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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Ammanas posted:

Yeah I found the hyping of VC lords in SFO was way overblown. They die quickly to gunlines just like in vanilla.

Try fighting them as a faction without gunpowder. :smith:

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John Charity Spring
Nov 4, 2009

SCREEEEE
So the flyover video sort of implies that Kroq-Gar's campaign start is near/at the Fallen Gates, which is the E3 demo battle. The demo battle is quite scripted and involves successive waves of troops padding out the player's army - do we reckon this is the kind of half-tutorial intro battle that'll kick off the campaign? Quite involved if so.

Nasgate
Jun 7, 2011

Kanos posted:

Try fighting them as a faction without gunpowder. :smith:

Grimgor(or really any orc warboss) and a couple rock lobbas will kick some candy vampire rear end while just regular boyz can clown on chaff.

Iymarra
Oct 4, 2010




Survived AGDQ 2018 Awful Games block!
Grimey Drawer
With the sighting of the Tomb King ship, does this mean that Skaven are basically out as 4th faction or is that just possibly a wandering ship that'll give rise to an actual dlc army?

Dandywalken
Feb 11, 2014

Innerguard posted:

With the sighting of the Tomb King ship, does this mean that Skaven are basically out as 4th faction or is that just possibly a wandering ship that'll give rise to an actual dlc army?

The latter, almost certainly.

jokes
Dec 20, 2012

Uh... Kupo?

Innerguard posted:

With the sighting of the Tomb King ship, does this mean that Skaven are basically out as 4th faction or is that just possibly a wandering ship that'll give rise to an actual dlc army?

Honestly, it'll probably be like Bretonnia. Limited roster, nothing going on with them until the DLC comes out. Maybe they get lucky with autoresolve and become a major power but probably not. Fight them if you want to experience their roster.

They might send an errant fleet here and there though. Much like Lizardmen they're more into the whole "get revenge or get our poo poo back no matter where they run" type.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

John Charity Spring posted:

So the flyover video sort of implies that Kroq-Gar's campaign start is near/at the Fallen Gates, which is the E3 demo battle. The demo battle is quite scripted and involves successive waves of troops padding out the player's army - do we reckon this is the kind of half-tutorial intro battle that'll kick off the campaign? Quite involved if so.

I'm guessing the Fallen Gates is Kroq's first quest battle. Kroq's quests I'd imagine will focus on reclaiming the fallen temple-cities while Mazdamundi is off doing something weird with the Old Ones' plans.

Scrub-Niggurath
Nov 27, 2007

Innerguard posted:

With the sighting of the Tomb King ship, does this mean that Skaven are basically out as 4th faction or is that just possibly a wandering ship that'll give rise to an actual dlc army?

Ever since they confirmed that the southlands would be added it's been pretty much guaranteed that Tomb Kings would be a DLC army


e: I genuinely hope they expand Tilea as a faction and give them voice acting because it is in fact canon that Tileans speak with a dumb "eyy whatsamatta you?" Italian accent

Scrub-Niggurath fucked around with this message at 23:35 on Jun 21, 2017

Lord_Adonis
Mar 2, 2015

by Smythe
If the Southlands are added, will Araby be added as a faction? I know that the old Warmaster game included a roster and models for them- are CA able to use Warmaster materials as inspiration? I think that the Southlands wold be a bit sparse without them. If CA can include Norscans in this expansion, despite them never having had a unit roster or models (to my knowledge), then it shouldn't be much trouble to include Araby. In fact, I have to wonder whether the Norscans will just be reskinned Chaos units. Also, what are the prospects for proper naval combat to be added to the game at some point? Will it be added as a DLC or included in another expansion?

Lord_Adonis fucked around with this message at 23:33 on Jun 21, 2017

Gejnor
Mar 14, 2005

Fun Shoe
They very well might since CA has said they've been given the green-light to do whatever they drat well want by GW in regards to factions and units.

Mordja
Apr 26, 2014

Hell Gem
...That said they'll probably be like every other minor, human faction and just use the empire's roster for now.

Beffer
Sep 25, 2007

Scrub-Niggurath posted:

Ever since they confirmed that the southlands would be added it's been pretty much guaranteed that Tomb Kings would be a DLC army


e: I genuinely hope they expand Tilea as a faction and give them voice acting because it is in fact canon that Tileans speak with a dumb "eyy whatsamatta you?" Italian accent

Total Wario: Mariohammer

Grand Prize Winner
Feb 19, 2007


Beffer posted:

Total Wario: Mariohammer

That one m2tw with the cookie monsters and shreks probably has a mario faction.

Scrub-Niggurath
Nov 27, 2007

Here's an actual Tilean quote from a GW-published rulebook

"There issa' nothing lika da siege for da true spirit of war! When I sit inna' the camp, watching the enginesa' shooting de great big rocks at the walls, and smashing de place up, itta' warms my heart. You canna keppa' your battles and all that noisy cavalry boom-boom stuff."

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

Gejnor posted:

They very well might since CA has said they've been given the green-light to do whatever they drat well want by GW in regards to factions and units.

even money's on them being Brettonia reskins to match the Kislev/Tilea/Border Princes Empire reskins

like them some cavalry, the Arabyians

Gonkish
May 19, 2004

Didn't think I could get more hyped. I was wrong. :allears:

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Lord_Adonis posted:

If the Southlands are added, will Araby be added as a faction? I know that the old Warmaster game included a roster and models for them- are CA able to use Warmaster materials as inspiration? I think that the Southlands wold be a bit sparse without them. If CA can include Norscans in this expansion, despite them never having had a unit roster or models (to my knowledge), then it shouldn't be much trouble to include Araby. In fact, I have to wonder whether the Norscans will just be reskinned Chaos units. Also, what are the prospects for proper naval combat to be added to the game at some point? Will it be added as a DLC or included in another expansion?

They've said they can do naval combat they just don't want to right now

Blinks77
Feb 15, 2012

StashAugustine posted:

They've said they can do naval combat they just don't want to right now

...3rd game then?
Or DLC?

....I'm not sure what strange magic CA worked to make me ask for more dlc >.<

SSJ_naruto_2003
Oct 12, 2012



I wish sieges weren't so lovely. I haven't played any total wars in a while but I seem to remember medieval and Rome having large settlements years ago. Now it's just an open field, the walls, and maybe two rows of buildings.

The GCCM custom map packs are good though.

Lassitude
Oct 21, 2003

Blinks77 posted:

...3rd game then?
Or DLC?

....I'm not sure what strange magic CA worked to make me ask for more dlc >.<

Their line has been to say they've decided the game will focus on land combat, and so they will not be doing naval combat. That said, they clearly did have more of an interest in naval combat previously, as there are icons and such for naval units (only a few per side) in the TWW1 files.

And to be fair, it'd be a big undertaking. Warhammer naval battles have magic, flying stuff, submarines, steam-powered ships, monsters, and so on. I could see it being a 4th game.

Lassitude fucked around with this message at 04:22 on Jun 22, 2017

Blinks77
Feb 15, 2012

SSJ_naruto_2003 posted:

I wish sieges weren't so lovely. I haven't played any total wars in a while but I seem to remember medieval and Rome having large settlements years ago. Now it's just an open field, the walls, and maybe two rows of buildings.

The GCCM custom map packs are good though.

The Pillars of Grungni (custom) is where the Orcish hordes went to die on my last playthrough.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Lassitude posted:

Their line has been to say they've decided the game will focus on land combat, and so they will not be doing naval combat. That said, they clearly did have more of an interest in naval combat previously, as there are icons and such for naval units (only a few per side) in the TWW1 files.

And to be fair, it'd be a big undertaking. Warhammer naval battles have magic, flying stuff, submarines, steam-powered ships, monsters, and so on. I could see it being a 4th game.

I suspect TWW2 will add combat ships for autoresolve

Tiler Kiwi
Feb 26, 2011
having played a bit of shogun 2 lately, loving good riddance to naval fights.

tho slaughtering transports in Charlemagne was certainly enjoyable

Luminous Cow
Nov 2, 2007

Well you know there should be no law
on people that want to smoke a little dope.
Well you know it's good for your head
And it relax your body don't you know.

:420:

Tiler Kiwi posted:

having played a bit of shogun 2 lately, loving good riddance to naval fights.

tho slaughtering transports in Charlemagne was certainly enjoyable

Every naval battle in TW is awful and I'm glad it's not included on warhammer.

Ra Ra Rasputin
Apr 2, 2011
Been giving steel faith a go with a co-op campaign, 30 turns in and liking some of the changes like building improvements, AI actually attacking fortified cities, the power bar favoring fighting manually and giving the AI the urge to attack you and how he rolled in a few minor mods like tier 4 settlements and buildings adding troops to garrisons.

I like certain buildings and capital city upgrades enabling unit recruitment so that the AI isn't hopelessly boned by not figuring out complex building chain combinations, like a example being able to recruit basic infantry from the guardhouse line of buildings.


A question I have is are there any mods from the last few months that are worth playing alongside steel faith and does steel faith already include More Aggressive AI and AI Building and Recruitment or is it fine to run those with it.

AttitudeAdjuster
May 2, 2010

Ra Ra Rasputin posted:

Been giving steel faith a go with a co-op campaign, 30 turns in and liking some of the changes like building improvements, AI actually attacking fortified cities, the power bar favoring fighting manually and giving the AI the urge to attack you and how he rolled in a few minor mods like tier 4 settlements and buildings adding troops to garrisons.

I like certain buildings and capital city upgrades enabling unit recruitment so that the AI isn't hopelessly boned by not figuring out complex building chain combinations, like a example being able to recruit basic infantry from the guardhouse line of buildings.


A question I have is are there any mods from the last few months that are worth playing alongside steel faith and does steel faith already include More Aggressive AI and AI Building and Recruitment or is it fine to run those with it.

The rebanner mod is great and works fine with SFO.

It makes the banners you occasionally pick up as loot much more effective.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Cythereal posted:

Sure looks like it.

And that did look distinctly like a Tomb King ship sailing off the coast as well...

Pretty sure that's a Lizardman ship. They have pyramids as well.

J Bloo
Mar 20, 2009
Stupid question but Google isn't giving me an answer.

Can I see the sack value of a towns I can also occupy before attacking? E.g. as vampire counts I can select an army and hover over a dwarf settlement and it'll say "sack value of 3452" or similar. If I do the same over a human site, it doesn't show anything.

I just want to know who to pillage!

Flakey
Apr 30, 2009

There's no need to speak. You must only concentrate and recall all your past life. When a man thinks of the past, he becomes kinder.
You pillage everyone, obviously.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

SSJ_naruto_2003 posted:

I wish sieges weren't so lovely. I haven't played any total wars in a while but I seem to remember medieval and Rome having large settlements years ago. Now it's just an open field, the walls, and maybe two rows of buildings.

The GCCM custom map packs are good though.

The current design is basically a compromise to help the AI handle it a little better and to focus the fighting a little more. Most of those huge maps were cool as gently caress looking but went completely to waste because the player would almost invariably focus all of his attention on one point of attack and the rest of the city was useless; hell, that still happens even with the much more focused TWW sieges, with common strategies like "dogpile the leftmost tower in Marienburg because your army can hide in the forest while you blow the tower".

Siege AI in old TW games was nearly nonfunctional, with a litany of anecdotes about the AI literally standing idle outside of walls getting shot once their single siege tower blew up or whatever. I think the only game where the AI could actually reasonably attack castles before this one was Shogun 2 because literally everyone could climb walls in Shogun 2 much like in TWW, and Shogun 2 castles were extremely similar to the current TWW design(open box with basically no buildings or anything in the middle).

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I do wonder how the battle AI in the total war games work. It feels like it must be much trickier than normal RTS AI, since normal RTS AI doesn't have to worry about stuff like flanking and units are fundamentally much more disposable.

J Bloo
Mar 20, 2009

Flakey posted:

You pillage everyone, obviously.

Of course, but in what order? It's annoying to win a battle and be presented with a sack value of 3 beans.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I think that's a shortcoming of the interface, unfortunately. You can sorta guess from knowing what buildings are present in the settlement.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
As far as I can tell, it's based on the income of the town beforehand, possibly in conjunction with the town's size. Go for big towns--that is, with lots of buildings constructed--and towns with income buildings, especially special buildings like gold mines.

Surprise Giraffe
Apr 30, 2007
1 Lunar Road
Moon crater
The Moon

SSJ_naruto_2003 posted:

I wish sieges weren't so lovely. I haven't played any total wars in a while but I seem to remember medieval and Rome having large settlements years ago. Now it's just an open field, the walls, and maybe two rows of buildings.

The GCCM custom map packs are good though.

A good way to cheese seiges is stick all your units on the left or right hand edge of the map where only one tower can kill them then put chaff or a general at the front as a diversion so you can get closer to the walls without taking damage where it matters. I still try to skip most of them though. Hope they get rid in TWW2 + bring back town/village fights for a bit of variety.

fatherboxx
Mar 25, 2013

Scrub-Niggurath posted:

Here's an actual Tilean quote from a GW-published rulebook

"There issa' nothing lika da siege for da true spirit of war! When I sit inna' the camp, watching the enginesa' shooting de great big rocks at the walls, and smashing de place up, itta' warms my heart. You canna keppa' your battles and all that noisy cavalry boom-boom stuff."

eyyy i'm marchin ova hea

Ra Ra Rasputin
Apr 2, 2011
One thing I do like in steel faith is that the empire generals on foot get a short range pistol, which really fits them pretty well.

Carcer
Aug 7, 2010
The only armies that have real incentive to perform full frontal assaults are beastmen armies with Minotaurs. The speed at which you can have the gates down, walls overrun and defenders overwhelmed is almost to quick for the player to have input further than making sure everything is constantly attacking something.

Tiler Kiwi
Feb 26, 2011
sieges in old games became really loving bad the moment you had more than one stack assaulting a settlement

it's not cool when it's your own army getting a third of its force wiped by dilly dallying in tower range

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toasterwarrior
Nov 11, 2011
Hah, SFO renamed the Imperial Guard to the Emperor's Bodyguard and the Melee Tournament Knights to Foot Knights (Virtue of Empathy). Much better on both counts. Funnily enough, the most accurate name for super-elite heavy Empire infantry would be the Imperial Foot, which is the infantry arm of the Reiksguard order, but that would sound silly to modern ears I guess.

Still iffy on crossbow-men-at-arms but whatever, their inclusion makes sense for a balance perspective.

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