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Archonex posted:Does direct x 12 do anything? Like, anything at all? In the first game it was actually an appreciable performance gain on AMD hardware. I used it and had no issues with it. In this game, though, it seems to only add instability and lengthen load times.
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# ? Jan 29, 2018 07:07 |
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# ? Jun 7, 2024 15:14 |
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turn off the TV posted:I already said that the sphinxes don't cover enough area, they're more of a gorebull or a mammoth, which is good, but there isn't a skinwolf or minotaur equivilent where a unit with multiple models can do the same. Chariots. I don’t get why the things get so little love. They have a high mass and unit size plus a lot of buffs from research that let you carry them to the endgame. I charge them through breached gates then let them fire arrows at the wall guards from behind.
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# ? Jan 29, 2018 07:12 |
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Settra rules, tia
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# ? Jan 29, 2018 07:14 |
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Archonex posted:Does direct x 12 do anything? Like, anything at all? Yes it crashes the game. The_Angry_Turtle posted:Chariots. I dont get why the things get so little love. They have a high mass and unit size plus a lot of buffs from research that let you carry them to the endgame. I charge them through breached gates then let them fire arrows at the wall guards from behind. Solemn Sloth posted:Settra rules, tia Settra has the added bonus (on top of four horses) of being an explosive mummy that can never be bogged down by infantry, so you can just drive him around like a matchbox racer bowling over hundreds of mooks.
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# ? Jan 29, 2018 07:17 |
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I'm a little hesitant to give settra the chariot of the gods over a loving Sphinx what's the word on that
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# ? Jan 29, 2018 08:21 |
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The DoomCat is great but if you're willing to micro him a bit he can do sickass flaming donuts all over the other guy's army and is also still capable of sorta dueling lords if they're not supported so I say go for it
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# ? Jan 29, 2018 08:24 |
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What's the deal with Tomb King AI factions and Tomb Swarm? Do they actually perform the ritual and get the army ability for 10 turns, or is it just perpetually available to them at a certain point?
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# ? Jan 29, 2018 09:36 |
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Realm of souls would be vastly improved by the ushabti not degrading as quickly, before the getting out of the ground animation finishes they already degrade to 90% HP.
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# ? Jan 29, 2018 10:03 |
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I had a pretty fun battle against the savage orcs on a bottleneck map. I had a full stack of settra's army, 4 archers, cat, sword infantry against 2 full stacks of savage orcs and a couple archers and boar boys. I teased them to charge me by picking at them with my archers, then charged my infantry into the two choke points so they would blob up real good like. My skelly boys held up admirably while my archers gunned down hundreds of orcs and my kitten sent them flying. I'm honestly sad I don't have more orcs to fight right now.
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# ? Jan 29, 2018 13:29 |
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Now with all the weird poo poo in not africa, I think it is time for grimgor ironhide to head south
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# ? Jan 29, 2018 13:39 |
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Honestly it feels like all their heals could use a buff. There's different ways they could do it: -Have all your skeleton units get 2x the benefit of heals vs constructs. This could be as simple as doubling the duration of the heal over time, forcing you to be careful with units to get the most from the benefit. -Skeletons are resurrected before existing units are healed making it really effective for ranged skeleton units by quickly restoring the units offensive potential. -Restless Dead gives an additional healing/resurrection effect on buffed targets encouraging you to use it on weak units. -Research and Lord traits that boost the duration of heals for skeleton units.
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# ? Jan 29, 2018 13:43 |
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I don't invite what I'm doing but I like the lizards
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# ? Jan 29, 2018 14:00 |
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After doing an Akhan campaign I decided to give Tretch a go. He's a lot of fun and his DE start is really cool and good. Food is a nightmare though as he doesn't have any buildings that provide it. I end up permanently raiding my own territory and eating the rebels to keep above water. It really punishes you for expanding and when there's so much action up top, there are loads of juicy ruins you can't get! I am enjoying making treaties every everybody though as breaking them gives you a public order boost, so you can be super chill and know you won't suffer when you decide to invade. All hail the doomwheel!
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# ? Jan 29, 2018 14:03 |
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Panfilo posted:Honestly it feels like all their heals could use a buff I have been using Gejnor's tweaks for TKs and they are solid pro awesome, also makes fighting TK really tough and strategic (in the early game at least)
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# ? Jan 29, 2018 14:38 |
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Anyone got any impressions of the revamped Bugman's Rangers? Charge Defence vs Large, good melee stats, crossbows, and regen sounds like a good alternative to Greatweapon Longbeards as an anti-large unit.
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# ? Jan 29, 2018 14:59 |
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Holy poo poo the Tomb Kings actually have an audio bug and their higher tier skeletons are supposed to sound like the Hierotitan. http://steamcommunity.com/sharedfiles/filedetails/?id=1285032358&searchtext= turn off the TV fucked around with this message at 15:27 on Jan 29, 2018 |
# ? Jan 29, 2018 14:59 |
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turn off the TV posted:I'm thinking about making one of those climate mods for myself, and my current plan of action is basically this: Badlands to desert, most mountains south of Black Crag to wasteland. Unfrozen naggaroth is temperate, the southern coast of Norsca is frozen. The coastal settlements of Lustria are savannah. Factions can colonize unsuitable climates, but not uninhabitable ones. Each faction would have about four to five suitable and unsuitable climates out of the ten, with the exceptions being Orcs and Skaven. Orcs can colonize anywhere, Skaven cannot colonize Ulthuan. I think it depends on if you just want a fudged climate mod or a regional occupation mod ( which I'd love to learn how to make. ).
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# ? Jan 29, 2018 15:55 |
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Speaking of climate, are the penalties per region or province? There's a sick nasty port in Kislev but the other settlement in the province is snow
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# ? Jan 29, 2018 16:03 |
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turn off the TV posted:Holy poo poo the Tomb Kings actually have an audio bug and their higher tier skeletons are supposed to sound like the Hierotitan. I really do love the attention to detail, bugs aside.
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# ? Jan 29, 2018 16:06 |
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StashAugustine posted:Speaking of climate, are the penalties per region or province? There's a sick nasty port in Kislev but the other settlement in the province is snow I think everything but the public order penalty is individual to the region. The PO penalty stacks.
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# ? Jan 29, 2018 16:20 |
Ra Ra Rasputin posted:Realm of souls would be vastly improved by the ushabti not degrading as quickly, before the getting out of the ground animation finishes they already degrade to 90% HP. There's a Gejnor mod that fixes that. It's called "Nehekhara Rises", and I consider it a must have.
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# ? Jan 29, 2018 16:29 |
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Devorum posted:There's a Gejnor mod that fixes that. It's called "Nehekhara Rises", and I consider it a must have. The Something Awful Forums > Discussion > Games > Total War: Warhammer 2 - There's a Gejnor mod that fixes that
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# ? Jan 29, 2018 17:26 |
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but can gejnor mod my broken heart?
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# ? Jan 29, 2018 17:30 |
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StashAugustine posted:Speaking of climate, are the penalties per region or province? There's a sick nasty port in Kislev but the other settlement in the province is snow If you don’t take the snow one you won’t get any penalties
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# ? Jan 29, 2018 17:30 |
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Is there a mod which gives Arkhan his actual skull face, instead of the strangely fleshy look he has in game?
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# ? Jan 29, 2018 17:44 |
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Ra Ra Rasputin posted:Realm of souls would be vastly improved by the ushabti not degrading as quickly, before the getting out of the ground animation finishes they already degrade to 90% HP. Sounds like you need Gejnor’s mod And agreed
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# ? Jan 29, 2018 18:18 |
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Plavski posted:but can gejnor mod my broken heart? I don't know... can i..? Also, do you want a really hard challenging balls busting time against greenskins as.. basically anyone but them (but especially as dwarfs)? Just install my mod Raging Beasts and Brutes (Green Iz Best optional, but it will help the ai!) and have vistas such as theese in your games: And so you too can have a real green hellwar on your hands! Spread the Age of Reckoning (if you survive that is..)! Gejnor fucked around with this message at 19:16 on Jan 29, 2018 |
# ? Jan 29, 2018 19:01 |
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Why didn't Cataph ever make a Kislev mod? Or for that matter, why are there so few? Nobody likes Ice magic Russia?
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# ? Jan 29, 2018 19:13 |
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Aurubin posted:Why didn't Cataph ever make a Kislev mod? Or for that matter, why are there so few? Nobody likes Ice magic Russia?
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# ? Jan 29, 2018 19:15 |
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this is not what we meant when we asked for bear cav
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# ? Jan 29, 2018 19:33 |
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There were issues for a long rear end time in that you can't make new models in the TWW engine. Which is why all the big chaos mods were just recolored Chaos spawn, or dudes holding different weapons. I think people fairly recently figured out a way around this by importing custom models from Rome 2 though iirc.
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# ? Jan 29, 2018 19:37 |
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Thoughts on TK units: Basic skeletons: Why doesn't any research buff them? The only buffs they get are the red line skill and Khateps skill, but both of these benefit all infantry so really is the better units that benefit. Warriors/Guard: They seem decent for the price. No complaints. Not as good as Grave Guard but Grave Guard don't get a Halberd option. Archers: Great utility, definitely help support their weaker units. 4 per building is a good number in my opinion. Skull catapult: Disappointingly mediocre. It's a worse version of the plagueclaw catapult. Haven't tried Casket of Souls but considering the cost to obtain it deserves to be decent in campaign at least. Cavalry: Is it worth bothering? Cavalry seems to overlap with chariot counterparts, but Chariots get more bonuses and upgrades. I haven't used the higher end stuff much but Constructs in general can at least be supported by a Necrotect. Chariots: Even more micro intensive than cavalry, but they get a lot of bonuses you can stack together with a Tomb Prince on a chariot tagging along. Ushtabis: probably my favorite unit in the roster, they feel strong and hard hitting and the combination of lord/hero traits red skills and research makes them even more potent. The bow versions are pretty much bolt throwers. Sphynxes: Having a Necrotect heal and buff them as they rampage through enemy lines is really helpful. Monsters are definitely a Tomb Kings specialty and they really seem to shine overall. Heirotitan:Really slow but the embedded spells are helpful.
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# ? Jan 29, 2018 19:40 |
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Panfilo posted:Thoughts on TK units: I think based on my games so far you're really meant to stop using them in favor of Tomb Guard eventually. I am phasing out using basic skellies in my armies one by one. I do still recruit them to quickly fill space when I have empty spots but that's it once I can get a good Tomb Guard cap rolling.
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# ? Jan 29, 2018 19:44 |
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Space Skeleton posted:I think based on my games so far you're really meant to stop using them in favor of Tomb Guard eventually. I am phasing out using basic skellies in my armies one by one. I do still recruit them to quickly fill space when I have empty spots but that's it once I can get a good Tomb Guard cap rolling. What sucks about them having no research upgrades is that the tons of em you get in garrisons never get any better.
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# ? Jan 29, 2018 19:47 |
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Jeremor posted:Sword infantry instead of spear infantry make a big difference early on, as well as recruiting a bunch of archers. Archers tear up most of the poo poo you're fighting early game. Beyond that, microing chariots is important and keeping your lords safe while still taking out opposing generals. I still haven't experienced much of the late game TK, but I'm looking forward to more sphinxes and poo poo ruining people's day. You found sword infantry worth using? Between having a lower MA+MD and their lack of anti-large I went all spears and never looked back. What am I missing?
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# ? Jan 29, 2018 19:48 |
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KPC_Mammon posted:You found sword infantry worth using? Between having a lower MA+MD and their lack of anti-large I went all spears and never looked back. What am I missing? Yeah I straight up can't see a reason to use basic skellingtons over the spear version
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# ? Jan 29, 2018 19:53 |
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I also stuck with spears since they at least get charge defense vs large and the better MD combined with 3 points in the red tree let them at least hold out against most line infantry for a while. The sword guys just get outclassed quickly by Nehekaran Warriors which can be used to flank charge units bogged down by your spear guys. The basic sword skellies will just die too fast;their slightly higher MA isn't worth the much lower MD as a tradeoff.
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# ? Jan 29, 2018 19:53 |
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Panfilo posted:Basic skeletons: Why doesn't any research buff them? The only buffs they get are the red line skill and Khateps skill, but both of these benefit all infantry so really is the better units that benefit. Besides the one that buffs them there isn't any research that buffs them.
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# ? Jan 29, 2018 19:56 |
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What's the best dynasty lord? I think the Ushtabi one probably is. You can combine him with a Netcrotect that has Ushtabi Carver trait along with the Ushtabi expert follower. You get a lot of potential upgrades and bonuses for those guys anyway so the only thing really holding you back is the fact that it is a 6,000g tier 3 building to get them.
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# ? Jan 29, 2018 20:01 |
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# ? Jun 7, 2024 15:14 |
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Though with Khatep I found the other Liche Priest one is good too. Saves jars raising their cap and in turn you can recruit Liche Priests that give +1 veterancy/+2 jars which is useful. They also get immortality very early - like at level 8 so stuff that makes them start at a higher level really speeds this along.
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# ? Jan 29, 2018 20:03 |