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Beastmen in ME is very weird compared to WH1. With everyone being able to colonise everywhere, you end up just wiping out settlements and having someone else move in behind you. You're just like a big void that pushes through an area and everything just resumes when you go away. In WH1 you could rely on clearing out great swathes of territory because you knew you'd just be fighting certain races. Now you clear out the VCs and boom, in walk the dwarfs. Clear out the dwarfs and in walk the empire. Clear out the empire and in walk the wood elfs. It just never ends. It's kinda fun, but exhausting.
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# ? Oct 30, 2017 14:45 |
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# ? Jun 8, 2024 03:03 |
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Randarkman posted:They've said that their working on another historical title. But they've been very much hush-hush as to what it is. Warhammer 2 was released only a little over a year after the first game, most of the old games have had expansion packs released a year or two after their initial release, so it's very much in that tradition I'd say. yeah I guess thats true Rome had Attilla not long after. I just really hope they do a Medieval 3 someday (even if that's too thematically close to Attila for them to do anytime soon) or revisit the Napoleonic era
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# ? Oct 30, 2017 14:46 |
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Earwicker posted:Sorry if this is the wrong place for this question but: CA is also working on DLC for one of the previous historical games (either Attila or Rome 2, still a mystery), a Saga game (sort of like Napoleon, centered on a specific conflict or immediate period instead of an era) and a big historical game. The specifics are still unknown, though, they're being very hush-hush about it for now, but marketing should get to it once it's off release season for TWW 2.
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# ? Oct 30, 2017 14:47 |
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Re: Map chat Anyone else get the map with the random rear end tower on the AI side about 90% of the time? I've seen that thing all over Southlands and Lustria.
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# ? Oct 30, 2017 14:49 |
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Plavski posted:Beastmen in ME is very weird compared to WH1. With everyone being able to colonise everywhere, you end up just wiping out settlements and having someone else move in behind you. You're just like a big void that pushes through an area and everything just resumes when you go away. In WH1 you could rely on clearing out great swathes of territory because you knew you'd just be fighting certain races. Now you clear out the VCs and boom, in walk the dwarfs. Clear out the dwarfs and in walk the empire. Clear out the empire and in walk the wood elfs. It just never ends. It's kinda fun, but exhausting. Yeah I did a brief chaos warriors run and Clan Moulder (my ally) turned ruined evil Scandinavia into a skaven fiefdom forever.
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# ? Oct 30, 2017 14:54 |
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ZearothK posted:a Saga game (sort of like Napoleon, centered on a specific conflict or immediate period instead of an era) and a big historical game For many years I have really wanted them to do a game focusing on the 30 Years War more than anything. but I don't expect to ever see that happen as it just wouldn't be marketable compared to Rome or Napoleon (or Warhammer or LOTR) etc.
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# ? Oct 30, 2017 15:00 |
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Earwicker posted:For many years I have really wanted them to do a game focusing on the 30 Years War more than anything. but I don't expect to ever see that happen as it just wouldn't be marketable compared to Rome or Napoleon (or Warhammer or LOTR) etc. Same, either 30 Years War Europe or Mongol Invasions East Asia would be my wishlist for a major historical release.
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# ? Oct 30, 2017 15:04 |
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Earwicker posted:For many years I have really wanted them to do a game focusing on the 30 Years War more than anything. but I don't expect to ever see that happen as it just wouldn't be marketable compared to Rome or Napoleon (or Warhammer or LOTR) etc. After the wild variety in units in Warhams, I'm not sure I could go back to a period that was just pointy sticks and guns for the entire game.
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# ? Oct 30, 2017 15:05 |
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peer posted:If memory serves they've said they're currently working on a major historical title for a period/setting they haven't visited yet, as well as a smaller Fall of the Samurai-esque standalone thingy for a previously explored setting. They're just doing the three Warhammers alongside. They need to do the Thirty-Years War, especially after making the Empire work so well. Edit: Ha, everyone wants religious wars in Germany. VanSandman fucked around with this message at 15:08 on Oct 30, 2017 |
# ? Oct 30, 2017 15:05 |
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yeah its been a while since I looked into Warhammer fantasy stuff but IIRC the uniforms and weapons of the human factions seem heavily influenced from the 30 Years War period anyway
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# ? Oct 30, 2017 15:08 |
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Plavski posted:Beastmen in ME is very weird compared to WH1. With everyone being able to colonise everywhere, you end up just wiping out settlements and having someone else move in behind you. You're just like a big void that pushes through an area and everything just resumes when you go away. In WH1 you could rely on clearing out great swathes of territory because you knew you'd just be fighting certain races. Now you clear out the VCs and boom, in walk the dwarfs. Clear out the dwarfs and in walk the empire. Clear out the empire and in walk the wood elfs. It just never ends. It's kinda fun, but exhausting. The AI in TWW1 basically never colonized ruins ever unless they had the 'ruins dweller' tag like Vampire Counts. Now everyone will aggressively pursue razed settlement land grabs. In my Skarsnik game I burned Nuln to the ground and the turn after I left Averland showed up to set up shop. It'll mean that you're going to be a lot less safe by midgame because you can't just retreat deep into a burned out hellzone to lick wounds.
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# ? Oct 30, 2017 15:13 |
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It really struck me how much better the TWW2 campaign building trees were designed than the first game when I hopped around trying out starts in ME. Almost all of the old races are saddled with loving garbage high tier unit production building nonsense where to earn the honor of recruiting something more interesting than basic T1 infantry/shooters you need like tier 4 buildings that are dependent on other tier 4 buildings, which means you play huge swathes of the campaign with only boring basic units without actually being able to use cool stuff. God help you if you're a faction that needs to slingshot to T4 buildings to actually get heroes on the board, because a lot of the old hero production buildings are tied to no unit types. Meanwhile all of the new factions have good variety packed into the first 3 tiers and only the gangbusters endgame stuff like super monsters and poo poo is packed into the end of the tech tree which means you actually get some unit variety outside of your Turn 90 Fully Developed Home Province. Vampire Counts got a pretty substantial building tree rework that makes basically everything except for the Black Coach/Terrorgheists/Blood Knights available at T3 or below, which means that they can actually construct cool armies at a reasonable point instead of rolling the Raise Dead Roulette. They also get half of their heroes at T3 with no dependencies and the other two at T4 with no dependencies and all of them are tied to unit production or economic buildings you're going to build anyway instead of tucked off in their own special snowflake building. The old races would benefit hugely from getting this kind of rework across the board because it's way more interesting than yet another Dwarf Warrior + Quarreler + Grudge Thrower stack. TWW is packed with so many cool and interesting unit types but you can never use most of them until you're steamrolling.
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# ? Oct 30, 2017 15:21 |
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ZearothK posted:Same, either 30 Years War Europe or Mongol Invasions East Asia would be my wishlist for a major historical release. My money is on 6 Kingdoms Period in China.
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# ? Oct 30, 2017 15:34 |
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Argggh who else knows the feeling of winning a pretty tight battle and then having the game bug off during the "mop up routers" phase because it ran out of memory?
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# ? Oct 30, 2017 15:41 |
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I'm really happy that it only takes getting to tier 2 for most of the factions lucky enough to have a 10-slot capital for them to have a good selection of unit types to build their early game armies. The Dwarfs are especially lucky, because they can get Warriors, Quarrelers, Grudge Throwers, and Bolt Throwers on top of two money buildings, which means they can have an actual army composition beyond a billion crossbows behind a billion shields while they tech up.
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# ? Oct 30, 2017 15:42 |
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Mightypeon posted:Argggh who else knows the feeling of winning a pretty tight battle and then having the game bug off during the "mop up routers" phase because it ran out of memory? I know the feeling and it happened more than a few times in Napoleon for me, thankfully never in Total Hams.
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# ? Oct 30, 2017 15:43 |
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Kanos posted:It really struck me how much better the TWW2 campaign building trees were designed than the first game when I hopped around trying out starts in ME. Almost all of the old races are saddled with loving garbage high tier unit production building nonsense where to earn the honor of recruiting something more interesting than basic T1 infantry/shooters you need like tier 4 buildings that are dependent on other tier 4 buildings, which means you play huge swathes of the campaign with only boring basic units without actually being able to use cool stuff. God help you if you're a faction that needs to slingshot to T4 buildings to actually get heroes on the board, because a lot of the old hero production buildings are tied to no unit types. For Dwarves, The Hammerer and Ironbreaker building really should have been the t4 upgrade of their infantry barracks rather than being it's own separate building. The dwarves' big problem in general is that they have a hellishly slow growth rate compared to pretty much everyone else that really limits how many high tiered (and thus high hero capacity) units come out. Thanes come out at t3, but you don't get to upgrade your thane capacity until said separate t4 building. I can see what they were going for with the Empire's building trees. They wanted each province to have 2-3 of the 4-5 high tiered buildings so you could specialize "This is the province what the steam tanks are made because it has the armory and the gunnery buildings, whereas *this* one has the cav building and the armory, so it gets to be where Demigryphs live". The problem is that basically no other race outside of Empire and the Dwarves really have to make those choices and for TWW1 Empire the limited building slots meant that if you wanted to have any sort of capacity for Witch Hunters and Warrior Priests you had to give up an advanced building slot. On the flip side, the only hero Dark Elves and Lizards get at Tier 3 or earlier are Death Hags and Skink Priests, their casters and assassins and scar vets are all Tier 4. High elves get Noble access at tier two plus tier 3 wizards for whom their buildings is tied to their endgame infantry, but granted can't increase capacity on nobles until t4. For Empire specifically, I think it would be worthwhile if they took away some of the building dependencies for *some* of the units. Outriders, Reiksguard, and probably vanilla cannons really shouldn't require extra buildings to make, if only to increase the variety in early game armies and give you more of a reason to build an early Reikfort.
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# ? Oct 30, 2017 15:45 |
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ZearothK posted:Same, either 30 Years War Europe or Mongol Invasions East Asia would be my wishlist for a major historical release. Imagine trying to capture all regions on this map.
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# ? Oct 30, 2017 15:54 |
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ChickenWing posted:Has anyone else noticed that occasionally an AI faction will go to war with you without displaying any "lets fite" prompt? They're having someone else ask them to join a war against you. There's no diplo pop up when that happens, just a little notification in the box under the mini map.
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# ? Oct 30, 2017 15:56 |
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How do I beat wood elves as greenskins?
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# ? Oct 30, 2017 15:59 |
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This is how I would tweak the progression for Dwarves: Gyrocopters: Give them a tier earlier, so you have Gyrocopters-Brimstone Gun Gyros-Gyrobomber progression. Trollhammer Torpedo Irondrakes: Keep it in the same tier as Flamethrower Irondrakes. It really doesn't feel like an 'upgrade' and is a rather niche unit. Hammerers/Ironbreakers: As mentioned, make their barracks have a 4th tier instead of needing Hall of Oaths AND a Gromril Forge. Slayers: Remove the support building requirement, allowing you to make Slayers with just the Slayer Shrine. Monument to Grimnir: Have this landmark building in Karak Kadrin split into more tiers, with more benefits; have it go from Tier 2-5 with each tier adding +1 veterancy and -2% upkeep to slayers. Hall of Oaths: Now that this isn't required for Hammerers/Ironbreakers, instead have each of these increase hero capacity of all hero types by 1, and give Ld/MA/MD bonuses to Lords/Heroes defending that settlement.
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# ? Oct 30, 2017 15:59 |
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'Khazukan Kazakit-Ha' did a lot of those things, any chance we'll see it ported over Gejnor?
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# ? Oct 30, 2017 16:06 |
Kaza42 posted:I've been getting a BSOD when I launch this game recently. Is there a known bug or fix for this sort of thing? 1. Install the mod that skips the into movies. https://steamcommunity.com/sharedfiles/filedetails/?id=1149642323&searchtext= 2. Verify game files in Steam. 3. Change the affinity of the .exe file to CPU 0 only. http://forums.totalwar.org/vb/showt...lution-Found%21 4. Use DirectX 11, not 12. But try 12 anyway. https://forums.totalwar.com/discuss...s-after-battles 5. Change the resolution you're playing the game in to your monitor resolution. https://steamcommunity.com/app/3643...36262672052403/ 6. See if what this guy did helps. If it doesn't you'll need to reinstall the game though. https://www.youtube.com/watch?v=C8DPzwvmY5E 7. Reinstall the game. 8. Reinstall the game and Steam
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# ? Oct 30, 2017 16:07 |
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Earwicker posted:Sorry if this is the wrong place for this question but: They stated from the beginning that they were going to do the ENTIRE Warhammer Fantasy franchise and that that would amount to 3~ games worth of content. Everything is going entirely according to plan. We still don't have every Warhammer faction accounted for by game 2, just most of them. It takes a lot more development resources than a historical Total War game because here the factions are, well, actually meaningfully distinct from each other. Captain Oblivious fucked around with this message at 16:13 on Oct 30, 2017 |
# ? Oct 30, 2017 16:09 |
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Trick-or-Queek http://woobox.com/rvxxxo
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# ? Oct 30, 2017 16:20 |
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High Elves getting a Surtha Ek analogue is funny, and I think they should just balls out with the gimmick for every race that can spam chariots: Dark Elves: Asuria splintek rocking the Cold One Chariots Greenskins: Swurthy Ekker cruising around in Boar Chariots Beastmen: Ek-Ek and his legion of Razorgor Chariots Tomb Kings: Surtek Ammon Ek and his swarms of Skellyman Chariots
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# ? Oct 30, 2017 16:26 |
Tarantula posted:Nobody seems to want to trade with my undead empire no matter how friendly they are, my people worked themselves to death to make this stuff. You need better slaves, the humans and the dwarves are killing themselves to get some of my cobweb filled wine.
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# ? Oct 30, 2017 16:32 |
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Barent posted:How do I beat wood elves as greenskins? SP: Last time I played greenskins, a night goblin warboss with lots of gobbo archers ended up performing pretty decently against the much more expensive elves since the AI doesn't really focus-fire that often, and night goblin archers' stalk mitigates the elves' range advantage (deepshivers will wreck you though, and will perform surprisingly well against Sisters of the Thorn/Glade Riders. Goblin spears to screen the archers will do pretty well I guess, especially if you have something around to pounce on the Wild Riders if they charge in. Poison arrows helps your wolf riders close faster on their skirmisher archers too. Welves don't have artillery, so bringing one or two is nice, and a good hit on an infantry block will hurt quite a lot and make them have to come to you. Doom Divers are great, but Lobbas would be ok too. I struggled against their Wild Riders, but orc big'uns did really well against their infantry if they managed to close without being shot to poo poo. Goblin Shaman are probably good support casters too. I haven't tried it since they reworked Night Shroud, but casting it on an Araknarok seems hilarious though I don't know how good it would be, and Sneaky Stabbin' is very good. Gork'll Fix It might help you catch enemy skirmishers of infantry or cavalry variants, and their lore attribute I can't remember the name of slows down enemy power regen so you might have to deal with fewer Life or Shadow spells being thrown at you, which is good since those lores are good. (And Shadow's lore attribute being reworked to being a bigger speed buff that's on-cast instead of a low but constant means that fewer enemy spells cast means slightly slower elves overall, which you want). In general, WElves' strengths seem like their light cavalry and line/skirmish archers are great, while their infantry, skirmish cav, and magic options are all good but unarmored. Their light cav will crush yours, but you might be able to catch their expensive skirmish archers or disrupt their line archers long enough to get in melee with big'uns, which means you're probably good. Basically, goblin units with a night goblin warboss in general seem like they work really well against Wood Elves, especially on applying poison to everything, then big'uns come in to finish their infantry off. That slowdown, fatigue, and reduced range damage is amazingly good against a faction that wants to skirmish all the time. Not sure about MP since I don't really play it, but I think most of what I said should still hold true and you'd actually get a bigger advantage from going goblin-heavy since cost matters more than in SP. On the other hand, human players are going to use their skirmishers and ranged units much more effectively and have a better army composition. It seems like a rough, rough matchup for the Greenskins though. Ravenfood fucked around with this message at 16:41 on Oct 30, 2017 |
# ? Oct 30, 2017 16:39 |
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Okay that makes sense, I really need to just use more gobbos then. Their archers gently caress me up before i could do anything. This is in ME btw.
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# ? Oct 30, 2017 16:42 |
SteelMentor posted:Trick-or-Queek Helman GHOST
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# ? Oct 30, 2017 16:43 |
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Everyone treated me like I said "Hail Satan, Hitler FTW" when I posted it on the official forums, but I think this game would be better with less sources for buffs and bonuses and for those buffs and bonuses to be smaller then they are now. Shades are probably the worst offender in terms of being game breaking once you start stacking all the possible unit bonuses with them, but I think its a general problem that all the careful balance goes out the window by midgame and it makes battles less interesting, ruins internal balance, and is the primart culprit in the player being able to just annihilate multiple AI stacks with nearly zero losses. To be extreme about it, if you removed all lord red skills and all tech bonuses then you could also probably half the AIs econ bonuses and it would be a much greater challenge then now. It kinda ruins some of the fun when you realize that your lopsided victorys arent you being a tactical/strategic genius and are more the result of leveling honest steel to level 3 while the AI only put 1 point and invested the rest of their skill points in public order buffs. I dont want to completely eliminate them because I like them too but I thinks its just too much right now
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# ? Oct 30, 2017 16:52 |
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Barent posted:Okay that makes sense, I really need to just use more gobbos then. Their archers gently caress me up before i could do anything. This is in ME btw. I love the way they made Skarsnik's campaign feel really distinct from the other Greenskins and wish they'd made the different Skaven tribes feel a bit more like that. Queek and Skrolk's armies all end up feeling really different thanks to their stormvermin and plague monk cost reductions/buffs, but it'd be nice if they were slightly less lord-dependent and more faction-related, if that makes sense. SickZip posted:Shades are probably the worst offender in terms of being game breaking once you start stacking all the possible unit bonuses with them, but I think its a general problem that all the careful balance goes out the window by midgame and it makes battles less interesting, ruins internal balance, and is the primart culprit in the player being able to just annihilate multiple AI stacks with nearly zero losses.
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# ? Oct 30, 2017 17:00 |
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ChickenWing posted:Helman GHOST PUMPKING Louen Leoncoeur
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# ? Oct 30, 2017 17:08 |
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Do high elves not get influence events in mortal empires? I’m a little ways in and I haven’t seen one pop yet.
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# ? Oct 30, 2017 17:10 |
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SickZip posted:Everyone treated me like I said "Hail Satan, Hitler FTW" when I posted it on the official forums, but I think this game would be better with less sources for buffs and bonuses and for those buffs and bonuses to be smaller then they are now. I vastly prefer the "teching up" process to be more about increasing stats than unlocking access to units full stop and wish they'd go further with it. It makes sense in Rome to not get late-empire units until late in a campaign, but with Warhammer's variety it's a crime to restrict access to cool poo poo until you've got tier 4 and 5 cities. 50 turns of spearmen/archer stacks sucks, even if it's effective. A sense of progress and being able to customise/personalise your armies is good.
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# ? Oct 30, 2017 17:19 |
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Solarflare posted:Do high elves not get influence events in mortal empires? I’m a little ways in and I haven’t seen one pop yet. They do but its weird and seems to come and go. Ill get them constantly or Ill go 20+ turns without one. The frequency is variable to where I think theres some hidden criteria going on but I havent gotten into the files to figure out what.
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# ? Oct 30, 2017 17:21 |
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SickZip posted:Everyone treated me like I said "Hail Satan, Hitler FTW" when I posted it on the official forums, but I think this game would be better with less sources for buffs and bonuses and for those buffs and bonuses to be smaller then they are now. Yeah, I can agree with this. The game is reasonably well balanced when units have their base stats but it's extremely easy for the player to use all the available bonuses in a way that is impossible for the AI to keep up with. It's why I find the first part of the campaign most interesting since that's the point where the AI units actually can stand up to you. The problem is that players like turning themselves into unstoppable juggernauts (and then complain that the game is too easy)
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# ? Oct 30, 2017 17:24 |
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Solarflare posted:Do high elves not get influence events in mortal empires? I’m a little ways in and I haven’t seen one pop yet. It can be very feast or famine, but from experience w/ HEs once you get your first couple nobles, which you should shoot for early, just using them as influence batteries at a nearby enemy settlement becomes the primary way to generate influence. The traits the top lords/mages/loremasters can roll make enslaving your nobles like this totally worth it.
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# ? Oct 30, 2017 17:27 |
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The stats argument is why I like playing harder difficulties so enemies send bigger (sometimes better) stacks supporting each other at me. I like the stat game, it makes it feel like an RPG and more involved, but challenge does peak. So instead, I just embrace the spectacle nature of the game and fight against massive waves, since I feel it works better that way. I get why you'd want to not do it like an RPG though, just like the old games.
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# ? Oct 30, 2017 17:51 |
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# ? Jun 8, 2024 03:03 |
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Plavski posted:After the wild variety in units in Warhams, I'm not sure I could go back to a period that was just pointy sticks and guns for the entire game. I love all the old games but this is so true. ME makes me feel spoiled for choice, with each faction being a truly different experience. Maybe they will take a crack at Total War:40k after the third game?
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# ? Oct 30, 2017 17:56 |