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turn off the TV posted:The event spawned fleet interception armies seem pretty out of line with the rest of the VCoast campaign relative to what they give. The treasure islands can pay out around 7000 gold for defeating an army with a level 1 lord and a handful of elite units. The medium risk event pays out 7000 gold for defeating a level 35 lord with an entire stack of gold veterancy elite units. I can't imagine what the high risk options look like. I've only done one high risk one, the exotic goods trader, but it sounds pretty similar to the medium stack you described. Turned out to be a full stack of Empire Great Swords, Halberds, Handgunners, Reiksgard, Mortars and Cannons. All at rank 7 veterancy.
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# ? Nov 10, 2018 21:27 |
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# ? Jun 7, 2024 21:05 |
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CA please let me attack coastal settlements from the water. Thanks in advance.
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# ? Nov 10, 2018 21:34 |
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Acute Grill posted:CA please let me attack coastal settlements from the water. Thanks in advance. Have you seen the horseshit that happens in Rome 2 / Attila with boats trying to dock and unload troops and the endless jank that entails. It breaks so many things and leads to basically 0 decent fights in return. This is a feature that is beyond CA and their engine's ability to implement.
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# ? Nov 10, 2018 21:41 |
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Playing harkon , is everyone going lightning strike first or what, how are you building your pirate lords? I haven’t played since tomb kings and have forgotten so much.
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# ? Nov 10, 2018 21:58 |
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When you establish a pirate cove via attacking the settlement you get a lot of money too, does this count as sacking the settlement in gameplay terms? Is it boosted by +% sacking reward skills?
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# ? Nov 10, 2018 22:08 |
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PlushCow posted:Playing harkon , is everyone going lightning strike first or what, how are you building your pirate lords? I haven’t played since tomb kings and have forgotten so much. I went red tree to buff gun zombies first, then blue tree but never bothered with lightning strike. I kept my Harkon at sea, fighting pirates and treasure battles, with a lesser captain on land keeping the homefront secure. I never really had to deal with multiple armies for Harkon, and the lizards, rats, and elves had enough of a thunderdome going that they never had more than one army to spare at a time for my aggression on land. Mortal Empires can get more snowbally for some factions though, so I'd probably end up having to go for it eventually.
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# ? Nov 10, 2018 22:19 |
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Yes, though I'm only reasonably sure of this because you can get the trait that boosts sack income when you establish a pirate cove.
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# ? Nov 10, 2018 22:19 |
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Ham Sandwiches posted:Have you seen the horseshit that happens in Rome 2 / Attila with boats trying to dock and unload troops and the endless jank that entails. It breaks so many things and leads to basically 0 decent fights in return. This is a feature that is beyond CA and their engine's ability to implement. TW2 doesn't have boats so they can just give me a deploy zone along the coast. Fixed it. Check please. TIA.
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# ? Nov 10, 2018 22:19 |
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Is there a way to roll back to the previous version, before Vampire Coasts? Although the new factions look fun, I would like to finish my High Elves campaign which was five turns away from final vortexing. And also be able to use a lot of now-outdated mods.
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# ? Nov 10, 2018 22:21 |
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Crazy Joe Wilson posted:Is there a way to roll back to the previous version, before Vampire Coasts? Although the new factions look fun, I would like to finish my High Elves campaign which was five turns away from final vortexing. And also be able to use a lot of now-outdated mods. Opt in to the 'public beta' branch in the game's properties in steam. That's on the previous version at the moment.
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# ? Nov 10, 2018 22:24 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=1560357088 This looks like it adds enough extra units that you can play Aranessa's core infantry and powder units as 100% human and just back them up with crabs and whatnot, for those interested!
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# ? Nov 10, 2018 22:48 |
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Okay, how on earth are you meant to do Battle of the Eternal Tides? You need to kill four full stacks, coming at you from different directions. You can only go so far before the ammo runs out. It's also one of those annoying quest battles that bugs out and doesn't let you deploy properly, so it's much harder to take advantage of the defensive grounds you're given.
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# ? Nov 10, 2018 22:54 |
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I want amphibious maps where when you attack unwalled coastal settlements your zombies just Jason Voorhees their way out of the water. Having sieges with landing craft traversing a third of the map would be cool too.
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# ? Nov 10, 2018 22:57 |
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Oh my god, Mournghoul Haunters are loving blenders. Mine just waded into a pack of White Lions and Sea Guard and loving shredded them. Over 300 kills just from him, plus the mortars pulling 253 and 308 each, plus all the zombies firing into the blob.
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# ? Nov 10, 2018 23:04 |
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SurreptitiousMuffin posted:Okay, how on earth are you meant to do Battle of the Eternal Tides? You need to kill four full stacks, coming at you from different directions. You can only go so far before the ammo runs out. It's also one of those annoying quest battles that bugs out and doesn't let you deploy properly, so it's much harder to take advantage of the defensive grounds you're given. You absolutely need a gunnery wight in your ranks to keep your artillery firing, and someone with lore of vampires helps a lot too. I managed it on my first try but I was in extremely rough shape by the end. This was my army after the battle: Queen Bess had over 1000 kills. I prioritised the extra ammo for her.
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# ? Nov 10, 2018 23:06 |
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I haven't played the current patch yet, but from just looking at the new vampire count techs it would make a lot more sense if skeletons were -50-75% upkeep and zombies stayed at -100%, I don't see any reason why you'd ever research free zombies when the skeleton tech exists.
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# ? Nov 10, 2018 23:28 |
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This poo poo is ridiculous 4k kills and still a loss.
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# ? Nov 10, 2018 23:28 |
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Dongattack posted:When you establish a pirate cove via attacking the settlement you get a lot of money too, does this count as sacking the settlement in gameplay terms? Is it boosted by +% sacking reward skills? I don't know the answer but either way you can make more money by sacking the settlement then immediately building a cove on the same turn
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# ? Nov 10, 2018 23:31 |
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SurreptitiousMuffin posted:This poo poo is ridiculous Get rid of like, at least half of those mortars if not more, they're giving you next to no value. Also you probably want some anti-large infantry, and maybe even consider handgunners or something, they'll let you defend much more easily. John Charity Spring fucked around with this message at 23:37 on Nov 10, 2018 |
# ? Nov 10, 2018 23:33 |
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One thing I like about a hybrid horde faction is that early on you can decide either to build up land bases or your ship. Ship is more flexible and works great as a tour bus of Mortal Empires, but I think settlements get more benefits from research and Rites.
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# ? Nov 10, 2018 23:39 |
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deep dish peat moss posted:I don't know the answer but either way you can make more money by sacking the settlement then immediately building a cove on the same turn Good point! Also unrelated, there doesn't seem to be a way to replenish units while at sea and not in a friendly sea zone, or am i missing something?
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# ? Nov 10, 2018 23:48 |
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team overhead smash posted:I've only done one high risk one, the exotic goods trader, but it sounds pretty similar to the medium stack you described. Turned out to be a full stack of Empire Great Swords, Halberds, Handgunners, Reiksgard, Mortars and Cannons. All at rank 7 veterancy. i picked this one too, and it was not only mortars, cannons, reiksgard, handgunners, and empire soldiers, but two units of armored skinwolves and a frost dragon on top. idk if they were the exotic goods but that was a nasty fight.
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# ? Nov 10, 2018 23:50 |
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Jeez well, done. Done with the gamiest army possible, but there it is.
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# ? Nov 10, 2018 23:53 |
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The Leviathan and Necrofex seem pretty vulnerable vs empire in multiplayer (and presumably all other races with long range anti large artillery that aren't outranged by cannonades). Just had a 2v2 game against double VSea where my cannons won in the "let's get our cannons to blast each other" shootout and then I blasted Noctilus and Cylostra both on their respectie mounts to hell before they could advance on my army and then took down a second rotting leviathan before it could do much damage. Of course I would have murdered Cylostra either way because I had the hammer of the witched so if she was on foot it'd only have taken a few shots on target to kill her. Dongattack posted:Good point! In non-contested sea zones my units get a small amount of replenishment each turn. Don't know if this is due to a tech I picked up or anything.
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# ? Nov 11, 2018 00:02 |
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team overhead smash posted:In non-contested sea zones my units get a small amount of replenishment each turn. Don't know if this is due to a tech I picked up or anything. Hmm, i'm not getting any replenishment in a neutral zone at least, so it must be something you don't start with.
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# ? Nov 11, 2018 00:08 |
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the last battle's map is loving gorgeous
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# ? Nov 11, 2018 00:16 |
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Whorelord posted:the last battle's map is loving gorgeous Luthor's starting capital has a gorgeous special map too, but the ai doesnt seem to like to siege it very often so you never get to see it.
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# ? Nov 11, 2018 00:17 |
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How do you win siege battles as Vampire Coast gunlines? I can trash just about anything in the open field - but with a limited melee line (and not trusting my melee troops) I struggle badly when it comes to taking walled cities.
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# ? Nov 11, 2018 00:17 |
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Pummel the walls with motors and once they are cleared you are free to slowly push in.
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# ? Nov 11, 2018 00:19 |
for people who are a fan of the hybrid horde/city faction, i'm almost certain this is how ogre kingdoms in TWW3 are going to work
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# ? Nov 11, 2018 00:20 |
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neonchameleon posted:How do you win siege battles as Vampire Coast gunlines? I can trash just about anything in the open field - but with a limited melee line (and not trusting my melee troops) I struggle badly when it comes to taking walled cities. The way I took Mazda's capital was to siege it until him and a relief army engaged Cylostra and another half stack. Defending against them meant I got that great choke point map that utterly annihilated their clumped up lizards with Queen Bess Mortar spam.
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# ? Nov 11, 2018 00:23 |
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i think part of what makes noctilus kinda boring is his whole story is 'he teleported his castle to the galleons graveyard to get special ocean powers', but he doesn't actually get any special ocean powers. he shoulda got lore of the deep.
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# ? Nov 11, 2018 00:24 |
President Ark posted:for people who are a fan of the hybrid horde/city faction, i'm almost certain this is how ogre kingdoms in TWW3 are going to work travel around the world, meet strange new people, and eat them.
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# ? Nov 11, 2018 00:25 |
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John Charity Spring posted:You absolutely need a gunnery wight in your ranks to keep your artillery firing, and someone with lore of vampires helps a lot too. I managed it on my first try but I was in extremely rough shape by the end. This was my army after the battle: What do gunnery wights do for your army?
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# ? Nov 11, 2018 00:28 |
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PlushCow posted:What do gunnery wights do for your army? Let you refill ammo
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# ? Nov 11, 2018 00:35 |
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PlushCow posted:What do gunnery wights do for your army? they have an ability that can restore ammo to a unit (they get like 4 uses of it), they get an aura of missile damage and missile AP damage, and they get an active buff that increases accuracy and reload speed in a radius by quite a lot. if you keep them by your gun line or by your artillery they are a big multiplier.
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# ? Nov 11, 2018 00:35 |
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PlushCow posted:What do gunnery wights do for your army? They work like dwarf/Skaven engineers. Being able to restore ammo is really useful on sieges as well.
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# ? Nov 11, 2018 00:46 |
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Zore posted:Let you refill ammo juggalo baby coffin posted:they have an ability that can restore ammo to a unit (they get like 4 uses of it), they get an aura of missile damage and missile AP damage, and they get an active buff that increases accuracy and reload speed in a radius by quite a lot. if you keep them by your gun line or by your artillery they are a big multiplier. Well that sounds pretty good!
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# ? Nov 11, 2018 00:46 |
ammo refills are pretty key for queen bess seeing as she has like 12 shots and one shot can delete like 75% of an infantry unit
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# ? Nov 11, 2018 00:48 |
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# ? Jun 7, 2024 21:05 |
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Guys I can’t stop hearing “ALL HAIL THE MIGHTY” in my head.
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# ? Nov 11, 2018 00:49 |