|
I've said it several times before but what I'd really love is if there's a small chance for minor skaven clans to spawn in ruined cities throughout the world. Give the 'scout ruins' hero action more of a point, you know? And shake up the map to boot if you get a surprise skaven incursion in an area that's been razed.
|
# ? Jun 7, 2018 19:04 |
|
|
# ? Jun 7, 2024 20:51 |
|
Ravenfood posted:Even with more varied starts, the ME world is so large that by the time you're finding a lot of factions, you're well into the stage of endgame TW that just kind of suck as you auto-resolve everything as your doomstacks paint the map. I agree but that’s a more fundamental TW problem, I think. With races more evenly scattered then as say Karl you could at least fight some battles against elves, skaven, or whoever in the tense early-mid game. Some kind of mechanic that gives a vs AI only bonus to a random set of LLs each game might be fun too, so you can count on having some jacked end game enemies each time but can’t predict them. Plus again, cool reasonable goals that affect your game/end before total slog sets in
|
# ? Jun 7, 2018 19:18 |
|
John Charity Spring posted:I've said it several times before but what I'd really love is if there's a small chance for minor skaven clans to spawn in ruined cities throughout the world. Give the 'scout ruins' hero action more of a point, you know? And shake up the map to boot if you get a surprise skaven incursion in an area that's been razed. Actually, this is a great idea. As Chaos, Beastmen or Norsca raze cities to the ground, Skaven start popping out of the under-empire and occupying the ruins. It would make a really interesting second stage to the chaos invasion where you then have to deal with the vermintide in it's wake.
|
# ? Jun 7, 2018 19:20 |
|
John Charity Spring posted:I've said it several times before but what I'd really love is if there's a small chance for minor skaven clans to spawn in ruined cities throughout the world. Give the 'scout ruins' hero action more of a point, you know? And shake up the map to boot if you get a surprise skaven incursion in an area that's been razed. https://steamcommunity.com/sharedfiles/filedetails/?id=1199699451 This does this somewhat, though it's more of "ruins have a chance to be occupied by any active Skaven clan", so Eshin could pop up in the Old World if people have been neglecting settling ruins. Also comes with various mechanics to give Skaven more of a presence in the Old World, through province corruption modifiers and whatnot. In other news, I think I'm sick of waiting for these mods to update for the Empire and might as well play a Dwarf game to ease back into WH2. drat shame some of them that are key to mixing up the Badlands brawl (like Leylos' mod that puts Skaven in the Badlands) aren't updated and won't be in anytime soon due to reasons like busted comps and et cetera.
|
# ? Jun 7, 2018 19:24 |
|
Can one just shrink the scale of everything on the map? Sure it would make provinces smaller, settlements closer together, and whatnot, but that would lead to more chaos and fighting (a good thing, surely). Or is scale in this context really more about the number of factions, armies, and characters from a processing perspective?
|
# ? Jun 7, 2018 19:28 |
|
I want to believe that the distance between settlements was intentionally set to provide balance of some of some sort but I'm not entirely sure that's true.
|
# ? Jun 7, 2018 19:32 |
|
toasterwarrior posted:In other news, I think I'm sick of waiting for these mods to update for the Empire and might as well play a Dwarf game to ease back into WH2. drat shame some of them that are key to mixing up the Badlands brawl (like Leylos' mod that puts Skaven in the Badlands) aren't updated and won't be in anytime soon due to reasons like busted comps and et cetera. Play Karak Kadrin! Your first few turns are still fighting orcs but it's a much sooner transition to fighting VC and Norsca than the Eternal Badlands Hellwar Also, for everyone who's sick of Tyrion and Malekeith turn 1 beelining for the Widowmaker, here's a super low impact mod that makes it so the AI lord must be at least level 10 to even consider drawing it https://steamcommunity.com/sharedfiles/filedetails/?id=1400016908 Scrub-Niggurath fucked around with this message at 19:42 on Jun 7, 2018 |
# ? Jun 7, 2018 19:40 |
|
the big map is too dense. it shocked the hell out of me when they released the me map and there was still 6 useless, identical provinces in the badlands, and way too much poo poo up north
|
# ? Jun 7, 2018 19:55 |
|
Gay Horney posted:the big map is too dense. it shocked the hell out of me when they released the me map and there was still 6 useless, identical provinces in the badlands, and way too much poo poo up north Yeah tbh I'd rather more provinces in the Empire/Bretonnia/southern realms and way less in the badlands and Norsca. Give the central part of the map and the world more poo poo so you can add more fun factions to where the central showdown happens. Having enough empire land for all the races to show up, as they do in the lore, is way more fun than having 15 variations of "minor norse" and "minor orc" Edgar Allen Ho fucked around with this message at 20:02 on Jun 7, 2018 |
# ? Jun 7, 2018 20:00 |
|
smaller map, less movement speed, done also skaven everywhere
|
# ? Jun 7, 2018 20:19 |
|
Legendary Ptarmigan posted:Can one just shrink the scale of everything on the map? Sure it would make provinces smaller, settlements closer together, and whatnot, but that would lead to more chaos and fighting (a good thing, surely). Or is scale in this context really more about the number of factions, armies, and characters from a processing perspective? Fewer settlements mean that you will come into conflict a lot more. For norsca to attack the Reikland , they have to pass 3 settlements if the go directly from north to south, which takes several turns. If the map was small enough and the only settlement they had to pass was the Middenland, you'd fight norscan raiders much earlier. Ravenfood fucked around with this message at 20:27 on Jun 7, 2018 |
# ? Jun 7, 2018 20:23 |
|
I think just cutting a lot of the minor factions and confederating them with the Majors would cut down on turn times a lot.
|
# ? Jun 7, 2018 20:33 |
|
Every so often I remember how hilariously terrible treasure hunts are
|
# ? Jun 7, 2018 20:34 |
|
Scrub-Niggurath posted:Every so often I remember how hilariously terrible treasure hunts are i forget they even exist. the dev who pushed for that idea is probably pissed that they didn't match up to his dreams
|
# ? Jun 7, 2018 20:46 |
|
Treasure hunts should be like Heroes of Might and Magic dungeon raids: causes a hostile neutral stack to appear that you'll have to beat for a guaranteed item and resettling the region automatically. That way you either spend cash and troops to capture a destroyed settlement instantly, or risk a strong stack spawning for a free resettle and item. Also yeah, time to see what's up with the Slayer King. I think I'll drop all Warriors from my usual composition and instead fill their slots with Slayers; as opposed to enemies getting the poo poo bombarded out of them as they crash into walls of steel-clad beards, it'll be enemies getting the poo poo bombarded out of them and then getting slaughtered by angry naked beards.
|
# ? Jun 7, 2018 20:49 |
|
toasterwarrior posted:Treasure hunts should be like Heroes of Might and Magic dungeon raids: causes a hostile neutral stack to appear that you'll have to beat for a guaranteed item and resettling the region automatically. That way you either spend cash and troops to capture a destroyed settlement instantly, or risk a strong stack spawning for a free resettle and item. For the first turns that’s required bc slayers are the only thing you can recruit
|
# ? Jun 7, 2018 21:00 |
|
slayers are the only thing you should recruit
|
# ? Jun 7, 2018 21:00 |
|
Blinks77 posted:I think just cutting a lot of the minor factions and confederating them with the Majors would cut down on turn times a lot. Yeah this is my wish, just a check box you tick at the start of an ME campaign that cuts out the "fight your own faction" part of the early campaigns and starts you out with a mini empire.
|
# ? Jun 7, 2018 21:05 |
|
Anyone know how to fix the GAME ENDING HELP bug where you can't do anything on a new turn because a event you cannot see or click away is on screen? Googling told me to turn the advisor down to the lowest amount, but he's always been on the lowest setting. Loading the turn before or a couple of turns before does not help either.
|
# ? Jun 7, 2018 21:07 |
|
Edgar Allen Ho posted:For the first turns that’s required bc slayers are the only thing you can recruit Yeah, I think this first run is about to go south since I went for a tool workshop instead of barracks. 8 Slayers are scary, but they won't last against arrows. EDIT: Jesus Christ, I won. OK, maybe I could just throw Slayers at everything. toasterwarrior fucked around with this message at 21:17 on Jun 7, 2018 |
# ? Jun 7, 2018 21:09 |
|
toasterwarrior posted:Yeah, I think this first run is about to go south since I went for a tool workshop instead of barracks. 8 Slayers are scary, but they won't last against arrows. Which is a problem, because Greenskin stacks tend to be filled with archers. And with 0 Armor they tend to die quick if they have to frontline against generic boyz too. Sure they'll cause a lot of damage, but having to replace them gets expensive real fast given their initial recruit cost.
|
# ? Jun 7, 2018 21:16 |
|
Dongattack posted:Anyone know how to fix the GAME ENDING HELP bug where you can't do anything on a new turn because a event you cannot see or click away is on screen? Googling told me to turn the advisor down to the lowest amount, but he's always been on the lowest setting. Loading the turn before or a couple of turns before does not help either. Not sure if it helps, but every time I had this bug it was due to the Sa'an'ishar! mod.
|
# ? Jun 7, 2018 21:16 |
|
Third World Reggin posted:slayers are the only thing you should recruit Mine have nearly 100 melee attack, it is ridiculous. I support mine with gyrocopters. Nothing else is fast enough to keep up with them.
|
# ? Jun 7, 2018 21:19 |
|
toasterwarrior posted:Yeah, I think this first run is about to go south since I went for a tool workshop instead of barracks. 8 Slayers are scary, but they won't last against arrows. My approach was to build a siege workshop and get grudge throwers in addition to slayers. That pretty much sufficed to defeat Red Eye in a series of ludicrous battles (including an ambush against one of their two armies) but I lost about 75% of my army by the time I defeated the whole enemy faction. Felt pretty appropriate for a slayer army, actually.
|
# ? Jun 7, 2018 21:21 |
|
toasterwarrior posted:Yeah, I think this first run is about to go south since I went for a tool workshop instead of barracks. 8 Slayers are scary, but they won't last against arrows. I built the barracks once I took the minor settlement to complete my minor province, then sat on my hands for 3-4 turns to recruit 6 warriors. If you can work counterclockwise around the north and take out Red Eye to start, it gives you a nice, 2 province base to work from that's relatively safe. Then your options open up a bit.
|
# ? Jun 7, 2018 21:22 |
|
Yeah, I intend to clean up the north, stop at Gunbad, and then play "tall" by helping out the Empire and re-murdering the undead through this handy little Region Trading mod. If Thorgrim falls, then I guess it's time to rebuild the Karaz Ankor myself. If not, well, maybe I can turn Kislev into my new kingdom after Chaos is done with it. Also yeah, I was wondering which of Grudge Throwers or Quarrelers was the better option. Still, now that I've learned the initial steps, I can redo this game any time. It's such a wonderful change of pace to have your main melee units be pulling hundreds of kills when back then your Warriors would get dozens at best while your Quarrelers would do all the real work.
|
# ? Jun 7, 2018 21:28 |
|
having like 90% of your army being unbreakable is pretty sweet
|
# ? Jun 7, 2018 21:42 |
|
The other disadvantage of Ungrim's start is that Kislev apparently doesn't trade. Ever.
|
# ? Jun 7, 2018 21:58 |
|
So I still havent played a ME campaign. Any recommendations for some fun factions to play?
|
# ? Jun 7, 2018 22:48 |
|
Lord Koth posted:The other disadvantage of Ungrim's start is that Kislev apparently doesn't trade. Ever. The 'passive' AI personality that Kislev and the various Southern Realms have feels like a real relic at this point. It sort of made sense when TWW1 tried to concentrate the action in specific areas of the map but now? Nah. Let them make treaties properly, even if their AI is less expansionist. Sedisp posted:So I still havent played a ME campaign. Any recommendations for some fun factions to play? Honestly most of them are pretty good. Of the newest ones, Alith Anar seems to have a better ME start than Vortex. Queek Headtaker's got a tough but fun start, same goes for Ungrim Ironfist. The basic Empire start is still a lot of fun too even though the faction needs some love (really hope they're next on the revamp list). I'm really enjoying a Bretonnia game currently, and Norsca/Wintertooth are both a lot of fun. Hell, I bet even Warriors of Chaos are pretty fun now - they were good by the end of TWW1's lifetime and we've got that situation back now, basically.
|
# ? Jun 7, 2018 23:01 |
|
John Charity Spring posted:The 'passive' AI personality that Kislev and the various Southern Realms have feels like a real relic at this point. It sort of made sense when TWW1 tried to concentrate the action in specific areas of the map but now? Nah. Let them make treaties properly, even if their AI is less expansionist. They only have the passive trait at hard difficulty and lower, which i guess was to get them not to kill to much to quick with their large realms. Very hard and higher makes them defensive. Someone told me this earlier in the thread and i forgot to respond. But yes, they should get rid of it since them not trading actually makes the game harder on lower levels.
|
# ? Jun 7, 2018 23:08 |
|
marxismftw posted:Not sure if it helps, but every time I had this bug it was due to the Sa'an'ishar! mod. Don't have that installed unfortunately
|
# ? Jun 7, 2018 23:42 |
|
Ralepozozaxe posted:They only have the passive trait at hard difficulty and lower, which i guess was to get them not to kill to much to quick with their large realms. Very hard and higher makes them defensive. Someone told me this earlier in the thread and i forgot to respond. But yes, they should get rid of it since them not trading actually makes the game harder on lower levels. Ah, that's interesting. I play the game exclusively on Hard so I had no idea that this changes above that.
|
# ? Jun 7, 2018 23:47 |
|
Is there a decent rat guide out there?
|
# ? Jun 7, 2018 23:51 |
|
Dongattack posted:Anyone know how to fix the GAME ENDING HELP bug where you can't do anything on a new turn because a event you cannot see or click away is on screen? Googling told me to turn the advisor down to the lowest amount, but he's always been on the lowest setting. Loading the turn before or a couple of turns before does not help either. Make a save right now where it's broken and then load that save, the event should pop up.
|
# ? Jun 8, 2018 00:27 |
|
Twigand Berries posted:Make a save right now where it's broken and then load that save, the event should pop up.
|
# ? Jun 8, 2018 01:28 |
|
From what I can tell, treasure hunts can give you ritual currency, up to 250, and are otherwise worse than just sailing around in every possible way. So in ME, I don’t even know what the point is. Boy I can’t tell you how fun taking the fight to those wood elves inside their home turf is. The buffs they can get from their lord and being in a map that counts entirely as forest make fighting them as fun as pulling teeth. Pretty much a war of attrition “can I get them to break from army losses before my cavalry are completely wrecked and they can shred me with ranged”
|
# ? Jun 8, 2018 01:29 |
|
Just about the only time I can imagine treasure hunting is if I am within movement range of a settlement, know I want to settle it, don't have the cash to do so, and have absolutely nothing else to do with that army that turn. This is rare.
|
# ? Jun 8, 2018 01:33 |
|
Cynic Jester posted:Is there a decent rat guide out there?
|
# ? Jun 8, 2018 01:36 |
|
|
# ? Jun 7, 2024 20:51 |
|
Ravenfood posted:Just about the only time I can imagine treasure hunting is if I am within movement range of a settlement, know I want to settle it, don't have the cash to do so, and have absolutely nothing else to do with that army that turn. This is rare. It'd be better if agents could do it on their own.
|
# ? Jun 8, 2018 01:42 |