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Magni posted:Teclis' start position looks like the one off-shore settlement that's part of the Vampire Coast. Spend some influence on a couple money making mages and I have a feeling his start will be just fine.
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# ? Oct 20, 2017 18:54 |
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# ? Jun 3, 2024 06:46 |
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Panfilo posted:I would've had Ungrim in Karak Kadrin and modify the unique building to let you get Slayers earlier and not need a forge. I am not 100% on this since I can't remember if this was radious or not, but I think in warhammer 2 that the slayer building has been lowered a tier. I want to believe I saw that in the faction unlocker mod without radious on.
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# ? Oct 20, 2017 18:55 |
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Cpt_Obvious posted:So, the elven port settlements provide a bonus to port income. Does anyone know how much? Is it only for that province?
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# ? Oct 20, 2017 19:01 |
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Teclis' new start has a trade resource which puts it one up on his old one, and it's a bunch of turns less travel to find willing trade partners to boot.
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# ? Oct 20, 2017 19:02 |
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Third World Reggin posted:I am not 100% on this since I can't remember if this was radious or not, but I think in warhammer 2 that the slayer building has been lowered a tier. I want to believe I saw that in the faction unlocker mod without radious on. Was this recent? Back when I tried a faction unlocker for Dwarves I tried out all the subfaction starting areas. Karak Kadrin was only tier 1 and had a tier 1 brewery I think.
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# ? Oct 20, 2017 19:05 |
Note that he said in Warhammer 2. He's talking about the basic Slayer cult building, not the Karad Kadrin Landmark (and I'm not sure how Karad Kadrin's starting level would be relevant to that either).
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# ? Oct 20, 2017 19:09 |
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Oh, I glanced right past that part by accident. Cool if they lowered the slayer shrine building a tier, but you still need time support building for it to get Slayers. And if you want Hammerers/Ironbreakers later you also need the Hall of Oaths building. Dwarf recruitment trees suck. I don't think anyone else needs so many goddamn tier 4 buildings, which is why Mazz's T4 Dwarf mod rocks.
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# ? Oct 20, 2017 19:12 |
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Ze Pollack posted:it is either an extremely silly british people injoke, or Ahhhhhhh
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# ? Oct 20, 2017 19:18 |
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Third World Reggin posted:I am not 100% on this since I can't remember if this was radious or not, but I think in warhammer 2 that the slayer building has been lowered a tier. I want to believe I saw that in the faction unlocker mod without radious on. It was only tier 3 to begin with, it just cost like 10k gold to get, so it was almost never worth it.
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# ? Oct 20, 2017 19:24 |
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Teclis new start is a 4 settlement province with the elven colony capital, and all 4 settlements have ports. It's pretty much just a straight improvement over the turtle isles in that regard. Less isolated, which can be a positive or negative depending on viewpoint.
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# ? Oct 20, 2017 19:25 |
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Cpt_Obvious posted:So, the elven port settlements provide a bonus to port income. Does anyone know how much? Is it only for that province? 50% for ports in the province, 3% for ports global.
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# ? Oct 20, 2017 19:39 |
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Another important question: do the Skaven have warplock jezzails or ratling gun teams?
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# ? Oct 20, 2017 20:35 |
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Arcsquad12 posted:Another important question: do the Skaven have warplock jezzails or ratling gun teams? Nope. There is a mod for the ratling gun team but eh. Wait for DLC because I am sure they are gonna add them. Skaven are a money maker for them.
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# ? Oct 20, 2017 20:35 |
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The Vampire Count item Skabscrath is uh, incredibly powerful in TW1. I wish half the magic spells in the game were as deadly. It's a wind spell, but the wider part of the spell can apparently do 3500 damage to a unit of spearman. And if there's a few units clumped together? All the damaged units in the pic are from the spell, about 7500 damage total. That's pretty nuts for something that recharges reasonably fast and doesn't use mana! Not sure how it's only uncommon. Man, if this thing is in the second game when mortal empires comes out and you can actually aim wind spells properly, it'll be very silly. Any other super strong items like this floating around?
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# ? Oct 20, 2017 21:35 |
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Since DLC speculation seems like a popular pastime, and since I'm not sure if anyone has mentioned it before, while I was looking at the game data earlier I stumbled upon stuff for three additional ritual resource locations that aren't currently active in The Golden Colossus, Marks of the Old Ones, and Tor Surpindar. I don't know enough about Warhammer lore poo poo to say what races those would likely be associated with. Also, I couldn't find a decent list of landmark locations in the new campaign (why does Royal Military Academy/Honga have to be such a poo poo website?), so I slapped one together for the playable races. Maybe someone else will find it useful. Skaven landmarks for the old-world are already in there, for whatever reason. code:
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# ? Oct 20, 2017 21:36 |
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Just chiming in to say the banners mod is real good wallet.
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# ? Oct 20, 2017 21:48 |
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I like that hellpit is listed because that is supposed to be troll country. I don't see it on the map so it is either future DLC, has been moved to another region, or some how skaven rename a city.
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# ? Oct 20, 2017 21:55 |
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I'm seeing an error where the game crashes when trying to load up any of my saves. Anyone else seen that? I've already tried verifying my local file integrity so next thing is probably uninstalling and re-installing. It's pretty weird since I was playing just fine this morning.tithin posted:Any good video LPs of the game, out? https://www.youtube.com/watch?v=yacwA3LT0LI Quill18 isn't the best player but I always enjoy watching his videos regardless of game. LLSix fucked around with this message at 22:00 on Oct 20, 2017 |
# ? Oct 20, 2017 21:56 |
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Mazz posted:Just chiming in to say the banners mod is real good wallet. I thought he was holding off until Mortal Empires is released? Or does he have another banner mod for wh2?
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# ? Oct 20, 2017 22:29 |
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Mazz posted:Just chiming in to say the banners mod is real good wallet. It's the most popular mod on the workshop right now. Not bad.
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# ? Oct 20, 2017 22:31 |
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Hey, do you lose experience when replenishing like you do in Shogun?
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# ? Oct 20, 2017 22:31 |
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Teclis new start position is on a minor settlement in the region. Are there any other LLs that don't start at the provincial capital?
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# ? Oct 20, 2017 22:34 |
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Torrannor posted:Teclis new start position is on a minor settlement in the region. Are there any other LLs that don't start at the provincial capital? Skarsnik and Vlad/Isabella von Carstein both start at minor settlements. Possibly Throgg too.
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# ? Oct 20, 2017 22:37 |
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Torrannor posted:Teclis new start position is on a minor settlement in the region. Are there any other LLs that don't start at the provincial capital? skarsnik
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# ? Oct 20, 2017 22:37 |
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StashAugustine posted:Hey, do you lose experience when replenishing like you do in Shogun? Think so, and I hate it.
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# ? Oct 20, 2017 22:43 |
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Well, this battle got close. 300 vs 800 at the start. Ended up with just my low level Lord and Hero vs 4 half-strength units of Sea Guards. Every unit on the field ran out of ammo I think.
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# ? Oct 20, 2017 23:03 |
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Dandywalken posted:Think so, and I hate it. It makes sense though, you're adding green troops to a veteran unit, so the average troop quality is going down. You can manage it somewhat by topping up one depleted veteran unit from another. The second will still end up losing some veterancy but you will eventually be able to develop a core of seasoned troops this way.
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# ? Oct 20, 2017 23:43 |
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Oh its absolutely justified realism wise. It just makes it a total bitch for most Greenskins to benefit from higher tier veterancy:P
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# ? Oct 20, 2017 23:45 |
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Wafflecopper posted:It makes sense though, you're adding green troops to a veteran unit, so the average troop quality is going down. You can manage it somewhat by topping up one depleted veteran unit from another. The second will still end up losing some veterancy but you will eventually be able to develop a core of seasoned troops this way. I'm pretty sure this isn't how it works in TWW1 or 2. Replenishing doesn't affect veterancy but merging does - the unit with the higher number of men dictates the veterancy of the merged unit. So if you merge a rank 5 30-man unit with a rank 1 31-man unit it'll create a rank 1 61-man unit, but if the rank 5 one has more men in it you'll end up with a rank 5 one. Standard replenishment doesn't affect experience at all.
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# ? Oct 20, 2017 23:56 |
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That's one of the advantages of combining depleted units: you can manage experience dilution better at the cost of bringing in a completely fresh unit. Sometimes that's good, though, if your new units get experience bonuses.
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# ? Oct 20, 2017 23:56 |
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While I was at it I decided to make a list of all of the treasure hunt outcomes because I keep forgetting to save before I click them and I live in fear of being cursed until the end of time. As far as I can tell all of the events with more than one possible outcome are 50/50, but I could be wrong.code:
Mazz posted:Just chiming in to say the banners mod is real good wallet. Thanks! Panfilo posted:I thought he was holding off until Mortal Empires is released? Or does he have another banner mod for wh2? I am. It's just uploaded with the changes to the original banners, though that's most of them. Somehow CA did really well with cool/interesting banners for the WH1 DLC and then went back to making lovely ones for WH2. Dark elves get two banners with the exact same description that give Frenzy and +3 leadership and Frenzy respectively for some reason, and there are three brand new banners that exclusively grant +4 or +5 melee attack. I guess they don't give a poo poo.
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# ? Oct 21, 2017 00:22 |
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Are the responses to the treasure hunts identical for each race?
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# ? Oct 21, 2017 00:46 |
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Wallet posted:While I was at it I decided to make a list of all of the treasure hunt outcomes This is interesting info. Though even with this cheat sheet I'm not sure it's worth bothering with treasure hunts, because chances are you just end up getting one of these many garbage events with nothing noteworthy. Not sure what they were thinking with these 500-1000g rewards. That doesn't even pay for the turn of upkeep your army just spent screwing around with this. The ritual currency might be nice if the race actually mattered, but it doesn't at all. Those 2 helm of discord events are sorta tempting though. Such a great item to toss on your wizards, who aren't generally going to see melee combat and don't need items with better personal defense. More are always welcome. The free agents would also be nice in the early game.
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# ? Oct 21, 2017 00:52 |
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Wallet posted:I am. It's just uploaded with the changes to the original banners, though that's most of them. Somehow CA did really well with cool/interesting banners for the WH1 DLC and then went back to making lovely ones for WH2. Dark elves get two banners with the exact same description that give Frenzy and +3 leadership and Frenzy respectively for some reason, and there are three brand new banners that exclusively grant +4 or +5 melee attack. I guess they don't give a poo poo. That rebanner mod looks really good. I downloaded it last night and haven't had a chance to play around with it. I'm looking forward to actually giving a poo poo about more than like 3 banners. Why are there results that are the same as other results only without the chance for downside? It's bizarre how bad they are compared to 10k and a random magic item, -30% construction cost(!) and +10% income or -25?% to an army's upkeep.
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# ? Oct 21, 2017 01:14 |
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Hmm I could risk my Lord’s army getting -50% movement and -10% melee defense for 5(!) turns, or I could sail to this reef that I see for 10000 gold and no action. Decisions, decisions
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# ? Oct 21, 2017 01:17 |
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So Dogbert was showing off the ME map and some of the starting positions during the Twitchcon stream, and I just saw that both Lahmia AND Lybaras are there, so Khalida confirmed? Neferata as well?
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# ? Oct 21, 2017 01:39 |
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I started a HE game and all of the DE love me after I beat up all the other high elves and took their stuff. All of the DE are also getting hosed up by roaming beastman hordes and want me to come save them. Lol sorry suckers, have fun in lovely fantasy canada getting hosed by goatmen!
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# ? Oct 21, 2017 01:43 |
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As expected, there's an NPC Chaos faction that spawns down in the Southlands, like Bjornling does (or at least did) in the Badlands in the first game. This one seems to be pretty sizable, though. Dogbert looked at 6 stacks of Chaos spawning far to the south, due south of The Black Tower of Arkhan.
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# ? Oct 21, 2017 01:58 |
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crime fighting hog posted:When you open a front and start trying to take down a rival nation, it's best to send two armies, isn't it? A battle where I got reserves coming in off the board (didn't even know you could do that!) was insanely easy for a change. Sending two armies certainly provides you with more tactical flexibility. You can even go into battle with three stacks at once, but if it works like the first game then units from your third army don't enter the field until some other units rout. There's a lot of finesse involved in sending only the troops necessary for the task at hand though. Sometimes two armies is overkill and that second stack would be better utilized somewhere else. Reinforcing can be troublesome too. Correct me if I'm wrong thread but I don't think the direction reinforcements come from in battle is related to their position on the campaign map. This leads to some exciting but brutal split army/hopelessly surrounded situations.
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# ? Oct 21, 2017 02:06 |
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# ? Jun 3, 2024 06:46 |
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Pokeylope posted:Sending two armies certainly provides you with more tactical flexibility. You can even go into battle with three stacks at once, but if it works like the first game then units from your third army don't enter the field until some other units rout. I think it's theoretically maybe linked to where they are on the campaign map, but that doesn't stop settlement reinforcements coming in from the opposite side of the army that's leading the attack. I could have sworn they released a patch to fix this in 1, so whether or not they did or that just didn't really stick I don't know. But yeah, ideally you can use multiple stacks to push in separate directions and expedite the conquering process, armies are expensive and you want to do as much with them per turn as you can. If the enemy's strong you might need to keep stacks together in case you get jumped or to crack well fortified cities, and some places your stacks will be naturally closer than others and it makes it easier. Also the UI for 40 units at once is dogshit garbage if you're not playing on a high enough resolution, I could swear I've seen a screenshot from a different TW game where there's separate tabs for units 21+ but maybe I imagined it. Mundi's VH start is actually really fun, wow. I swear that other stack wasn't there on Hard. I'll possibly be sick of the campaign in another ten turns but for now it's good. If they added additional stacks then maybe Teclis's start won't be 5 turns of empty marching for 3 fights (seriously why is Teclis the only lord that can't get into a fight on turn one)
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# ? Oct 21, 2017 02:46 |