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Ravenfood posted:I did, but I also don't think I've ever brought down a tower even focus-firing it. i managed to kill a bunch using the net spell, it works on siege towers!
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# ? Oct 7, 2017 01:17 |
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# ? Jun 8, 2024 07:36 |
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Ravenfood posted:I did, but I also don't think I've ever brought down a tower even focus-firing it. You can if you start shooting at them immediately. Like others said, they're some luck in getting towers that stay in your arc. I also discovered plagueclaw catapults can damage siege towers, as well as debuff the units morale before they even unload.
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# ? Oct 7, 2017 01:17 |
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Eimi posted:I think there are big weaknesses in at least the High Elf campaign. Spearmen and Bows are both VERY cost efficient but very reliable to the point where it doesn't feel like much of an upgrade for anything beyond Lothern Sea Guard. And you are so limited by upkeep this game. If you had more money to play around with you could actually work those cool late game units into your army. Though even then, without ap, archers that can blot out the skys are just really good. Dark Elves kind of have the same issue with their ranged being so good it over shadows the big stompy monsters. Did you guys seriously just not play Shogun 2 or something? Or hell, Britain in Medieval 2? You don't get anything other than trash mobs because the units are better, you get them because they're fun to use damnit.
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# ? Oct 7, 2017 01:17 |
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So Queek gets a portion of other lords exp. What % does he get? Does he get the passive exp all lords get each turn? How about if they get exp from a sea leviathan event? What happens when another lord is helping Queek in the same battle, how does that break down?
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# ? Oct 7, 2017 01:30 |
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Kanos posted:I don't really get why they included such a powerful get out of loss free card with the ability to jump into the final battle to 3v1 someone to death and lock them out of winning ever. The Vortex should be a doom clock that you're constantly planning around how to get ahead(and handicap your enemies), not something that you completely ignore for the entire game with no repercussions. If you actually had to worry about keeping up in the race and had to go and smack down your rivals to get ahead the campaign would be really cool. The last two times they put in a doom clock (realm divide in Shogun 2, Civil War in Rome 2 (neither of these were even truly doom clocks)) the most popular mods for each simply removed that function from the game. In Shogun 2's case, at one point the top 5 mods were competing ways of removing Realm Divide. It doesn't surprise me even a little that CA completely defanged the ability to lose.
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# ? Oct 7, 2017 02:33 |
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Actually having the Vortex not be a clock is a very good thing because the mechanics for the ritual are terrible. You have to either build super tall or just be okay with losing a lot of territory due to the fact that the stacks that spawn are bullshit with no logic so there's no way you can actually prepare for it. If the ritual stacks were better handled, then sure the Vortex could be an actual doom clock, but as is I'm very happy it's not.Yukitsu posted:Did you guys seriously just not play Shogun 2 or something? Yeah but it comes in very late in the campaign when I can afford to do that. And sure Tyrion's army of phoenixes and dragons and swordmasters is awesome and fun to use but that's only one army.
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# ? Oct 7, 2017 02:38 |
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If the invading stacks would always spawn at least 1 turn outside of your territory and intervention stacks could not immediately move and raze a nearby little town it would be fine, what is less fine is having the invading army pop right inside your empire. Like on a recent highelf campaign, I secured the inside of ulthuan and it spawned across the ocean in the desert and reached me in a few turns, that's fine, the second ritual spawned them inside ulthuan, directly behind all the gatehouses, that is less fine, and of course the intervention stacks that spawned at the capital ran off to raze the nearby town before focusing on the capital. It would help if the AI would have a random turn between 1 and 10 it would send intervention forces on, right now it seems to always pop them on turn 1. Ra Ra Rasputin fucked around with this message at 03:15 on Oct 7, 2017 |
# ? Oct 7, 2017 03:13 |
Kanos posted:I don't really get why they included such a powerful get out of loss free card with the ability to jump into the final battle to 3v1 someone to death and lock them out of winning ever. The Vortex should be a doom clock that you're constantly planning around how to get ahead(and handicap your enemies), not something that you completely ignore for the entire game with no repercussions. If you actually had to worry about keeping up in the race and had to go and smack down your rivals to get ahead the campaign would be really cool. They probably originally designed it like that but then in playtesting it pissed people off or something
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# ? Oct 7, 2017 03:16 |
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Hieronymous Alloy posted:They probably originally designed it like that but then in playtesting it pissed people off or something Absolutely. Most people do not play strategy games so they can lose. I think that's lovely, but that's how it is.
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# ? Oct 7, 2017 03:24 |
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I'm fine with being able to teleport to the final battle, call it cheesy or whatever. It'd be better if it didn't lock out enemy factions entirely from trying again, though.
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# ? Oct 7, 2017 03:26 |
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Well that was a reference I wasn't expecting.
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# ? Oct 7, 2017 03:28 |
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Ra Ra Rasputin posted:If the invading stacks would always spawn at least 1 turn outside of your territory and intervention stacks could not immediately move and raze a nearby little town it would be fine, what is less fine is having the invading army pop right inside your empire. Honestly, what I don't get is why the rituals work like "you have to have all 3 ritual sites when the timer expires or you fail and get set back a bunch of progress" - It would make a lot more sense if it was just that the ritual counter wouldn't proceed if you lose one of the sites. The way it works now, it makes a lot more sense to hold back on interventions until a few turns before an opponent completes their ritual, since all the intervention force needs to do is burn one city - if they do it as soon as the ritual starts then the target just has tons of time to regroup and take the city back before the timer expires.
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# ? Oct 7, 2017 03:39 |
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Yes, it would stink if you were halfway through a campaign and reached a point where you were going to lose the race either way, but there could be more to it then just spanking the AI in a battle so easy you could do it with a single lord. I feel like in warhammer 2 they really cranked the tutorials up to 11, which seems strange in a sequel, like they wanted to make up for the lack of tutorials in the previous game. I sorta miss the little lore blurbs in the loading screens, now it just tells me what a unit card is or how a city works over and over.
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# ? Oct 7, 2017 03:45 |
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Your way would prevent the player from sailing over, razing their poo poo, hanging around long enough to make sure the ritual ends, and then heading home, though, which I like doing.
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# ? Oct 7, 2017 03:46 |
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Ra Ra Rasputin posted:If the invading stacks would always spawn at least 1 turn outside of your territory and intervention stacks could not immediately move and raze a nearby little town it would be fine, what is less fine is having the invading army pop right inside your empire. Anyway it's kind of lame that CA new mechanic is taking their excuse not to work out an interesting end-game or have functional AI (ie throw blobs at you - see civil war in rome, realm divided in shogun, chaos in WH1) and just streeeetch that out into five different events that start pretty early on. Lame.
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# ? Oct 7, 2017 04:11 |
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Even with walls, the intervention and chaos armies can have siege equipment and are strong enough they will instant attack the garrison and your not going to do more then scratch them with the garrison alone.
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# ? Oct 7, 2017 04:13 |
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Ra Ra Rasputin posted:Even with walls, the intervention and chaos armies can have siege equipment and are strong enough they will instant attack the garrison and your not going to do more then scratch them with the garrison alone. Tier 2 garrison in a settlement will generally require 2 stacks and also bloody them pretty badly. You'll lose a couple settlements but you'll survive.
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# ? Oct 7, 2017 04:39 |
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Eimi posted:I think there are big weaknesses in at least the High Elf campaign. Spearmen and Bows are both VERY cost efficient but very reliable to the point where it doesn't feel like much of an upgrade for anything beyond Lothern Sea Guard. And you are so limited by upkeep this game. If you had more money to play around with you could actually work those cool late game units into your army. Though even then, without ap, archers that can blot out the skys are just really good. Dark Elves kind of have the same issue with their ranged being so good it over shadows the big stompy monsters. I honestly really like the design of the Wood Elves much better than the high elves. They hit a lot of the same problems in that Eternal Guard and Glade Guard (poison) are such a loving good swiss army knife baseline as your core, but then they diverge a bit and add a bunch of poo poo that's both useful and fun to use in combat to support those things. Wild Riders are some of the most RIP AND TEAR cavalry this side of Blood Knights, and treemen are a joy to watch in action (if a bit outclassed in this game vs all the hydras and dragons the other elves field). Wildwood Rangers are pretty anemic as greatswords vs the dark elf and hat elf equivalents, but they are also a t3 unit and more of a monster masher so it's kind of to be expected. I expect Wildwood Rangers would own vs dinosaurs, but Eternal guard and spear bladedancers would also kind of own vs dinos too. Edit: Wildwood rangers would of been a lot more cool if they retained the ability they had on tabletop. Not only were they immune to fear, but if they were fighting something that caused fear, they got significant combat bonuses against it. Made them useful not only against monsters, but also chaos/undead and the like in general and made up for the fact that they were statistically softer than most other faction's greatswords in a straight punch up. DeathSandwich fucked around with this message at 05:04 on Oct 7, 2017 |
# ? Oct 7, 2017 04:45 |
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MonsterEnvy posted:So due to this thread saying Load Times for Total Warhammer were massively improved by getting an ssd. I got an ssd. Now I have no idea what to do with it or how to set it up or anything. Part 1: Steam menu -> Settings -> Downloads -> Content Libraries (Steam Library Folders) and make a directory for Steam Games on your SSD. Part 2: Right-click on Total Warhammer in Steam -> Properties. Local Files tab -> Move install folder. Choose the directory you made on the SSD from the drop down box. Wait for steam to move the files from your HDD to the SSD.
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# ? Oct 7, 2017 05:05 |
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SteelMentor posted:
Wern't they squatted a looonng time ago, and way back then were the diplomatic face of the Tryanids? Q- What are the different dinosaur superheavy cavalry for? Why would you choose one over another? I don't know what a revivification crystal is actually for, and they all seem to be able kill things by just walking over everything. Comstar fucked around with this message at 05:11 on Oct 7, 2017 |
# ? Oct 7, 2017 05:08 |
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Tornhelm posted:Part 1: Thanks. Though While I got the SSD set up for some reason its not letting me use all the Space in my SSD. Like as I have no idea how it works 800 GB is blocked off to me. MonsterEnvy fucked around with this message at 05:22 on Oct 7, 2017 |
# ? Oct 7, 2017 05:18 |
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Comstar posted:Wern't they squatted a looonng time ago, and way back then were the diplomatic face of the Tryanids? You know how all your lizardmen heroes and lords have that one use per battle heal for any of your other units? The revivification crystal is that, but 10 times a match, and it revives dead models as well as heal. As far as what's good for what, starting from T3 and working up: T3: Feral Bastilodon: Heavy monster on the cheap. Without any upkeep modifiers they are about as expensive as a Saurus with shields. Not as killy as the others, but still causes terror and still scatters a line while your line lizards clean up behind it. The K-Mart blue light special of dinosaurs. Feral Stegodon: Your t3 infantry bulldozer. Can pretty much solo entire armies that don't have armor piercing or anti-large. T4: Stegodon: Basically your primary artillery for most of the game. The primary gun is shockingly powerful. Use him like you would use a beastman Cygor, start at range and then run him in to the slugfest when he's got no more opportunity targets or you get bored. Bastilodon (Solar cannon): Secondary artillery. Shorter range but better splash and a -attack -accuracy debuff for anyone it hits. Good against other artillery emplacements and for shooting at enemy ranged units. Still kind of the Blue Light special in melee, he's more useful out of fights. Bastilodon (Revivification crystal): They own, see above. Your already hard to crack saurus core basically becomes immovable objects. T5: Ancient Stegodon: Stegodon cranked up to 11. More fighty in melee by a fair spot. Trades in the artillery on it's back for a blowdart machine gun that it can use on the move. Use this to break enemy lines. Feral Carnosaur: Your dedicated monster slayer dinosaur. Has significant bonuses vs large but is no slouch vs infantry either. Is reasonably fast (and exceptionally fast if you get a blessed one) and can run down slower enemy cav and chariots and hunt dragons and mounted lords like you would not believe.
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# ? Oct 7, 2017 05:24 |
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Comstar posted:Wern't they squatted a looonng time ago, and way back then were the diplomatic face of the Tryanids? They had a page in the Storm of Chaos campaign so they're still around in WHFB.
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# ? Oct 7, 2017 05:24 |
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Comstar posted:Q- What are the different dinosaur superheavy cavalry for? Why would you choose one over another? I don't know what a revivification crystal is actually for, and they all seem to be able kill things by just walking over everything. Bastiladons carry seige weapons or act as cheap monsters if you can't afford anything fancy. The Revivification crystal is a big healing battery. The Laser Beam blinds enemies and is good for pot shotting enemy range because they'll have a 40% chance to miss all their shots when hit by it. Stegadons gently caress up infantry and have an insane charge bonus that can have them happily plough the gently caress through nearly anything. Their Bolt Thrower Siege weapon is good for sniping enemy monsters. Carnosaur's are your anti-large monster. Incredibly fast they got the speed to go gently caress up Cavalry or take on other Monsters no problem.
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# ? Oct 7, 2017 05:27 |
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MonsterEnvy posted:Thanks. Though While I got the SSD set up for some reason its not letting me use all the Space in my SSD. Like as I have no idea how it works 800 GB is blocked off to me. Did you make a separate partition by accident when you formatted it?
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# ? Oct 7, 2017 05:31 |
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also remember that skink priests get an ancient (or vanilla) stegodon for free once they hit level 15
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# ? Oct 7, 2017 05:34 |
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Have the old factions had their voicework updated to refer to the new ones? I want to hear an Empire captain screech, "There is no such thing as rat-men!" moments before a clanrat burrow erupts behind him.
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# ? Oct 7, 2017 05:51 |
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NoNotTheMindProbe posted:Did you make a separate partition by accident when you formatted it? It appears so. Anyway I fixed it with some help.
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# ? Oct 7, 2017 05:51 |
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And saurus/kroqgar get carnosaurs
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# ? Oct 7, 2017 05:57 |
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Uhhhh, swordmasters definitely perform much better than I expected from their stats, maybe I did not take into account martial prowess on the campaign map?
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# ? Oct 7, 2017 06:03 |
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They could have made it an auto-lose if the AI completed the vortex before you. Maybe they should have, since people don't seem to get that the current set up is essentially a mercy out.Ra Ra Rasputin posted:Although to allow you to do so you'd probably need to afford more units which is hard to do with the upkeep penalties without cheesing stacking bonuses on high income territories. its very doable. i also smashed the nice elves ritual up as well in the same time frame. Tiler Kiwi fucked around with this message at 06:12 on Oct 7, 2017 |
# ? Oct 7, 2017 06:08 |
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Swordmasters are probably the best melee infantry unit in the game if they are able to do their job of blendering infantry without interruption. Can somebody run down Delf spells? I get High Magic but I haven't played Delfs at all, either in single or multi.
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# ? Oct 7, 2017 06:11 |
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So if I just want to play boring and tall as Teclis in order to get the achievements for completing the dumb campaign, what provinces should I own? I have The Dragon Isles, the Turtle Isles, and the Forbidden Jungle, is there any other expansion target or is it time to spam end turn a shitload?
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# ? Oct 7, 2017 06:18 |
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Bear in mind that one of the best advantages of Lizardmen dinosaurs is that the AI tends to deal with them poorly in melee. Keep your dinos a bit ahead of your Saurus/Cold One line, and when the melee is about to commence, order them to charge in. They're dinosaurs, they can take the heat. More likely than not, enemy units will then cluster around the dinosaur, exposing their backs to your other units and letting you completely wreck them with a counter-charge. On a related note, Horned Ones have strategic effects applied to them inconsistently. They receive buffs from the first set of the Cold One/Terradon skills, but don't count as Cold Ones when factoring in Kroq-gar's -50% upkeep discount. Strangely enough, Blessed Horned Ones do, and if you spec for it they and Cold Ones can reach like 50~ upkeep. I wonder if tech tree upgrades and the elite rank skill apply to them...
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# ? Oct 7, 2017 06:21 |
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How exactly does Confederation work? I'm wanting to confederate Har Ganeth as Malekith, but have no real ideas on how to go about it other than being bigger than them and having high relations. Should I throw some payments their way to expedite relations? Right now the fucks are mostly dragging me into a bunch of dumb wars.
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# ? Oct 7, 2017 06:34 |
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What are the poison mechanics? Does the entire unit get the penalty if one guy gets hit, or does just that one guy get the penalty?
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# ? Oct 7, 2017 06:41 |
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boho posted:What are the poison mechanics? Does the entire unit get the penalty if one guy gets hit, or does just that one guy get the penalty? whole unit.
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# ? Oct 7, 2017 06:42 |
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Mightypeon posted:Have been playing as Big Frog with radious on very hard. Anyone else got opinions on this? Sounds like fun but like...its radious.
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# ? Oct 7, 2017 06:45 |
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Weissritter posted:Uhhhh, swordmasters definitely perform much better than I expected from their stats, maybe I did not take into account martial prowess on the campaign map? Campaign map indeed does not take martial prowess into account. Their stats are higher than they appear. boho posted:What are the poison mechanics? Does the entire unit get the penalty if one guy gets hit, or does just that one guy get the penalty? It's the whole unit, but be careful with ranged poison attacks. If a single arrow/dart hits a single one of your own dudes (which will absolutely happen), that entire friendly unit is going to be poisoned as well.
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# ? Oct 7, 2017 06:47 |
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# ? Jun 8, 2024 07:36 |
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Poison is a great force multiplier. With Skaven you can have alternating poison/regular units and have each pair tag team a much stronger enemy unit. The poison debuff will weaken the enemy making the non poison unit indirectly more effective. While the percentages might not seem great, realize that it is the equivalent of downgrading a unit a tier, or taking a unit at rank 9 veterancy and making it as effective as having no veterancy. It's particularly nice vs heavily armored units since you can wreck their morale and stamina to the point that even units with poor armor piercing can sandblast them down.
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# ? Oct 7, 2017 06:57 |