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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Ra Ra Rasputin posted:

Is there anything stopping Teclis from just fortifying his capital and packing up and sailing over to uthulan and knocking out some of the more assholish highelves on the island?

Maybe even setting up shop on the darkelf coast where some unique buildings might be at.

Setting up shop in Dark Elf town early game with Teclis isn't going to work, since Teclis and Tyrion have different terrain preferences; Teclis likes the jungle and dislikes frozen, while Tyrion is the opposite. You'd be trading the public order problems of corruption for the significantly more annoying problems of unfavorable climate. Plus if you're trying for Morathi's territory you're going to have the corruption anyway.

As for sailing for Ulthuan, I've tried it, but it's tough. Tyrion tends to start steamrollering the weaker factions like Yvresse almost immediately and it's a pretty difficult task for Teclis to crack one of the bigger factions like Saphery since once you land in their territory and start taking their poo poo they'll tend to turtle up in their walled capital and refuse to be dislodged. You're also on a pretty tight timer once you abandon Lustria since you'll still be dependent on it for upkeep for a little while and once you leave the Vampire Coast or the Skaven will come sniffing almost immediately.

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Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Gitro posted:

Why did they gut the westernmost part of the map so hard if they're leaving the east virtually unchanged? It's pretty poo poo. I like the distance compression, even if it makes Tiranoc a huge pain, but going from empire or dwarf starts that are same as ever to whatever horseshit mazda and malekith have to put up with is pretty jarring.

Scourge of Khaine was already at war with a bunch of helves, we were at +1 relations and they just randomly declared on me. Never did anything, and now that I've spent the last 8 turns murdering high elves they want to be friends again. The AI is just :psyduck:

Because they're going to expand the map East next time. :ssh:

Hryme
Nov 4, 2009
I just did a start on very hard with Teclis today. I took over Vampire coast in 5 turns. Deleted the eagle because gently caress that upkeep for such a trash unit. Then spent the next 40 or so turns babysitting Vampire Coast and the island province, while sending out a lord to go treasure hunting and find me trading partners.Those two provinces are 5 ports and 4 different trade goods so it is a rich area if you focus on trading. I was lucky because the friendly lizardmen killed Clan Eshin very early so I had peace until I decided to attack Pestilence when my economy had grown enough that I could support a second lord with spearmen and archers to crush rebels.

Meanwhile the psychopath Tyrion had killed all the rest of the High Elves and united Ulthuan. No chance of ever confederating with him sadly. That is the problem with taking some time to build up at the start. Falling behind the Ai because they conquer so drat fast.

Gitro
May 29, 2013

Knobb Manwich posted:

Because they're going to expand the map East next time. :ssh:

Unless they're not reworking the current old world map to do it I don't see why there couldn't be some middle ground between the sad hovels morathi et al. get and the completely unchanged east. Compress everything, get into a cross-racial thunderdome earlier and more easily

sassassin
Apr 3, 2010

by Azathoth

Hryme posted:

Deleted the eagle because gently caress that upkeep for such a trash unit.

Wow.

Panfilo
Aug 27, 2011
Probation
Can't post for 4 days!
SirPhoebos, I like your ideas on making the grudge system more interesting. Here's another take on it that I was thinking of, similar to yours:

-The grudge meter is more granular, going from 1 (lowest) to 10(highest). At low grudge severity, you now also get bonus tariffs and trade goods produced, but negative hero action chance and hero self defense chance. At higher severity you get penalties to tariffs, trade goods produced, multiple army taxes, but also higher hero action chance, higher lord/hero self defense chance,discounted colonization cost (if it was retaking a captured territory) and increased Untainted.

Thorgrim Grudgebearer- (Campaign)Applies global Leadership, Melee Attack/Defense and a small Ward save to all Lords and Heroes for each grudge severity below 5, but he himself gets stat penalties for severity of 5 or above. There is an additional 3 turn bump in stats when you resolve a grudge, resolve 8 grudges, or complete one of his item quests. He also gets a level 20ish skill that significantly boosts the bonuses to himself when a grudge gets resolved. Thorgrim works well in the long game where you'll have a lot of Lords and Heroes present. You'll want to keep grudges low and proactively resolve them (preferrably multiple ones at a time to stack the bonuses up).

Ungrim Ironfist- (Campaign)Each grudge against a specific faction gives your forces a small bonus speed and weapon strength vs them in battle, as well as improved hero action cost and chance of self defense. Recruit cost, upkeep, and replenishment of Slayers for Ungrim's army is improved for each Grudge severity of 5 or above, but below that it is penalized. Ungrim can specialize himself to specifically knock out a particularly annoying little faction, and bring down the cost of Slayers to the point you can aggressively use them suicidally as they made Oaths to do so.

Belegar Ironhammer- (Campaign) Controlling Karak 8 Peaks offsets the negative maluses the other Legendary Lords receive for either low or high grudge severity. Belegar's army gets Ld bonuses for underground battles, siege battles, +siege holdout time, and -enemy siege holdout time vs Greenskins and Skaven on higher grudge severity. The nature of Belegar's bonuses give him the potential to capture Karak 8 Peaks as fast as possible, and if you can confederate with the main Dwarf faction you don't have to juggle their own individual pros/cons to grudge severity.

Grombrindal- (Campaign) Lower grudge severity reduces the tax on multiple armies and increases the total capacity of Heroes of each type. Grombrindal's army receives bonus exp each time they personally resolve grudges, and his quests apply the bonus exp received toward all the units in his army. This is a more general benefit designed toward quickly leveling up heroes in his army. He can already easily get very high veterancy regular units, but packing his army with Heroes means they will level up very fast as well.

Panfilo fucked around with this message at 07:11 on Nov 7, 2017

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Brasseye posted:

If Morathi was dead when I confederated the cult of pleasure is she dead forever?

Yes, unfortunately. Reload and wait until she recovers.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
Vlad and Isabella just don't give a poo poo. It's such fun romp every time. I've got the empire locked down to Marienburg and left the northern humans alone after clipping their wings where necessary. Crippled the dwarfs but didn't end them, no one passes Akendorf and enters my lands.

I'm trying to decide if I make my next objective something better then conquer Brets. I mean it won't take long but I feel like I'm destined for Khemri.

Ra Ra Rasputin
Apr 2, 2011

Brasseye posted:

If Morathi was dead when I confederated the cult of pleasure is she dead forever?

Didn't they patch it so legendary lords show up in recruitment after confederation or am I imagining that patch note.

Staltran
Jan 3, 2013

Fallen Rib
That was in the Norsca patch for the first game.

genericnick
Dec 26, 2012

In one of my games I confederated a wounded LL, but he immediately showed up in the armies and heroes tab.

Devorum
Jul 30, 2005

I keep seeing people talk about the VC factions as being fun, but they just look like a slog with slow mudpit infantry and no ranged or artillery units when I face them. What am I missing that makes them great?

Ravenfood
Nov 4, 2011

Devorum posted:

I keep seeing people talk about the VC factions as being fun, but they just look like a slog with slow mudpit infantry and no ranged or artillery units when I face them. What am I missing that makes them great?
Tons of magic, monsters, cav/cav analogues, flying units, and wicked good heroes.

Ravenfood fucked around with this message at 13:36 on Nov 7, 2017

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.

Devorum posted:

I keep seeing people talk about the VC factions as being fun, but they just look like a slog with slow mudpit infantry and no ranged or artillery units when I face them. What am I missing that makes them great?

Isabella and ten vampires riding on flying demon horses to reinforce Vlad who is fighting five hundred men single handedly. Also there are bats loving everywhere.

Devorum
Jul 30, 2005

Ravenfood posted:

Tons of magic, monsters, cav/cav analogues, and wicked good heroes.

Are there any "Absolutely Avoid" LLs? I haven't seen a lot of love for Kemmler or Gorst. Everyone seems to be some flavor of Carstein.

EDIT: If I pick Isabella or Vlad, do I get the other one or do I have to confederate them?

Devorum fucked around with this message at 13:38 on Nov 7, 2017

Comstar
Apr 20, 2007

Are you happy now?
I'm running the beta patch, playing on normal, it's turn 100+, I or my allies own all of the Empire (Damm dwarfs took one of the VC towns, and Kislev owns the eastern provinces, and half of the chaos wastes) but there's been no sight or sound of the Chaos invasion. Brettonia owns the western end of not-Norway and is taking up the Norse towns as I burn them down.

When is the Everbland supposed to show up? I've formed the 1st Franzer division but I'm worried he'll show up right as I deploy it to invade Not-Canada.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
The vampires are generally more fun because you get a wizard that can also stomp enemy LLs. Vlad and Mannfred can both go toe to toe while also casting great spells, or you can have them specialise. Kemmler is ok but Ghorst is a bit meh outside of the faction wide stuff.

I'd always say play Vlad and Isabella. Easy second LL and love blooms on every battlefield. Cool starting units and Isabella will turn you normally annoying tar pit bats into swarms of armour piercing death.

Blooming Brilliant
Jul 12, 2010

Devorum posted:

Are there any "Absolutely Avoid" LLs? I haven't seen a lot of love for Kemmler or Gorst. Everyone seems to be some flavor of Carstein.

EDIT: If I pick Isabella or Vlad, do I get the other one or do I have to confederate them?

You get either Isabella or Vlad next turn in a fresh game.

Gorst is good but boring, he's the least interesting of the LL's.

Kemmler is just under powered and kinda meh. They even gave him Krell last update, and he was pretty disappointing.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
I rate Kemmler as ok for having Krell, but still not as exciting as it should be.

Ravenfood
Nov 4, 2011

Devorum posted:

Are there any "Absolutely Avoid" LLs? I haven't seen a lot of love for Kemmler or Gorst. Everyone seems to be some flavor of Carstein.
Kemmler's supposedly fun with the Foundations update and his Krell unique summon, but I haven't tried. The Necromancer Lord LLs are kind of weird: one of the draws of the Vampires is that they're mages stapled onto a pretty drat effective combat hero/lord, and you lose all of that with necromancers without much too much gain. And, really, if I'm going to play as the Vampire Counts, I kind of want to play as a Vampire Count, not some weird necromancer sidekick. There's just not that much interesting about them, and Vlad, Isabella, and Mannfred are all hilariously different interpretations of overpowered. Personally, I prefer Isabella and Vlad. (And Kemmler needs to get his rear end to Mousillon and have that be an alt-start, and maybe move Vlad/Isabella's start somewhere further away so their campaign is at least somewhat different from Mannfred's). There are none to definitively avoid, but there's no real draw to Ghorst or Kemmler right now compared to the Vampire LLs.

Basically, VC are all about leaning on the strength of stuff new to TW (flying, magic, monsters, heroes) and that makes for a different playstyle than previous TW games.

sassassin
Apr 3, 2010

by Azathoth
Question for any modders:

Would creating a new unique settlement chain (like Lothern, Skavenblight etc.) require a startpos edit? Obviously I can make the whole chain/superchain in the normal tables but how would I actually make the specific settlement use it?

Alternatively is there a simple way to add some permanent province-wide effects to a select province?

madmac
Jun 22, 2010
They've actually secretly buffed items and some skills for Caster Lords a lot in Mortal Empires. Master of the Dead for example now buffs Raise Dead (and Ghorsts unique summon) and Ghorsts cart now apparently acts as a mortis engine in campaign. Loremaster now gives huge wind reductions to top tier spells in addition to the reduced cooldown, and the item campaign buffs are too numerous to list.

Once the foundation update is out I expect even the Necromancer Lords will be pretty cool to play.

Looking at Ghorst specifically, since I don't expect the Foundation Update 2.0 to change him...He now gets Mortis Engine effect on his corpse cart, 3 uses of his special Grave Guard/Wight King summon at a reduced cost, and his Book item now gives him -4 Winds for Wind of Death and +5 Levels for Necromancer Heroes in addition to the old bonuses. Combined with his research bonus, raise dead discount, ect he's honestly decent enough now, just boring. I wish they'd just make his dumb cart faster because being reduced to zombie speed is the worst thing about him from day one.

madmac fucked around with this message at 15:04 on Nov 7, 2017

sassassin
Apr 3, 2010

by Azathoth
I want to make Yvresse a horrifying land of mists where you can't see or move very far and there's a constant hint of daemonic corruption and everyone is miserable.

John Charity Spring
Nov 4, 2009

SCREEEEE

Ravenfood posted:

Kemmler's supposedly fun with the Foundations update and his Krell unique summon, but I haven't tried. The Necromancer Lord LLs are kind of weird: one of the draws of the Vampires is that they're mages stapled onto a pretty drat effective combat hero/lord, and you lose all of that with necromancers without much too much gain. And, really, if I'm going to play as the Vampire Counts, I kind of want to play as a Vampire Count, not some weird necromancer sidekick. There's just not that much interesting about them, and Vlad, Isabella, and Mannfred are all hilariously different interpretations of overpowered. Personally, I prefer Isabella and Vlad. (And Kemmler needs to get his rear end to Mousillon and have that be an alt-start, and maybe move Vlad/Isabella's start somewhere further away so their campaign is at least somewhat different from Mannfred's). There are none to definitively avoid, but there's no real draw to Ghorst or Kemmler right now compared to the Vampire LLs.

Basically, VC are all about leaning on the strength of stuff new to TW (flying, magic, monsters, heroes) and that makes for a different playstyle than previous TW games.

I'd really like a Kemmler alt-start in Mousillon (with the Red Duke as a fleshed-out LL too). He was very good in the Foundation update though, for the first time in the game's existence; his specific bonuses to spellcasting and troops made him an excellent leader and you don't need the two-in-one nature of the vampires when you can summon a near-unkillable undead chaos lord to do the fighting for you instead. Krell needs the skill updates to make him worthwhile too though.

Scrub-Niggurath
Nov 27, 2007

Krell is really fun when you get the skill tree for him

toasterwarrior
Nov 11, 2011

sassassin posted:

Question for any modders:

Would creating a new unique settlement chain (like Lothern, Skavenblight etc.) require a startpos edit? Obviously I can make the whole chain/superchain in the normal tables but how would I actually make the specific settlement use it?

Alternatively is there a simple way to add some permanent province-wide effects to a select province?


Not a modder but a mod I've seen adding new landmark buildings to the Empire stated that it changed the startpos and therefore was not save compatible, so I assume this means yes to your question.

Jamwad Hilder
Apr 18, 2007

surfin usa
Kemmler is pointless, just get the mod that turns Krell into a legendary hero. It's a lot more fun that way IMO.

Rookersh
Aug 19, 2010

Devorum posted:

I keep seeing people talk about the VC factions as being fun, but they just look like a slog with slow mudpit infantry and no ranged or artillery units when I face them. What am I missing that makes them great?

See all those units they field? All of them are fodder.

You just attack move half your army every turn because you don't need it. You'll Raise Dead them back after battle anyways for basically free.

What you get to do instead with VC is play with everything else. Absurdly powerful monster units that smash lines, absurdly powerful flyers that can zoom around the battlefield and ruin enemy backlines/frontlines. Heroes that can singlehandidly hold back entire armies. Spells that completely change the nature of the battlefield.

There is no anvil in the VC campaign. It's just all hammer, all the time.

Tiler Kiwi
Feb 26, 2011


imagine being so loyal that your boss decides to piss on you

Jamwad Hilder
Apr 18, 2007

surfin usa
I like that one of the other options buying him rat-cocaine to snort for experience

my dad
Oct 17, 2012

this shall be humorous
What do the other two options do?

Tiler Kiwi
Feb 26, 2011
Going halfsies on the byzantine experience gives a trait that causes all lords in their region to have a chance to gain loyalty a turn. Pretty good, though kind of a dick move.
Making him kill his puppy-rat in front of you gets a global +5 PO for 6 turns, but gives makes the lord upset and gives him a chance to lose loyalty for each of those turns.

Wallet
Jun 19, 2006

sassassin posted:

Question for any modders:

Would creating a new unique settlement chain (like Lothern, Skavenblight etc.) require a startpos edit? Obviously I can make the whole chain/superchain in the normal tables but how would I actually make the specific settlement use it?

Alternatively is there a simple way to add some permanent province-wide effects to a select province?


It's a startpos thing, yeah.

I dunno about province wide effects for a single province off-hand.

sassassin
Apr 3, 2010

by Azathoth

toasterwarrior posted:

Not a modder but a mod I've seen adding new landmark buildings to the Empire stated that it changed the startpos and therefore was not save compatible, so I assume this means yes to your question.

I've found the regional religion table now so I can add background chaos corruption easily enough, and Tor Yvresse already has a unique building chain I can hijack for the *cool stuff* I want to do, but a little stumped on the rest.

I can do a startpos mod but no one wants that for small things because there's no modularity. I'll never use the friendly Tyrion mod I made because it won't work alongside a faction unlocker.


Also found how to add persistent strong winds of magic to Saphery so the wizards don't go hungry.

sassassin
Apr 3, 2010

by Azathoth
I have a list of settlement ids, and a list of building superchain ids, where's my campaign_map_settlement_to_settlement_building_superchains_junction_table to link em up neatly?

Sekenr
Dec 12, 2013




As Malekith is it worth it to colonize Iron Mountains province? Altar has a unique building but the rest of it seems like a norscan infested shithole.

Yeowch!!! My Balls!!!
May 31, 2006

Sekenr posted:

As Malekith is it worth it to colonize Iron Mountains province? Altar has a unique building but the rest of it seems like a norscan infested shithole.

it depends, honestly. if you clean the norscans out of it you don't have to worry about them anymore, which is nice, but it also means you've had to spend that many turns fighting them instead of consolidating your much richer neighbors.

Jamwad Hilder
Apr 18, 2007

surfin usa
beat the Norscans back to a single province you can periodically beat up for slaves

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Jamwad Hilder posted:

beat the Norscans back to a single province you can periodically beat up for slaves

This is good advice, just watch out for their massive econ bonuses that allow them to throw together a hellstack even when they shouldn't be able to. If you don't do this, just wipe them out - they'll be a massive thorn in your side otherwise as you press southwards. Plus, their territories never get any walls so defending them is a pain in the rear end.

In my DE ME campaign, Tyrion has pressed up from the south and we've crushed the rest of my erstwhile kin. Now that we've mopped up everyone save one territory for the Cult of Pleasure, I'm grinding his three hellstacks loaded with monsters, heroes, and Swordmasters into nothingness. I fought a pitched battle against two of them once that bloodied Malekith's nose, which I then promptly fixed by replacing those lost Corsairs/Bleakswords with Hydras, Black Guards, and Executioners from Naggarond.

Also, fire wizards are absolutely insane. Dump points into Burning Head and a flying mount immediately, fly perpendicular to the battle line once the AI has committed, and overcast that poo poo to no tomorrow down the line. You'll kill 400 easily with your wizard and watch far larger forces get cut down to size and flee for their lives. Your Darkshards will then deny them this possibility.

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Ra Ra Rasputin
Apr 2, 2011

LuiCypher posted:

Also, fire wizards are absolutely insane. Dump points into Burning Head and a flying mount immediately, fly perpendicular to the battle line once the AI has committed, and overcast that poo poo to no tomorrow down the line. You'll kill 400 easily with your wizard and watch far larger forces get cut down to size and flee for their lives. Your Darkshards will then deny them this possibility.

You don't need to line up your caster perfectly for spells anymore, you can align the direction the spell will head during the cast.

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