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GuardianOfAsgaard posted:Blasting charges have always exploded on impact. I thought they used to sit on the ground before exploding a sec or two later? At least, I distinctly remember that.
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# ? May 29, 2017 12:50 |
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# ? May 30, 2024 06:26 |
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Onmi posted:Still not working, I don't know what's wrong now. Did you give the effect a description in the localization files? It will still give the ability, but it wont show up on the tool-tip without it.
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# ? May 29, 2017 12:53 |
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Wallet posted:Did you give the effect a description in the localization files? It will still give the ability, but it wont show up on the tool-tip without it. Indeed. It's just not in Franz's skill list. I have "Enable Out of Date Mods" on, because it shows it as out of date, but I don't think that should change anything. Onmi fucked around with this message at 13:33 on May 29, 2017 |
# ? May 29, 2017 13:29 |
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Onmi posted:Indeed. It's just not in Franz's skill list. I have "Enable Out of Date Mods" on, because it shows it as out of date, but I don't think that should change anything. I mean the ones from local_en.pack>text>db.
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# ? May 29, 2017 14:45 |
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toasterwarrior posted:Wow, ok, either a vanilla patch or SFO changed how they work but Dwarf blasting charges explode on impact in my game and they are brutal as gently caress at stopping charges dead and laying into flanks. Mammon's mod also has a technology-line skill that doubles blasting charge reserves on top of the usual ammo techs and skills, so a miner unit can toss a disgusting amount of explosives. A great weapon unit will still do better in an extended melee, but the burst damage is incredible, which I suppose is the whole shtick of the technologist line compared to traditionalist and survivalist lines. This makes me want to hurry up and jump back to Dwarves to see how they are in Steel Faith. I'm using Empire and even with him and Gelt being pretty good (not sure about changes made to Volkmar as I got him pretty late in the game) Vampires are absolutely BRUTAL. I mean you might see how many free garrison units you get for miscellaneous buildings and think "Man, this settlement is going to be impregnable" but trust me you need every last man because a full stack of VC (which is very likely to have multiple heroes and RoR will easily roll through a T4 settlement with T2 garrison/walls and seriously Jeopardize Capitals. I've actually had better luck engaging them in the open where I can direct mass artillery at them from range to thin their numbers, because their Lord/characters individually seem to make up like 10% of their army's cumulative strength. Seriously, there could be a Lord and like 4,000 other units in the battle, you wipe everything else out and that Vampire Lord is still like 20% of the total army strength. It seems like they removed the regen cap in the mod which makes VC obscenely stronger, because a lord who is already pretty hard to consistently hit and damage can recover so much health the few times he does have his HP bar drop down a pixel. Anyway, how are the changes to the Dwarves? I will say the changes to magic have been impressive, and happy to see that magic is often what sways them in my favor in some battles.
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# ? May 29, 2017 14:54 |
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Trying to download some of the free dlc for the game but every time I click the download button it opens up the total war launcher.
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# ? May 29, 2017 15:08 |
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Hunt11 posted:Trying to download some of the free dlc for the game but every time I click the download button it opens up the total war launcher. As weird as it sounds this is intended behaviour. Each time you do it, close the launcher, activate more free DLC, close the launcher again, etc etc.
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# ? May 29, 2017 15:26 |
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Wallet posted:I mean the ones from local_en.pack>text>db. Still nothing.
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# ? May 29, 2017 15:54 |
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Panfilo posted:This makes me want to hurry up and jump back to Dwarves to see how they are in Steel Faith. I'm using Empire and even with him and Gelt being pretty good (not sure about changes made to Volkmar as I got him pretty late in the game) Vampires are absolutely BRUTAL. I mean you might see how many free garrison units you get for miscellaneous buildings and think "Man, this settlement is going to be impregnable" but trust me you need every last man because a full stack of VC (which is very likely to have multiple heroes and RoR will easily roll through a T4 settlement with T2 garrison/walls and seriously Jeopardize Capitals. I've actually had better luck engaging them in the open where I can direct mass artillery at them from range to thin their numbers, because their Lord/characters individually seem to make up like 10% of their army's cumulative strength. Seriously, there could be a Lord and like 4,000 other units in the battle, you wipe everything else out and that Vampire Lord is still like 20% of the total army strength. This was my experience too. I rested on my laurels because in vanilla a T3 walled settlement is nigh impregnable as Empire but in SFO it's a basic necessity so you can move an army to help out a settlement before the inevitable attack. Seriously, a T5 settlement with T3 walls and a full army in the settlement isn't always enough to beat a full vamp army (4+ stacks), and you'll fight a lot of 4+ stack vamp armies. SFO is the poo poo. Not the airport.
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# ? May 29, 2017 16:39 |
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Does anyone else Steel Faith mod make the game either crash on the first screen or stay loading forever?
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# ? May 29, 2017 16:44 |
FAT CURES MUSCLES posted:Does anyone else Steel Faith mod make the game either crash on the first screen or stay loading forever? Got any other mods running? I had to disable a chaos expanding mod.
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# ? May 29, 2017 16:48 |
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Kroq-Gar looks cool af. https://twitter.com/totalwar/status/869176633541918721
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# ? May 29, 2017 16:57 |
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Panfilo posted:It seems like they removed the regen cap in the mod which makes VC obscenely stronger, because a lord who is already pretty hard to consistently hit and damage can recover so much health the few times he does have his HP bar drop down a pixel. A submod just came out that re-enables the regen cap again if you feel that it makes vampires too powerful. Regarding the Dwarfs: I've been playing them in SFO for the longest time and I feel that they've been vastly improved across the board. The biggest winners are units often seen as overcosted or bizarrely ineffective, like Hammerers (who are elite infantry killers to a dwarf), Flame Cannons (still don't like them but are much slower but more brutal mortars, essentially), Gyrocopters of all varieties (good at shooting their intended targets, and their bombs swing battles), and Slayers (suicide missiles that will kill the large targets you send them at). Meanwhile, your general purpose units have smaller unit counts but are stronger, which really makes you feel outnumbered (and you will be) in every battle against the Greenskins. Most importantly, Dwarf mass has been increased all across the board, so chariots won't turn your lines into a tangled mess as long as you maintain proper facing. It's a great take on the Dwarf faction.
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# ? May 29, 2017 17:00 |
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toasterwarrior posted:A submod just came out that re-enables the regen cap again if you feel that it makes vampires too powerful. Trying out Dwarves I am getting surprisingly crushed by Bloody Spears. Like Vampires, they made Greenskins a lot more numerous and dangerous and you gotta get walls up ASAP. I also got the submod which adds new lord/hero types, and for the Dwarves you get an Engineer Lord who is amazing, he's got the potential to make your ranged and artillery so hilariously strong (giving everybody a 15% range boost on top of the research range boost Irondrakes get will be hilarious). I know that range boosts don't work properly for artillery but even just applying it to your Quarrelers, Thunderers, and Gyrocopters is pretty significant.
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# ? May 29, 2017 17:10 |
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toasterwarrior posted:I thought they used to sit on the ground before exploding a sec or two later? At least, I distinctly remember that. They did for a while, but it made satchel charges suck so it got changed back in a patch.
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# ? May 29, 2017 17:18 |
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The one thing I don't like about sfo is reducing the number of elite cavalry models per unit. Blood Knights just aren't as cool when it's only 6 or 8 dudes charging a line
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# ? May 29, 2017 17:38 |
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Good thing it's 20 then
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# ? May 29, 2017 17:39 |
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Scrub-Niggurath posted:The one thing I don't like about sfo is reducing the number of elite cavalry models per unit. Blood Knights just aren't as cool when it's only 6 or 8 dudes charging a line Demigryff knights always felt kinda cool because of their small unit size though. You guys have hyped up sfo enough, I'm gonna check it out!
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# ? May 29, 2017 17:43 |
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SFO does seem to make Hammerers more effective. By doing bonus damage to enemies that get knocked around, they seem to function similar to Greatswords; an armor piercing anti elite unit that is still decent vs chaff. In the Hammerers case, it's by making each one work like a mini-lord by swatting 5 chaff guys to death each swing. It's an interesting niche-like shock cavalry these guys are theoretically very effective against targets with poor knockback resistance.
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# ? May 29, 2017 17:47 |
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Panfilo posted:Trying out Dwarves I am getting surprisingly crushed by Bloody Spears. Like Vampires, they made Greenskins a lot more numerous and dangerous and you gotta get walls up ASAP. I also got the submod which adds new lord/hero types, and for the Dwarves you get an Engineer Lord who is amazing, he's got the potential to make your ranged and artillery so hilariously strong (giving everybody a 15% range boost on top of the research range boost Irondrakes get will be hilarious). I know that range boosts don't work properly for artillery but even just applying it to your Quarrelers, Thunderers, and Gyrocopters is pretty significant. Unfortunately from what I remember in the thread, range boosts sometimes don't work depending on the projectile type the unit uses (?). Cannons and poo poo work fine, it's the Irondrakes that bug out because of the projectile they use. Apparently the fire streams turn into a firestorm if you turn up the range too high or something. I'm also totally going to use that submod once they get Kurt Helborg up and running. Judging from their Googledocs, he's going to be their premier cavalry lord, which is going to be cool to see since I can roll with 4 Empire LLs that have their own playing style. Unfortunately, I may have to drop Mammon's mod when I do that, though I suppose it won't be so bad since I can just re-enable it for Dwarf playthroughs. Speaking of which: Gyrocopters are definitely fun to use, and I think my theory on how they're suited for a playstyle reliant on damage spikes is sound based on their performance. I played the quest battle for Thorgrim's first legendary item, and the copters got enough harassment done on the wolf rush that two Thunderer units and accompanying melee units eventually routed them with no melee contact whatsoever. When it came to harassing their ranged line, the copters didn't do as reliably as Quarrelers do when it came to killing them quickly, but they did a serviceable job nonetheless. Amazingly enough, somehow the second army completely broke right as my shooters were repositioning to engage them; likely because my Thunderers and Irondrakes pretty much killed the entire first wave, including Lords and Heroes. On the mass rout, the copters did fantastically, pulling the usual 200+ kills I would get from Grudge Throwers. If anything, Mammon, I think their weakness at the moment is that they don't shoot fast enough since with the +25% ammo skill, the copters still had around a third of their reserves by the time every Greenskin got away, though this will probably change as I get the reload rate tech and level them up some. Also Mammon, I think your skill boosts to Gyrocopters are bugged. Namely, they're receiving armor and ammo bonuses but not the damage bonuses. Can't comment on reload rate as I have not gotten the tech for that yet. EDIT: NEW poo poo! Let's get real: the trait system (apart from Bretonnia) is rear end and basically vestigial at this point because successful Lords get saddled with random and illogical bullshit and unsuccessful Lords generally wind up dead. Get this and never worry about Thorgrim deciding that those Greenskin lads aren't so bad after all or Karl Franz becoming an unjust tyrant after refusing to take demon vikings as prisoners: http://steamcommunity.com/sharedfiles/filedetails/?id=935365491 toasterwarrior fucked around with this message at 18:24 on May 29, 2017 |
# ? May 29, 2017 18:16 |
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I will say though that the autoresolve being way off can be seriously annoying, as dwarves I'd always be heavily unfavored yet I'd handily win with minimal losses. I ended up having to play out every tedious minor skirmish because if I didn't a half stack of greenskins would ransack my T2 settlements
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# ? May 29, 2017 19:53 |
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yeah you guys have guaranteed i'll never download steel faith because that sounds awful.
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# ? May 29, 2017 19:58 |
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Gay Horney posted:yeah you guys have guaranteed i'll never download steel faith because that sounds awful. Don't let that discourage you, I'm sure it is some oversight. Overall I'm finding it makes a lot more matchups much more interesting. I play on Ultra and as Dwarves Greenskins/Vampire Counts are absolutely swarming with units. Previously one-sided stomps are now tense battles that put a lot more emphasis on the player to swing things favorably. Also, a Master Engineer can get artillery to end up doing something like 50% more artillery damage with skills alone, and when you count his special abilities and research you're looking at cannons that can wreck dangerous big monsters from extreme range. Not to mention all the firey explodey stuff you can throw their way from your infantry. It just makes everything more useful but because it is pretty fair with spreading the love it also makes the game more tense and challenging as well. As Empire magic is a lot stronger but you'll need it because every Vampire you fight is downright superhuman. As Dwarves ranged and artillery is even better but you'll need it because they can throw a ton more bodies your way. As Vampire Counts your lords and chaff units are better but you'll need it because your opponents will take no quarter. As Greenskins you likely have parity from sheer numbers so you don't have to spam rok lobbas/sneaky stabbas as much anymore. It also slows down the rate the AI confederates so they'll be less of a direct threat in a lot of situations, and you'll see more emergent behavior. In my Empire game Mousillion gained a ton of headway because Brettonia didn't confederate toghether and the Frenchy vampires ended up being much stronger overall than even Vampire Counts faction itself simply by taking over half of their territory. Diplomacy becomes a lot more useful since you can hold off some factions while fighting others- I was at war with Vampire counts but had trade agreements going on with Templehoff, for example) so managing that aspect becomes more useful, especially for factions that get research benefits toward diplomacy rating.
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# ? May 29, 2017 20:18 |
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The only thing I don't like about SFO at this point is that Wood Elves do poo poo before the first Chaos invasion. What the gently caress is Durthu doing in the Badlands, gently caress off you loving tree nazi. Rot in your forest shithole until the spikeys start appearing. Yes I know, Elves not doing anything in vanilla until Chaos comes is also kinda lame but whatever, gently caress elves.
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# ? May 29, 2017 20:30 |
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toasterwarrior posted:Also Mammon, I think your skill boosts to Gyrocopters are bugged. Namely, they're receiving armor and ammo bonuses but not the damage bonuses. Can't comment on reload rate as I have not gotten the tech for that yet. I'm away from my primary computer, but I'll see if I can get the game running well enough on my laptop to make some changes. Since I can't modify splash damage, I'm thinking of changing the skill to improve fire rate and ammo if that sounds reasonable. Edit: Unless someone knows how to modify splash damage, of course! KPC_Mammon fucked around with this message at 21:08 on May 29, 2017 |
# ? May 29, 2017 21:04 |
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KPC_Mammon posted:I'm away from my primary computer, but I'll see if I can get the game running well enough on my laptop to make some changes. I'll keep you posted when I reach the Gyrocopter techs since they also improve missile damage. Also, maybe the +explosion thing from the Master Engineer's final yellow skill is the splash damage boost? I'm still mystified by it, can't find details on what it actually does at all.
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# ? May 29, 2017 21:10 |
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Onmi posted:Still nothing. If you're not seeing the skill in game at all but the game is loading, then you're missing some component somewhere. I'd suggest searching for a similar skill from the base game in Dave and going from there, making sure you haven't missed anything. Alternatively, you could open up someone else's mod that adds new skills. You could also see if the spell/ability you added shows up correctly if you assign it to a skill that already exists. Skills aren't something I have messed with at all, so I can't really tell you more than that. Wallet fucked around with this message at 21:29 on May 29, 2017 |
# ? May 29, 2017 21:27 |
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I've been playing some Steel Faith Overhaul and one of the things I really enjoy about it is that it feels like just a remix of the base game (opposed to a complete reworking of the game), in a good way. Unlike a lot of previous total war titles and their 'acclaimed' overhaul mods I don't feel like Steel Faith Overhaul is 1) really 'needed' to make the game better and 2)not recommended for a first time player. However if you have been playing the game since release it does a good job of mixing up the game enough to give you some of that mystery the game had on release. For example I want to try out all the units again and see what has changed instead of going with the tested and true army builds I would always fall into using in the past. The fact that it is compatible with Legendary Lords Remastered, Rebanner and Instant Quest Battles is cool too. Captain Beans fucked around with this message at 21:33 on May 29, 2017 |
# ? May 29, 2017 21:30 |
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Gay Horney posted:yeah you guys have guaranteed i'll never download steel faith because that sounds awful. I believe the mod that balances auto resolve can also be used with SFO
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# ? May 29, 2017 23:36 |
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Scrub-Niggurath posted:I will say though that the autoresolve being way off can be seriously annoying, as dwarves I'd always be heavily unfavored yet I'd handily win with minimal losses. I ended up having to play out every tedious minor skirmish because if I didn't a half stack of greenskins would ransack my T2 settlements
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# ? May 29, 2017 23:44 |
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The AR is wonky but I never feel it hosed with me in an unfair manner. Like, it might SAY who knows what'll happen but I've won battles with next to no losses where the AR was pretending it'd be an absolute slaughter. I just interpreted it to be the modmaker trying to introduce some wariness on people who rely on AR because it's kind of lame how late-game you don't really fight many battles yourself you just roll the AR dice. Honestly, it happens the most when unit sizes are taken into account.
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# ? May 30, 2017 00:20 |
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I figured it out! It was the Land Units table, it was making it considered an ability like a regular unit would have it! Now to test it in battle. EDIT: Okay, the skill node shows up, but no actual ability is in Karl's bar. so I have to assume I've messed something up. EDIT: I appear to have Schrodinger's Skill node. Sometimes it pops up, othertimes it does not. And what I do between edits makes no difference. Onmi fucked around with this message at 10:26 on May 30, 2017 |
# ? May 30, 2017 07:40 |
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Gay Horney posted:yeah you guys have guaranteed i'll never download steel faith because that sounds awful. If you're talking about the autoresolve. It makes me want to download it. My last Orc campaign I got the long campaign victory with 2 battles actually played instead of autoresolved. Both were quest battles.
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# ? May 30, 2017 13:29 |
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It also has a lot of battles where the power bar is like 90% stripey (I assume the striped portion indicates random chance). Generally if you have a battle like this it is definitely winnable if you play it well. I'm impressed with goons that can pull these wins when the bar is completely red. For me it only seems to happen when everything is going in my favor. Like I have the perfect terrain advantage, enemy reinforcements are coming in from very far away and attacking piecemeal, etc.
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# ? May 30, 2017 13:41 |
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Striped portions in the auto-resolve bar means your Lord sucks and can't correctly estimate odds.
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# ? May 30, 2017 13:56 |
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The carnosaur looks loving great in this video. https://twitter.com/totalwar/status/869539106589728768
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# ? May 30, 2017 14:02 |
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John Charity Spring posted:The carnosaur looks loving great in this video. Some mounts, like horses and even eagles, have a rider to enhance their battle strength and do the bulk of the fighting. For other mounts, like carny here, the rider seems to just be decoration. Even if the old blood could reach the enemy, I doubt being hit with a kinda spiky club is going to contribute much compared to an acrobatic T-Rex
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# ? May 30, 2017 14:40 |
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John Charity Spring posted:The carnosaur looks loving great in this video. That elf trying to crawl away. Death to all elves.
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# ? May 30, 2017 15:14 |
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Gotta say, Skaven are going to have to come out strong because the Lizards are on loving point so far. Goddamn that Carnosaur looks rad as hell
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# ? May 30, 2017 15:18 |
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# ? May 30, 2024 06:26 |
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So a friend and I started a Steel Faith campaign, turn two I noticed that the Red Duke had left the castle, so I seiged it. They came back immediately. Proceed the bloodiest battle of all time, especially on turn two. I had the Lord, a Paladin, 5 units of cavalry, 2 units of archers, 2 peasant mobs, and two spearmen men at arms units against an insane number of skeletons, zombies, ghouls, Grave Guard, Crypt Horrors and the Red Duke. We won, with my Paladin and 3 mostly dead units of Knights of the Realm managing to break the last zombies and skeleton spearmen. I had 499 total survivors of the battle (with less than 100 of them still on the field), and the total casualties in the fight was something like ~3800 dead. Since I'd been seiging the town, I took it as the entire garrison was killed in the battle. Highlights include: watching my bow peasants charge zombies and break on contact once their ammo was depleted. Five units of Knights literally plowing over multiple Zombie units and passing straight through without stopping! The Red Duke loving running around like Superman after units of knights and keeping pace in a horrifying game of tag. Crypt Horrors taking a charge from Knights Errant and giving zero fucks and promptly dismembering half the unit while they tried to get away. My Paladin going toe to toe with the Duke long enough for some knights to charge him over and over and throw him around until he broke. Most insane battle I've played out and possibly only worked because it was co-op. My economy was wrecked because I lost the Lord for turns, which took my Knights units upkeep sky high, all sorts of craziness. But hey, Mousillion dead on turn two. Feels good.
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# ? May 30, 2017 15:41 |