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I'm really disapointed that CA caved in to the "WE NEED TO CONQUER EVERYTHING" crowd as that will absolutely smash any kind of decent narrative and strategy in the old world.
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# ? Oct 12, 2017 14:54 |
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# ? Jun 6, 2024 20:45 |
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What factors influence who wants to be confederated? I'm mostly through my Mazdamundi campaign and Itza lizards aren't (yet) interested in my lizardy embrace, but as soon as I encountered Kroq on the other continent, with like 15 settlements (zero previous interactions) every single diplomatic action was green and A-OK. I could confederate his entire empire (twice the size of Itza) as soon as I met him. Good thing too because that dude really mismanaged his stuff. Half of his entire army was stuck in the middle of some giant undead empire with a single Plaque generating city that had like 100% corruption and was 2 provinces away from any of his territory. Dumb dino.
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# ? Oct 12, 2017 14:56 |
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Mans posted:I'm really disapointed that CA caved in to the "WE NEED TO CONQUER EVERYTHING" crowd as that will absolutely smash any kind of decent narrative and strategy in the old world. Somewhat same; I liked having the opportunity and incentive to keep an ally that could colonize regions I couldn't, just because it made things feel a bit more alive. The trade partnership and military support were icing on the cake.
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# ? Oct 12, 2017 14:57 |
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Jeza posted:What factors influence who wants to be confederated? I'm mostly through my Mazdamundi campaign and Itza lizards aren't (yet) interested in my lizardy embrace, but as soon as I encountered Kroq on the other continent, with like 15 settlements (zero previous interactions) every single diplomatic action was green and A-OK. I could confederate his entire empire (twice the size of Itza) as soon as I met him. Some factions are just really stingy when it comes to confederation. If you have an alliance with Itza, get in a war somewhere and use war targeting to get some of his big armies killed. They are generally much more pliable to confederation after they suffer big military defeats and lose a lot of their army.
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# ? Oct 12, 2017 15:00 |
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How do skaven fight High elves when they spam 8 dragons in a stack?
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# ? Oct 12, 2017 15:01 |
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Rincewinds posted:Bit bummed if they removed so much of the southern regions, cutting the western parts of Lustria and Not Canada does not really affect things, but the Southlands could been an interesting arena. The southlands isn’t really getting cut though? In fact its getting more stuff added on its eastern coast
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# ? Oct 12, 2017 15:01 |
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Mans posted:I'm really disapointed that CA caved in to the "WE NEED TO CONQUER EVERYTHING" crowd as that will absolutely smash any kind of decent narrative and strategy in the old world. Did they? Even orange on the inhabitable scale is such a pain in the rear end on VH for order, plus extended build times and expenses I almost immediately stopped bothering. Simply not worth the headache to occupy anything but green settlements.
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# ? Oct 12, 2017 15:04 |
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Ammanas posted:Did they? Even orange on the inhabitable scale is such a pain in the rear end on VH for order, plus extended build times and expenses I almost immediately stopped bothering. Simply not worth the headache to occupy anything but green settlements. Problem is that the AI doesn't seem to mind the penalties, with higher difficulty ones feeling like they're barely inconvenienced by them.
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# ? Oct 12, 2017 15:15 |
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Tenzarin posted:How do skaven fight High elves when they spam 8 dragons in a stack? Poison Wind Globadiers + the Warlock Engineer spell that roots + damages flyers help a lot. Warp Lightning Cannons rip em up but are prone to getting tied down if you can't pick off all the dragons before they reach your backline, which is fine with 3-4 dragons but not 8.
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# ? Oct 12, 2017 15:16 |
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toasterwarrior posted:Problem is that the AI doesn't seem to mind the penalties, with higher difficulty ones feeling like they're barely inconvenienced by them. even with higher penalties I am barely inconvenienced with them since they are still a profit they just won't be defended for a long time so they can be easily raided
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# ? Oct 12, 2017 15:20 |
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Vargs posted:Poison Wind Globadiers + the Warlock Engineer spell that roots + damages flyers help a lot. Warp Lightning Cannons rip em up but are prone to getting tied down if you can't pick off all the dragons before they reach your backline, which is fine with 3-4 dragons but not 8. This is where Halberd Stormvermin come in, for swarming those that get past the lightning barrage and giving Globadiers an opening to toss their bombs. You can also bait the enemy dragons into landing by summoning rats near them as they advance to buy time for your cannons. If desperate, throw out your Lord or heroes near them to tank.
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# ? Oct 12, 2017 15:20 |
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toasterwarrior posted:Problem is that the AI doesn't seem to mind the penalties, with higher difficulty ones feeling like they're barely inconvenienced by them. The AI are definitely affected by the penalties and you can pretty easily cause revolts in territories that are uninhabitable for the AI by raiding them even on VH. The problem is that the AI completely ignores the climate when conquering territory so they will just conquer everything close to them as shown on the Mortal Empire preview picture which just isn't very fun.
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# ? Oct 12, 2017 15:22 |
Tenzarin posted:How do skaven fight High elves when they spam 8 dragons in a stack? I don't think I've fought an eight dragon stack but I've fought 4 and six dragon stacks, and all-dinosaur lizard stacks which are similar. What I used to beat them was 4 warp cannons, two catapults, warlock engy, about six units of infantry (stormvermin, mixed) and 4-6 units of gutter runners (sometimes I have doomwheels instead of the last two runners). The gutter runners dash around and keep the big beasts distracted, the infantry protect the artillery, the artillery kill the monsters at range while they're distracted.
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# ? Oct 12, 2017 15:26 |
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Angry Lobster posted:I started a Teclis run, managed to secure a the initial area and signed a lot of trade agreements, but god drat, his starting position is super remote from anything interested, I'm tempted to ditch it completely. Honestly, I'm more tempted to invade Ulthuan rather than defend it. it's not immediately obvious, but you're right on top of Skrolk. or should be; I've had an irritating number of games where AI Skrolk never really does anything, just gets eaten by Itza
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# ? Oct 12, 2017 15:39 |
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Correct me if I'm wrong since the only reference I have is the Heart of the Jungle, but you can't build walls in wrong climate regions, right? Definitely my biggest problem with them; I would've taken Tor Elasor's islands as Kroq-gar if it wasn't for the fact that Norse invaders spawn off your coasts whenever you hit the rituals.
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# ? Oct 12, 2017 15:41 |
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The AI do get public order bonuses on VH to the tune of +8 and +10 on legendary. They also get upkeep reduction modifiers. But unsuitable is -5 and raiding/corruption is a lot more so you can still cause revolts and stuff for sure.
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# ? Oct 12, 2017 15:41 |
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Oh boy! Radious just released a patch and they added their helf units.quote:Here is the list of all 20 new units: Dismounted Dragon Princes, Ellyrian Reavers (Swords), Elven Warriors, Horsemasters of Ellyrion, Chracian Hunters, Lothern City Guard (Spears), Lothern City Guard (Swords), Maiden Guard, Nightelm Archers, Nightelm Spearmen, Red Ribbon Spearmen, Red Ribbon Swordsmen, Sea Elf Wardancers, Seekers, Ship Companies, Merchant Companies, Shore Riders, Sisters of Avelorn, The Spire Guard of Tor Yvresse and Wardens of the Annulii Mountains. https://steamcommunity.com/workshop/filedetails/discussion/1149634389/1520386297682972932/ best thing so far was last version made the road buildings of delfs province wide
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# ? Oct 12, 2017 15:44 |
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radious sucks
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# ? Oct 12, 2017 15:54 |
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What's the deal with Radious?Ze Pollack posted:it's not immediately obvious, but you're right on top of Skrolk. or should be; I've had an irritating number of games where AI Skrolk never really does anything, just gets eaten by Itza There's a bunch of Dwarves in mountain passes between Teclis and Skrolk. It's like a 4 or 6 turn walk over to Skaven town from Teclis's starting island. In my game, Skrolk spanked the dwarves and I had to retake a bunch of their cities for them, but afterwards I had several turns in march before getting back in contact with Skaven because HEs can't underway.
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# ? Oct 12, 2017 16:00 |
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LLSix posted:What's the deal with Radious?
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# ? Oct 12, 2017 16:01 |
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toasterwarrior posted:Problem is that the AI doesn't seem to mind the penalties, with higher difficulty ones feeling like they're barely inconvenienced by them. Is there a desirability metric that could be tweaked in a mod for this? Cause I'd really like to fix that behavior. toasterwarrior posted:Correct me if I'm wrong since the only reference I have is the Heart of the Jungle, but you can't build walls in wrong climate regions, right? Definitely my biggest problem with them; I would've taken Tor Elasor's islands as Kroq-gar if it wasn't for the fact that Norse invaders spawn off your coasts whenever you hit the rituals. No, that's because it's an Wood Elf/Athel Loren enclave.
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# ? Oct 12, 2017 16:02 |
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Radious is good if you want every single variation of infantry and cavalry available for every faction
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# ? Oct 12, 2017 16:05 |
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Third World Reggin posted:~dumb image~ Are you really calling people that disagree with you about this nazis?
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# ? Oct 12, 2017 16:05 |
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LLSix posted:What's the deal with Radious? Some people like it, some people hate it, and nobody in this thread can apparently stop themselves from attacking everyone else about how other people like their single-player games. Personally I have zero interest in ever touching a radious mod again, but check it out I guess.
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# ? Oct 12, 2017 16:08 |
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Carcer posted:Are you really calling people that disagree with you about this nazis? Welcome to 2017.
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# ? Oct 12, 2017 16:15 |
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LLSix posted:What's the deal with Radious? Obscene unit bloat and bullshit. He tries desperately to plug holes in faction rosters (even if CA/Games workshop designed said factions with unit holes in mind). Want an army of heavy armored brettonian infantry with elite archers that put Dwarves to shame, no matter how stupid it is in the context of Brettonia? Radious has your back. IIRC he gave VC ranged units all over the place too. He also fucks with the existing units stats and generally gives everything and everyone so much leadership that they literally never break and will usually fight to the last man, again throwing faction balance for goblins and norse and such to the wind. Don't be surprised if for the Mortal Empires campaign he gives every faction a Witch Elves analogue now, no matter how stupid or unnecessary it is.
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# ? Oct 12, 2017 16:23 |
JBP posted:I threw wave after wave of rats at him. Thousands of rats. I sent so many loving rats that he eventually wanted peace and the instant he got it I ambushed him in a pass and brutally murdered him by drowning him in rats. This is the right way of playing Skaven.
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# ? Oct 12, 2017 16:28 |
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My problem with Radious was back in the day he just pushed changes to push changes even if they didn't make much sense, mostly because it seems like his player base are the kind of people who always demand more stuff. More = gooder is a pretty lovely way to mod when it homogenizes a bunch of unique factions, but then again I don't use it so I won't comment on how it is now. Also province wide roads was available at release since it's one of those semi-official Dresden mods.
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# ? Oct 12, 2017 16:28 |
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SFO seemed a bit saner in comparison, giving races a few interesting but highly specialized units. Like Empire getting Witch Hunter Retinues, which are amazing against Etherial units and monsters that have a lot of physical resist, or Huntsmen that are a cost effective anti large ranged unit but very inferior to crossbowmen vs everything else.
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# ? Oct 12, 2017 16:29 |
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I didn't play much of SFO since the new units were added, but I will say that the Dwarf grenadiers were a lot of fun and didn't seem overpowered. Generally didn't get too many kills but they flung orcs all over the place and could operate from behind your lines.
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# ? Oct 12, 2017 16:32 |
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I liked that when SFO added new units it was usually just a unit variation that probably should’ve already been in the game like black orcs with sword + shield, or night goblins with spears. Then they started adding in stuff like unmounted blood dragons and it started to sour on me.
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# ? Oct 12, 2017 16:35 |
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rockopete posted:No, that's because it's an Wood Elf/Athel Loren enclave. Aw, son of a bitch. Well, I guess I could sail over a free Lord after some ritual downtime; those extra trade goods are going to pay for him and then some. It's not like the pre-patch Norscan armies were actually any good and could knock over walled settlements. Vargs posted:I didn't play much of SFO since the new units were added, but I will say that the Dwarf grenadiers were a lot of fun and didn't seem overpowered. Generally didn't get too many kills but they flung orcs all over the place and could operate from behind your lines. For real: I played one last non-SFO Dwarf game before saying goodbye to Warhammer 1, and Runepriests ain't poo poo; I missed my Engineer squads and the only unit I'd replace them with would be actual Master Engineers. drat shame Master Engineers are a pain in the rear end to even access since their agent limit is insanely tough to increase. toasterwarrior fucked around with this message at 17:11 on Oct 12, 2017 |
# ? Oct 12, 2017 17:08 |
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Ze Pollack posted:by ~the tabletop~ there are precisely two units with that setup, Temple Guard, on grounds they are dinosaurs and don't give a poo poo, and Phoenix Guard, on grounds they've taken a voice-silencing dip into the waters of Fate and also don't give a poo poo. Actually, Empire Halberdiers could take shields as well, plus quite a few units with other two-handed weapons could take shields, including almost the entire Dwarf roster. Shields gave a bonus to armour from both close combat and missile fire and allowed units to parry melee attacks, negating the damage. But if used with a two-handed weapon, it only gave a bonus against missile fire, since they would have to sling the shield aside to use their weapons properly in melee.
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# ? Oct 12, 2017 17:22 |
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LLSix posted:What's the deal with Radious? It adds a bunch of units and make sure each faction has access to all types of units. Some people like it, some people don't The people who don't like it are right because Radious homogenizes the gently caress out of the factions
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# ? Oct 12, 2017 17:25 |
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MadJackMcJack posted:Actually, Empire Halberdiers could take shields as well, plus quite a few units with other two-handed weapons could take shields, including almost the entire Dwarf roster. Shields gave a bonus to armour from both close combat and missile fire and allowed units to parry melee attacks, negating the damage. But if used with a two-handed weapon, it only gave a bonus against missile fire, since they would have to sling the shield aside to use their weapons properly in melee. huh. edumacation!
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# ? Oct 12, 2017 17:38 |
MadJackMcJack posted:Actually, Empire Halberdiers could take shields as well, plus quite a few units with other two-handed weapons could take shields, including almost the entire Dwarf roster. Shields gave a bonus to armour from both close combat and missile fire and allowed units to parry melee attacks, negating the damage. But if used with a two-handed weapon, it only gave a bonus against missile fire, since they would have to sling the shield aside to use their weapons properly in melee. does radius know this
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# ? Oct 12, 2017 17:41 |
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Xae posted:It adds a bunch of units and make sure each faction has access to all types of units. I haven't touched it for Warhammer 2 but historically his changes to morale also turn the battles into these massive slogs that take absolutely forever.
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# ? Oct 12, 2017 17:47 |
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Carcer posted:Are you really calling people that disagree with you about this nazis? lol it is a joke about how when radious is mentioned, people come out of the wood works to talk poo poo about it instead of just ignoring it and also promoting a different mod that does similar things and was also produced by a nazi
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# ? Oct 12, 2017 17:54 |
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just post the chaos chosen chariot of slaanesh (living saint, blessing of the lady) picture
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# ? Oct 12, 2017 18:01 |
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# ? Jun 6, 2024 20:45 |
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Third World Reggin posted:lol Why do we have to ignore the promotion of polarizing mod? I think warning people about it is perfectly fair. I don’t care for SFO but I know it does not simply do “similar things,” as it doesn’t try to homogenize every faction and turn combat into hours long grind fest
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# ? Oct 12, 2017 18:12 |