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It is kinda working. Most of the artillery is missing. I am using radious to fill in the gaps. Here is the current unit list Miners Miners Blasting Charges Dwarf Warriors Dwarf Warriors Great Weapons Quarrellers Quarrellers Great Weapons Dwarf Warriors Long Axes Dwarf Scouts Drakebeard Axe Throwers Longbeards Longbeards Great Weapons Dragon Company Greatbeards Grudge Thrower Gunnisson Dwarfs Hammerers Hammerers Shields Slayers Giant Slayers Grungni Berzerkers Grimnir Berzerkers And your heroes So not all vanilla units are there but modded units are. It is playable but I'm missing quite a few gun units unless I count radious gun units. The main problem seems to be that building chains may not be in or complete. Someone on the faction unlocker workshop page said playing as desert undead co-op was working as well.
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# ? Oct 10, 2017 09:38 |
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# ? Jun 8, 2024 07:34 |
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Aurubin posted:Wonder who's gonna be the High Elf dlc legendary lord. Allariele is the heavy hitter in terms of story, but I dunno what would make her that different from Teclis. Give her only healing/buffs? Also her hair is stupid. I hope it's Alarielle because I want more woman lords in general. And as a caster she's only focused on defense buffs/healing. As well, when near daemonic units, she is a mortis engine to them, at the cost of being worse at her own spell casting because both her and daemons are anathema to one another. In general I think the Queen and the Crone just works too well from a marketing standpoint to not go in, and that presumably it would add Shadow Warriors and Alith Anar can slip in as flc somewhere down the line.
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# ? Oct 10, 2017 10:40 |
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Aurubin posted:Wonder who's gonna be the High Elf dlc legendary lord. Allariele is the heavy hitter in terms of story, but I dunno what would make her that different from Teclis. Give her only healing/buffs? Also her hair is stupid. If you want diversity, probably Eltharion the Grim as a caster/melee with a griffon option and then Prince Imrik for a LL that can actually use a bloody dragon instead of a horse like the twins. Bellanaer is possible instead of Eltharion but he hasn't gotten much attention since ever. I think those guys plus Alith Anar and the Everqueen are the only ones that could form starting factions with Saphery, Averlorn, Yvresee, Naggaryth and Caledor as the provincial starting points. I don't think Cothique, Chrace, Tiranoc, Ellyrion or anywhere else would have a legendary lord that I can think of.
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# ? Oct 10, 2017 10:45 |
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Chrace has the White Lion captain, Korhil, who is a hero character they could promote to a LL, but I'd say the chances of that happening are approximately 0 considering we already have Alistar or whatever
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# ? Oct 10, 2017 10:51 |
NoNotTheMindProbe posted:Does your house have stairs? Yes and I never have issues riding my war chariot up and down it.
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# ? Oct 10, 2017 11:07 |
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You would think dwarfs would be a bad matchup against the Skaven. Slow, infantry heavy army, and they won't be winning artillery duels. Yet probably the most difficult battle I fought as the rats was against a dwarf stack. Yeah, my 4 warp cannons and 3 plague catapults ripped them up as they slowly approached, but long after I ran out of ammo, those fuckers just wouldn't break! It took an epic melee against their Lord and 2 heroes involving hundreds of skavenslave deaths and a brutal slug-out involving my own warlord nearly dying before I finally had a victory.
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# ? Oct 10, 2017 14:11 |
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Yukitsu posted:If you want diversity, probably Eltharion the Grim as a caster/melee with a griffon option and then Prince Imrik for a LL that can actually use a bloody dragon instead of a horse like the twins. Benefit of Eltharion is there's good arguments to be had for having him off in Naggarond or the Badlands instead of Yvresse. Allariele is kind of locked down to Avelorn while Anar you can finagle Naggarythe or Naggarond.
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# ? Oct 10, 2017 14:24 |
The Bramble posted:You would think dwarfs would be a bad matchup against the Skaven. Slow, infantry heavy army, and they won't be winning artillery duels. Yet probably the most difficult battle I fought as the rats was against a dwarf stack. Yeah, my 4 warp cannons and 3 plague catapults ripped them up as they slowly approached, but long after I ran out of ammo, those fuckers just wouldn't break! It took an epic melee against their Lord and 2 heroes involving hundreds of skavenslave deaths and a brutal slug-out involving my own warlord nearly dying before I finally had a victory. I'm mega- ready for the combined campaign. I want to know what Queek gets for taking Karak Eight Peaks. Hieronymous Alloy fucked around with this message at 15:03 on Oct 10, 2017 |
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# ? Oct 10, 2017 14:29 |
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Can't wait to plod my requisite 5 thanes and LL across a battlefield through literal hellfire so they can mash out a hundred kills each.
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# ? Oct 10, 2017 14:34 |
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I think my first mega campaign is going to be Dark Elves for raiding/enslaving everything along the coast of the old world. Their roster is a lot of fun against the old world races too. Probably Skaven in the badlands for a three way war with dwarfs and greenskins after that, and then probably the Empire again. Their start is harder every time something new gets added so that should be interesting.
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# ? Oct 10, 2017 14:59 |
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Yeah Empire is going to be really fun in the mega campaign I think. Also maybe a High Elf campaign where you basically stay at Ulthuan but send out armies of seaboys to play world police everywhere. Speaking of that. How do you guys figure the chances of the game 2 races keeping their rites for the mega campaign? I mean they aren't directly tied to the vortex really, and give you access to important stuff like Black Arks and Vaul's Hammer. Wonder if they'll add some rites for the game 1 races as well for the mega campaign, that would be neat. Randarkman fucked around with this message at 15:12 on Oct 10, 2017 |
# ? Oct 10, 2017 15:10 |
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I really hope CA don't gently caress the Mortal Empires campaign up. The vortex campaign is fun enough but just feels a bit like a placeholder while we wait for the mega-map. Which, for a full-price standalone game is a bit disappointing.
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# ? Oct 10, 2017 15:12 |
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Apart from Queek in the old world, are there any other confirmed starts for TW2 factions in the old world or TW1 factions in the new? I think I might finally get around to buying Beastmen when the big map hits, since a horde seems like a good chance to wander the map, picking fights with all the races.
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# ? Oct 10, 2017 15:20 |
AttitudeAdjuster posted:I really hope CA don't gently caress the Mortal Empires campaign up. I think what's grinding me down about it is how repetitive it gets because you're almost always fighting the same enemies. Like, it's perfectly valid as Queek to design your stacks to fight Lizards almost exclusively, because 90% of your challenging battles are going to be against lizards, predictably. I also wish the auto-resolve weren't so heavily balanced towards Elves, so I could click through some of those fights more readily without having to personally handle each one.
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# ? Oct 10, 2017 15:23 |
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Jamwad Hilder posted:I think my first mega campaign is going to be Dark Elves for raiding/enslaving everything along the coast of the old world. Their roster is a lot of fun against the old world races too. Probably Skaven in the badlands for a three way war with dwarfs and greenskins after that, and then probably the Empire again. Their start is harder every time something new gets added so that should be interesting. My first Mortal Empires campaign is probably going to be Orion or Druthu so I can cut a swathe through Cassarone, out to the sea and sail over to Ulthuan and Naggaroth to have Athel Loren reclaim all elves by force. I do kind of hope that Mortal Empire Welves get access to both High and Dark magic like they do in tabletop.
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# ? Oct 10, 2017 15:23 |
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I know you can ignore the vortex campaign, but I'd like the option to play TWW2 without the vortex. Give the four races different goals like 'own all of Ulthuan and destroy the dark elves'
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# ? Oct 10, 2017 15:24 |
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Skavenblight is already in the files, so there's that. I don't see any others starting in the old world unless they add new LLs specifically for that, but thats a possibility. Also the big map is probably not going to be as huge as it would seem. Probably not that much bigger than the vortex map. Stuff like the badlands and naggarond are likely to be condensed pretty good. Once the map gets too big you just run into that problem where you never see most of it before the game is over.
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# ? Oct 10, 2017 15:24 |
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trip report for modded faction unlocker with radious oh boy I don't know what I did to piss off lizards but I am having a hard time dealing with them also skaven were the ones that got the lizards to declare war on me thankfully blue skins win the day get besiged by 3 armies, lightning strike one, and win
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# ? Oct 10, 2017 15:28 |
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Grumio posted:I know you can ignore the vortex campaign, but I'd like the option to play TWW2 without the vortex. Give the four races different goals like 'own all of Ulthuan and destroy the dark elves' There are mods that effectively remove the campaign by increasing the amount of scrolls required by 1000 times.
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# ? Oct 10, 2017 15:29 |
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my first campaign victory was not vortex related since I just wanted to paint the map I didn't even know that they had a long ignore vortex campaign option
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# ? Oct 10, 2017 15:30 |
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that just makes the win condition destroy everyone though, personally i preferred the short campaign goals from tww1
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# ? Oct 10, 2017 15:30 |
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Yeah I wouldn't be surprised if they condensed down Badlands and Southlands; right now not-africa is about as huge as Badlands previously was in WH1 and if they had Badlands become just as expansive than its not only a huge area but a lot of dead space since the settlements out there are pretty far apart. If you look at how much closer Gor Gazan and Galbaraz are in this map (which shares those two territories with the first one) you can probably get an idea of how they'll be situated in Mortal Empires.
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# ? Oct 10, 2017 15:31 |
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I thought there was some stupid teleport system to get from map 1 to map 2.
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# ? Oct 10, 2017 15:36 |
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JBP posted:I thought there was some stupid teleport system to get from map 1 to map 2. No it's just one map, and different in structure from the 2 we have now. Probably quite a few less minor factions, although they said still a lot and that turn times are going to be longer than the last 2, and there's no way around that given the scale.
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# ? Oct 10, 2017 15:42 |
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JBP posted:I thought there was some stupid teleport system to get from map 1 to map 2. Pretty sure they've said it's gonna be one continuous map, with some of the extreme edges (e.g Teclis' starting island) sanded off.
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# ? Oct 10, 2017 15:42 |
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I am excited for the mods that will add naval auto resolve bonuses to certain units for the combined map. Free company, looking at you.
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# ? Oct 10, 2017 15:44 |
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What do you use as skaven? I was able to get a stable game after getting a bunch of stormvermin, catapults, and globe throwers. Don't know where to go from there.
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# ? Oct 10, 2017 15:49 |
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Slingers and Gutter Runner Skirmishers early game, eventually replaced with Globadiers, Poison Runners and Artillery. Stormvermin are nice but pricy, really your melee core can just be clanrats with a few specialist units as itsreally not important beyond a chunky speed bump to let your sick Artillery and Ranged do all the work
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# ? Oct 10, 2017 15:53 |
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TWII seems really ranged-heavy in general (at least campaign) and I kind of want to see how things like the VC deal with it. Magic rework tends to gently caress melee blocks over more and three of the factions have a lot of their killing power tied up in ranged units, though DE move away from that as they tier up. Sort of, at least. While Shades are stupidly good the infantry just gets better instead of their ranged really falling off, whereas early game DE is a similar "bog them down with Dreadspears while Darkshards do all the murdering" that's not too dissimilar from Skaven, while HE just have infantry that, albeit expensive, is an incredible jack-of-all-trades unit that lets you just drown enemies in arrows.
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# ? Oct 10, 2017 16:20 |
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You may also want to use Rat Ogres in lieu of Runners, as they just cost 50 more gold per turn in upkeep (IIRC), are surprisingly speedy and can get faster through skill upgrades, and can actually get a lot of kills against Saurus Warriors. Unfortunately, as large targets they are extremely vulnerable to Warp Lightning Cannon friendly fire. You'll probably have to tone down your artillery barrages if you go Moulder/Skyre since Rat Ogres definitely aren't as replacable as Skavenslaves and Clanrats.
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# ? Oct 10, 2017 16:21 |
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I use 6 or so artillery pieces backed up by and equal number of skavenslave Spears who just hang out in the front and block infantry. I've won many battles by letting my artillery cause chaos and demoralize the enemy, and then charging in with doomwheels, rat ogres, and abominations, (plus my Lord if he can cause fear or throw some spells into the mix). Between the artillery and the fear causing monster/machines, you can get a rout pretty easily against most armies. Any techs or Lord upgrades that make your artillery or slaves better are a priority. While clanrats or other infantry would probably do a better job, the slaves are just good enough for a fifth of the upkeep cost compared to clanrats. I'd rather have the money for an extra army than to lose a rare battle where the infantry lines meet and my slaves rout before the artillery can win the fight. One weakness of my setup is HE armies with heavy bird or dragon components. They're smart enough to wheel around and hit your artillery. I think keeping a unit or two of halberd stormvermin in the back would be a good answer, along with your Lord and rat ogres. Occasionally you'll get those lizardmen armies that are almost entirely dinosaurs, too. They're much easier to hit with warp lightning than the fliers are, but can still ruin your day if they punch through.
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# ? Oct 10, 2017 16:33 |
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Interesting to compare Rat Ogres and Kroxigors. Perhaps by design they have the same stats, except for higher armour (Krox) or higher speed and charge bonus (Rats). But just those stats make the difference between using them as shock cav or as heavy infantry
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# ? Oct 10, 2017 16:34 |
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JBP posted:E: except stuff like spread corruption or whatever. I guess you need to be able to kill that hero, but it's less poo poo assassinating a hero like that than an army general on a lucky roll. Um, I don't think you can assassinate generals in this one.
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# ? Oct 10, 2017 16:47 |
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KPC_Mammon posted:Um, I don't think you can assassinate generals in this one.
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# ? Oct 10, 2017 16:51 |
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You just can't assassinate a general, only other Heroes
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# ? Oct 10, 2017 16:53 |
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Even stormvermin seemed like the routed fast facing sauruses but they were also taking some catapults in the rear end though.
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# ? Oct 10, 2017 16:54 |
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I am excited to see lizardmen units enrage on zombies
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# ? Oct 10, 2017 16:55 |
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I'm pretty sure assassinate kills the hero/general unless their immortal, but not every hero can do it. Most heroes have a wound ability which just knocks someone out and makes them unusable for a few turns.
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# ? Oct 10, 2017 16:55 |
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Is the glowy thing by Fallen Gates/Texas/North Mexico supposed to be a warp core or something
boho fucked around with this message at 17:00 on Oct 10, 2017 |
# ? Oct 10, 2017 16:56 |
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# ? Jun 8, 2024 07:34 |
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I fear for the WH1 races fighting the WH2 in the campaign. Skaven and maybe Lizards aside. I'm also something of a "big fat baby" though.
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# ? Oct 10, 2017 17:00 |