|
If nothing else, starting with a new game lets them put a bit of a reset on the power creep. Can you imagine how overpowered even something like Kislevite Warriors would be if they'd come out as DLC for W2? Also, not everyone buys DLC, but everyone who wants to get yet another Empire DLC is going to buy the base game it's attached to. So if everyone who's going to play the game is going to buy the base game, but not the DLC, you may as well churn out yet another base game and release as much DLC as you can get away with.
|
# ? May 18, 2024 23:43 |
|
|
# ? Jun 10, 2024 13:15 |
|
Space Marines are kind of purpose built for endless DLC with minor cosmetic changes.
|
# ? May 19, 2024 00:39 |
|
Chad Sexington posted:Space Marines are kind of purpose built for endless DLC with minor cosmetic changes. Base game = blue Color armor red, give a few extra chain swords = $20 + tip Color armor green, give monk hoods = $20 + tip Color armor grey, remove their helmets + give them red hair, = $33 + tip
|
# ? May 19, 2024 00:43 |
|
Dramicus posted:Base game = blue If they do go 40k, they'd better give us an army painter. Playing dress up with burly space marines sparks joy for me
|
# ? May 19, 2024 01:21 |
|
das hipster posted:If they do go 40k, they'd better give us an army painter. Playing dress up with burly space marines sparks joy for me Unfortunately, I don't think it would ever happen. While Dawn of War might have established the army painter as a precedent, CA very much locks colors to factions. I don't think CA has ever let players customize colors. Edit: unless... They did a daniel, build-a-bear space marine chapter and could name and color it whatever... that'd be rad. Dramicus fucked around with this message at 01:49 on May 19, 2024 |
# ? May 19, 2024 01:40 |
|
Dramicus posted:Unfortunately, I don't think it would ever happen. While Dawn of War might have established the army painter as a precedent, CA very much locks colors to factions. I don't think CA has ever let players customize colors. It's a faint hope I'll admit, but given the sheer number of Space Marine Chapters/Imperial Guard Regiments, etc, it would make sense in game, but yeah, like 95% chance thing'll be locked.
|
# ? May 19, 2024 02:32 |
|
Dramicus posted:Unfortunately, I don't think it would ever happen. While Dawn of War might have established the army painter as a precedent, CA very much locks colors to factions. I don't think CA has ever let players customize colors. Shogun 2 had a whole army painter army builder attached to the multi.
|
# ? May 19, 2024 05:48 |
|
Rebellion owns and I still play my friend at it The biggest obstacle is the actual god awful UI
|
# ? May 19, 2024 06:10 |
|
Third World Reagan posted:what op race packs would 40K have Import the orks from Warhammer total war in their entirety. Don't change a single thing about them
|
# ? May 19, 2024 06:15 |
Jarvisi posted:Import the orks from Warhammer total war in their entirety. Don't change a single thing about them Grimgrog is eternal
|
|
# ? May 19, 2024 06:35 |
|
Captain Beans posted:CA will make 40k. it will follow the same 3 game release model. and they will repeat and magnify all of the problems they have had with Warhammer 1/2/3 with early forks all over again, losing features, reintroducing bugs, etc. learning nothing from their time with Warhammer. This except no 40k TW
|
# ? May 19, 2024 07:22 |
|
the company will have died approximately ten times in the span of this
|
# ? May 19, 2024 08:14 |
|
Dramicus posted:Nurgle isn't weak, it's just slow to get going. Once you've got your "production lines" set up, you become unstoppable. Tamurkhan is easily one of the most powerful campaigns right now. Top 3 if not number 1. The regular units are tough as nails, and you get you silly levels of unkillable once you're fielding chosen and rot knights + healing. weak start = weak campaign everyone is strong when they get going compare to far harder starts like boris and put him there instead at war with the same factions (archaeon). Do they do better or worse? also, in mp, you are required to engage by their rules and one of those is... having to engage. In the reality of the game, slow units are weak units.
|
# ? May 19, 2024 09:44 |
|
if they had decent range options, I'd agree but they feel slower than dwarfs did before the update and lack the artillery and ranged options.
|
# ? May 19, 2024 09:48 |
hey vlad two units of long rifles and two of ironsides say you a bitch
|
|
# ? May 19, 2024 09:52 |
|
You’ll run out of bullets before VC runs out of Vlads.
|
# ? May 19, 2024 13:25 |
|
Time to play the game Guess which lord?
|
# ? May 19, 2024 13:34 |
|
Cranappleberry posted:weak start = weak campaign Not to be a smartass but are you coming off a Ku'gath campaign? He is one of the weakest and hardest starts in the game but that's due to Ku'gath things, not Nurgle things. His IE start is heinous and his RoC start was plagued for a year by strong neighbors, centralized position and loving Tzeentch neighbors. The irony of course is that Ku'gath personally is a fantastic LL. So Nurgle is pretty weak and bad from that position but now you've got two more and doing the Chaos Wastes warmup lap makes every faction that starts there too easy, imo. As an exclusively VH campaign veteran I gotta say it's fine. You can have a slow start. 20 turns spent doing nothing is alright. What really matters is what you do with that slow start, it's gonna be different context for every LL. I've had plenty of games where I lazily wait out most of a ten turn castle siege because I don't think I can actually win it with the 1v2 + towers army comp but the comp is afraid to sally to open field because numbers. Tomb Kings ALWAYS start slow but their campaigns aren't unplayable. The true make or break in campaign tends to happen with diplomacy blunders. Nurgle also has comically easy to defend land due to their corruption, plagues, tactics and (formerly) busted super towers. In MP Nurgle has only been rising since launch so not sure why getting a bunch of new unit options including cavalry AP shredders and multiple Lords would kick them down. Is Nurgle weaker than other factions? Sure. Is Nurgle weak, especially in campaign? Nah.
|
# ? May 19, 2024 13:42 |
|
Third World Reagan posted:Time to play the game I want to say this is a beast man? Morghur?
|
# ? May 19, 2024 14:51 |
|
spoiler Wulfrik the Wanderer I want to say his start is the hardest too just because he is an older lord with no updated mechanics surrounded by way newer people.
|
# ? May 19, 2024 14:53 |
|
Third World Reagan posted:spoiler Lol this is my second most played behind Karl I'm a failure. I've blocked it out in my mind. Nah man really the monster hunts makes up for it
|
# ? May 19, 2024 14:57 |
|
JBP posted:Nah man really the monster hunts makes up for it Did they ever fix those, or do they still just break halfway through but still count as active so you can't start another?
|
# ? May 19, 2024 15:14 |
|
Doomykins posted:Not to be a smartass but are you coming off a Ku'gath campaign? He is one of the weakest and hardest starts in the game but that's due to Ku'gath things, not Nurgle things. His IE start is heinous and his RoC start was plagued for a year by strong neighbors, centralized position and loving Tzeentch neighbors. The irony of course is that Ku'gath personally is a fantastic LL. So Nurgle is pretty weak and bad from that position but now you've got two more and doing the Chaos Wastes warmup lap makes every faction that starts there too easy, imo. I've played kugath before but nah. I'm not saying nurgle has nothing good either, because they have one of the best lores of magic and, when you get there, they can drain the enemy or mow them down fairly but getting there is annoying. The slow campaign start is fine because not everyone has a booming economy or is in a safe enough position to support aggressive expansion but the battles themselves are just not fun. Tomb kings were a lot more fun when the LLs started with a construct. Slow to expand because of the lack of armies and unit limitations but overall just a matter of patience and planning. Now their early battles are tedious to the point of being unfun and their start positions make that even more painful. for MP, nurgle has two things going 1. A large HP pool to mitigate losing to kiting+ranged and 2. the rules governing "official" play. Even without using total degeneracy and picking whatever, they would get destroyed without the engagement rule and there are some players that def ride the line on what counts as having to engage in order to win. as a counterpoint, dwarves were always slow and had glaring weaknesses+easy counters but were still fun imo
|
# ? May 19, 2024 15:41 |
|
Remember when skull islands in TW2 were 10,000 gold each They were for everyone except norsca since norsca was a raid based economy Now norsca is more of a port based economy but sea trash is still worth very little money just lol
|
# ? May 19, 2024 15:52 |
|
Cranappleberry posted:the battles themselves are just not fun. True, I can't argue with these points. A really good point that MP has the fair play rules too. I do have a lot of fun in single player Nurgle myself, a love of the slow grind and "DoT" damage approach. I ran the LLs for a few turns in the campaign to get more recent data and Nurgle has all their old strengths and then some. --- I always like to back my goofy war game assertions with actual experience so I hopped on Tamurkhan IE for a bit and wow, the updated research tree, buildings and plagues are just a ton of new free numbers buttons. You can address the classically bad demon replenishment with base plague ingredient +10% replenishment(attrition to enemy on spread) and +4 Attack/Defense. Nurgle lords get immediate access to -15% upkeep too, the MVP of the blue line. The constant flood of updated faction missions to feed you free money makes recruitment easy. All the early Nurgle research are the kind of things you'd rush in any other faction (massive +growth, +diplomacy to everybody in and adjacent to Chaos Wastes.) I'm on legendary by accident since it carried over from my Gelt start but everything here applies to VH too. A-Click/Decisive Victory two provinces to start, Kholek shows up with a real stack, close victory a-resolve though, fight the battle to see my toys smash each other. 4 dogs in Kholek's army are badly wasted against a faction that doesn't retreat. Kholek begs for peace with a sweet bribe after this but waddling over to smash the Challenge Stone isn't a big ask. I want to speedrun slam dunking Archaon though. Tamurkhan getting a free hero is some DLC power creep and he's a beast besides. Starting without a caster is usually a nasty hurdle but this'll do. Using some merge-fu I've got a 20 stack as fast as if not faster than other non-Nurgle factions(some of those clowns have to recruit to 20 with 2 recruit slots a turn!) Free units for winning battles is certainly a mechanic. I'm even discarding nurglings to replace with plaguebearers as money allows. Behold, a Turn 11 army: Try to besiege Archaon's capital with +2 lords, can't autoresolve this one but I can use the ol' siege and bleed. Oh no! Archaon is here! I guess 4 stacks is 1 too many. Well, I initiated a bad attack anyway, clicked on the city instead of one of the lords outside of it. If I reload and attack a lord outside the city to force a field battle... Pyrrhic Victory autoresolve without a single unit lost. Not bad for 20 vs 30 with 5 RoRs in the enemy team. A sneaky scheme enters my mind. I decide to sack the city and back off. A bit cheesy that I know Archaon is coming(legendary ain't all that legendary if you don't toggle iron man saves on too, I think it was default in TWWH2 legendary) but hey, I'm pushing the limits of speed on the slow faction. Archaon can't reach me to engage even with force march(or chooses not to) and I back off to my land. Merge 4 Plaguebearers for 2 open slots, grab the 2 RoRs I've earned, boot starting Pestigors, merge Plaguebearers down to another 4 open slots, grab +3 Plaguebearers and +1 Exalted. 1.5 Norscan vassal stacks run up beside me as Archaon hangs back. They're marauder and dog chaff stacks so I blow through them like a blob of plagued acid through a paper bag. I get an additional +15% ward for Tamur and +10% army move to my free chieftain hero. I celebrate with free rot knights. Rewards for winning battles I'd have anyway! Nothing like a little cash to tip the scales. Tamurkhan and his free hero also get an easy access to +20% army speed. Noticing a trend here. Here's a look at the most danger I've been in all game, stomping my way to annihilating Kholek and Archaon in 20ish turns: The starter chieftain gets a free province wide unavoidable plague too... incredible. Archaon wants to fight but since I control the pace I back up once. A delay? Ah, but I've got the infections to renew my plague! Archaon's army is strong but I can freely build my provinces and he can't leave his capital to expand. My research finishes for a free +7 to beating up other guys in the Chaos Wastes. OK... Archaon actually left his city so I waddle over, take it, add another RoR to my guys and now I'm stuck looking for him as he runs scared. His vassals beg for peace as Archaon rushes back to try and escape the ultimate plague: no home city attrition. His army is at half strength and I give them the final rest they desire. The rest of the game is pretty meaningless from here. I guess I could force diplomatic contact to the east early for the classic Nurgle vs Tzeentch animosity? To the west are Epidemius and Daniel, I guess Kholek will recover eventually but he's actually already positive with me. He even starts with +15 with Tamurkhan despite starting at war with you, hah! You do need to drop him for campaign victories but... eh, so what? Pacify your border, expand in another direction, come back at your leisure. Drop treaties and wait 10 turns, easy. OK, maybe this is all Tamurkhan strength. A lot of DLC lords get so many free boosts they're foolproof. How does Epidemius look? Well he starts with a free spellcaster and a good summon, his passive benefits are better than Tamurkhan's other than the free chieftain goodies. His starting position is safer than Tamurkhan's even for the Chaos Wastes warmup lap. He also gets a free unique campaign mechanic in his tallies anyway so power boost ahoy. His skill tree uniques are fantastic. -35% upkeep in his themed LL army? Sure! Nurgle gets Renowned and Feared in their blue line too, hah! OK OK, I'm curious. How does Ku'gath look in IE? Ghorst's regen bug has been fixed by now and he'll benefit from the buildings, plague and research overhauls. His passives have been changed to embrace the new plague system, good stuff. My memory may be wrong here but I think they made his starter city better. Tier 2 + landmark already made and it's a very good one, similar to the Tretch/Queek boosts they got for WH3 rebalancing. Looks like Nurgle got the usual faction update power creep. So many "how can you lose with this" freebies and Nurgle was already manageable before Throne. Even Ku'gath looks like a doable if slower and harder campaign in IE! Doomykins fucked around with this message at 16:52 on May 19, 2024 |
# ? May 19, 2024 16:21 |
|
Any Slaanesh-heads itc? Whats the deal with Seductive Influence as N'kali in IE, I assume its meant to be spread abroad vs on Ulthuan? Elves have such a huge diplo malus against you and all. Think I wasted a ton of turns trying to use it on the Elves there, the meager additions werent accumulating faat enough. Love their army playstyle though! Dandywalken fucked around with this message at 16:37 on May 19, 2024 |
# ? May 19, 2024 16:33 |
|
Dandywalken posted:Any Slaanesh-heads itc? Whats the deal with Seductive Influence as N'kali in IE, I assume its meant to be spread abroad vs on Ulthuan? Elves have such a huge diplo malus against you and all. Think I wasted a ton of turns trying to use it on the Elves there, the meager additions werent accumulating faat enough. I'd try and send the cultists much further, because as you say, it takes a while for it to really take affect. although battles and such also contribute to it, i find you get better value using the make cults thing to have them far away, and then work on the factions near that that are seductible. also agreements spread it as well, so you can make your erstwhile allies into your vassals while doing the regular total war things.
|
# ? May 19, 2024 16:41 |
|
Dandywalken posted:Any Slaanesh-heads itc? Whats the deal with Seductive Influence as N'kali in IE, I assume its meant to be spread abroad vs on Ulthuan? Elves have such a huge diplo malus against you and all. Think I wasted a ton of turns trying to use it on the Elves there, the meager additions werent accumulating faat enough. In addition to what Ardent said, it rewards you for making friends with other Chaos factions to enslave them - beastmen are particularly susceptible to it, as are wood elves given how few settlements they tend to have. I like to send my first cultists over to the Sisters of Twilight, it doesn't matter if they like you or not if you're racking up the seduction.
|
# ? May 19, 2024 16:47 |
|
ad090 posted:Who likes leaks and rumors? lol
|
# ? May 19, 2024 16:57 |
|
I like that some factions have a slow start and a different playstyle
|
# ? May 19, 2024 18:02 |
|
Alctel posted:I like that some factions have a slow start and a different playstyle No, you must post extensively about the factions you don’t like for some reason.
|
# ? May 19, 2024 19:26 |
|
Twigand Berries posted:No, you must post extensively about the factions you don’t like for some reason. taking the podium to slander Lizardmen for the next 7 hours
|
# ? May 19, 2024 19:36 |
|
still kinda laughing here that for norsca, every devotion just adds +port money
|
# ? May 19, 2024 19:46 |
|
Youtubers reporting on Total War Centre leaks. Hell yeah. I am now completely on board with every rumour. CA simultaneously developing multiple new games on a brand new engine after 98% layoffs which is very ambitious for such a very, very dead company
|
# ? May 19, 2024 19:54 |
|
I am amazed to have finally discovered a Total War Centre post without any Balkan ethnonationalism though. Big changes indeed
|
# ? May 19, 2024 19:56 |
|
I should be able to upgrade my baby saurus units into Temple Guard. Also there should be different versions of Temple Guard like great weapons or whatever. The warriors of chaos upgrade system is so cool everyone should have it.
|
# ? May 19, 2024 20:42 |
|
SHISHKABOB posted:I should be able to upgrade my baby saurus units into Temple Guard. Also there should be different versions of Temple Guard like great weapons or whatever. Here ya go: https://steamcommunity.com/workshop/filedetails/?id=2853239091 I use this as standard for lizardmen campaigns.
|
# ? May 19, 2024 20:59 |
|
Nurgle is pretty strong and can poo poo out full stacks filled with chaos warriors and knights. Also my Tamurkhan army was super mobile and all hammer, no anvil.
|
# ? May 19, 2024 21:00 |
|
This is some hot horseshit. Ah well RIP bearded arsonists. If it makes you feel better, Epidemius was a walkover after this
|
# ? May 19, 2024 21:21 |
|
|
# ? Jun 10, 2024 13:15 |
|
Doomykins posted:taking the podium to slander Lizardmen for the next 7 hours The thing that irritates me the most about Lizardmen is how many spinny animations they have. I don't like spinny attacks. Just swing the weapon damnit.
|
# ? May 19, 2024 21:26 |