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akatama
Profile Blog Joined July 2010
Romania982 Posts
February 09 2018 02:33 GMT
#2061
Sorry to backtrack the discussion a little bit, but after playing a bit more with them, Shades feel less accurate than Darkshards when focusing lords or other single entities. A ton of shots stray off. Meanwhile Darkshards are always on point.
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2018-02-09 03:05:36
February 09 2018 03:01 GMT
#2062
On February 08 2018 07:26 Latham wrote:
Show nested quote +
On February 08 2018 02:27 Archeon wrote:
Thank you two for the answer. Didn't know TK can't confederate, dunno how I feel about that, might just mod it out.
Do I throw the quarter million at them as part of the confederation deal or as a gift?


As part of the confederation offer, not a gift. The likelyhood of a confederation will be low or moderate. You then put money on your side of the deal until you get likelyhood: high.

edit: but you CAN gift them money to make their opinion higher of you.

Thanks. Could have imagined that opinion over a threshold make it really easy f.e. and idk how opinion scales with gift size, so both scenarios seemed possible to me.

On February 09 2018 11:33 akatama wrote:
Sorry to backtrack the discussion a little bit, but after playing a bit more with them, Shades feel less accurate than Darkshards when focusing lords or other single entities. A ton of shots stray off. Meanwhile Darkshards are always on point.

idk, would be surprised if they used a different arrow behavior. Things like that often depend on cover/angle/surrounding troops, it's the reason you always want the arrow hail during sieges. Had no problem focusing targets down so far but I'm optimizing my battles nonstop and the game is much too hectic to pay attention to hitrate for me.
low gravity, yes-yes!
Biff The Understudy
Profile Blog Joined February 2008
France7914 Posts
February 09 2018 09:04 GMT
#2063
On February 09 2018 12:01 Archeon wrote:
Show nested quote +
On February 08 2018 07:26 Latham wrote:
On February 08 2018 02:27 Archeon wrote:
Thank you two for the answer. Didn't know TK can't confederate, dunno how I feel about that, might just mod it out.
Do I throw the quarter million at them as part of the confederation deal or as a gift?


As part of the confederation offer, not a gift. The likelyhood of a confederation will be low or moderate. You then put money on your side of the deal until you get likelyhood: high.

edit: but you CAN gift them money to make their opinion higher of you.

Thanks. Could have imagined that opinion over a threshold make it really easy f.e. and idk how opinion scales with gift size, so both scenarios seemed possible to me.

Show nested quote +
On February 09 2018 11:33 akatama wrote:
Sorry to backtrack the discussion a little bit, but after playing a bit more with them, Shades feel less accurate than Darkshards when focusing lords or other single entities. A ton of shots stray off. Meanwhile Darkshards are always on point.

idk, would be surprised if they used a different arrow behavior. Things like that often depend on cover/angle/surrounding troops, it's the reason you always want the arrow hail during sieges. Had no problem focusing targets down so far but I'm optimizing my battles nonstop and the game is much too hectic to pay attention to hitrate for me.

The thing i’m discovering with shades is how much you can buff them. It’s almost absurd.

Been using them a bit and I agree they outperform darkshards. The fact that you can also use them to flank in melee makes them even more deadly.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
February 09 2018 11:27 GMT
#2064
On February 09 2018 12:01 Archeon wrote:
idk, would be surprised if they used a different arrow behavior. Things like that often depend on cover/angle/surrounding troops, it's the reason you always want the arrow hail during sieges. Had no problem focusing targets down so far but I'm optimizing my battles nonstop and the game is much too hectic to pay attention to hitrate for me.


I remember there was a spell that increased accuracy, so I assume accuracy is a hidden stat in the game. Maybe that's the cause?
Bora Pain minha porra!
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2018-02-09 18:16:27
February 09 2018 18:13 GMT
#2065
There are also units that have explicitly low accuracy (Orc ar'er boyz iirc), so different accuracy is a thing. I'd just be surprised if they gave the low tier unit more accuracy when they use the same weapon type as the high tier unit.

I mean shades are essentially super darkshards with bonus stats and abilities, I would be surprised if shades weren't based on shards programming wise. And fluff wise they are some hardened nomad scouts/ambushers, so it would be a bit ridiculous if they had a high miss rate.

That doesn't exclude the possibility that CA wanted to counteract the high dps so they lowered the accuracy, but that doesn't seem very probable either since shades are kinda an elite unit upkeep wise (despite the low tech requirements).
low gravity, yes-yes!
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 10 2018 00:44 GMT
#2066
Legendary Malekith campaign finally over! Short victory but I've had enough of it. Been dealing with corruption since turn 80-ish; had to backstab Morathi since she blobbed all over Ulthuan and would not confederate, those PO penalties were getting out of hand. By the time she was gone, over half my army had the Insane trait...

Afterwards I did not want to deal with Mazda and he was friendly to me, so I crossed the ocean and slammed into Khatep (who, for some reason, decided to ditch his start and went to Mousillon; he and I had been at war since the early turns and he kept sending crap skeleton stacks just to sink my Black Arks).

Next up was everyone's favourite green and angry orc: Grimgor! He had a ton of territory but luckily Mazdamundi decided to be a hero and took most armies to the face. Malekith however had to detour to the southern tip of Lustria to finish off Lothern.

Meanwhile, in Empire land, there was... even more corruption! Everything was dead and razed and there were a ton of Chaos stacks lurking about. The slog began as I settled the ruins and spammed Death Hags like mad to cleanse all he Chaos junk from the region. Part way through that, another wave of Chaos appeared out of the sea but I had 3 armies ready to defend.

Finally the last 50 turns or so were me trying to settle a ruined Norsca while one army marched towards Hell Pit, where I got lazy and autoresolved 2 more Chaos stacks (one of them Archaon), took Hell Pit and the victory screen popped up.

TLDR: when playing Malekith always, always, always rush for Morathi and either confederate her to make her burn. Otherwise you will have a miserable time.
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2018-02-10 04:44:15
February 10 2018 04:26 GMT
#2067
Yeah Malekith was one of the most annoying campaigns I played. Half the provinces around your starting province are terrible yet you have to conquer or raze them, your other LL is a pain and you have to race your starting ally for the gold province next to you.
To boot the large nation to the south is hostile, so you have to actually fight a war in the south as well. And behind the eastern 'ally' and the southern enemy awaits more corruption.

It isn't really hard because defensive DE smash chaos and skaven and Malekith is a monster, but you have to deal with so much map bs which is imo the weakest part of the game along with the (map) AI.
low gravity, yes-yes!
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 10 2018 09:53 GMT
#2068
Hag Graef starting hostile is not as bad. They like to rush to Naggarond and siege it only to have to fight off the first rebellion for you. This gives you the time to conquer the entire Naggarond province.

After the TK patch, Norsca is no longer a power house. In this campaign I made the mistake of allying Ghrond and making an enemy out of Har Ganeth, who proceeded to roll over Aghol and then attacked me. There is also Mung to the north, before the patch I had to hold off full stacks at the Altar of Ultimate Darkness every 2 turns or so, but this time they only sent 2 armies until I had the time to take them out.

Malekith's early game is pretty straight forward: secure Naggarond > smash the first army from Hag Graef > recover if needed > bait the second Hag Graef army (ambush or take a settlement and pretend to go away) > take Hag Graef, secure the province > Mung and Ghrond are next on the hit list (especially Ghrond for that sweet gold mine). From there it depends on how the map looks like. In an ideal world you can march south and secure Clar Karond for easy access to hydras. The only real speedbump is purging the desert province on the edge of the map; it's very long in terms of terrain and you need about 2 armies if you want to hold it (one to camp the regional capital for rebels and another to conquer it), while it is bad climate you need to prevent other factions from colonising it.
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2018-02-10 16:38:11
February 10 2018 15:33 GMT
#2069
are rebellions always spawning near the capital if you own it? What if you don't?

I have actually very few rebellions and while I see the advantages of having more battles for most factions, I often prefer to have those battles against factions that give me additional income after killing them.

Yeah I played the "defend the north of Naggarond or altar all the time vs chaos" version. As I said it isn't really hard, it's just annoying because there is so much stuff threatening your territory without actually being threatening and altar and chaos waste are just bad provinces that you have to conquer eventually anyways.
low gravity, yes-yes!
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 11 2018 01:21 GMT
#2070
Yes, rebels will always spawn by the province capital if you own it. If you don't, I am not sure, it might be random or distance based or whatnot. There is also no difference between winning vs a rebel stack and winning vs another faction stack. You get all the gold, xp, slaves/food as usual for an army it's size. That is why people farm them in the first place.

As far as getting rebellions, they can be important to manage public order in new provinces. You need some time to get PO buildings up and at the same time you want to keep your armies fighting and not slacking in settlements to keep up the order. This is also why getting that second army up and running is important: so your legendary lord can conquer new territory while the fresh lord gets some much needed levels form fighting easy stacks.
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2018-02-11 04:47:28
February 11 2018 04:44 GMT
#2071
Thank you for the answer.
Yeah I meant more as in I prefer my armies expanding my territory than farming rebels, but I can see how it's meaningful when you don't have a good expansion target or need to keep public order up.
I use to keep an army in a city to keep public order until buildings are up, but you are right, it's probably more efficient to just make the rebels spawn and farm them, especially if it's predictable where they will spawn.
low gravity, yes-yes!
CuddlyCuteKitten
Profile Joined January 2004
Sweden2641 Posts
February 11 2018 09:31 GMT
#2072
On February 09 2018 11:33 akatama wrote:
Sorry to backtrack the discussion a little bit, but after playing a bit more with them, Shades feel less accurate than Darkshards when focusing lords or other single entities. A ton of shots stray off. Meanwhile Darkshards are always on point.


There is a hidden accuracy stat that gets buffed by experience. Its especially noticable for artillery but it effects ranged units as well. Shades require more xp to lvl up and you are likely to have had your darkshards for a long time. It doesnt have to be the reason but its likely.
waaaaaaaaaaaooooow - Felicia, SPF2:T
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 11 2018 12:18 GMT
#2073
On February 11 2018 18:31 CuddlyCuteKitten wrote:
Show nested quote +
On February 09 2018 11:33 akatama wrote:
Sorry to backtrack the discussion a little bit, but after playing a bit more with them, Shades feel less accurate than Darkshards when focusing lords or other single entities. A ton of shots stray off. Meanwhile Darkshards are always on point.


There is a hidden accuracy stat that gets buffed by experience. Its especially noticable for artillery but it effects ranged units as well. Shades require more xp to lvl up and you are likely to have had your darkshards for a long time. It doesnt have to be the reason but its likely.


They were certainly high rank Shades, 7+ as the red line elite skill made them have 215 range. I don't know, maybe it also has to do with how the unit chooses to shoot? Darkshards tend to arc their shots often, which means they will generally be on point on large targets.
Biff The Understudy
Profile Blog Joined February 2008
France7914 Posts
Last Edited: 2018-02-11 12:30:30
February 11 2018 12:21 GMT
#2074
Ok, so I am finishing the conquest of Ulthuan in my Morathi run, but something really weird happened. Chaos popped up, so I got my defenses up and paused my invasion. Then nothing. I saw a single purple stack that got destroyed by Tyrion, and a bit later chaos factions died one after another.

Has anyone seen anything like that? As far as I am concerned, chaos could very well not have been there; I never had to fight them. Well. Yet.

I confederated Har Ganeth which, to my surprise, has been raping Norscans to the point they almost reach the Empire. Does anyone knows if Chaos minions ever go north? Should I get ready to defend the wastes when the next wave hits?

Also one of the things I am surprised with is how little I have been interacting with basically anyone.

I had to kill the Naggaroth Tomb King. I have been fightings lots of High Elves. I have some relations with the other dark elves, and there are some norscans but not too many. That's it. Haven't fought, or even seen anyone else in something like 85 turns.

Do you guys experience also that the game feels a bit "compartimented"? Granted, I didn't go explore because I didn't see any real advantage to do so yet. I am quite curious to see what happened to the old world. As far as I know, it could be a greenskin wasteland, or a wood elf forest. No idea.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Gorsameth
Profile Joined April 2010
Netherlands21904 Posts
February 11 2018 12:34 GMT
#2075
Its the nature of the Dark Elf starting position. Your tucked in a top corner of the map with 2 major factions preventing access to the rest of the map, Elves to the East and Lizardmen to the south.
Most other factions start in more open territory.
It ignores such insignificant forces as time, entropy, and death
Biff The Understudy
Profile Blog Joined February 2008
France7914 Posts
February 11 2018 12:40 GMT
#2076
On February 11 2018 21:34 Gorsameth wrote:
Its the nature of the Dark Elf starting position. Your tucked in a top corner of the map with 2 major factions preventing access to the rest of the map, Elves to the East and Lizardmen to the south.
Most other factions start in more open territory.

Sure, but I had almost the whole of Ultuhan when the vessels and such attacked. They weren't so kind in my High Elf run. Hell, I don't even know where they went. They surely didn't raze anything anywhere I can see.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
B.I.G.
Profile Blog Joined August 2010
3251 Posts
February 11 2018 14:50 GMT
#2077
On February 11 2018 13:44 Archeon wrote:
Thank you for the answer.
Yeah I meant more as in I prefer my armies expanding my territory than farming rebels, but I can see how it's meaningful when you don't have a good expansion target or need to keep public order up.
I use to keep an army in a city to keep public order until buildings are up, but you are right, it's probably more efficient to just make the rebels spawn and farm them, especially if it's predictable where they will spawn.

Once you get the "imminent rebellion" notification you can click on the looking glass and it will show you the location where it will spawn.
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2018-02-11 18:05:16
February 11 2018 17:43 GMT
#2078
Thanks again, that's very helpful to know. Time to farm some rebels
On February 11 2018 21:18 akatama wrote:
Show nested quote +
On February 11 2018 18:31 CuddlyCuteKitten wrote:
On February 09 2018 11:33 akatama wrote:
Sorry to backtrack the discussion a little bit, but after playing a bit more with them, Shades feel less accurate than Darkshards when focusing lords or other single entities. A ton of shots stray off. Meanwhile Darkshards are always on point.


There is a hidden accuracy stat that gets buffed by experience. Its especially noticable for artillery but it effects ranged units as well. Shades require more xp to lvl up and you are likely to have had your darkshards for a long time. It doesnt have to be the reason but its likely.


They were certainly high rank Shades, 7+ as the red line elite skill made them have 215 range. I don't know, maybe it also has to do with how the unit chooses to shoot? Darkshards tend to arc their shots often, which means they will generally be on point on large targets.

The fact that they shoot from longer range might decrease their accuracy. I don't know exactly how it works but I've read multiple times that archers get more precise when they are closer and the entire thing might be linear and not percentage based on the max range.
Arc of fire might be another factor, firing in an arc seems to be more precise or at least deal more dps (my experience from siege battles, which is skewed through battlements ofc). But I have a hard time imagining that one unit fires more in an arc and the other doesn't when they use the same weapon type.

From my siege battles I'm pretty sure arc of fire is dependent on archer position compared to target position.

Friend of mine looked into the files where accuracy as a stat doesn't seem to exist, but area of calibration does and shades use a slightly smaller area of calibration, while orc ar'er boyz and artillery f.e. use larger ones.
low gravity, yes-yes!
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
February 12 2018 15:33 GMT
#2079
On February 11 2018 23:50 B.I.G. wrote:
Show nested quote +
On February 11 2018 13:44 Archeon wrote:
Thank you for the answer.
Yeah I meant more as in I prefer my armies expanding my territory than farming rebels, but I can see how it's meaningful when you don't have a good expansion target or need to keep public order up.
I use to keep an army in a city to keep public order until buildings are up, but you are right, it's probably more efficient to just make the rebels spawn and farm them, especially if it's predictable where they will spawn.

Once you get the "imminent rebellion" notification you can click on the looking glass and it will show you the location where it will spawn.


There are SO many random things like this in the game that I wish I knew a hundred hours ago.

My favourite remains finding out you can hold right click to see how movement you'll have left/what path you'll take before moving.
It is what you read when you don't have to that determines what you will be when you can't help it.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
February 12 2018 17:22 GMT
#2080
Yeah it's pretty incredible how much utility is hidden in the still relatively simple UI...
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