Lorehammer experienced though. You can have Sylvania by turn 10 or 20. Also, am I missing something or is Vlad just flat-out the better start for Von Carstein? Izzy's vampire weapon skill bonus isn't THAT great, and you get the melee attack and defense buffs regardless of whether you start as her. Meanwhile Vlad's starting army is just flat-out way better. Blood Knights and Varghulfs will tear apart the chaff the other VC factions throw at you. I don't even remember his campaign bonus, movement range? It doesn't matter, he doesn't need one. Plus getting his XP boosting skill ASAP is obviously worth it. Still struggling to find a use for bats. They die to fuckin war machine crews. Kinda wish VC were still Draculas. Manny: Mum and Dad:
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# ? May 23, 2017 22:42 |
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What is up with Vlad's hand in that picture?
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# ? May 23, 2017 22:51 |
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Edgar Allen Ho posted:
Vlad is indeed awesome but Isabella has a pretty great campaign bonus. Vlad gets +5% movement for all characters which is good, and Isabella gets +3 vampire limit AND +25% weapon strength to vampires. Vlad does have the better starting army, but each one can recruit the other by turn 2 so the other bonuses aren't as big a deal since you'd be insane not to have both ASAP.
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# ? May 23, 2017 23:45 |
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Isabella is still pretty Dracula, even after she caught the Clamshell Disease:
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# ? May 23, 2017 23:56 |
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dead comedy forums posted:MUST HAVES Is this referring to how it's really obnoxious to chase down AI armies since they'll just go to March stance and run away, plus if you do catch them they'll just retreat and then they're out of reach again. Unless you have a hero to block them. drat Dirty Ape posted:Vlad is indeed awesome but Isabella has a pretty great campaign bonus. Vlad gets +5% movement for all characters which is good, and Isabella gets +3 vampire limit AND +25% weapon strength to vampires. Vlad does have the better starting army, but each one can recruit the other by turn 2 so the other bonuses aren't as big a deal since you'd be insane not to have both ASAP. I tried Isabella as my first VC game and while the idea of running around with a few super-powerful vampire heroes sounds cool, it makes their spellcasting pretty redundant since every caster on the same side shares the same Winds of Magic power pool. I didn't know that until I rolled into battle with my two starting Vamp heroes thinking "nice I can spam Nehek a bunch" but nope!
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# ? May 24, 2017 01:20 |
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That's true, but you can also turn them into melee murder machines which is what I do with the majority of them.
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# ? May 24, 2017 01:23 |
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drat Dirty Ape posted:That's true, but you can also turn them into melee murder machines which is what I do with the majority of them. And then any extra vamps in the army can just be melee monsters after you've covered your spell options and campaign bonuses.
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# ? May 24, 2017 01:37 |
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Turns out it's hella easy to confederate Vlad as Mannfred. Sadly he doesn't get his vanguard deployment if you do. Still a beastly combination of LLs though.
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# ? May 24, 2017 07:00 |
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New mod dropped from FrostyDemise. http://steamcommunity.com/sharedfiles/filedetails/?id=931732032 Changelog here. https://docs.google.com/document/d/1LNgxhUYjFBomrN-ydq58GLyL3WPYNUKRgH4YzV-cALo/edit#heading=h.fat7uclqrxbp
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# ? May 24, 2017 09:30 |
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# ? May 31, 2024 13:25 |
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I love getting the wardancer event in the late game as being able to recruit max rank units with not too much investment is great.
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# ? May 24, 2017 12:44 |