DeathSandwich posted:Eh, Thanquol still has a leg up on Queek for being one of the skaven's most uniquely powerful spellcasters while also being wildly incompetent and having his plans blow up in humours ways. Including trying to summon a verminlord daemon and summoning a bloodthirster in the middle of a dwarf/skaven battle that then proceeds to stomp up both sides of the fight. in the tabletop he had something ridiculous like a 50% ward save but any time the ward save kicked in, instead of the damage just going away it hit another skaven nearby SteelMentor posted:-Skaven are so bad at sieges on both sides of the wall. someone on another forum mentioned, instead of traditional defensive setups involving manning the walls with ranged guys, put your slaves on top of the walls to tarpit whatever comes out of their seige towers and then have your seige equipment behind the walls firing onto the top of the walls e: re, naval combat: i'd be fine with them leaving it mostly autoresolve only if they at least give black arks some kind of special map; it's dumb that (A) there's no special cool map for fighting on a boat the size of a city, and (B) that you can lose your big investment on an ark to autoresolve President Ark fucked around with this message at 22:20 on Oct 5, 2017 |
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# ? Oct 5, 2017 22:04 |
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# ? Jun 3, 2024 12:08 |
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Apparently the RRoR bug works for regular ol' Fire wizards as well. As long as you have the winds, you to can get in on that hot rat-cookin' action. I'm not ashamed to say I abused it when I got blindsided by a triple-stack of Mazdamundi's Jurassic Park Experience. The modded Dragon Mage I had was a spinning-top of fiery wrath.
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# ? Oct 5, 2017 22:08 |
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I'm having an issue where I'm losing about 25% of my slaves each turn but the slave manager says I should only be losing 1%. Does anyone know what is going on? edit: Looks like it happens when you raid your own province. Wish I noticed that sooner, I'm out at least ten thousands of slaves because of this. KPC_Mammon fucked around with this message at 22:30 on Oct 5, 2017 |
# ? Oct 5, 2017 22:27 |
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KPC_Mammon posted:I'm having an issue where I'm losing about 25% of my slaves each turn but the slave manager says I should only be losing 1%. Serves you right for being a bad ruler.
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# ? Oct 5, 2017 22:37 |
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KPC_Mammon posted:I'm having an issue where I'm losing about 25% of my slaves each turn but the slave manager says I should only be losing 1%. "Oops, I guess I killed about 10k slaves." Peak_Dark_Elves.txt right there. Magni fucked around with this message at 23:55 on Oct 5, 2017 |
# ? Oct 5, 2017 22:43 |
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SteelMentor posted:Mazdamundi's Jurassic Park Experience. My girlfriend yelled "can you shut the gently caress up, please" from the lounge last night because I was playing big boy Mazda and going DOO DOO DOO DOO DOOOOOO every time a dinosaur did anything... Which was often.
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# ? Oct 5, 2017 22:46 |
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Rygar201 posted:I just wish they had the Man o War license too, so we could get end all be all Warhammer Fantasy setting game this would be so cool
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# ? Oct 5, 2017 22:50 |
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President Ark posted:in the tabletop he had something ridiculous like a 50% ward save but any time the ward save kicked in, instead of the damage just going away it hit another skaven nearby I remember him getting a AoE spell that did something like 3d6 hits except when it hit Skaven in which case it did double that.
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# ? Oct 5, 2017 22:53 |
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It's easy to grin When your ark comes in And you've got the Asur lands beat But the lord worthwhile Is the frog who can smile On a stegadon equipped with a seat
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# ? Oct 5, 2017 22:55 |
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Rygar201 posted:I just wish they had the Man o War license too, so we could get end all be all Warhammer Fantasy setting game They need all the licenses so they can make the treasure hunting action play out like Mordheim and you could build Blood Bowl stadiums to help bolster your economy by playing a fantasy version of Football Manager. Then after you own a mega-empire you can combine your stacks and fight the other remaining mega-empires Warmaster style!
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# ? Oct 5, 2017 22:59 |
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Skaven are actually excellent at defending sieges, just put your slaves in front of the walls to tie the enemy army up in front of your towers
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# ? Oct 5, 2017 23:00 |
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Also for naval units, what if you made it a hero but kept it from going on land somehow? Ports could be used to recruit them, and they'd have outrageously high stats to tilt the autoresolve when you embed them with a sailing lord's army
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# ? Oct 5, 2017 23:06 |
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Scrub-Niggurath posted:Also for naval units, what if you made it a hero but kept it from going on land somehow? Ports could be used to recruit them, and they'd have outrageously high stats to tilt the autoresolve when you embed them with a sailing lord's army The complaints people had about AI agents in WH1 illustrate perfectly the dangers here.
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# ? Oct 5, 2017 23:09 |
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It's the process of doing things like that which is hard, not the ideas of how to do it. You need to make a new hero/lord recruited differently from the existing ones with different costs and limits and different rules while using the existing UI framework and doesn't just crash the game with no warning or message for what broke. You don't just get to type that paragraph into a xml file and it happens. Modding the existing systems like unit stats or items is very easy in this game which is why those mods come quickly. There's a very full featured framework for all that. Getting down to and changing the systems beneath is where poo poo gets real complicated real fast. It's why the campaign map never got touched by a mod in ~6 different warscape games now. You cannot get to it. Or why minor settlements cannot have more than 4 building slots; it breaks the game in ways that aren't even worth trying to fix. Tl;dr the issue isn't what to do for naval units, it's how to do it with what's available that isn't a complete loving mess that barely functions. Mazz fucked around with this message at 23:24 on Oct 5, 2017 |
# ? Oct 5, 2017 23:11 |
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I wish I was good at modding. I want to make a mod that turns the Kroq'gar's hand of the gods into an armor or other item so he could equip it and his spear at the same time.
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# ? Oct 5, 2017 23:31 |
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but Hand of Gods already goes in the enchanted item slot, not the weapon slot
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# ? Oct 5, 2017 23:35 |
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Speaking of agents: A lot going on here.
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# ? Oct 5, 2017 23:43 |
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Turn 302???????????
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# ? Oct 5, 2017 23:45 |
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Ralepozozaxe posted:I wish I was good at modding. I want to make a mod that turns the Kroq'gar's hand of the gods into an armor or other item so he could equip it and his spear at the same time. peer posted:but Hand of Gods already goes in the enchanted item slot, not the weapon slot Yeah I don't know why you keep saying this dude, Hand of the Gods is an enchanted item, so you can use both. You said this before when the game came out and I just believed it and so didn't bother doing the quest battle for it.
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# ? Oct 5, 2017 23:49 |
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Fangz posted:Turn 302??????????? I wanted to see how long it would take just Morghur's stack to completely scour the whole map.
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# ? Oct 5, 2017 23:49 |
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Zhulik posted:I wanted to see how long it would take just Morghur's stack to completely scour the whole map. I'm with ya, the beastmen party train never stops and it's only going to get better when the mega-campaign arrives!
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# ? Oct 5, 2017 23:52 |
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Fangz posted:Turn 302??????????? That's normal for TW1 legendary campaigns even when they aren't trying to "burn world, all of it".
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# ? Oct 5, 2017 23:56 |
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Just me or is the warpstone armor from skaven really really good? turns any lord or hero into a mortis engine and quickly drains any blobs surrounding them.
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# ? Oct 6, 2017 00:07 |
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Is a mod that makes it so the armies that spawn when you do a ritual only go after the specific settlements a thing that would be possible? I know you don't have to do the rituals but I'd like to and potentially losing a few settlements each time is pretty annoying. It'd be fine if they gave you the route the armies would take or if it told you where they were going to spawn but as it is, it's really shite.
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# ? Oct 6, 2017 00:35 |
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Zhulik posted:Speaking of agents: Spitepeak Espionage Thunderdome
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# ? Oct 6, 2017 00:43 |
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Just tried this out, it took forever to test. If you let everyone else finish the last ritual and defeat them in battle, it does not end the campaign. If you then destroy the other 3 main factions, it will end the campaign. No cutscene.
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# ? Oct 6, 2017 01:04 |
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I seem to recall someone mentioning there's actually a hotkey that will cause cav to cycle charge. Anyone happen to remember what that was?
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# ? Oct 6, 2017 01:07 |
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J
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# ? Oct 6, 2017 01:08 |
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I just wish units would remain engaged rather than standing flat footed out of formation right next to a massive melee.
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# ? Oct 6, 2017 01:09 |
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GuardianOfAsgaard posted:Yeah I don't know why you keep saying this dude, Hand of the Gods is an enchanted item, so you can use both. You said this before when the game came out and I just believed it and so didn't bother doing the quest battle for it. Oh man, I've been basing it off of them both looking like the weapon icon. I've been holding off on Kroq'gar because of it. Now I feel dumb, and bad, for bringing others down with my dumbness. I will draw for you one warhammer 2 photo of your choice.
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# ? Oct 6, 2017 01:11 |
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High elves are pretty neat with their bribe everyone for improved favor. Changed my game from all of them attacking me to having all the trade agreements pretty fast. So this is what empire is gonna be like too I take it?
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# ? Oct 6, 2017 01:25 |
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I think I will be ignoring all rituals from now on. I am gonna just play like normal, and if I have to fight the last ritual fights it is only 3 times. This way I can still ally with the other main races for what ever.
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# ? Oct 6, 2017 02:13 |
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The +15% upkeep for each new army on Very Hard/Legendary is really dumb. I can live with upkeep being 30% higher in general but the stacking 15% is just stupid.
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# ? Oct 6, 2017 02:24 |
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That's true, but then that's higher difficulty for you. It forces you to deal with all of the game mechanics. There's tech and building upgrades to reduce upkeep, lord traits and skills for it too, strategic map locations for bottlenecking enemy armies, places with landmarks for extra garrison troops, potential for huge trade income (especially with Helves/Lizards), treasure hunts (every skull one is worth 10k gold), hero traits to increase region income and reduce construction costs. Aside from the Helf influence mechanic, it's also possible for all factions to control AI aggro with gold gifts and diplomatic agreements, while hero actions against hated factions also provides lots of positive diplo.
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# ? Oct 6, 2017 02:29 |
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speaking of treasure hunts, has anyone found a reason to explore ruins for treasure? when the army doing it is costing 3-10k per turn or is a lone general upping everything by 15% it hardly feels like you got the turn to waste and should just settle the place unless your ending your turn near a ruin you don't intend to settle. If you could send a hero unit in to do it that would be fine for the upkeep and opportunity cost.
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# ? Oct 6, 2017 02:34 |
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Because of the brutal slugout I am in with Krog-Gar in my Queek game I have largely forgotten to look for treasure. (Cause I need all my forces near me.) I am somthing like 80 turns in have 2 rituals down, allied with Clan Pestilens. Yet my lack of skill has prevented me from defeating Krog-Gar. I am near dead even with him and even when I do beat his big nasty stacks I gennerally have lost several of my own stacks and am too weakened to finish him off forcing one of us to offer peace to rebuild.
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# ? Oct 6, 2017 02:34 |
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Ra Ra Rasputin posted:speaking of treasure hunts, has anyone found a reason to explore ruins for treasure? when the army doing it is costing 3-10k per turn or is a lone general upping everything by 15% it hardly feels like you got the turn to waste and should just settle the place unless your ending your turn near a ruin you don't intend to settle. I find it's totally not worth it, especially with the increased risk of failure compared to treasurw hunting at sea.
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# ? Oct 6, 2017 02:36 |
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nothing feels worse than doing a treasure hunt and nothing happens is the rewards
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# ? Oct 6, 2017 02:39 |
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Best results I've gotten from treasure hunts were 20% research for 5 turns, 750g or a couple turns worth of ritual currency with some major penalties for choosing wrong.
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# ? Oct 6, 2017 02:40 |
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# ? Jun 3, 2024 12:08 |
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Treasure hunting is just half-baked in genral. Either the size/cost of the army should affect things, or armies should be cut of the process entirely and only heroes should be allowed to hunt treasure.
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# ? Oct 6, 2017 02:42 |