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Twigand Berries posted:gently caress you we need dragon tits now So long as we get dragon dong too
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# ? Apr 5, 2022 18:53 |
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# ? Jun 7, 2024 17:27 |
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Performance on the campaign map is actually much better now? I can look at snow and not lose 40fps.
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# ? Apr 5, 2022 19:01 |
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DeadFatDuckFat posted:oh my god lmao good lord the comments
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# ? Apr 5, 2022 19:09 |
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There's a turbo horny mod for Stellaris, not having a WH3 horny mod was never an option.
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# ? Apr 5, 2022 19:11 |
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I mean we all knew the big tiddy goth dragon waifu mods were gonna be day one things. The floppy dwarf dongs will take more time, but, never fear, they will soon arrive as well.
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# ? Apr 5, 2022 19:14 |
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Modders hear me out. Nurgle is god of death and decay but also life and growth so like life is about reproduction so Nurgle is the sex god not Slaanesh i want to see some swing on my plaguebearers. Make ‘em big and swinging.
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# ? Apr 5, 2022 19:21 |
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Twigand Berries posted:Modders hear me out. The Nurgling battering ram should just be a big ole homewrecker carried by piles of nurglings.
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# ? Apr 5, 2022 19:22 |
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Omnicarus posted:The Nurgling battering ram should just be a big ole homewrecker carried by piles of nurglings. Oh yeah it all fits Nurgle. STDs. Actual sex sounds, not porno ones. Like all the flesh farts that happen once you get sweaty. loving is for Nurgle.
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# ? Apr 5, 2022 19:26 |
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Miaomy Milkers
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# ? Apr 5, 2022 19:29 |
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The CRISIS ON CAMPAIGN mod seems nice. Only did a few turns but it doesn't currently play well with 1080p as the UI is too wide. But otherwise there are some settings that could really make campaigns funny. image dump
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# ? Apr 5, 2022 19:34 |
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Side note, the UI slider in game 3 goes from 100% to 200% and apparently in game 2 it could go below 100%
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# ? Apr 5, 2022 19:36 |
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Anyone know if they fixed monogod chaos lords not being able to ascend (at rank 20 or whatever) in multiplayer campaigns?
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# ? Apr 5, 2022 19:53 |
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Captain Beans posted:If anyone else is sick of seeing the same drat names duplicated for Lords and Heroes in Warhammer3, I made a mod that adds like 3,500+ lore appropriate names. How'd you do the ML for that? I had a thing I was doing a while ago where I needed to generate sumo ringnames
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# ? Apr 5, 2022 20:52 |
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No, I am Skabbicus, yes yes!
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# ? Apr 5, 2022 20:57 |
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Helmo needs like “The Destroyer” or “Tickle Me” after or before respectively
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# ? Apr 5, 2022 21:11 |
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God, I wish there was more variety in early game armies. It's especially painful with the limited rosters of the new factions and the cut-down economy in TWW3 but I feel like every campaign I start now is 60 turns of spamming the cheapest T1 unit I can afford for every stack until my economy finally lurches into motion and it's boring as gently caress.
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# ? Apr 5, 2022 21:17 |
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One mod I kind of miss was the Tier 4 settlements mod which was particularly useful for Dawi since they had quite a few tier 4 buildings, and I think it gave them T4 versions of trade good buildings. Their income building could also go up to T4 so you could build pretty tall. With other factions it was all right, a bit better garrison and public order/income/anti corruption usually. I hope if they bring it back they make some of the garrison buildings also go up to T4 as well. The overhaul I used also had caps on medium to high tier units (like Tomb Kings do). While restrictive for the player it helped balance the AI by forcing it to take a more balanced force. If it didn't bother to build sufficient recruitment buildings then it would have to settle for throwing armies of low tier trash units at you late game.
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# ? Apr 5, 2022 21:20 |
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Having to redownload the entire game after the patch process stalled its install twice, good start to the patch
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# ? Apr 5, 2022 21:29 |
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Kanos posted:God, I wish there was more variety in early game armies. It's especially painful with the limited rosters of the new factions and the cut-down economy in TWW3 but I feel like every campaign I start now is 60 turns of spamming the cheapest T1 unit I can afford for every stack until my economy finally lurches into motion and it's boring as gently caress. I’d tweak the economy a bit for yourself. Like, I want the AI to have the advantages of hard, very hard difficulties but it also punishes your passive income so early game is harder and that’s not the part of the game I desire to be harder.
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# ? Apr 5, 2022 21:29 |
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Goddamn have they opened up modding in this game. I bet there's going to be some insane poo poo coming out over the next few years.
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# ? Apr 5, 2022 21:56 |
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Dear god how do you make nurgle work, it just seems like really badly designed because 1 ranged unit will wreck your poo poo and there's not much you can do about it. I was down to pretty much all nurglings on turn 10 and the plagues were confusing while your heroes are stuck behind tech.
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# ? Apr 5, 2022 22:34 |
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Learn to stagger your approaches. That is to say you are Nurgle. You want your plaguebearers to reach the enemy before they take too much damage. Emphasis on too much: 2-4k damage in a battle on a large/ultra sized set of plaguebearers ain't poo poo. They have 11k total. Didn't banish? Battle won? You did it. But you don't want to lose plaguebearers who get focused down by tzeentch/crossbow fire from 2+ units at a time. So put all your infantry together and draw out a line. Nurglings first, Plaguebearers second. Even if you don't do this it'll happen if you don't lock group and force the Nurglings to slow down: the faster unit moves ahead and engages first in the long run. So you want Nurglings to engage the enemy first, fully expecting them to die or take heavy damage. The AI will typically shoot at the first thing in range if nothing is in range otherwise, they might swap to Kugath or something if they can but he's less likely to reach the front early than the Plaguebearers are. Do this even if your army is lopsided. If you have 7 Nurglings and 7 Plaguebearers then Nurglings meet first. If you have 3 Nurglings and 12 Plaguebeaers same deal, just spread the Nurglings out(left, center, right) so they don't leave a wing of the enemy unoccupied. Once you get Cultist heroes running get them on a horse and to summoning level and do the same: ride them ahead of the army, drop a summon, u-turn and let that disposable HP soak enemy fatigue, charges, ammo and deal a little damage in return. The point of all this is your plaguebearers, toads, flies, heroes, monsters etc will cross over and join battles of your choosing, avoid enemy charges and braces and not be focused by ranged fire before your fodder is. Once the plaguebearers join and start fighting you can do whatever you want to win the fight. Nurgle is slow. Obviously. But you start with Ku'gath and an artillery advantage. You can force engagements and laugh because the enemy has the uphill battle, not you. You can plan to engage the enemy even if you walk slow and soak tower damage because capture points don't move and the map isn't infinitely open. Armies boxed into corners can't run from plaguebearers. Be grim and inevitable. Also you just eat a bit of poo poo against Tzeentch, they're your hard counter. But I've engaged and beaten AI Tzeentch armies even after taking heavy damage. DON'T FORGET your actually very good 2 turn ritual to replenish to full that is available every 15 turns.
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# ? Apr 5, 2022 22:49 |
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Kanos posted:God, I wish there was more variety in early game armies. It's especially painful with the limited rosters of the new factions and the cut-down economy in TWW3 but I feel like every campaign I start now is 60 turns of spamming the cheapest T1 unit I can afford for every stack until my economy finally lurches into motion and it's boring as gently caress. I honestly don't know for what setting this would actually work (probably warhammer is the best one given it's relatively contained timeframe but it's also got a set "feel" now) but I've been mulling over a totally overhauled recruitment system that might work out better for this kind of thing. Also not sure if it featured in other TW games. So the general idea is to steal the Empire's Elector count unit recruitment style. Basically, each province would passively fill up unit recruitment slots over time and the rate and maximum cap would be determined by research, buildings, etc. So to use the Empire as an example, when you start a game you can recruit every unit in the roster, but the high-tier units take ages to replenish in the recruitment pool and start off only replenishing to a max of 1, and the mid-tier units are limited as well, just less so. Then when you build, say, a gunsmith, both the time it takes a new handgunner to enter the recruitment pool and the number of handgunners that the pool will replenish to will improve. So to compare totally made-up numbers, a totally fresh province with no buildings would make a single handgunner available to recruit every 5 turns and would only ever have 2 available but a full province with a maxed out gunsmith would have a new handgunner every turn and could have up to 10 available in the pool. If you really wanted to you could also tie in-province replenishment rates to the rates fielded units replenish as well. If you balanced recruitment this way you could make really rare units more powerful if you wanted to. You could also do things like make mercenary-type form a lot faster than typical for a unit of their tier, but cost more financially. You also would have a reason to field more sub-optimal troop types. Sure, Knights are worse than Reiksguard, and a gun line with infantry and artillery is probably better. But if I only have 1 Reiksguard in my recruitment pool, have 3 knights available, and I'm out of guns and artillery, I might as well grab some knights too. Later on I can switch them if I have time. In general, I think the reason WH3 has you fielding swarms of t1 units until you can recruit a doomstack is that the recruitment buildings dont offer enough of an immediate benefit compared to more cash or growth. If I could field high-tier units as rare, valuable centerpieces early on and then phase more of them in as finances and their replenishment allowed, your armies would change over time still, but would be more varied early on and, potentially, later. Right now once you can recruit a doomstack, if you lose it you can reassemble it essentially immediately. If it took time to recover all of those elite units, a major defeat or even pyrrhic victory actually would matter more on the campaign level too. Also, right now a recruitment building that isnt actively being used to recruit a unit is worthless. An income or growth building is doing something for you every turn. If a recruitment building was speeding up the rate you got a new more powerful unit (and maybe decreased its upkeep a minuscule amount) it is still doing something. It is adding to your overall faction strength, and being able to get a new ___ a turn faster could add up. It wouldn't be hard army or faction unit caps, like how some mods handle it, but just instead change how frequently you could recruit elite units in the first place. That coupled with full roster available from the start could really vary up both the start and hopefully break the "my army is t1 trash until I can slam-recruit my doomstack because I have been putting growth and income everywhere I can". Like I said, way too much to change for s sequel but maybe something for the next game. Maybe you dont even need the full roster available, but some of it and some get added later on, like the elector units or something. Ravenfood fucked around with this message at 23:10 on Apr 5, 2022 |
# ? Apr 5, 2022 22:58 |
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to add to that, grim and inevitable is also the cause for your campaign strategy. you start off lousy, but as you start getting better plagues, especially the bespoke ones, you get unreal. massive increases to replenishment, every army you fight has been suffering attrition, you get vanguard deployment. Basically you start snowballing like crazy, so the campaign and battles start out hard and just get easier and easier as you go. even the buildings effect this, when you get technologies and plagues that speed up the churn, you start getting the better units more and more (and be able to afford them). so just stick through it, and it'll get better.
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# ? Apr 5, 2022 23:01 |
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I genuinely feel like Tzeentch absolutely hardcounters Nurgle so bad it ain't funny, Nurgle has little recourse against flamers or even just mass pinks and blues. Nurgle's infantry melts before they run out of ammo, the monsters melt before they can engage anything, they are too slow to pressure the shield recharge if they cycle, their magic is stronger and more plentiful, if you go flyers Tzeentch has doom knights which beat anything you can have in the air on top of having missiles to support the air battles, if you ignore the air then a single flying flamer is game over. Nurgle's only hope is spamming heals on a mosh pit of monsters and soulgrinders and praying the healing is enough for the horrors to run out of ammo and let them grind it out.
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# ? Apr 5, 2022 23:24 |
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Bless modders. The workshop has been open only a few hours and about 80% of my annoyances with the game have been solved.
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# ? Apr 5, 2022 23:27 |
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Ra Ra Rasputin posted:I genuinely feel like Tzeentch absolutely hardcounters Nurgle so bad it ain't funny, Nurgle has little recourse against flamers or even just mass pinks and blues. Plaguedrones are some of the best cavalry in the game. Even their descriptor describes them as cavalry. I just go heavy on them and anything ranged, even Tzeentch has no chance. Nurgle furies are garbage and a trap. Skip them and the flies are amazing. Edit: Argy search my post history, I did a sort of Nurgle guide way back and I've only improved on it. I consistently get tier V by turn 35 without cheesing anything, just spreading the right plagues at the right time and knowing how to get infections. Twigand Berries fucked around with this message at 23:54 on Apr 5, 2022 |
# ? Apr 5, 2022 23:52 |
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Holy poo poo the mod that turns minor settlements into land battles makes this game about 10x better.
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# ? Apr 6, 2022 00:03 |
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The buff for banishing Belakor is pretty drat good and a solid post-game event.
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# ? Apr 6, 2022 00:04 |
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No word on the blood DLC?
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# ? Apr 6, 2022 00:10 |
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Funky See Funky Do posted:No word on the blood DLC? They said they want the base game to be in a better place before they talk about DLC. I imagine a lot of it will depends how well this patch goes over.
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# ? Apr 6, 2022 01:02 |
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Dramicus posted:Bless modders. The workshop has been open only a few hours and about 80% of my annoyances with the game have been solved. Yeah it's kinda insane how easy this poo poo is to fix but the question is what's stopping CA. It's most likely GW being douche bags and maybe demanding a portion of sales so they could refuse to let them put poo poo in for free when they could charge out the rear end for it. Twigand Berries posted:Plaguedrones are some of the best cavalry in the game. Even their descriptor describes them as cavalry. I just go heavy on them and anything ranged, even Tzeentch has no chance. Nurgle furies are garbage and a trap. Skip them and the flies are amazing. Thanks i'll check it out, doing a kislev campaign atm. I enjoy how the loving AI knows exactly when the rifts spawns and they coordinate attacks. A norscan army took 4-5 turns to go around some mountains to attack my far flung settlement on the same turn the rifts open just to slow me down then desperately threw other AI armies at me to ensure i couldn't get into the rifts first.
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# ? Apr 6, 2022 01:09 |
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Lucinice posted:They said they want the base game to be in a better place before they talk about DLC. I imagine a lot of it will depends how well this patch goes over. Oh my god they haven't even made it yet.
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# ? Apr 6, 2022 01:11 |
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Arghy posted:Yeah it's kinda insane how easy this poo poo is to fix but the question is what's stopping CA. It's most likely GW being douche bags and maybe demanding a portion of sales so they could refuse to let them put poo poo in for free when they could charge out the rear end for it. And no, they don't. You're seeing patterns there. The AI isnt smart enough to coordinate like that.
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# ? Apr 6, 2022 01:18 |
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i broke steam i promise i only was only looking at that mod i promise
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# ? Apr 6, 2022 01:25 |
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Yeah it's 100% an intentional design choice that the initial rosters of the gods are missing certain things. Tzeentch and Slaanesh both very deliberately don't have high armor durable tank units that you can easily spam.
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# ? Apr 6, 2022 01:31 |
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Arghy posted:Yeah it's kinda insane how easy this poo poo is to fix but the question is what's stopping CA. It's most likely GW being douche bags and maybe demanding a portion of sales so they could refuse to let them put poo poo in for free when they could charge out the rear end for it. No that’s stupid. Certain units were not put in so the rosters had flaws. Eventually those spaces will be filled by new units in DLC, but it has nothing to do with GW.
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# ? Apr 6, 2022 01:45 |
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If all of the god rosters had started with chaos warriors, chosen, and chaos knights people would have pitched a loving fit about how CA was selling lazy copy paste factions. They already got tons of poo poo for furies and chaos spawn and forsaken.
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# ? Apr 6, 2022 01:51 |
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what kind of sick gently caress https://steamcommunity.com/sharedfiles/filedetails/?id=2789843216
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# ? Apr 6, 2022 01:55 |
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# ? Jun 7, 2024 17:27 |
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Twigand Berries posted:what kind of sick gently caress I screamed
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# ? Apr 6, 2022 02:03 |