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Tyrion's center piece just looks like a turkey drawn by a gradeschooler to me. Edit: Or maybe the NBC peacock.
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# ? Jan 14, 2018 00:00 |
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# ? Jun 7, 2024 14:58 |
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I have to say as Dark Elves, fighting Wood Elves is miserable. They have no wealth anywhere.
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# ? Jan 14, 2018 00:24 |
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Panfilo posted:One QoL change I hope eventually happens is to preset diplomatic choices with various factions,so you auto decline your hated enemy's pleas for peace, or automatically agree to an allys diplomatic offer. This would help speed up the turn times, along with whatever under the hood optimization they can do. https://steamcommunity.com/sharedfiles/filedetails/?id=1217281194
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# ? Jan 14, 2018 00:38 |
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Does anyone else think the Wood Elf campaign map mechanics are just trash in general? Amber production is dumb and requires expansion, which means filling the map with empty space because Wood Elves don't build cities. So a successful Wood Elf campaign is just slowly erasing the map until there's nothing there. It's kind of the opposite of interesting. I have the Wood Elf expansion but have never played a campaign with them beyond 30 turns. Possibly that was because of the confederation bug where you pretty much couldn't do anything as WE except attack Brettonian and Dwarf minors.
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# ? Jan 14, 2018 01:15 |
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Arglebargle III posted:Does anyone else think the Wood Elf campaign map mechanics are just trash in general? Amber production is dumb and requires expansion, which means filling the map with empty space because Wood Elves don't build cities. So a successful Wood Elf campaign is just slowly erasing the map until there's nothing there. It's kind of the opposite of interesting. You can get amber via allies and the campaign level actions of said allies.
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# ? Jan 14, 2018 01:21 |
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turn off the TV posted:You can get amber via allies and the campaign level actions of said allies. Yeah, that's why your techs hand out massive diplomacy modifiers. The idea with Wood Elves is you manipulate and support your allies into churning out amber for you, which is easy to do with your highly-mobile armies that get most of their income through razing anyway. It works less well in ME just because taking away regional occupation makes it a lot harder to carve out a few safe provinces for yourself, and the amber scaling is through the roof. You needed like 35 amber for the final oak upgrade in Warhammer 1 IIRC, in ME you got to cough up 100.
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# ? Jan 14, 2018 01:27 |
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madmac posted:Yeah, that's why your techs hand out massive diplomacy modifiers. The idea with Wood Elves is you manipulate and support your allies into churning out amber for you, which is easy to do with your highly-mobile armies that get most of their income through razing anyway. The amber scaling really isn't that bad. When it says 100, that means you need 100 Amber total to upgrade from the base tree to the final tree.
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# ? Jan 14, 2018 01:32 |
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Since someone was asking earlier if it is possible to win with Morathi in ME, I hit turn 140 on my ME Morathi VH campaign today, the hellwar against the HE is over and Ulthuan is mine, 2 chaos waves defeated with all the armies dead including the WoC and Archaon. My dumb idiot son lost northern Not-Canada to maruaders so sent up 2 armies there and now hold almost all of it, only the outer edge of the landmass left to retake. This was good for me since it feed me a ton of slaves and new territories. This, Ulthuan and the areas around Morathis start are mine together with the Hexoatl province. Just started an invasion of the old world through Brettonia, i have just started scouting it out so going in a bit blind but i made an alliance with the Wood Elves since they love me for some reason, the rest of the factions seems to hate me. Plan is to land 5 armies supported by 2 Black Arks in 2 locations, with a swarm of corrupting hags to prepare provinces and break walls. The 2 armies in the north will finish cleaning up the marauders and then head for Empire lands, leaving 1 army on Ulthuan for defence while training a new one in Lothern for backup. I am currently making about 20k/turn but keep empty it all on buildings. I am scouting out Lustria with a sorceress and it is a major clusterfuck with Teclins, Lizards, Undead, Orcs and Rats killing each other constantly, everything is sacked or razed/conquered and i haven't spotted a settlement higher than 3 yet, staying the gently caress away from that. Teclis aparantly hated his brother or something since he wants to be my Best Bro Ever and keeps asking for military/defensive alliances. I agreed on a trade agreement and started dumping cash into the vampires and rats since, well, major clusterfuck and i can earn more burning the old world anyway. Verdict: You have to play safe early, and be mentally prepared to kill high elves forever, but after you break them and take Ulthuan it should be smooth sailing from there! Hang in there! It's been a fun campaign and i intend to keep going with it until TK is released and breaks the save anyway. Dark elves is easily my favorite faction and level 40 Morathi is insane. Edit: My starting province is earing 16k by itself lol and I am one of those weirdos spreading slaves out after a while, since i want to earn more from Gold Mines and poo poo. 30k slaves hell yeah! Edit v2: Most of my armies have a core of 5 dreadspears or bleakswords and 5 or 4 darkshards w/shields, a sorceress and a hag. After that i pick a mix of elite units depending on where i train it and what i feel like trying out. I play with a no extra upkeep for armies mod, i added it about halfway through the campaign. My favorite army is my very first Dreadlord, who have the above core, 5 Witch Elves all above gold chevrons and the rest low tier units since i couldn't recruit better. The Witch Elves have performed well all campaign and i only just recently replaced some bleakswords with Har Ganeth Executioners. The Chevrons, research and the red skill upgrades leaves the WEs with 50+ melee defence and offence before the kill-things buff. Noir89 fucked around with this message at 03:54 on Jan 14, 2018 |
# ? Jan 14, 2018 03:46 |
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So I loaded up a Karl Franz VH campaign and realized that I haven't played ol' Karl since before the Foundation Update. Are his unique skills supposed to be lame? Apart from the final skill that gives him +10% WS and Unbreakable the rest is so ho-hum. The Empire Captain boost is just head scratching, it might be cool if it was +4 rank factionwide but it's not. Guess I'll settle for that whopping +2 LDR to his army that super charges your paper mache frontline.
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# ? Jan 14, 2018 06:00 |
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Your experience varies a lot from mine, my empire armies run roughshod over everyone except goddamn motherfucking wood elves/
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# ? Jan 14, 2018 06:04 |
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Sasgrillo posted:So I loaded up a Karl Franz VH campaign and realized that I haven't played ol' Karl since before the Foundation Update. Are his unique skills supposed to be lame? Apart from the final skill that gives him +10% WS and Unbreakable the rest is so ho-hum. The Empire Captain boost is just head scratching, it might be cool if it was +4 rank factionwide but it's not. Guess I'll settle for that whopping +2 LDR to his army that super charges your paper mache frontline. His unique skill is lame but he's a good battlefield and campaign map lord and his hammer has some worthwhile bonuses. Probably the best Empire lord, the only downside to him is that he has pretty high opportunity cost because he's easy to get with another LL start.
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# ? Jan 14, 2018 06:43 |
Keep the fashion SWAT going
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# ? Jan 14, 2018 06:53 |
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Arglebargle III posted:His unique skill is lame but he's a good battlefield and campaign map lord and his hammer has some worthwhile bonuses. Probably the best Empire lord, the only downside to him is that he has pretty high opportunity cost because he's easy to get with another LL start. Not to mention they made Balthazar Gelt a lot better, and his newer skills are cool and good (you end up with a passive +19 armor for his army which definitely boosts Spearmen and Flagellants in particular) bonuses to gunpowder units and luminarks/steam tanks. With JRs old world mod you get a gun line better than dwarves.
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# ? Jan 14, 2018 07:19 |
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Gelt is far and away the best Empire start now.
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# ? Jan 14, 2018 13:46 |
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Edgar Allen Ho posted:Gelt is far and away the best Empire start now. Yeah easily. Even before the Foundation update in TWW1 he was the best one, after they added that +10 armour for all units factionwide; since the extra bonuses got added to him, he's even better.
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# ? Jan 14, 2018 13:55 |
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Karl should put his skills into the blue branch and have them stack on top of his lord bonus and unique skills. So his army can have lightning strike, -25% upkeep on everything, extra vet levels and midgame super cavalry. Franz can provide +7 leadership to all your lovely troops on turn 2, which is good in the early game (particularly when legendary battle difficulty bug is fixed). His skills don't look amazing in themselves but there's a lot of stacking of the same bonuses going on in his skill tree. If you're going for a blue branch focus with all your lords then his extra campaign movement stacks on top of the starting blue skill, and you can get your other lords to the -15% upkeep skill faster with his level bonus and then get an extra stack into the field, which is kinda risky since it means sacrificing quality of your existing armies but that can be what Empire needs sometimes. Captains with "hold the line" are pretty good imo. The way I tend to play Empire is spamming spearmen to offset the upkeep penalty from extra armies. Because they have low upkeep to begin with, their cost doesn't increase too much and you can further reduce it with the blue branch and the three wood resources in the north of the Empire (each one provides -3% upkeep and veterancy). So with blue branch upkeep reduction, 3 wood buildings and tech you have -29% upkeep on your cheap troops, who should have loads of veterancy (morale + melee defence) from stacking that stuff and then a captain with hold the line. These troops never kill anything, but they sit there and die slowly enough for your mortars, crossbows and pistoliers/knights etc to kill the enemy army. Mukip fucked around with this message at 15:20 on Jan 14, 2018 |
# ? Jan 14, 2018 15:07 |
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I'd say Karl is still the Empire lord with the most early momentum. All of his troop bonuses combined with him being a duelist makes him the guy with the easiest start and some decent campaign bonuses in the late game. It helps that the Reikland landmark buildings are all basically geared towards stacking with his buffs/unit types also. I like Gelt a lot too but his bonuses lean more towards having a really mean mid-game army. Both lords are good but starting Karl has it's place still. CA is going to inevitably break them up into different start positions anyway, making it a moot point.
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# ? Jan 14, 2018 15:29 |
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Really the only issue with Karl is power creep. Like he gets a skill that gives him +25% bigger leadership aura, which is neat until you realize Maleketh gets one that is +100%, and Beastmen get a bunch that give +leadership aura effect which is the main point of the Ld bubble in the first place. He boosts Greatswords and Reiksguard, but it is mid-late game before you can field these in any decent number to really benefit from Karl. He doesn't come with any embedded skills out of the gate like many newer Lords do either. Foundation update is definitely nice for him, though it benefited other Lords even more. It is so easy to unlock him via confederation that I think it just makes more sense to start with Gelt and get Franz early enough anyway. The Legitimacy Mod was really neat in that Karl Franz got a campaign bonus Legitimacy, and getting Ghal Maraz gave you even more. Legitimacy worked similar to resources like Influence or Slaves; stockpiling it gave you steady increasing bonuses, but you could barter it via dilemmas for other benefits. Just having a lot more of it earlier on was really helpful and could give you a lot more momentum into the mid-late game.
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# ? Jan 14, 2018 17:07 |
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I'm not sure Franz should get buffed further, I like him being a really good combat and decent civil lord but not monstrously so. The point is he's just a man. It fits with the Empire style in general. Maybe decrease his mp cost or something, as I understand it Empire has dropped a tier or two and Karl is basically never used
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# ? Jan 14, 2018 18:08 |
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I'd like the skill trees to be better normalized across factions. Yes I know there are mods that address this, but they are still pretty uneven.
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# ? Jan 14, 2018 18:15 |
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Ammanas posted:I'm not sure Franz should get buffed further, I like him being a really good combat and decent civil lord but not monstrously so. The point is he's just a man. It fits with the Empire style in general. He is supposed to be the best statesmen in the entire world so he should be one of the best civil lords.
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# ? Jan 14, 2018 18:23 |
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Ammanas posted:I'm not sure Franz should get buffed further, I like him being a really good combat and decent civil lord but not monstrously so. The point is he's just a man. It fits with the Empire style in general. I'd be happy with him just getting a better bonus from being Emperor than +2 leadership. Something like +5 to his leadership aura instead would still be a small thing but it'd make sense and be somewhat worthwhile.
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# ? Jan 14, 2018 18:30 |
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Hunt11 posted:He is supposed to be the best statesmen in the entire world so he should be one of the best civil lords. Sure, diplo bonuses toward Empire provinces or something to make confederating easier, and stronger anti-corruption bonuses.
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# ? Jan 14, 2018 20:28 |
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Iz knew Dat Gobbo Impersonatin' Rat Git Wuz Wrong! 'E did stab me gud tho..
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# ? Jan 14, 2018 20:29 |
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I like that event because it lets you pretend like you're making a strategic decision, like "hmm do I want more fightiness sooner or do I want it to be a little more spread out..." but it's like shut up ya git there's no difference!
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# ? Jan 14, 2018 20:33 |
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Yeah, its the perfect Orc event.
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# ? Jan 14, 2018 20:36 |
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Ammanas posted:I'm not sure Franz should get buffed further, I like him being a really good combat and decent civil lord but not monstrously so. The point is he's just a man. It fits with the Empire style in general. He's never used because he doesn't have any personal healing in MP (Toddbringer and Volkmar get a passive healing item and Generals of the Empire get potions). And also Empire Lords are dogshit at combat and lose to basically everyone and everything. They also largely lack unique bound abilities and their combat stats are lol to the point that they're only really useful for duelling weak mages/lords. Who still usually gently caress them up a bunch. Basically Karl should get Toddbringer's runefang from MP and he'd be used a pretty decent amount. Mostly because there wouldn't be a better choice and Deathclaw has marginal stat improvements over other Griffons. Or give him the goddamn Imperial Dragon mount from the lore. That would instantly make him the best Empire Lord by a mile. Zore fucked around with this message at 20:40 on Jan 14, 2018 |
# ? Jan 14, 2018 20:37 |
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Gelt also starts with a Mortar, and his Greatswords do a decent job of tarpitting enemy lords. Early game Empire warfare is bashing swarms of grim but fashionable men against other swarms of grim but fashionable men, and maybe swarms of sneaky rear end in a top hat goblins; that's where the Mortar and Gelt's ability to spam Searing Rain shines and wins battles. They might get that decisive charge in a normal battle, but Franz's Reiksguard can't kill like a Mortar can when you're facing superior numbers. Also, one-turn rushing Marienburg when they're distracted is fantastic, if Bretonnia doesn't get them first.
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# ? Jan 14, 2018 22:05 |
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Yeah, I think starting armies don't get enough love. They can heavily effect critical turns. See Vlad vs Isabella. Isabella has objectively better campaign bonuses but Vlad's starting army basically lets you roll all of Sylvania vs Isabella's which is kinda poo poo. Blood Knights and extra Vargheists vs..... ghouls and ghouls?
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# ? Jan 14, 2018 22:26 |
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My High Elves Vortex campaign has been the worst one I've played in TW1 or TW2 - it's just been 100 turns of waves of Aghol and Skaeling chariots. TK can't get here soon enough.
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# ? Jan 14, 2018 22:29 |
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Updated Norse aren't arriving until May though.
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# ? Jan 14, 2018 22:30 |
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Queek starts with a Warp Lightning Cannon and that's all you really need
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# ? Jan 14, 2018 22:31 |
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V for Vegas posted:My High Elves Vortex campaign has been the worst one I've played in TW1 or TW2 - it's just been 100 turns of waves of Aghol and Skaeling chariots. TK can't get here soon enough. Nerf Varg/Skaeling mod.
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# ? Jan 14, 2018 22:53 |
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Is Morathi's start position still poo poo in that you can't get trading deals for half the game? As I recall her capital was cut off due to rivers.Edgar Allen Ho posted:Yeah, I think starting armies don't get enough love. They can heavily effect critical turns. See Vlad vs Isabella. Isabella has objectively better campaign bonuses but Vlad's starting army basically lets you roll all of Sylvania vs Isabella's which is kinda poo poo. Blood Knights and extra Vargheists vs..... ghouls and ghouls? She starts with 2 vamps though. You can murderstomp everything early with just Isabella and her girls. Nephthys fucked around with this message at 23:22 on Jan 14, 2018 |
# ? Jan 14, 2018 23:17 |
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Just send out an early expedition to burn all the Skaeling provinces off the map (before they kill the eastern HElf factions). Even if it delays your expansion it's worth it to get rid of the aggravation. If you failed to do it early on then you need one 'ardent' princess and 19 Sea Guard to blender their way through tens of thousands of the bastards on the trek up there. But I don't like the vortex campaign, everybody has too much territory.
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# ? Jan 14, 2018 23:24 |
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Nephthys posted:Is Morathi's start position still poo poo in that you can't get trading deals for half the game? As I recall her capital was cut off due to rivers. You just need to take the province south of you.
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# ? Jan 15, 2018 01:05 |
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Eej posted:You just need to take the province south of you. Or the two cities east of you to get a port. Easily done within the first dozen turns or so.
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# ? Jan 15, 2018 02:22 |
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I've been replaying some of the vortex campaign, I'm at the point where I have ignored the vortex and stopped other races from completing the ritual so now they have basically turned into walking across the map to gently caress with me. In mortal empires, is this diminished so the wars are more with sides that are close to me or does the general aggression of the ai still follow this route?
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# ? Jan 15, 2018 02:31 |
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So I got The king and the Warlord DLC, any tips on playing skarsnik? Seems like the starting position is going to be a little rough.
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# ? Jan 15, 2018 02:41 |
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# ? Jun 7, 2024 14:58 |
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Tarantula posted:So I got The king and the Warlord DLC, any tips on playing skarsnik? Seems like the starting position is going to be a little rough. His start is pretty tough, nasty skulkers are the key when fighting dwarves. Goblin arrows are basically useless against their armor. The main thing is to get some levels on your lords, jumping across the mountains and looting some weaker human town can be a vital source of exp and gold. Once Skarnik/Night goblin big bosses, get their army wide poison skill and max their two red skills that super charge all goblins your armies get much deadlier.
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# ? Jan 15, 2018 02:48 |