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Wouldn't plain halberd wreck the eagles? They always feel incredibly squishy when I use them. Seconding catbirds with halberds for the dragon though.
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# ? Nov 27, 2017 02:53 |
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# ? Jun 7, 2024 23:25 |
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Pendent posted:Wouldn't plain halberd wreck the eagles? They always feel incredibly squishy when I use them. Seconding catbirds with halberds for the dragon though. Catbirds are too expensive and take too long to recruit right now. They fly over halberds into everything that isn't a halberd and wreck it. I think this game is over. I don't know why Lothern declared war on me from the fog of war and then marched through their enemies Bastonne and Wood Elves to just attack me over and over again. Like I've fought off Tyrion 4 times and probably killed over fifteen stacks of helves but they won't stop coming and no one else on earth, even those with 400 happy points will ally with me. loving bad game, should have stopped playing earlier.
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# ? Nov 27, 2017 02:55 |
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JBP posted:Catbirds are too expensive and take too long to recruit right now. They fly over halberds into everything that isn't a halberd and wreck it. I think this game is over. I don't know what Lothern declared war on me from the fog of war and then marched through their enemies Bastonne and Wood Elves to just attack me over and over again. In mortal empires, as Empire, I find it useful to go around with a single lord and discover all the elven factions. They're generally down to trade and sign nonagression parts. As your imperium level rises you get that pesky diplomacy penalty, so Lothern, who really likes to conquer all of Ulthuan, will probably be kinda standoffish with you at best by the time they discover you independently. In fact my treasurer usually spends most of the game sailing the seas, finding treasures and discovering new factions. On harder difficulties this can be dangerous, cause the assholes in Araby like to declare war on you if they feel safe, and then suddenly in the middle of the Chaos Invasion some rear end in a top hat Bretonnian stack shows up in Weissanland.
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# ? Nov 27, 2017 03:01 |
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Empire is and always will be hard mode. I'm sorry I failed you, my brave men
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# ? Nov 27, 2017 03:03 |
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So is there a mod that buffs the army buffs for the original factions like what was done for the second game?
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# ? Nov 27, 2017 03:04 |
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Is Vlad's vanguard thing actually a weird faction bonus like it's listed on the screen? Isabella seems like she has a better overall boost, even if it means Drakenhof a turn later, but missing out on Hattori Vlad is a bit lame.
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# ? Nov 27, 2017 03:04 |
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Gitro posted:Is Vlad's vanguard thing actually a weird faction bonus like it's listed on the screen? Isabella seems like she has a better overall boost, even if it means Drakenhof a turn later, but missing out on Hattori Vlad is a bit lame. You can recruit the other Lord straight away. Vlad's vanguard is only for his army. I forget what the faction bonuses are but I normally take Vlad and recruit Isabella immediately so they can go on their lovely journey together.
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# ? Nov 27, 2017 03:06 |
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Stack archers on top of spearmen in fact, stack all units on top of each other until you only have one unit then move that around
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# ? Nov 27, 2017 03:07 |
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Hunt11 posted:So is there a mod that buffs the army buffs for the original factions like what was done for the second game? Do you mean the red-line stuff? If so there's this pretty good mod. If you mean the faction/lord effects the pte beta build for ME has buffed faction effects, but the Lord's army ones are super anaemic. +1 horde growth? Oh my, how can I lose now! JBP posted:You can recruit the other Lord straight away. Vlad's vanguard is only for his army. I forget what the faction bonuses are but I normally take Vlad and recruit Isabella immediately so they can go on their lovely journey together. I know, but Vlad's vanguard deployment is listed as a faction effect for Vlad, not a lord effect like siege attacker. Isabella gets +weapon damage and capacity for vampires, he gets some other stuff that isn't as good I think. I find it way too expensive to try to run both lords on turn 1, that Vargheist upkeep adds up. Not sure who to play next. VC? Grimgor? Kholek? Do I still need a mod for Chaos's raze options?
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# ? Nov 27, 2017 03:12 |
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Starting with Isabella and recruiting Vlad immediately is far better than the other way around. Vlad still keeps his vanguard deployment and her faction bonuses are stronger. Use Vlad to lead your primary infantry army to take advantage of his bonuses while Isabella comes in with her bats, vargheists, and flying coven reinforcements. They're all fast as hell and flying so can easily catch up to the rest of the battle.
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# ? Nov 27, 2017 04:04 |
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JBP posted:no one else on earth, even those with 400 happy points will ally with me. Have you tanked your reliability or something because I've had no trouble making allies and confederating people
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# ? Nov 27, 2017 06:05 |
Xae posted:4 ME games down. My last empire run with 0 mods has VC & Varg trashing the dwarves, they're barely alive 50 turns in. I think it's truly fairly random. 1st_Panzer_Div. fucked around with this message at 06:30 on Nov 27, 2017 |
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# ? Nov 27, 2017 06:16 |
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Just an FYI if you're doing an Empire Campaign, the Luminark's are now ultra insane sniper rifles that never miss and dont really spazz out either anymore (they'll try and move in range if theres no real line of sight but if you go down to ground level you can see where they will have it) and are capable of killing Lords and heroes in 2 shots, ive had several fights where ive killed 2-3 generals with just one of theese crazy things.
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# ? Nov 27, 2017 07:54 |
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Gejnor posted:Just an FYI if you're doing an Empire Campaign, the Luminark's are now ultra insane sniper rifles that never miss and dont really spazz out either anymore (they'll try and move in range if theres no real line of sight but if you go down to ground level you can see where they will have it) and are capable of killing Lords and heroes in 2 shots, ive had several fights where ive killed 2-3 generals with just one of theese crazy things. I've always used them before TW:WH2 and then they got this good and can confirm they are the in-game equivalent of a delete button. They even blast clusters of enemies well once you've cleared the board of enemy single model units.
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# ? Nov 27, 2017 08:00 |
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JBP posted:They fly over halberds into everything that isn't a halberd and wreck it. Keep spearmen in reserve behind your lines to respond to anything, don't just commit everything into a blob then act surprised the AI attacks your vulnerable units. Against a massive amount of monsters, you want a thick formation not a long one, you want them to get bogged down.
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# ? Nov 27, 2017 10:27 |
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toasterwarrior posted:For those still looking for an even harsher climate restriction mod to try and get factions to not blob everywhere, I found this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1162669339. The mod has some weird consequences, like pinning Kroq-Gar in the Southlands. When I asked the mod maker about it, his response was basically "it's either that or Queek dies 10 turns". Also some minor factions get absolutely hosed by this mod (like the Hatelves who are Queek's starting opponent in the Vortex campaign), and the AI still has no problem occupying areas it doesn't belong in, and then just sitting there like some inbred housecat as rebel stacks plink off it.
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# ? Nov 27, 2017 14:25 |
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SirPhoebos posted:The mod has some weird consequences, like pinning Kroq-Gar in the Southlands. When I asked the mod maker about it, his response was basically "it's either that or Queek dies 10 turns". Yeah, it's certainly not a perfect solution and is ridiculously heavy-handed. I've started a new Empire game with it running alongside the Experimental Campaign AI mod; I'll post any interesting developments on whether it's working or not. I really hope that CA does some drastic poo poo in the background to clear up the issue, whether through actual region trading or just straight-up putting behavioral locks on the AI when it comes to orange/red regions.
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# ? Nov 27, 2017 14:42 |
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I've spent so long working on the technical "how the gently caress do I do that?" stuff that there's very little meat to my Eltharion mod. He appears on the ME campaign map, functions in battles, has a custom starter army, a (mediocre) custom skill tree, custom trait, and the unique weapon ancillary at least sort of works. If you use a popular faction unlocker his face appears on the character select scrollbar, and his name and the faction/lord effects are listed (not sure the starter units display is do-able, but I haven't even tried). I built it on top of my Yvresse Province Overhaul mod which I kind of regret as the whole thing is now too large and complex for me to make complete sense of while I'm poking around. But his skills interact with custom units which interact with customised buildings which interact with the climate so maybe it's all worth it? I haven't done his griffon mount yet (even though it already has its own branch on the skill tree) but once that's done I'll push out a buggy version and move on with my life.
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# ? Nov 27, 2017 15:21 |
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OK, 30 turns in, I think can confirm that the "gently caress climates" mod does have a strong effect on whether factions will occupy or raze a wrong climate settlement, which is good. Unfortunately, neither it nor the Experimental Climate AI mod seem to dissuade factions from colonizing ruins of the wrong climate; in my game, a vassal Nordland has colonized and lost Grung Zint twice to Skullmasher rebels, and seems on track to keep doing so, which is bad. I don't have access to the game files but maybe the "colonize ruins" AI weighting does not consider climate, which could be the root of this problem (at least for this mod).
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# ? Nov 27, 2017 17:43 |
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I mean I colonize bad climate settlements a lot to deny the ruins from enemies and also, even a little bit of income is income and you get bonus bucks from rebellions and you get sight.
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# ? Nov 27, 2017 17:49 |
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jokes posted:I mean I colonize bad climate settlements a lot to deny the ruins from enemies and also, even a little bit of income is income and you get bonus bucks from rebellions and you get sight. All factions should get a Wood Elf like Outpost option that gives no income but gives vision a small garrison and some +Faction Religion.
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# ? Nov 27, 2017 17:54 |
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Agreed. I just want to deny enemies the chance to settle unopposed.
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# ? Nov 27, 2017 17:56 |
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Yeah but I'm running this with a mod that turbofucks red climates. If the author is thorough enough to make red settlements complete poo poo, I'd have thought he'd also go over the AI priorities on what to do when interacting with a red climate region.
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# ? Nov 27, 2017 18:32 |
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I find it strange that the Empire starts out with a no attack treaty with the Vampire Counts as both factions are by design going to end up fighting before even the early game is over.
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# ? Nov 27, 2017 18:38 |
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Hunt11 posted:I find it strange that the Empire starts out with a no attack treaty with the Vampire Counts as both factions are by design going to end up fighting before even the early game is over. The Vampires are technically part of the empire so it's probably a lore thing.
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# ? Nov 27, 2017 18:43 |
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toasterwarrior posted:Yeah but I'm running this with a mod that turbofucks red climates. If the author is thorough enough to make red settlements complete poo poo, I'd have thought he'd also go over the AI priorities on what to do when interacting with a red climate region. I think they do for everything but ruins colonization, and I don't know if they can. The climate AI mod I'm using seems to be pretty good when I watch them choose between sack/raze/occupy, but they still settle ruins seemingly regardless of climate. As High Elves, what do Elven Colonies do and where are they besides Amheim?
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# ? Nov 27, 2017 18:43 |
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MoreLikeTen posted:I was having an excellent start as Pestilens in the vortex campaign, then it kind of went away from me. I kept pushing outwards to get more warpstone sites, but eventually i got too big and now food is killing me, even with food command on every province. I sent a fleet to go interrupt the elves, but when it landed, every settlement was red and I couldn't replenish the troops I lost. Tyrion just keeps pulling away in score, how is he doing it? The answer to food with rats is: Sometimes, you gotta eat your own. In other words, start raiding small provinces so you can gain food, and as a side benefit it will spawn a rebel army. You pick a small province so that way, the rebels will spawn near your army. Beat them, collect food from them, enslave them for more food, and go back to raiding. An additional side benefit is to have a low loyalty lord do this, as the victories will make them more loyal. In ME, it's helpful to know that the following factions have pastures to beeline to: - Sentinels of Xenti (west of the mountains) - Lothern (Ulthuan) Ulthuan can actually be easier than it sounds, because Tyrion has a nasty habit of waging war on just about anything with a pulse and leaving Ulthuan relatively undefended. Sure, he may have a 20-stack patrolling but as rats you understand that quantity has a quality all its own - always fight an enemy with two stacks to their one. Just make sure you've got some Poison Wind Globadiers for his big bad monsters. It's also helpful to make peace with the fact that Pastures will not sustain your empire. One fully-upgraded pasture will provide 5 food, but it will really be just 4 since you need 1 for each settlement (the settle with the pasture will take up 1 for itself). Moreover, there aren't enough Pastures near your starting location that will sustain a big empire (although the one west of Pestilens' starting location is pretty good in the beginning). What Pastures are good for is making it easier for you to break even/build a surplus - if you have a choice of who to wage war with, always pick the guy with Pastures. Armies, however can sustain themselves. Raiding will always net 3 food, so if your armies are always raiding they can sustain themselves and two settlements. With enough armies raiding, you can build a surplus. Moreover, if they're raiding your own territories on the fringes they can sustain themselves and be ready to intercept possible Right now in my Pestilens ME campaign, I'm having a tough time making the decision to go after the Sentinels (who are in a Military Alliance with me and are providing a great screen against Mazdamundi, but have a Pasture ripe for the taking). My food stress right now more or less forces me to go sack and then raze Mazdamundi's towns rather than settle them, which will eventually cause me replenishment issues down the line as the no-man's-land increases.
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# ? Nov 27, 2017 18:45 |
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Xae posted:All factions should get a Wood Elf like Outpost option that gives no income but gives vision a small garrison and some +Faction Religion. This should actually be the only thing you can build in areas outside of your preferred climate. gently caress map painting.
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# ? Nov 27, 2017 18:46 |
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Ravenfood posted:As High Elves, what do Elven Colonies do and where are they besides Amheim? They get bigger garrisons than normal settlements (including Ulthuan cities) and pop up in a lot of coastal areas (probably a lot more common on the vortex map).
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# ? Nov 27, 2017 18:51 |
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Ravenfood posted:I think they do for everything but ruins colonization, and I don't know if they can. The climate AI mod I'm using seems to be pretty good when I watch them choose between sack/raze/occupy, but they still settle ruins seemingly regardless of climate. They boost income for every port in your empire and have big, big garrisons. There's one in Araby and other places to look for them at least as far as lore goes is Tilea, Estalia and Bretonnia.
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# ? Nov 27, 2017 18:53 |
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NewMars posted:They boost income for every port in your empire and have big, big garrisons. There's one in Araby and other places to look for them at least as far as lore goes is Tilea, Estalia and Bretonnia. sassassin posted:They get bigger garrisons than normal settlements (including Ulthuan cities) and pop up in a lot of coastal areas (probably a lot more common on the vortex map).
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# ? Nov 27, 2017 19:03 |
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NewMars posted:They boost income for every port in your empire and have big, big garrisons. There's one in Araby and other places to look for them at least as far as lore goes is Tilea, Estalia and Bretonnia. I would love for CA to include more weird hooks with special buildings. I've been reading the Warhammer Roleplaying reviews on the FATAL and Friends thread, and in the Bretonnia supplement they mention that Bastonne has this weird chasm that spawns giant frog monsters that are consistent enough in appearance and abilities that scholars are sure they aren't chaos spawn (link: http://projects.inklesspen.com/fatal-and-friends/night10194/warhammer-fantasy-knights-of-the-grail/#16). The reaction of the rest of the thread was "Wait, could that be a...Slaan spawning pool? " My take-away was that I would love for there to be unique Lizardman building in Bretonnia of all places, because poo poo like that would make the open map interesting rather than just implementing a bad idea from fans.
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# ? Nov 27, 2017 19:47 |
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They really need to make treasure hunting better. It's a neat idea in theory but the problem is that the rewards aren't good enough, you can just save scum to get the good result, and it's rare you'll find ruins to actually explore since the AI can settle anywhere and snaps them up.
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# ? Nov 27, 2017 20:49 |
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Update on the climate mod: strangely enough, Nordland has now essentially turned Grung Zint and (my) Marienburg into a rebel farm, simply by keeping a bigass stack there. Every factor combining together to result in my usual strategy of making the act of keeping a stack on the mouth of the Reik to ward off Norscans profitable is pretty funny. I have seen factions claim the occasional red settlement, only to lose them in short order to rebels or enemy action since doing so fucks them with a -100% replenishment penalty, It seems that we really do need definitive action from CA to sort this out, so here's hoping. As a bonus, Skyre is running a pain train on the Southern Realms, which blows my mind as this is the first time I've seen a Skaven clan really push their enemies' poo poo in.
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# ? Nov 27, 2017 20:52 |
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LuiCypher posted:The answer to food with rats is: use the +2 food province commandment you dingus
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# ? Nov 27, 2017 21:05 |
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Tiler Kiwi posted:use the +2 food province commandment you dingus but i don't want to pay less taxes when i could have more doomwheels
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# ? Nov 27, 2017 21:25 |
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Mukip posted:What faction are you playing as? Dwarves, sorry! But good advice for any faction would be welcome
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# ? Nov 27, 2017 21:29 |
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Tiler Kiwi posted:use the +2 food province commandment you dingus Still a net loss of one or two food per province (most of them anyway) and you take a hefty income hit to boot. E:. I mean, you should still use it on most provinces, no question, but it won't solve everything. Ravenfood fucked around with this message at 21:38 on Nov 27, 2017 |
# ? Nov 27, 2017 21:34 |
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Tiler Kiwi posted:use the +2 food province commandment you dingus All skaven provinces should give food except your main recruitment province.
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# ? Nov 27, 2017 21:35 |
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# ? Jun 7, 2024 23:25 |
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More of TWWI question, but it applies to all elven factions: what exactly are chaos supposed to do against them? Wood Elves will annihilate your monsters before they get anywhere nesr them, and they're fast enough to kite all of your infantry. Dark elves have a tier one arnor piercing ranged unit too so it's not like you can just get up in their face without half of your army already dead. I'm thinking about rolling arounf with a stack if nothing but chaos knights and hellcannons, but I'll probably go bankrupt just in time for Orion to hunt me down.
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# ? Nov 27, 2017 21:49 |