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Baron Porkface posted:Why are so many lets players so scared of losing 5% replinishment? That seems so small. Its 5% of your max army size every turn. It can add up really fast and make minor attrition unnoticeable or help you bounce back from a tough fight much quicker.
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# ? Sep 11, 2019 06:31 |
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# ? Jun 3, 2024 09:54 |
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+10% replenishment is usually enough to fully heal your army from the brink of death in 2 turns, which is less time spent not doing anything and eating up your gold, also helps counteract unpleasant climate because replenishment effects your garrisons and they can't usually handle back-to-back rebels without replenishment.
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# ? Sep 11, 2019 06:35 |
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That math doent make sense to me
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# ? Sep 11, 2019 06:45 |
Say your army is 1000 men and you lose 100. 5% replenishment restores 50 per turn not 5.
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# ? Sep 11, 2019 07:39 |
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Look at it this way, unless you're willing to combine what's left of your shattered army together and then recruit new units to make up whatever you lost (Which costs lots of time AND money) you're going to have to wait around for them to heal. Early game replenishment is often somewhere around 5% to 10%, so losing 5% of that means you're either not replenishing until you get into a city or you're wasting twice as many turns doing nothing. Even later on 5% can represent 1 less turn wasted, so when the poo poo hits the fan a turn less of healing can be the difference between breaking a sieging chaos stack and losing a lynchpin city.
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# ? Sep 11, 2019 08:14 |
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The general rule is that almost any replenishment buffs are worth it because they all greatly increase how many mans you get back per turn.
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# ? Sep 11, 2019 08:54 |
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Baron Porkface posted:Why are so many lets players so scared of losing 5% replinishment? That seems so small. It's not 5% of your replenishment - it's 5% replenishment. In other words 5% of each unit recovering each turn for five turns. (How much your army recovers each turn is determined by a lot of things).
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# ? Sep 11, 2019 09:41 |
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Put it another way, on a 20 unit full stack 5% replenishment is a free unit every turn.
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# ? Sep 11, 2019 10:58 |
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These updates tend to drop at around 11am EST right?
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# ? Sep 11, 2019 12:29 |
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Ravenfood posted:These updates tend to drop at around 11am EST right?
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# ? Sep 11, 2019 12:41 |
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If the special on the DLC acts as an accurate marker of it's release, we have 1 hour and 25 minutes until release/update.
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# ? Sep 11, 2019 13:34 |
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Then only fifteen hours of preallocation before we can finally download
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# ? Sep 11, 2019 13:53 |
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Then a month of bugfixes and mods updating
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# ? Sep 11, 2019 14:07 |
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And then only a week or two until the next big update/release.
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# ? Sep 11, 2019 14:33 |
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I hope they break dark elf and skaven dilemas for another 6 months
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# ? Sep 11, 2019 14:34 |
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that;s the life of a gam,er.... if you cant take it get out
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# ? Sep 11, 2019 14:35 |
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Download is live. Don't forget to activate Gor-Rok separately.
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# ? Sep 11, 2019 15:03 |
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Lets go!!!!! Who are you guys starting with first? I'm really torn between Gor-Rok or Empire Campaign #52
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# ? Sep 11, 2019 15:05 |
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I'm thinking Nakai in Mortal Empires. Feel like it's going to be a Count Noctilus start where you've got free reign to go beat up Norsca/The Empire/Brettonia/High Elves/Dark Elves.
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# ? Sep 11, 2019 15:16 |
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The streams I watched mostly agreed that Wulfhart was the Ikit to Nakai’s Tehenahuain so I might save him for second. Also Karl + that New World deleter mod for a Warhammer 1: 2 campaign seems appealing.
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# ? Sep 11, 2019 15:23 |
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I’m going to be at work when this becomes available. Are there any new Steam achievements? I know they didn’t add any for Queen and the Crone or Prophet and the Warlock, but with these guys almost being like new races I wondered. I think I saw a rather big list of new landmark buildings. The inn from Vermintide was posted, and I think the Moot had a new one. Anyone know what they are and what they do?
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# ? Sep 11, 2019 16:06 |
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The lizardmen getting two DLCs plus an FLC lord and they're still playing second fiddle to the competing faction is kind of amusing to me. CA seems desperate to make the lizardmen fun but every lizardmen army devolves into a dinosaur pack by the late-game and their campaign mechanics are marred by ridiculously hard start positions or they are hampered by the campaign AI
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# ? Sep 11, 2019 16:26 |
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The only way to fix dinosaur pact is with mods and it is a shame
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# ? Sep 11, 2019 16:27 |
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Tehenahuain has probably the most interesting and fun starting position in Vortex campaign?
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# ? Sep 11, 2019 16:39 |
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I got a steam tank before turn 20
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# ? Sep 11, 2019 16:41 |
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Yeah Tehenhauin's start is really fun and hectic and he eventually evolves into an assbeater even if his early game is shaky. Ikit stole the show in that DLC but that was mostly because Ikit was/is unbelievably, mind-bendingly, disgustingly overpowered in campaign rather than because Tehenhauin was badly made.
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# ? Sep 11, 2019 16:42 |
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Tehenhauin's start feels like you are properly overwhelmed with a rat menace and it owns. It's a breath of fresh air from a lot of safe start positions, I wish we had a few more like it.
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# ? Sep 11, 2019 16:46 |
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Tenhenuin also has a cool unique mechanic, good mount options and a fun and fairly rare lore of magic for a LL (I think only Durthu also has Beasts).
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# ? Sep 11, 2019 16:48 |
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I havent tried Tehenhauin but Tiqtakto is a blast. Sure you'll have lots of big dinosaur armies lategame but the start and midgame is really unique and fun. Also, what race tends to not have similar doomstacks by lategame?
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# ? Sep 11, 2019 16:57 |
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Ristolaz posted:I havent tried Tehenhauin but Tiqtakto is a blast. Sure you'll have lots of big dinosaur armies lategame but the start and midgame is really unique and fun. VC has a lot of late game doomstack variety. Crab build (big single ones or medium squads), Necro spam build, cannons/mortar and handgun build never goes out of style even late game, depth guard army with something to soak damage kinda since depth guard are great in the endless late game sieges, maybe also terrorgheist spam but I always forget they have terrorgheists, and various combinations of these. A bunch of haunter heroes in a stack are fun too. Sure, LM have lots of different dinos, but they all basically do the same job of running over stuff.
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# ? Sep 11, 2019 17:05 |
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starting with Kroak has gone as suspected, this is like my third battle in the Gor-Rok campaign
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# ? Sep 11, 2019 17:16 |
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Yeah the port nerf is insane. Its basically a wasted slot now.
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# ? Sep 11, 2019 17:20 |
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The fact that it's going to take until the next patch to fix ports is ridiculous. It takes 150 turns I believe for a tier 5 port to make a profit now. Taking into account how long it takes to get to tier 5 in the first place, it's never worth it at any point in any campaign now to build up ports.
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# ? Sep 11, 2019 17:32 |
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Pretty funny that they also specifically tied Markus's campaign progress to upgrading ports, while in the same patch making it the worst waste of gold in the entire game
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# ? Sep 11, 2019 17:46 |
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I imagine someone's going to mod it within a day or so.
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# ? Sep 11, 2019 17:50 |
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I am enjoying the new empire start due to his hatred of lizard men
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# ? Sep 11, 2019 17:52 |
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it's norsca all over again!!!
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# ? Sep 11, 2019 17:56 |
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There's this Markus event that can give you -10% port income for a favour, and you lose like 20 gold in total. Baffling change.
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# ? Sep 11, 2019 18:00 |
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How does the Elector Count stuff work? I have slots open and many characters but can't put them in. Do they need to be the specific previous Lords who owned the territory? This campaign was started pre-patch in Mortal Empires so I wonder if its something to do with that.
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# ? Sep 11, 2019 18:08 |
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# ? Jun 3, 2024 09:54 |
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on vortex, I get the dilema to choose a negative and back an elector count it says it may reward me later and uh what would that reward be since that seems to be independent of the reinforcements
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# ? Sep 11, 2019 18:11 |