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Total War: Warhammer - Page 63

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andrewlt
Profile Joined August 2009
United States7702 Posts
September 30 2017 16:31 GMT
#1241
On September 30 2017 16:43 Simberto wrote:
Show nested quote +
On September 30 2017 16:32 Yoav wrote:
I mean it kinda already is historical... most fights are settlement assaults and smashing overmatched stragglers, but the ones you remember are the handful of huge, evenly matched engagements.


Also, historical shouldn't be the goal, fun should be. If it isn't fun, i don't care if it is historical or not. Kinda evenly matched field battles are fun. Shitloads of easy win siege battles which you still have to manually fight are not.


That's why I'm hoping they eventually tweak the AI. It's currently programmed to run away unless its odds are at least around 50/50. It's really annoying having to chase their stacks. The exception are event based stacks that spawn to attack a certain settlement. It's rational but it's very unfun.

Armies that retreat from battle or lose a battle could also sometimes move an ungodly distance after that. I guess they ignore penalties for crossing rivers and such. I wish they could make heroes with block army easier to access for all factions.
NKB
Profile Joined February 2012
United Kingdom608 Posts
September 30 2017 17:54 GMT
#1242
I see that the AI armies still make nothing but archers all the time...
Some times you just gotta wish...
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 30 2017 18:54 GMT
#1243
I find the most annoying armies the ones that have no chance to win but are guaranteed to inflict casualties.
I'm not stupid, a marauder just shot my brain.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
Last Edited: 2017-10-01 01:16:12
October 01 2017 01:13 GMT
#1244
Anyone having issues with the game so far? I could run TW:WH no problem, but it freaking out. The framerate is perfect but it keeps getting all weird and glitchy before going back to normal. It also crashed once.
I'm not stupid, a marauder just shot my brain.
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2017-10-01 02:48:20
October 01 2017 02:35 GMT
#1245
I haven't had any technical/graphical issues. However, I have noticed that the unit AI is wonky. Units don't behave as smartly as in the first game. Ranged units seem particularly retarded.

I was forced to abandon my Malekith game. I couldn't effectively invade Lothern. They kept intercepting my shit at sea with tons of armies. They were like a runaway civ in civilization.

So I started again. This time, I secured everything north of the Sea of Malice on Naggaroth and then headed northeast into the Azol wastes, before descending on Ulthuan from the north. The Norsca factions had already done some serious damage to norther Ulthuan, so landing Malekith was easy. It then took me most of 50 turns to campaign down to the straits of Lothern given how shitty the terrain is for attackers and the relative strength of Lothern.

It's about turn 150 now. I hold north Naggaroth and most of Ulthuan. Morathi has grown into a super power and is bringing the pain to Hexoatl and everything in the south. Lothern is still alive, but they have lost most of their elite settlements to me. Clan Pestilens is also a super power, and I'll probably invade them next. I have two elite stacks, a third elite stack on the way, a cleanup crew stack, and two black arks. My economy is finally rolling, so I should be able to snowball hard from here.

EDIT: Given how damn tough Ulthuan is to invade and conquer and how strong Lothern's start position is, I think you have to go there first if you're Malekith. Hell, I kinda wonder if they have to be your first intercontinental invasion target regardless of whom you play.
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
October 01 2017 04:38 GMT
#1246
Still happily trundling through my first campaign - Lizardmen on hard. Overall impressions are great. I think the vortex mechanics and mechanics in general have been carefully balanced for the Mazdamundi start, as everything seems to evolve naturally, and the need to cover a lot of territory means that even closing in on the late game (ritual 4), there is still everything to play for, which definitely isn't how the other Total Wars felt.

I like the rituals - only change would be to add a large time delay between 2, so the optimal play isn't just to do 2 or 3 in quick succession. Can imagine they might be more annoying for other factions though, and curious how DLC factions will fit in.

Random notes:

1: Magic is very powerful now.
2: Lizardmen seem a bit like Dwarfs from the last game - rock hard units and a powerful economy, so the easy, fun faction to start off.
3: There is a bug where your units don't chase enemies (like being stuck in guard mode). Very annoying.
4: On a laptop with a 850m graphics card, graphics feels a fair step down, possibly because everything uses brighter colors.
5: Sea treasures seem incredibly good, ruined cities - less so.
6: There's a tonne of little tweaks which make the game much better than the last - heroes, end of turns, settlement management, skill trees, marching and more.
It is what you read when you don't have to that determines what you will be when you can't help it.
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 01 2017 07:28 GMT
#1247
ruined cities can give insane rewards, but unlikely and they take a turn (got a immune to attrition follower and global corruption reduction). Sea based treasures are always something nice and dont take time.

Ulthuans outer area is a pain to defend, so hard to get around, especially on the east side. The middle is pretty secure though.

Just completed the Vortex so many losses thanks to lightning strike armies picking my poor fast build support armies to pieces. But fighting Lothern Seaguards will always take heavy losses.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
October 01 2017 08:38 GMT
#1248
How do you search ruined cities? Just go there with your army and if it's Skaven free you can search it?
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
October 01 2017 09:09 GMT
#1249
On October 01 2017 17:38 B.I.G. wrote:
How do you search ruined cities? Just go there with your army and if it's Skaven free you can search it?


Yes, but you can't then colonise the city in the same turn, so it's a pretty big investment to pay another turn of army upkeep costs. Having a Lord with a small force is more cost effective, but then if there are Skaven it's not great news. Still worth doing occasionally in the early game, but not as big a deal as I thought it would be.
It is what you read when you don't have to that determines what you will be when you can't help it.
Gorsameth
Profile Joined April 2010
Netherlands22192 Posts
October 01 2017 09:17 GMT
#1250
There is also the matter of there not being a lot of ruined cities. Like 2-3 per continent from the looks of it.
It ignores such insignificant forces as time, entropy, and death
B.I.G.
Profile Blog Joined August 2010
3251 Posts
October 01 2017 13:24 GMT
#1251
How do hero actions work in this new game? Trying to get my lass to cleanse some corruption but there seems to be no deploy button. Does her just strolling around the province do the trick?
Gorsameth
Profile Joined April 2010
Netherlands22192 Posts
October 01 2017 13:41 GMT
#1252
On October 01 2017 22:24 B.I.G. wrote:
How do hero actions work in this new game? Trying to get my lass to cleanse some corruption but there seems to be no deploy button. Does her just strolling around the province do the trick?

Yes its now a passive that is always in effect instead of a deploy.

The unit card on the left shows what actions Heroes can do, one Embed effect, one passive that is always on and three actions against hostiles.
It ignores such insignificant forces as time, entropy, and death
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
October 01 2017 14:59 GMT
#1253
is it just me or are intervention forces completely fucking useless in this game? I paid 3 10000 stack for each race and none of them did anything on ritual 1. Sometimes they didn't even seem to show up or maybe they just die so fast I don't get to see them.
"Right on" - Morrow
Gorsameth
Profile Joined April 2010
Netherlands22192 Posts
October 01 2017 15:13 GMT
#1254
On October 01 2017 23:59 JacobShock wrote:
is it just me or are intervention forces completely fucking useless in this game? I paid 3 10000 stack for each race and none of them did anything on ritual 1. Sometimes they didn't even seem to show up or maybe they just die so fast I don't get to see them.

Yes they are useless. Almost feels like player interventions are nerfed compared to what the AI gets, when looking at what they accomplish.
It ignores such insignificant forces as time, entropy, and death
Yoav
Profile Joined March 2011
United States1874 Posts
October 01 2017 15:39 GMT
#1255
I figured out my confederation problem... apparently defensive and/or military alliances will make the code give them a military weight including their allies... so if you are even defensive allies with a much weaker faction you won't be able to confederate with them since its counting your military strength along with theirs. But I'm pretty sure it wasn't like this in the old game, right? I mean, it's been a while in game 1 since I signed an alliance, but that's mostly because most factions really don't want to as opposed to this one where in theory being buddy-buddy makes sense if everyone in your race on your continent gets along.
xDaunt
Profile Joined March 2010
United States17988 Posts
October 01 2017 16:42 GMT
#1256
On October 02 2017 00:39 Yoav wrote:
I figured out my confederation problem... apparently defensive and/or military alliances will make the code give them a military weight including their allies... so if you are even defensive allies with a much weaker faction you won't be able to confederate with them since its counting your military strength along with theirs. But I'm pretty sure it wasn't like this in the old game, right? I mean, it's been a while in game 1 since I signed an alliance, but that's mostly because most factions really don't want to as opposed to this one where in theory being buddy-buddy makes sense if everyone in your race on your continent gets along.

Yeah, there's definitely some weight given to power from defensive and military alliances, but you can usually get the confederation anyway if the faction that you want to confederate is getting killed badly enough militarily. I had a unique problem in my Malekith campaign. Morathi refused to break her military alliance with Clan Pestilens, so I couldn't go to war with them without opening up a massive new front on my south. I really didn't know what I was going to do, but then Clan Pestilens finished the fourth ritual and everyone auto-declared war on them anyway. Problem solved. But still, it was bullshit that Morathi would DoW on me -- even when we were military allies as well -- when I tried attacking Clan Pestilens.

Also, for those who want to play Dark Elves, war hydras are the shit.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
October 01 2017 17:10 GMT
#1257
Im a bit unsure about how to use the black arc. I don't seem to be able to attack coastal cities or even lend my troops to another nearby army? Is it just for sea battles or am i missing something here?
xDaunt
Profile Joined March 2010
United States17988 Posts
October 01 2017 17:12 GMT
#1258
On October 02 2017 02:10 B.I.G. wrote:
Im a bit unsure about how to use the black arc. I don't seem to be able to attack coastal cities or even lend my troops to another nearby army? Is it just for sea battles or am i missing something here?

It's just for sea battles and reinforcing your land armies. Make sure you get the slave hold upgrade for it. It gives huge post battle loot bonuses.
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 01 2017 17:16 GMT
#1259
Ritual 1 usually is closely condenced for every faction. And they got all their armies around. And since they move before your intervention force, they just gank it. While AI intervention moves before you and instant sacks some small settlement nearby. >.>
The 10k Intervention force also has lots of large units, while everyone just has spear units :D. But some tweaking would be nice.


They get better and better though as the game progresses. Especially if you have armies around as well. My lastintervention force against Dark Elves mowed through their remote settlements. After taking down all 3 ritual sites with my main army. Then stood around until attrition killed em.
First I was like, yeah not gonna bother cleaning up the dark elves. Suddenly they were gone.

Intervening against skaven needs some work though -.- . Or you need a hero in the area to scout the ruins.
xDaunt
Profile Joined March 2010
United States17988 Posts
October 01 2017 17:22 GMT
#1260
Yeah, don't bother with interventions until the third ritual. In my current game, I have two intervention armies still marching around razing shit after successfully intervening. It's kinda interesting.
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