60 GB is going to be the "maximum," more or less. It'll probably be 40 something.
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# ¿ Sep 27, 2017 04:07 |
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# ¿ May 21, 2024 03:56 |
Ammanas posted:Also structuring your life around a videogame release is small.minded, you are made for better things. It's a fun distraction from things that matter nothing more actually we're rats we're the rats
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# ¿ Sep 28, 2017 05:35 |
I dunno man, warhams the first took a decent amount of time to load a save and this one does it in like, four seconds. It's a little alarming.
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# ¿ Sep 29, 2017 00:46 |
I am confused about high elves how do I not just make half my army the normal rear end archers they melt everything in a volley the enemy lord will come running up and just disappear at the first casualty Like there are dragons and birds and jedi... or I could focus fire with my archer line one volley at a time and delete people how do i not just dooo thisssss That in mind, seaguards make actually fighting helves a pain, including as, you know helves. Having the mainstay unit be able to shoot the poo poo out of fliers or cav if they get a bit to close in the skirmishing phase really makes it hard to not just, uh, apply archers to them.
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# ¿ Sep 29, 2017 05:56 |
Panfilo posted:Queek's start is harder than I thought. Just getting bogged down by Kroq Gar and Lizardmen in general are a tough nut to crack. You need to get the tier 4/5 weapon team units, otherwise you're gonna get bodied by the big bois when they start coming, too. The last defenders are the other Lizard LL, so he's pretty swole.
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# ¿ Sep 29, 2017 15:31 |
Fun fact for you helf players; there are, of course, two Vaul's anvil named provinces. (Three, but that one isn't not on this map.) The second one is in delf land and is a wayshard location, so it's nice to have. It also has a landmark building on it to give you -10% glocal unit upkeep. You probably should go get it.
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# ¿ Sep 29, 2017 23:23 |
Southlands is weird cuz right now it's boring, but later on it'll be extremely crowded.
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# ¿ Sep 30, 2017 00:30 |
Tyrion is an extremely chill game, but also a game that, in theory, devolves moreso into naval combat. I don't think I've actually had any naval battles in mine 90~ turn game so far, but you do a lot of sailing around. edit: also everyone in this campaign seems to have aversion to one another god drat skaven hate everyone, lizards are cold-logic and just seem to hate you, delves and helves hate each other. And in race there's the usual factions that hate the player and the rest will happily confederate, eventually. Makes helf gimmick seem really weak. Gamerofthegame fucked around with this message at 03:11 on Sep 30, 2017 |
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# ¿ Sep 30, 2017 03:09 |
listen man their banner is a picture of a horse, it's kosher
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# ¿ Sep 30, 2017 05:41 |
Third World Reggin posted:Ok we need to talk about something there's a lot and different races have different ones and some of them are absurdly swole
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# ¿ Oct 1, 2017 03:30 |
I'd really like it if they did a half-update for ME so we can get all the WH1 stuff accessible in multiplayer, at least. I get the magic changes are probably making that troublesome, as well as fixing it up for the alleged army painter. BUT STILL FOUR RACES I need something to doomwheel spam and surprisingly other skaven armies are a natural counter to them. (Because all their good poo poo trumps large units.)
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# ¿ Oct 1, 2017 03:36 |
The Cheshire Cat posted:So when they do the big mega-campaign, how is that supposed to work? Will they be porting the old factions into WH2 and having them use the new mechanics like climate/rites? Or are they backporting the map/races into WH1, making them work like they did in that game with specific occupation regions and so on? They've already stated Mortal Empires will use climates for everyone. Rites are a toss up, on the flipside.
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# ¿ Oct 1, 2017 04:07 |
President Ark posted:has anyone seen any of the AI skaven factions doing well for themselves? it feels like by turn 75 they've all been eliminated except the two big ones and they're usually dead last in the vortex progression skaven kind of suffer the same sort of thing orcs did in that they have pretty shaky autoresolve chances but their cities are also largely invisible, so they have more chances to make it work
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# ¿ Oct 2, 2017 05:48 |
Randarkman posted:
On the flipside a swarm of fliers would gently caress up skaven good, given their lack of "archers."
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# ¿ Oct 2, 2017 16:15 |
Pierson posted:High Elf lords being complete garbage wastrels unless you pay influence is really funny and fits elves perfectly. I find it kind of bizarre, personally. Mostly because you can work around a lot of the negative ones (Oh nooo, -5 melee defense) while the positive ones have you just recruiting goku
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# ¿ Oct 2, 2017 19:48 |
I found a fun fact about the chaos armies, actually. So no one will declare war on them, that's a mechanic it's your thing to fight and vice versa when the AI is targeted. But. Your rebels will fight them. One of my provinces broke out into a dinky rebel stack and immediately moved in to suplex a chaos doom stack, somehow won, then suicided their near dead stack into my province the same turn. I'm not sure how a six unit stack actually dunked a twenty one, but it's a thought. Randarkman posted:You have a link to that? https://www.reddit.com/r/totalwar/comments/73t5dg/full_list_of_provinces_of_the_mortals_empire/
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# ¿ Oct 2, 2017 22:11 |
Ra Ra Rasputin posted:Which of the two skaven lords is the most fun and challenging start? queeks bonuses seem the most straightforward with 50% off your best mid and top tier infantry, I'm not sure the best way to leverage plague monks. Plague monks are just swole melee from traditional factions, but the differences in the lords are more what they get up to; Queek goes in ham against a bunch of islander elves (autoresolve seabattles go) and the Last Defenders, one of the Lizard LLs, from the word go. This is rough as the Skaven weapon stuff comes in at tier four and five, so you have to hold on until then. Once you beat them you then have the placeholder factions in the Southlands that will be Araby and the Tomb Kings one day, but that does mean you get to dunk Empire, Dwarves and Brettonia in the meantime. Skolk is on Lustria, by Teclis. You get to fight all three other factions, as well as some dwarves and orcs. I'd recommend playing him.
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# ¿ Oct 2, 2017 23:55 |
You probably should hold out for Mortal Empires to drop, as there's a bunch of PARTY starts for skaven then.
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# ¿ Oct 3, 2017 00:49 |
Jum-Jum posted:Are there any mods that disable the ritual or like decrease the income of ritual currency to nothing? Anything that will practically disable the ritual so I can go ham on the map. I just finished my High Elves campaign and all the cutscenes, so now I just feel like I don't wanna play the vortex campaign ever again mostly because of those random spawns that destroy all your settlements and are ignored by everyone else. Even if I don't do the rituals that still means the others will and they'll have those chaos spawns when they should be fighting each other. Wait for mortal empires.
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# ¿ Oct 3, 2017 13:17 |
Wafflecopper posted:
Yeah, it's kind of buggy this time around. I actually think it might be some anti-cheese mechanic if you do too well against normal odds - I fought a battle against an army plus settlement reinforcements that was slightly skewed in their favor in autoresolve, got beat up pretty bad and got heroic.
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# ¿ Oct 3, 2017 13:36 |
The biggest problems with playing helves in campaign, imo, is that their armies are good against three out of four races by default or, at least, competitive and don't need retooling. Lizards, however, are tanky, shielded fuckers that never rout and I hate them.
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# ¿ Oct 6, 2017 15:53 |
There's also, you know, the flame cannon and regular cannon, which are all vanilla.
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# ¿ Oct 6, 2017 18:17 |
Ra Ra Rasputin posted:Ask yourself, how is the menace below going to work in naval battles, or carnosaurs, or anything really? you already have cinematic showing how skaven might show up
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# ¿ Oct 8, 2017 00:00 |
Truecon420 posted:That's annoying, I want to make peace with the dino friends. They're an order faction! You stole the vortex from them, etc etc.
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# ¿ Oct 10, 2017 05:10 |
And the norse, later. I appreciate the big empty field but with the intentional inclusion that makes it really obvious Araby and the Tomb Kings are gonna be in. No western beastmen start tho
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# ¿ Oct 20, 2017 15:23 |
Arcsquad12 posted:So what QOL features are there in this game that improve upon WH1? Is the combat feedback better? Warhammer 1 was big on spectacle but I felt like the actual melee was a bit floaty and not as crunchy as Medieval 2 or as slicey as Shogun 2. Never before have I seen a weirder take of ME2 having more mechanics to it's combat then Hams. Still, a lot of battle stuff, yeah. Everything from 2 except for Rites for the old factions are going to be in, you should know. You need WH1 and 2 to do ME.
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# ¿ Oct 20, 2017 16:04 |
just ignore sassassin jfc, his posting gimmick is to be hyperbolic and contrary to everything. See; mech warrior thread, fire emblem thread, rap sheet really. Victory conditions look lame. Like, they'd all be neat across the board if it weren't for the "either be BFFs or murder everyone" clause. Interestingly, no Araby province is on there but Khermi is.
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# ¿ Oct 23, 2017 20:25 |
Wallet posted:The victory conditions have almost always been lame in Total War games, which is why I almost never finish campaigns, though I believe they're quite modable now. Maybe it's just me, but I really don't have any interest in managing more than five or six provinces at a time. The first game's were all in all pretty cool and good tho. Manageable and made sense.
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# ¿ Oct 23, 2017 22:32 |
V for Vegas posted:Please keep current title and OP forever TIA.
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# ¿ Oct 26, 2017 00:07 |
Why the flying gently caress are the mutinous gits aggressive? They are the most obnoxious thing. No other faction can interact with them by Queek Skarsnik and Dorfs, so if you play as one of them you just have this fat stack plus a waugh rushing at you out of the blue. It's extremely obnoxious. That said, Queek protip; rushing a province to level 3 gets you catapults which absolutely melt orcs. I haven't hosed with my vampire friends yet, but I imagine they'd do good work against the skeleton and zombie blocks though you'd have to keep an eye on air units. nopantsjack posted:this is gonna get painful on my end it's actually little different from two's. I mean, it's noticeable, but it feels to me it's just because the list is longer and not that it takes longer individually.
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# ¿ Oct 26, 2017 17:37 |
crime fighting hog posted:To be honest, how bloody were the battlefields after stuff like this? I remember the scene in Braveheart after the first battle everyone was caked in blood. Mixed bag. If you kill somebody with a big hunk of metal then there's a fair bit of blood going everywhere, but most fights in the Medieval era were against fairly decentralized opponents with smaller armies as a result, as well as fighting in general not being to the death of everyone but until one side freaks out and takes off. Still, to put it in perspective China's weapon technology, as it were, got really good about adding little bits of flair to their weapons that had the added effect of keeping the weapon from getting all bloody and slippery, as well as keeping blood from blinding the fighter.
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# ¿ Oct 26, 2017 18:09 |
Ravenfood posted:Any tips on a good way to build Queek? With his ambush chance and general desire to swarm over enemies gunning for lightning strike seems a lot less useful, but blue-line skills were really good in the Vortex for the DEs I played, so I'm not sure. His first tier of blueline skills include buffing his ambush chance and by then it's only two points more till lightning strike.
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# ¿ Oct 26, 2017 18:39 |
Dongattack posted:Do you guys build armies tailor made to counter the race you are sending them against when playing the campaign? Just curious really. I've always made one "THIS SHOULD BEAT ALL" army template. In the case of extremes like VC or dwarves, sure. Usually you know if you're going to be crusading against one particular faction for a while.
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# ¿ Nov 1, 2017 13:09 |
They can still make DLC for one, you know.
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# ¿ Nov 3, 2017 22:07 |
Foxhound posted:Can someone explain this to me? Heroes do count a fair bit, too, yeah.
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# ¿ Nov 4, 2017 02:28 |
ZearothK posted:What in the Christfuck. It is pretty incredible. It's still ME2 tho
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# ¿ Dec 9, 2017 06:57 |
What's the current hot and cool factions to play in ME right now? I tried clan rictus for a bit before remembering norsca wasn't in yet, so I ended that. Handgunners being bugged rules out empire, too and I assume dwarves
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# ¿ Feb 14, 2018 23:56 |
I always forget how aggressively slow Dwarves/Orcs/Skaven are. Other factions you can reasonably start fighting pretty well and come limping back home to get some goodies afterwards, but they all need tier three/four as part of their basic army composition making the very early game tough going. (See; it's artillery.)
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# ¿ Feb 15, 2018 14:14 |
To put it in perspective, clan rats will probably win against TK skeletons. ... Eventually.
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# ¿ Feb 19, 2018 02:48 |
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# ¿ May 21, 2024 03:56 |
I find it kind of strange for skaven that it is actually easier to fight on regular battle maps as opposed to ambush scenarios. Like, any map that gives you a vague chokepoint is basically an autowin as you can tarpit things and vomit artillery on their whole army. Ambush on the flipside gets chaotic and messy, which can go south really quickly in a match up like skaven v lizards. why are lizards so unfun to play against in every scenario
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# ¿ Feb 19, 2018 06:16 |