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SunAndSpring posted:I wonder if the old races will get rites to do in campaign later on. trying to figure out what they'd be, TBH. kinda want the Empire's to be Subsidies instead of Rites though. pick a power base to pay off- church, colleges, farmers, nobles- win valuable prizes
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# ? Dec 9, 2017 06:23 |
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# ? Jun 7, 2024 11:54 |
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SunAndSpring posted:I wonder if the old races will get rites to do in campaign later on. If I'm CA, I'm at least waiting to see what kinds of mechanics we decide to add for 3 before putting too much effort into bringing the factions from 1 up to the standard of the factions from 2. I have to imagine there's a limit to how much effort they want to put into renovating those races given that they can charge money for working on new content a lot more easily than they can profit from revamping old content. Especially after the problems with Norsca, I wouldn't be surprised if they don't want anything to do with the old world for a while, other than adding in some start positions for different lords in mortal empires.
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# ? Dec 9, 2017 06:24 |
ZearothK posted:What in the Christfuck. It is pretty incredible. It's still ME2 tho
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# ? Dec 9, 2017 06:57 |
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Because I'm not fond of blobbing, I actually don't really like the new conditions for the Chaos Invasion (25 regions, etc.). Luckily, someone apparently had the same sentiment and is working on restoring and expanding on the old timer mechanic: http://steamcommunity.com/sharedfiles/filedetails/?id=1223432181 First invasion at 75-ish, real invasion at 100-ish. It does seem a bit low but I'm guessing it's because the "Order" factions (and by "Order" factions I mean the hellblob that is Lothern) tend to either dominate and/or form massive alliance blocs. Futhermore, the modder eventually plans to make the overall presence of the "Order" factions a factor in triggering the invasion. I think it's a compelling idea, even in ME; with the campaign being astronomically long because of the victory conditions, Chaos now feels like the mid-game threat while the Age of "Peace" is the third act where everyone just betrays the poo poo out of each other. Very fitting for a Total War game, and as a plus you now get to fight all sorts of different factions by the end. toasterwarrior fucked around with this message at 09:28 on Dec 9, 2017 |
# ? Dec 9, 2017 09:25 |
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ZearothK posted:What in the Christfuck. Batshit insanity. That's what you're looking at, mod-wise. Alternatively: Occasionally a mod maker comes along that is crazy enough to say something like "What would Zelda be like if it was a war game?" and actually has the talent to pull it off. Way back when in another thread I did a bunch of posts writing up the factions for the base game. If you can dig them up you'd be in for an interesting read. Each one is basically an entirely different game play experience. I'm really not kidding when I say that the Zelda total conversion was basically like an early era example of what TW Warhammer is now. Hell, it even had giant and monster type units, TW2 style faction rites, and even proper Napoleonic style gun line style warfare for one colonialism oriented faction in years before Total War even had the idea for it. Archonex fucked around with this message at 11:23 on Dec 9, 2017 |
# ? Dec 9, 2017 11:11 |
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Kestral posted:What's involved in a confederation-heavy strategy? I'm doing a gimmick Teclis ME playthrough going for Maximum Elf Confederation (after neutering Tyrion so he doesn't devour the island), and wondering how I should approach this clusterfuck of Ulthuan lords. The easiest way to confederate the high elf kingdoms is to wait until Tyrion is on their doorstep trying to murder them. If you can drag them all in to war with Naggaroth factions that works, too. When their main stack gets battered, offer them a deal. Ulthuan is stronger when each separate faction is maintaining its own armies, though, due to how the ai cheats. It's not like Athel Loren which has the insane vineyard economic multipliers when you own all the regions. These are your main trading partners for the majority of the game.
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# ? Dec 9, 2017 12:21 |
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OK, 50 turns in my Skaven game: the Badlands got pretty wild as the Dwarfs have lost or completely failed to conquer every region in their starting area apart from Karaz-a-Karak. Instead, Angrund took over those regions, while Thorgrim and Grombrindal have managed to migrate all the way to the mountains in the west of the Southlands. Extremely strange. Other than that, the usual things I've observed from the other Actual Empires games have either stayed constant or accelerated: Bretonnia is fully united and warring with a strong Skyre, the Empire has confederated most of its inner provinces while the Elector Counts on the outer edges remain, and the Greenskins are fighting everyone but are tenaciously holding on against a Dwarf alliance and an unsullied Border Princes. With the Reprisal update soon to be finalized, I think I can conclude that the Actual Empires mod is pretty good at ensuring that you'll have a strong enemy faction to contend with at every major stage of the game through AI bonuses, startpos, and diplomacy tweaking. It's extremely apparent as Mors, if only because you're likely going to be at war with everyone one day, which is true to Queek's dubious honor of having the most difficult campaign in the game. Addendum: when I used a mod to remove LOS to check on the map, every order-aligned faction declared war on me as Queek. Hell yeah. I think I'll go fool around with a quick Skarsnik game now, particularly because Crynsos just came out with this: http://steamcommunity.com/sharedfiles/filedetails/?id=1225968244 It's basically a script that starts you off at Eight Peaks when picking any of the three contenders. I imagine it would be extremely fun for a Queek challenge (well, even more challenging) campaign since you won't have the luxury of having your own corner of the map to expand into before heading into the poo poo.
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# ? Dec 9, 2017 14:38 |
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Vampires are beating all the dwarfs and orcs into the ground in my campaign. Wood Elves emerged from the forest on turn 100 to take over Tilea. Malagor the Dark Omen stalked into my lands to ask for 200 gold to join in my scrap against savage orcs, bless him. Mazdamundi keeps marching stacks through Lothern territory to get ambushed outside my mist-wreathed cities. If he's not careful Tyrion's going to turn on his undefended homeland. Haven't seen much evidence of crazy imbalances myself, and I'm not even using the beta update.
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# ? Dec 9, 2017 15:22 |
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Fuckin' a, after like 6 or so (incomplete) games in ME and a couple hundred hours, only now do I see Karak Ziflin finally complete its province by taking Grung Zint.
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# ? Dec 9, 2017 17:23 |
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This is the second time I've had to completely reinstall TW II. Even after deleting all my mods and checking the game files, it crashes on the loading screen when making a new campaign.
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# ? Dec 9, 2017 18:33 |
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Mine was doing for a while because of Windows security updates and I had to uninstall those every few days to get the game to work.
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# ? Dec 9, 2017 19:06 |
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If Alastar the White Lion is killed in battle when he's working for another faction (perfidious Lothern, in this case) is he gone forever, or can you eventually recruit him from the general High Elf pool? I'd hate to reload and miss out on that siege victory I just had against him, but I dearly want to use Alastar in this campaign. Edit: Further elf questions. Do passives that "Trigger when casting spell" like Life Bloom trigger only when the character with that passive casts, or when any allied mage casts?
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# ? Dec 10, 2017 01:41 |
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Kestral posted:Edit: Further elf questions. Do passives that "Trigger when casting spell" like Life Bloom trigger only when the character with that passive casts, or when any allied mage casts? Only that character.
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# ? Dec 10, 2017 05:19 |
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Bummed about the Norsca fuckup? Crynsos may have the mod for you: http://steamcommunity.com/sharedfiles/filedetails/?id=1226919876&searchtext= Fills out the Norscan roster with some of their units from the Foundation update, sans not-werewolves and Mammoths. If you hate endless swarms of chariots, giving the Norscans a more diverse roster is a sure way to cut down on that happening.
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# ? Dec 10, 2017 10:01 |
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Mordja posted:Warhammer isn't moddable enough, I don't think you can change the map for one, and I haven't seen any mods that import their own models yet. He's making a new Zelda RTS on the 0AD (a free Age of Empires-like) engine instead. He does seem to be a lot happier now that he's working on an engine that he doesn't have to fight with at every step in the process. I'll just miss seeing a line of Goron troops literally rolling through an enemy's front line.
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# ? Dec 10, 2017 10:16 |
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Is there any word on whether they will consider fleshing out the Hung? http://warhammerfantasy.wikia.com/wiki/Hung Based on the historical Mongols and led by the size-Queen of Umbra, this faction has the potential for a meaty roster. They would be another threat hanging over Ulthuan, ready to give them a pounding and piledrive them from the North.
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# ? Dec 10, 2017 10:36 |
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Inevitablelongshot posted:Is there any word on whether they will consider fleshing out the Hung? http://warhammerfantasy.wikia.com/wiki/Hung If Warhammer 3 does expand east, then a more steppe-horde appropriate roster would be fitting for their Norsca equivalents. No official word though. I dunno if I actually want that TBH, I want to play Ogres when they arrive and they have no real ranged options apart from their shotgunners and cannons.
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# ? Dec 10, 2017 10:49 |
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Steppe-horde eastern races are the Hobgoblin Khans. Doubt we'll see them in game though.
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# ? Dec 10, 2017 11:11 |
So has anyone else had Crysnos' Unlocker remove Kemmler from the game?
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# ? Dec 10, 2017 14:06 |
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Inevitablelongshot posted:Is there any word on whether they will consider fleshing out the Hung? http://warhammerfantasy.wikia.com/wiki/Hung This is not confirmed but I suspect they are in fact based on the Huns
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# ? Dec 10, 2017 14:12 |
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Korgan posted:Steppe-horde eastern races are the Hobgoblin Khans. Doubt we'll see them in game though. I think there's a good chance of them being part of the Chaos Dwarf army.
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# ? Dec 10, 2017 14:14 |
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Raygereio posted:I think there's a good chance of them being part of the Chaos Dwarf army. Yep, the tabletop list is built around a small group of heavy infantry and artillery supported by hobgoblin slave soldiers meant to die en masse
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# ? Dec 10, 2017 16:10 |
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Devorum posted:So has anyone else had Crysnos' Unlocker remove Kemmler from the game? Not entirely from the game, I've seen it give Kemmler to Mousillon as a second LL depending on the version (and in the process make Mousillon a million times more dangerous, usually eating up most of Bretonnia unless you interfere).
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# ? Dec 10, 2017 16:11 |
SteelMentor posted:Not entirely from the game, I've seen it give Kemmler to Mousillon as a second LL depending on the version (and in the process make Mousillon a million times more dangerous, usually eating up most of Bretonnia unless you interfere). Just started a Red Duke game, and that's exactly what happened. It doesn't state that anywhere on The Red Duke's faction profile, though.
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# ? Dec 10, 2017 17:27 |
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He used to add in Krell as a 3rd Legendary Lord for Mousillon as well, which i personally thought was a bit too much but hey whatever floats your boat!
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# ? Dec 10, 2017 23:16 |
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Gejnor posted:He used to add in Krell as a 3rd Legendary Lord for Mousillon as well, which i personally thought was a bit too much but hey whatever floats your boat! balance be damned I'm playing warham
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# ? Dec 10, 2017 23:44 |
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Gejnor posted:He used to add in Krell as a 3rd Legendary Lord for Mousillon as well, which i personally thought was a bit too much but hey whatever floats your boat! It wouldn't be so bad if he didn't have it spawn the Red Duke, Kremmler and Krell from turn 1. With the AI's upkeep and money cheats it's a miracle if the neighbouring provinces aren't swimming in undead by turn 10.
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# ? Dec 10, 2017 23:49 |
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Third World Reggin posted:balance be damned
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# ? Dec 10, 2017 23:52 |
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Third World Reggin posted:balance be damned
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# ? Dec 11, 2017 00:14 |
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Are my eyes playing tricks or does enabling SSAO cause a weird shimmery outline around unit models and arrows etc? Turning it off makes the lighting slightly worse but getting rid of that shimmer makes a heck of a difference. Is this one of these known things thats due a patch in a long time, don't seem to recall it in tww1.
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# ? Dec 11, 2017 03:10 |
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Yeah it's a known bug, they said they fixed it in a patch but evidently they didn't. I have the same problem.
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# ? Dec 11, 2017 03:58 |
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Third World Reggin posted:balance. be damned!
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# ? Dec 11, 2017 04:22 |
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sassassin posted:balance. be damned!
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# ? Dec 11, 2017 09:08 |
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Raygereio posted:I think there's a good chance of them being part of the Chaos Dwarf army. I should have clarified. Hogoblins as part of the Chaos Dwarfs is a given. Hobgoblins as their own faction, the Mongolia to Cathay's China, probably won't.
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# ? Dec 11, 2017 11:25 |
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Korgan posted:I should have clarified. Hogoblins as part of the Chaos Dwarfs is a given. Hobgoblins as their own faction, the Mongolia to Cathay's China, probably won't. Until they add a Skarsnik style hobgoblin leader, with built in horde mechanics for hobgoblin leaders only.
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# ? Dec 11, 2017 16:34 |
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What's a hobgoblin is that like a cross between an orc and a goblin.
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# ? Dec 11, 2017 16:39 |
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SHISHKABOB posted:What's a hobgoblin is that like a cross between an orc and a goblin. A sort of halfway point between orcs and goblins with a pathological need to backstab that rivals skaven. Luckily for the chorfs this can be mitigated with liberal use of torture and threats of immediate painful death.
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# ? Dec 11, 2017 16:46 |
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SHISHKABOB posted:What's a hobgoblin is that like a cross between an orc and a goblin. It's an orc/goblin where GW leant on racial stereotypes instead of their normal class-based ones.
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# ? Dec 11, 2017 16:48 |
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I want a skink skarsnik
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# ? Dec 11, 2017 16:51 |
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# ? Jun 7, 2024 11:54 |
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I want Grom the Paunch, the bestest goblin there is. But we already have a goblin LL so that is very unlikely.
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# ? Dec 11, 2017 16:59 |