|
i dont even use sfo2 because i just dont feel like it but rest assured that subscribing to the nazi mod gives them power like goku and the spirit ball
|
# ? Nov 14, 2017 15:23 |
|
|
# ? Jun 6, 2024 09:47 |
|
Rookersh posted:The more important reason not to use SFO is it's not a good mod. I've tried it twice now and I have no idea why/how people recommend it. This was my opinion before I realised the ringleader of the project was a literal Nazi who was profiting off the mod via donations.
|
# ? Nov 14, 2017 15:31 |
|
Xae posted:It is asinine that NPC armies can leave cities under siege by embarking. You can do it with your armies too, you know. It can be pretty useful when you have a lot of port towns and Tyrion decides that he's going to kill everything.
|
# ? Nov 14, 2017 15:34 |
|
Xae posted:It is asinine that NPC armies can leave cities under siege by embarking.
|
# ? Nov 14, 2017 15:40 |
|
Malekith please leave me alone so I can start the final ritual. I've killed you and your army like 4 times now, and probably twice that killing your mom and her armies. It's silly how fast DE can rebuild armies on I think Very Hard. The worst is I can't autoresolve most of these battles, even though I can easily win most of them by more or less selecting all my dinosaurs and right clicking on the DE army's center mass.
|
# ? Nov 14, 2017 15:41 |
|
sassassin posted:This was my opinion before I realised the ringleader of the project was a literal Nazi who was profiting off the mod via donations. If only you could subscribe to video game mods for free Ah well *genocides south america in video game but it’s ok bc its inhabitants are monstrous subhumans*
|
# ? Nov 14, 2017 15:44 |
|
e: ^ canonically I'd say they're superhuman, since the old ones made them better at fighting chaos than everyone except the OgresAway all Goats posted:Malekith please leave me alone so I can start the final ritual. I've killed you and your army like 4 times now, and probably twice that killing your mom and her armies. It's silly how fast DE can rebuild armies on I think Very Hard. When I played High Elves in the vortex campaign I found it easier to build up to a comfortable point, then raze the rest of the world. No need to worry about anyone desparately attacking me when every other population center in existence is a smoking ruin.
|
# ? Nov 14, 2017 15:44 |
|
The Land of Mists (Yvresse Province Overhaul) http://steamcommunity.com/sharedfiles/filedetails/?id=1200904976
|
# ? Nov 14, 2017 15:48 |
|
https://www.youtube.com/watch?v=-Fu0UPnk4kcquote:The year is 878 AD, the embattled English king Alfred the Great has mounted a heroic defence at the battle of Edington, and blunted the Viking invasion. Chastened – but not yet broken – the Norse warlords have settled across Britain. For the first time in nearly 80 years, the land is in a fragile state of peace. quote:Is this the next historical Total War game? Plavski fucked around with this message at 16:06 on Nov 14, 2017 |
# ? Nov 14, 2017 16:03 |
|
odd that the steam page is nothing but the concept art, unless thats what it will actually look like (something i highly doubt)
|
# ? Nov 14, 2017 16:08 |
|
Davincie posted:odd that the steam page is nothing but the concept art, unless thats what it will actually look like (something i highly doubt) it won't be out till spring next year, so i doubt they have too much to show right now
|
# ? Nov 14, 2017 16:10 |
|
Hopefully there will be some serious performance improvements over attila. That game runs so much worse for me than Warhammer.genericnick posted:He is also the only flying caster Lord and his "downside" is that he levels the home armies. Morathi can fly and is cool, good and my friend.
|
# ? Nov 14, 2017 16:11 |
|
It's based off the Attila engine too, so shouldn't look too dissimilar. Attila still looks great and if they move to 64-bits it should run better too.
|
# ? Nov 14, 2017 16:12 |
|
Wait, Attila wasn't on 64-bit? gently caress, that'd explain a lot.
|
# ? Nov 14, 2017 16:13 |
|
As a guy from Winchester (it has a statue of King Alfred in it, and was the capital during his time), I am totally stoked that now I have a game where I can go "I have connections to this historical figure and therefore they are the best".
I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
|
# ? Nov 14, 2017 16:41 |
|
not particularly exciting but I'll definitely still play it
|
# ? Nov 14, 2017 16:43 |
|
Sounds really dope and i can't wait, HOWEVERquote:It will be based off the Total War: ATTILA codebase, though not without some changes so we can make the game run as smoothly as possible. Are the warhammer games based of the "attila codebase"? Cause if so, yay, they run pretty well. But Rome 2 not so much.
|
# ? Nov 14, 2017 16:56 |
|
The warhammer codebase still references the shogunate.
|
# ? Nov 14, 2017 16:58 |
|
Kainser posted:Morathi can fly and is cool, good and my friend. Iirc a lot of the melee/caster hybrid lords get to fly, Manny, azhag and maybe archaon all get dragon(ish) mounts. So does Durthu not have the same tree kin buff skills as every other tree Lord or did I somehow hide them with a mod? I didn't realise how good those things are at not dying for way too long.
|
# ? Nov 14, 2017 17:01 |
|
Rookersh posted:The more important reason not to use SFO is it's not a good mod. I've tried it twice now and I have no idea why/how people recommend it. When did you try it? It used to be a better mod when it was just an amateur project by Steel Faith. Once it became a team with thousands a month in patron income, it went downhill. The new guys arent as good and it succumbed to change for the sake of change.
|
# ? Nov 14, 2017 17:07 |
|
SickZip posted:When did you try it? It used to be a better mod when it was just an amateur project by Steel Faith. Once it became a team with thousands a month in patron income, it went downhill. The new guys arent as good and it succumbed to change for the sake of change. Twice in WH1. Once around the time the Beastmen/Wood Elves came out, and a second time right after the Foundation Update. It just changed too much for the sake of change even when I started using it. The new lord skills were wildly overpowered. Units got baffling changes that made them either gods ( Hammerers being able to solo entire armies. Bats somehow being able to beat units like Greatswords in 1:1 combat which was completely nonsensical ) or completely useless in basically every way. It took dynamics that worked well and changed them up in favor of more "loreful" ideas that ended up lacking any real sort of dynamic choice. The only reason I liked the mod at all was because of the enhanced magic, the better garrisons, and the smarter AI. But then people went and made individual mods that did all those things better then SFO did them, without also being attached to the overall SFO changes. I can see why people liked it initially, because it'd have been a real hoot when the game first launched and you only had 4 races to choose from and all had huge weird issues. But by the point of the WElves/Beastmen, or especially the Foundation Update there was just so much content in the game already it felt off what CA was trying to push their game towards. And now that we see what they have done with 2, it seems even more pointless to use. At this point why are people even still using the mod? Are they attached to the name? I don't get it.
|
# ? Nov 14, 2017 17:18 |
|
Rookersh posted:The more important reason not to use SFO is it's not a good mod. I've tried it twice now and I have no idea why/how people recommend it. SFO was the only way you could have the dwarves and the orks have any kind of relevance or interesting mechanics, they also made the vampire coutns really fun to play with and against. Goons are really weird and need to consider every Total War mod a Radious spawn for some reason.
|
# ? Nov 14, 2017 17:18 |
|
Mans posted:SFO was the only way you could have the dwarves and the orks have any kind of relevance or interesting mechanics, they also made the vampire coutns really fun to play with and against. Dwarfs/Orcs need work but I think there are other ways to do it. Green iz Best did pretty well, and mods that hamper Dwarf upkeep/income based on size seem to be helpful too. I still think that a combination of AI mods to respect climate and loosening Greenskin preferences while tightening Dwarf ones would be useful too. Basically, if they have cool ideas and do them well, I'd rather just take those ideas and put them into vanilla instead of overhauling everything just because. Ravenfood fucked around with this message at 17:38 on Nov 14, 2017 |
# ? Nov 14, 2017 17:27 |
|
TBH the only reason I might want to use SFO now is some of their added units. I liked the Sigmarite Disciples as an "elite" version of Flagellants that could do AP damage, the Dwarf Engineer squads were great, and the Longbowmen-at-Arms gave me an idea for a Bretonnian army that ran no melee infantry at all. Fortunately, this skill revamp mod I'm using consolidates Flagellant bonuses into Honest Steel so there's no need to use them, and Gejnor's Dwarf mod makes Master Engineers much easier to get so I don't really need Engineer squads anymore. I guess a mod for Longbowmen-at-Arms might pop up one day.
|
# ? Nov 14, 2017 17:32 |
|
I looked through the sfo changes page a bit back and they added +3% upkeep to March stance. Like maybe it does some really good stuff but lol dude why Another 100g I feel so immersed rn
|
# ? Nov 14, 2017 17:37 |
|
toasterwarrior posted:TBH the only reason I might want to use SFO now is some of their added units. I liked the Sigmarite Disciples as an "elite" version of Flagellants that could do AP damage, the Dwarf Engineer squads were great, and the Longbowmen-at-Arms gave me an idea for a Bretonnian army that ran no melee infantry at all. Fortunately, this skill revamp mod I'm using consolidates Flagellant bonuses into Honest Steel so there's no need to use them, and Gejnor's Dwarf mod makes Master Engineers much easier to get so I don't really need Engineer squads anymore. I guess a mod for Longbowmen-at-Arms might pop up one day. I mean, the issue with this is that armies have built in deficiencies. Empire don't have great elite infantry, for instance, which is good and important because they already have incredibly strong ranged/cav/magic/artillery. Just giving them elite infantry does this dumb thing where all the factions get homogenized to hell. Like its deliberate that the Empire has the shittiest line infantry in the game except for Bretonnia. Its an important thing to make them actually feel unique and not obnoxious to play against!
|
# ? Nov 14, 2017 17:50 |
|
The Viking Invasion was a great expansion so I’m excited for this new saga. Plus it’s basically The Last Kingdom: Total War so I cant wait for my Saxon Fyrd to be minced by heavy Norse infantry.
|
# ? Nov 14, 2017 17:50 |
|
I do like the change to make it so each unit has more of a role (ie shieldless spearmen are now pikemen with a bigger antilarge bonus) but also don't like their trend for uber elite units for each faction and the general making battles longer and sloggier
|
# ? Nov 14, 2017 17:53 |
|
I stopped using steel faith when it started doing the changes for the sake of changes, some new units or old units given new purpose was neat, but they also made some things broken for lore over gameplay, like vampires walking speed as fast as a horse, hammerers tearing through armies in melee and other things mentioned. TW2 fixes a lot of the things without any mods and little touchups here and there can fix the rest without a big overhaul. But after you play awhile, a big overhaul can add fresh life to the game at least, making things just different enough.
|
# ? Nov 14, 2017 18:20 |
|
I'd recommend steel faith if you wanna play beastmen or chaos in ME and don't wanna wait for the foundation update. They also have a fun option in ME where on turn 1 you can choose to make it so all the various Empire provinces can't declare war on each other, making it a much more consistent threat that actually feels like fighting against an empire.
|
# ? Nov 14, 2017 18:28 |
|
I actually liked the changes to buildings, like how garrison buildings add public order but decrease income, so now there's not always a need to have every settlement walled up; if you do that it will really cut into your income in the province. Other buildings get public order maluses, which gives other tradeoffs. Another benefit to all of this is that on Very Hard you don't have the AI with a bunch of settlements with 150 bajillion public order; there's enough buildings that passively lower public order that you can still trigger revolts on enemy territories. Much of the blue skills were greatly improved by SFO, I don't think it made lords overpowered instead it made the blue line actually worth taking at the time beyond just Lightning Strike. I also liked that they cranked up the unit size of zombies, goblins, skavenslaves, and so forth which really helps those factions in terms of autoresolve. In my current SFOII Dwarf game Red Eye basically crushed all the Dwarves north of me, and Empire has gotten flattened by Crooked Moon and Vampire Counts. In the stock ME game this rarely happened.
|
# ? Nov 14, 2017 18:31 |
|
Zore posted:I mean, the issue with this is that armies have built in deficiencies. Empire don't have great elite infantry, for instance, which is good and important because they already have incredibly strong ranged/cav/magic/artillery. Just giving them elite infantry does this dumb thing where all the factions get homogenized to hell. If you're talking about the Imperial Foot, those dudes cost a mint a-piece, need a maxed-out Altdorf, and they're basically elite vanilla Halberdiers and won't nearly be as cost-effective against enemy infantry like Greatswords will be (and Greatswords aren't that cost-effective either). And Sigmarite Disciples are 60-man units (IIRC), and are really there for their physical protection aura and magic damage. I played enough games with SFO to know that the additional units (that they even made optional) are the furthest thing when it comes to homogenizing the armies; this isn't some Radious making a billion variants of units.
|
# ? Nov 14, 2017 18:36 |
|
Yeah SFO also has many sub-mods to either make the game easier or harder, remove the additional units or other misc changes (like whether or not you want unlimited regen or not).
|
# ? Nov 14, 2017 18:42 |
|
If I'm asked if my mod is SFO compatible how do I respond without drawing the flaccid ire of skinheads worldwide?
|
# ? Nov 14, 2017 18:50 |
|
you could put a note on your mod page and maybe the local dsa chapter will finally let you join and kiss the antifa girls
|
# ? Nov 14, 2017 19:06 |
|
I feel like I'm giving bad customer service when I say I don't know and I'm not willing to find out.
|
# ? Nov 14, 2017 19:27 |
|
Getting the Invocation of Nehek bug late in battles as VH. Can't really keep going with that campaign till it's fixed, too annoying. Lost several so far because it cast but didn't heal anything.
|
# ? Nov 14, 2017 19:31 |
|
Surprise Giraffe posted:Getting the Invocation of Nehek bug late in battles as VH. Can't really keep going with that campaign till it's fixed, too annoying. Lost several so far because it cast but didn't heal anything. Are you sure that's a bug and not just that you reached the healing/regeneration limit on those units?
|
# ? Nov 14, 2017 19:36 |
|
sassassin posted:I feel like I'm giving bad customer service when I say I don't know and I'm not willing to find out. My tier 4 minor isn't compatible in terms of garrisons/income because Steel Faith originally asked to just add it in and the new guy hasn't for TW2, but my answer is always I don't play overhauls and I'm not making patches for them, but anyone is free to do so if they want. I'd say just grab the file, check the PFM for any overwrites, then just say it may not line up and you have no plans to fix that. The people who play Radious and SFO are exactly the kind of people who won't read the mod description at all before clicking on subscribe, so expect those questions forever. I just condescendingly toss in a comment about the mod description and my bolded paragraph about it every time I answer now.
|
# ? Nov 14, 2017 19:53 |
|
|
# ? Jun 6, 2024 09:47 |
|
John Charity Spring posted:Are you sure that's a bug and not just that you reached the healing/regeneration limit on those units? Yes unless the health bars aren't showing the limit (and it's a lot lower now).
|
# ? Nov 14, 2017 19:56 |