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Gitro posted:The end of my Durthu campaign was fighting every chaos stack and some beastmen. I think I had fewer battles with their actual end-game beastmen spawn ins than the generic chaos invasion bullshit. The rest of the AI did not give a poo poo unless I set them as co-ord targets, but that seems fairly normal at least. It's fun for a bit and then it really isn't. Luckily welves don't actually really need non-forest territory and I could just peace out in my tree after a while. The end of my Orion campaign (the only TW campaign I've ever finished) I didn't fight any beastmen at all. Bretonnia took them all out for me before they could reach the forest's edge.
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# ? Dec 2, 2017 11:36 |
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# ? Jun 7, 2024 05:12 |
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sassassin posted:Eltharion is just feature creep from my little climate experiment. Just abandon poo poo with a note at the top that it won't be updated. Then either link to another mod or tell people that they can update it if they want to. It's what I'm doing with the adventuring party mods. I made one mod to replace all the lord specific ones, and won't update anything but the one. Simple edits though. I am sorry to whoever made the Doomwheel from Below mod, I didn't thank you! So thank you very much, it is as awesome as I imagined. But it's exactly the same as the mod that I made, except that I had spaces in the file name. Would that be the reason? Not table name, file name.
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# ? Dec 2, 2017 13:33 |
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Dunno-Lars posted:Just abandon poo poo with a note at the top that it won't be updated. Then either link to another mod or tell people that they can update it if they want to. Nobody wants the startpos edit but the scripts version is an item, a skill and a stat rebalance behind already, plus the new building chain which is sort-of dependent on removing the local pastures, but could be added in if I really wanted. When I made my own faction unlocker I ended up renaming a few things so I can't just delete the esfs and add the scripts to the pack to maintain both versions up to date. The packs are a wonderful mess that I barely understand. What I do want to do is go back to the basic province overhaul and update that with the non-Eltharion improvements I've made.
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# ? Dec 2, 2017 14:02 |
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Dunno-Lars posted:I am sorry to whoever made the Doomwheel from Below mod, I didn't thank you! So thank you very much, it is as awesome as I imagined. But it's exactly the same as the mod that I made, except that I had spaces in the file name. Would that be the reason? Not table name, file name. Haha, all good. I think I spent more time on the image than the actual pack. Are you the person who commented about adding a doomwheel summon for clan skyre stuff? If so I got that about 3/4 done before forgetting about it to work on my main project and some side things. People criticising how OP it is was pretty funny. Like yeah dudes, t4 unit on a free summon is a bit nuts. I know. Good observation. Don't use the mod if it bothers you. File name as in the table? It might be, I don't think I've ever seen one with any and I've never put spaces into mine. sassassin posted:Eltharion is just feature creep from my little climate experiment. On the topic of feature creep: should his hat or gem give him some spells? It sounded like that's what it did from some lore stuff I read but idk how it was on the tabletop or whatever. Mostly I'm playing PFM right now, maybe one day soon I can go back to the game.
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# ? Dec 2, 2017 16:50 |
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Gitro posted:Haha, all good. I think I spent more time on the image than the actual pack. Are you the person who commented about adding a doomwheel summon for clan skyre stuff? If so I got that about 3/4 done before forgetting about it to work on my main project and some side things. People criticising how OP it is was pretty funny. Like yeah dudes, t4 unit on a free summon is a bit nuts. I know. Good observation. Don't use the mod if it bothers you. Tier 4 unit? Nah, it's a tier 5 unit :P Super super overpowered, but oh so much fun. Combine it with this thing for maximum fun: http://steamcommunity.com/sharedfiles/filedetails/?id=1203301615 (That is me, not the other dude) Stats on the mod above: code:
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# ? Dec 2, 2017 16:56 |
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Has the ME chaos invasion been changed? I'm not using any beta patch but it doesn't feel particularly egregious. In fact it's actually somewhat fun. Prepare a defensive capital and stock it with a couple stacks, enjoy the chaos waves crashing against you ineffectively. You get like 60 turns to prepare for it, it's on you if you aren't ready.
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# ? Dec 2, 2017 17:26 |
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Gitro posted:On the topic of feature creep: should his hat or gem give him some spells? It sounded like that's what it did from some lore stuff I read but idk how it was on the tabletop or whatever. The talisman makes him a level 2 mage or something with a choice of lores in 8th. Seems a bit over the top (in effect and workload) for this game. I've attached a bound healing spell to it in at least one of the versions on the workshop (from the Radiant Gem of Hoeth).
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# ? Dec 2, 2017 17:34 |
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Ammanas posted:Has the ME chaos invasion been changed? I'm not using any beta patch but it doesn't feel particularly egregious. In fact it's actually somewhat fun. Prepare a defensive capital and stock it with a couple stacks, enjoy the chaos waves crashing against you ineffectively. It was toned down in the first patch iirc.
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# ? Dec 2, 2017 17:35 |
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Goddammit...I think the reason my Empire playthrough is loving up is that something went wrong when Crynsos updated his modding framework that didn't include changes to his Instant Quest Item Battles mod, and both of these are naturally script-heavy. loving hell, how many times have I played through roughly the same series of battles against the Secessionists to test this poo poo out... EDIT: Yup, reloaded an autosave with the Instant Quest Item Battles mod, let it run, and the second chapter didn't work this time around. Well, at least I confirmed the problem now. toasterwarrior fucked around with this message at 19:36 on Dec 2, 2017 |
# ? Dec 2, 2017 18:59 |
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Fewd posted:Don't forget, it's 100% safe to build some economy towns without walls inside Lothern. Chaos armies have no way of knowing there's settlements without walls, so they won't home in like guided magic missiles laced with bullshit. And even if they did, the mighty Gates of Lothern will totally keep them from sailing right the gently caress in. Chaos armies can spawn in the inner Sea of Lothern. And the AI has omniscience, it sees all your settlements. This is also why ambush stance is amazing. If you make your ambush roll your army becomes straight up invisible. The AI has no idea where it is or where it could be. It just assumes it doesn't exist any more. This is one of the reasons why turns in ME take forever. Each factions AI scans all factions and all settlements for vulnerability.
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# ? Dec 2, 2017 21:48 |
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toasterwarrior posted:Goddammit...I think the reason my Empire playthrough is loving up is that something went wrong when Crynsos updated his modding framework that didn't include changes to his Instant Quest Item Battles mod, and both of these are naturally script-heavy. loving hell, how many times have I played through roughly the same series of battles against the Secessionists to test this poo poo out... I think IQB straight up doesn't work with anything right now. Fortunately disabling the mod starts the quest chains.
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# ? Dec 2, 2017 22:50 |
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I love lothern sea guard
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# ? Dec 3, 2017 00:05 |
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Wouldn't have lost so many if you'd had some cavalry or fliers imo.
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# ? Dec 3, 2017 00:15 |
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sassassin posted:Wouldn't have lost so many if you'd had some cavalry or fliers imo. Agreed. Seaguard are great, make no mistake, but something for flanking/arty duty is important. Though bolt Throwers are good for that too. Happily nuke Skaven arty pretty fast due to their sheer size.
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# ? Dec 3, 2017 01:43 |
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Blinks77 posted:Agreed. I still think you get far better bang for your buck with a mixed force of basic spearmen and archers, a couple units of white lions, some reavers and three eagles. I mean if you've got to spam one unit shielded seaguard are the way to go but...
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# ? Dec 3, 2017 01:51 |
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Ithilmar chariots are the poo poo. They will slam straight through braced inf and roll on and they have to lose a crapload of hp before a chariot drops.
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# ? Dec 3, 2017 01:57 |
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Tiranic chariots are even the shitter. Their bows are super strong, they can destroy artillery pieces in just a couple volleys.
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# ? Dec 3, 2017 02:44 |
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sassassin posted:I still think you get far better bang for your buck with a mixed force of basic spearmen and archers, a couple units of white lions, some reavers and three eagles. What I'll tend to do is swap out the spearmen for seaguard. White Lions don't see much use because... who am i fighting where i need that much AP? Early High/Dark Elves isn't it... nor is early Undead/Lizardmen. Maybe if you get into a fight with dwarves but that's kind of an outlier. Rather have the rain of arrows. Reavers are some nice cavalry though. Blinks77 fucked around with this message at 03:11 on Dec 3, 2017 |
# ? Dec 3, 2017 03:09 |
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Thanqol posted:I think IQB straight up doesn't work with anything right now. Fortunately disabling the mod starts the quest chains. Yeah, Crynsos just commented, basically acknowledging that poo poo's hosed across his mods and that hopefully his fix will come through tomorrow. I hope I didn't gently caress my Dwarf save with the faulty versions of CMF and IQB.
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# ? Dec 3, 2017 06:48 |
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sassassin posted:The talisman makes him a level 2 mage or something with a choice of lores in 8th. Seems a bit over the top (in effect and workload) for this game. Eh, as long as spell enabling works on items it'd only be a couple extra tables to set him up with a composite lore, plus grabbing the enables for the spells you want. I just really like spells though. Is there any way to set skills to use a particular localisation like with buildings? It's really annoying to have to add an entry to the .loc for every one when I'm using an existing description. Oh my god you can create indefinite phase cycles. That's amazing. Just spent ten minutes chasing a crash because a blank line I thought I'd deleted was still hanging around the one table I didn't check! Gitro fucked around with this message at 09:17 on Dec 3, 2017 |
# ? Dec 3, 2017 08:38 |
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Blinks77 posted:What I'll tend to do is swap out the spearmen for seaguard. The white lions are for mincing elite high armour infantry (chaos warriors, black guard), chariots, lords and the like (things seaguard would waste a lot of arrows on). I get a lot of mileage out of one or two units.
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# ? Dec 3, 2017 12:01 |
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sassassin posted:Wouldn't have lost so many if you'd had some cavalry or fliers imo. Yeah it was just a rushed rat exterminator army I made, made it more exciting though
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# ? Dec 3, 2017 12:54 |
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sassassin posted:The white lions are for mincing elite high armour infantry (chaos warriors, black guard), chariots, lords and the like (things seaguard would waste a lot of arrows on). If i'm fighting those, i have Swordmasters. Who do the job better. I mean, that is what White Lions should be for. Mulching monsters and heavy infantry while the Sword Masters buzz saw though chaff and the like but... it's not.
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# ? Dec 3, 2017 13:21 |
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The best use for White Lions I've seen is stacking upkeep reduction on Alastar so he can field an entire frontline of boosted White Lions for nearly the same price as generic lords pay for spears. In other armies they're basically just lower tier budget swordmasters, yeah.
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# ? Dec 3, 2017 13:48 |
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The best part of this game is playing multi as vamps. Enemy is raining poo poo on your trash, you heal it up or roll a cart behind, then when you are nearly in charge range you overcast vanhel's danse macabre and all of a sudden the cocky whoever it is only gets one volley of shooting and it's time to feast on the goo.
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# ? Dec 3, 2017 14:58 |
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Blinks77 posted:If i'm fighting those, i have Swordmasters. Who do the job better. Okay but they're an expensive tier 4 choice and I was proposing a bang for your buck all-comers composition.
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# ? Dec 3, 2017 15:54 |
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I make really heavy use of White Lions in the early to mid game. They're really easy to get and are deceptively powerful for the price. The lack of shields means I don't generally like to run them as my infantry core but 2-4 units will get some good work done. They are also extremely cost efficient in the multiplayer but the meta for that is like a completely different game compared to the campaign.
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# ? Dec 3, 2017 16:18 |
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sassassin posted:Okay but they're an expensive tier 4 choice and I was proposing a bang for your buck all-comers composition. But they're a tier 4 choice you're likely going to get anyway and the upkeep cost is unpleasant but Swordmasters are just so much better than white lions it's far and away worth it. The problem white lions have is that they're only really viable vs sword masters early game. Except early game every gold piece is precious never mind every building slot. White Lions are essentially worse Sword Masters, their only benefit being that they come a tier earlier. Except they have a specialist building they need which has no other bonuses in of itself except +1 untainted and allowing the recruitment of eagles. So that's essentially 5k gold that i could have found much better uses for elsewhere. Sword Masters by comparison come from mage towers. You're going to have a mage tower. Unlocking Sword Masters also unlocks LoreMasters. Lore masters are awesome. Tactically sword masters are better. This cannot be argued and they should be anyway. Problem is i'd argue that SM's are better from a strategic point of view as well.
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# ? Dec 3, 2017 16:29 |
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lol just lol if your campaigns ever get past "early game" before you get bored and try something else. I started making a unique settlement chain for Yvresse (like Lothern has) but it's so much paperwork and all I really wanted to do with it was allow 10 building slots on the Mortal Empires map and add in a watchtower network as a permanent slot pseudo-port chain (ruined>restored>fancy). And adjust natural growth rates near-insignificantly down. Doesn't seem worth it for a startpos-dependent hassle. I played ~25 turns of the Eltharion campaign and it's pretty boring.
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# ? Dec 3, 2017 16:42 |
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If anyone knows where the loading screen quotes that pop up when you start a new campaign ("Teclis is considered by many...") are stored please let me know so I can draw a line under this whole boondoggle.
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# ? Dec 3, 2017 16:46 |
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Lol if you don't play multiplayer and cost efficiency is the only stat that you care about anymore. on a related note so does black ark corsairs make me go Kainser fucked around with this message at 17:08 on Dec 3, 2017 |
# ? Dec 3, 2017 17:01 |
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Blinks77 posted:But they're a tier 4 choice you're likely going to get anyway and the upkeep cost is unpleasant but Swordmasters are just so much better than white lions it's far and away worth it. Agreed on all counts. Sword masters are under appreciated because of the way bonus damage is represented. They receive a huge amount of +infantry damage which isn't listed in their damage stat unless you mouse over. If Sword masters are fighting infantry they do a way more damage than White Lions and the additional Melee Attack and Melee Defense just multiply their effectiveness. Since you need an extra building for WLs it just adds to their uselessness. At least in the campaign the unit just has zero purpose.
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# ? Dec 3, 2017 17:22 |
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White Lions are really strong for a t3 unit and both they and the eagles can be used to fill holes in your roster for quite a while. Not having to rush your capital to t4 immediately before getting non-chaff infantry allows you to focus more resources on building up your economy on the rest of Lothern. The question of cost efficiency is actually perfectly reasonable as well. The White Lions aren't all that much more expensive than spearmen so I don't think twice about cost if I want to run 4 or so. Until the very late game Swordmasters always feel like much more of an investment and I think very hard about putting more than one or two im a stack. There's also the fact that it's REALLY nice adding a bit of variety to the early game roster for the elves because spears and bows gets pretty tedious. People always pretend that the cost and upkeep don't matter because in the late game you get so rich, but that completely ignores the fact that a good chunk of the most interesting gamplay happens during your initial expansion.
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# ? Dec 3, 2017 17:23 |
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I think getting White Lions + Eagles are a better use of a settlement slot in your very first province instead of low-tier cav, and that's about the only time I've ever built them.
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# ? Dec 3, 2017 17:43 |
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In the vortex campaign the glade building is the difference between chaos stacks being difficult and them being harmless chaff for the first couple of rituals. Three eagles take out hellcannons, white lions chew through chosen.
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# ? Dec 3, 2017 17:50 |
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sassassin posted:In the vortex campaign the glade building is the difference between chaos stacks being difficult and them being harmless chaff for the first couple of rituals. Especially as you expand and start to plan out exactly where Chaos is going to strike, there is always going to be room for a tier 3 building in at least a couple settlements.
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# ? Dec 3, 2017 17:58 |
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Another thing going for swordmasters is their really high melee attack, which is more relevant in this game because I think they stretched out the caps on minimum /maximum chance to hit. This means you're less likely to hit that 'overkill' threshold where the extra melee attack or defense doesn't offer any additional benefit.
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# ? Dec 3, 2017 18:12 |
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Panfilo posted:Another thing going for swordmasters is their really high melee attack, which is more relevant in this game because I think they stretched out the caps on minimum /maximum chance to hit. In addition to this, there are a whole lot more units with sky high melee defense/attack in play now due to the advent of the elf factions, meaning having higher melee stats provides a significant benefit in survival/attack power. Even bog standard spearelves have like 40 melee defense with martial prowess running.
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# ? Dec 3, 2017 19:21 |
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My favorite bit about swordmasters is apparently they have a shield bonus to armor that you see with their value but it acts just like a shield so they have way less armor from behind or to their left.
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# ? Dec 3, 2017 19:23 |
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# ? Jun 7, 2024 05:12 |
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Third World Reggin posted:My favorite bit about swordmasters is apparently they have a shield bonus to armor that you see with their value but it acts just like a shield so they have way less armor from behind or to their left. Shield are a flat % chance to block missiles. They don't interact the armour value otherwise. Swordmasters have a 20% block chance iirc, which is really poor compared to the shields of basic spearmen. Which is why the ai shoots them first.
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# ? Dec 3, 2017 19:34 |