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I literally played this game almost 24/7 since Friday… I need help, send food and clean water. Really enjoying it so far, having finished 2 campaigns already (Skrolk, Mazdamundi), currently at my third (Malekith). I like the ritual even though the spawned armies can be really annoying at times, especially when they spawn nowhere near the cities they are supposed to attack so they rather just wreck your whole infrastructure and economy. I am also unsure if they just spawn lots of armies, or if they spawn X amount of armies for each stack you got, which would basically punish you for having a strong military.
It might be a legendary thing though, but I could swear I had around 1.5 armys spawning for each stack I owned and since my skavenkingdom was pretty far spread, I had multiple armies. Luckily the armies spawned in a way where 2 of my armies could lightning strike them back to hell, skrolk and his grey seer mate basically did a full circle, one going left and one going right, wrecking the armies on the way.
Another gripe that I have most definitely comes down to playing on legendary, but since the AI never really runs out of cash, they can send you intervention forces at each stage of the ritual. So in my first campaign I had to deal with 3x10k intervention forces at each stage of the ritual, which made me play my second campaign much more like Warhammer 1, focussing on wrecking my enemies and only focussing on the ritual after I killed the HE (which are some BS pricks anyways… and so far in 3 campaigns always the one that are the toughest in terms of race of the ritual. I guess it comes down to their starting position), severely damaged the lizardmen and since the skaven already got beaten pretty hard by someone, they didn’t give that much trouble.
What I am really extremely disappointed with is that battles with/against Black Arks are autoresolve only. Like for real? Those thing are super cool and extremely useful since you can recruit almost anything from them but those stupid auto resolve only… . I don’t need naval combat, but these Arks are floating cities, so just add another building slot for increased walls / garrison and make those battles a siege / field battle on a map that resembles a Black Ark. That seemed like an absolute no brainer to me. Their battle abilities also could use a slight buff, they feel pretty lacklustre in comparison to all the new magic stuff etc, it almost feels like they are from game 1.
I am a bit confused with the criticism of the AIs recruitment habbit. Even in game 1 it seemed pretty fine for the most part, ignoring (old) Norsca’s pure chariot or marauder spam (though most of the complaints about the marauder spam was just l2p, just like with the benny hill stuff. Pure Marauder is a total trash army that I will take over the chariot spam every day). So far I haven’t seen super bad compositions on a regular basis.
Other than that I am very contend, after playing for a long time the game tends to crash, but since it runs without any problems again after that it’s ok. There is a really weird bug though that when the game crashes on Win10, you can’t shut down your PC normally afterwards. When you try to shut it down the screen will turn black for a few seconds and you will be back to the login screen. Had me worried at first until I found out that I am not the only one.
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.
They are a bit of a hit and miss, but there are a 2 things you can do to increase the chances of success: - don't fire them up immediately. Buy them 3-4 turns into the ritual so the regular spawning forces / intervention forces of different races got a chance to do something. This also helps because of the turn order. Since the AIs turn is after yours and your intervention force spawns on your turn and gets to move only after the AI, the AI has the ability to react to that force depending where it spawns ( unlike AI intervention forces that get to move before you. I haven’t paid enough attention, but I am pretty sure their turn just gets added at the end of all other turns which is why their intervention gets to move the round it spawned and why the AI always moves before your intervention forces.
- Your intervention force is in a military alliance with you, which means you can assign targets for them (click on the army, right next to their commander’s portrait). Doesn’t always help / work but it‘s a start
EDIT:
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?
Play DE like they are supposed to be: raid and pillage. It is so much fun just wrecking a coastline without having to worry much about recruitment. Their abilities are a nice bonus, just like the replenishing. I only figured out their use around 50 turn into my DE campaign and after that my economy exploded because I realized you almost don’t need any recruitment at home and can generously raid coastlines, occasionally taking a tier5 settlement for the units you can’t recruit on the ark. Get a stack, team it up with an ark and just fuck up the HE-isle, it jus feels amazing.
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I have a problem with TW:W 1
Due to the activity in this thread, i started a new campaign as Empire while using Steel Faith Overhaul. Everything was fine and fun until today, and suddenly i can't load any saves anymore. No matter which savegame i choose, the game crashes after the loading bar has moved about 5-10% on the bar.
I can start new games, and i can save those and load those savegames. But everything related to the campaign i was playing doesn't work.
Any ideas what is going on, and is there any chance to repair this? I did already validate the steam files.
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On October 02 2017 02:42 Simberto wrote: I have a problem with TW:W 1
Due to the activity in this thread, i started a new campaign as Empire while using Steel Faith Overhaul. Everything was fine and fun until today, and suddenly i can't load any saves anymore. No matter which savegame i choose, the game crashes after the loading bar has moved about 5-10% on the bar.
I can start new games, and i can save those and load those savegames. But everything related to the campaign i was playing doesn't work.
Any ideas what is going on, and is there any chance to repair this? I did already validate the steam files. SFO is an overhaul mod, so you have to disable it (use the mod manager on the launcher) to play your non-SFO compatible games.
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I don't want to play any non-SFO compatible games though.
I may not have been clear enough. I played the game, with SFO enabled. Today, i saved the game, did nothing else with Warhammer at all, and three hours later when i tried to load it, all the savegames were broken.
Edit: Tried again, the game told me for a few minutes that one of my mods was updating, and now it works again. Still no idea what the problem was, probably something with SFO broken. There was no patch today either. But it fixed itself, so meh.
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Mazamundi campaign is so fun and easymode. 13 of my army are dinosaurs of some type with mundi and a melle focused hero to fight enemy heros and the rest are Sarus. Its pretty silly to see mundi regen the dinos and them just wreck any enemy formation while the sarus just clean up the rest.
even early game the lizardmen are pretty OP with skin irregulars flanking around pretty fast and being cheap as skaven. The chamelian shooters are pretty nice midgame where they can move while fireing and assasinate heros really nicely.
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Oh man, going on rat kills is so much fun. I am finally getting to fight Skaven hordes in my Malekith campaign. Malekith racked up over 1k kills in the first battle. I can't wait for the combined map when I'll get to unleash massive Empire firepower upon Skaven and all these new races.
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Last battle is quite anticlimatic...
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HE Tyrion campaign is harder than expected. Took me 40 turns to stabilize in Ulthuan. Cult of Excess was easy, but before they went down they dragged Caledor and Saphery into war with me and those were running around with dragon princes, swordmasters and such. Tiranoc helped a bit but they drove Caledor to settling in my only province, which didn't make it any easier. I've destroyed both of them now with my allies but at this point 3 other races have completed their first ritual and I have no settlement above level 3 (and have only 4 of them in total). Guess it'll be a hard slog...
Edit: Also, HE civil wars are brutal. Have to fight almost every battle manually and because everyone has so many archers the losses are horrendous on both sides. I'm now investing in all +replenishment I can get my hands on.
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I got Malekith & friends to the point where notNorth America is mostly ours, we're at peace with notSouth America (even Skaven and Vampires love me) and I conquered like 1/3 of notAtlantis. Even the notScandinavians are fighting with me. Turns out noone likes High Elves.
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I spotted 2 very annoying bug that hopefully gets fixed soon, though only one occurs regularly.
The rare bug seems like some animation being stuck. I had Queek chase a routing lord nonstop, no matter what I told him, he just kept running after him, ignoring all my commands. When he reached him he was just standing around until the lord got out of melee range again.
The other bug that happens a lot more after I started looking for it is that your units will just forget their attack orders after a few seconds (guard mode is NOT switched on). It took me a while to notice since with skaven I mostly used ranged and never really issued attacks on my skavenslaves ( if you haven’t noticed, the loose formation of the skavenslaves enables warpfirethrowers to fire at the enemy they are engaged with while standing behind the slaves. When you issue an attack the formation tightens up and the warpfirethrower won’t attack from behind the slaves) and with lizardmen their primal rage masks it very well. Now with Dark Elves I notice it a lot after I started used Black Guards more. It also seems like a common issue that many people face, though I haven’t managed to replicate it just yet. It seems to happen absolutely randomly. This needs to be fixed asap as it ramps up the difficulty on legendary a lot since you can't pause tha battle to regularly check if your units are just standing around. It makes the fights very microintensive.
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I found out i suck at aggressive armies :D.
HE vs HE is alot of fun for me. No side takes damage until your numbers go low enough for them to lose their buffs. Makes it easy vs the ai though, since they dont rotate archers out before they go to low. Only had hard combat difficulty though, since I am still way to noob at battles. Campaign was Very Hard.
When playing High Elves everyone hated the dark elves and wanted alliances with me, since i was killing them the most. The Influence mechanic is really overpowered. "Hey everyone hate this faction that I am currently beating up." "Yay we love you high elves here is our money!"
And not to forget the 60 Influence Lords.
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I'm at around Turn 190 in my very hard Malekith campaign. I've completely ignored pursuing the Vortex victory and have focused on killing everyone else before they complete it. While the other factions aren't dead yet, they don't really have a prayer of winning at this point. Lothern is dead. The Loremasters have one last settlement and will probably be wiped in the next few turns by Clan Pestilens or someone else. The Last Defenders confederated Hexoatl, but they have been getting hammered by Morathi and other factions in Lustria, resulting in them losing the Isthmus of Lustria province. Their Southlands bases have also been getting trashed by intervention forces. The Skaven actually managed to start the fifth ritual, but I landed two armies supported by two black arks at the Altar of the Horned Rat in Lustria to put a stop to it. I have a third army supported by a third black ark that is raiding Araby and the rest of the north coast of the Southlands. My only other army is a fairly beefy garrison force that I left at Lothern to guard Ulthuan, which is really the only region under my control that is remotely vulnerable. My allies and I own everything on the north half of the map and we're fairly aggressively pushing into the southern end. Only the Southlands has been mostly untouched.
So a few thoughts on the Dark Elves. First and foremost, while I think that the black ark mechanic is cool, I think that it is too much of a handicap. They provide some nice bonuses and forward recruitment options, but the problem is that they count as an army for maintenance purposes while not having the capabilities of an army. You can't attack with them. They're only useful at all when along the coast -- they do nothing for inland battles. Worst of all, you have to keep a garrison on them, otherwise they will be destroyed by other armies that sail out to sea to fight them. This is bullshit in my opinion. The catch-22 here is that the Dark Elves are kinda reliant upon black arks. You need them for forward replenishment and recruitment because you don't get access to the encampment stance and global recruitment. I don't really understand the design decision here. Yes, you can do it this way, but Dark Elf shit should be cheaper to compensate like with Norsca.
Speaking more globally, I find that military allies are far more useful in WH2 than in WH1. The world is so big and the AIs can crap out so many high tier stacks that you really need the AI to do work for you. The other mechanic that makes this necessary is the climate mechanic. As a player, it is highly inefficient for me to colonize uninhabitable areas. I don't even really like colonizing the unsuitable ones. But the AI? No problem for them. To win, I need to eliminate the other major factions (except Morathi) and hold 50 provinces either directly or through vassals and military allies. I don't really see a realistic way of doing it myself with the Dark Elves given the economic constraints. So my master plan has been to get my military allies (Morathi, Aghol, and Skaeling) to do my dirty work for me. Sometimes this has meant forking over 40k gold at a time to get them to join wars that I was in pre-alliance. We're at 37 provinces now, so not too much further to go. We should have it locked up once the Lizardmen and Skaven are gone. The only problem is that the stupid vampire faction in Lustria is really strong and allied with Clan Pestilens and Morathi, yet somehow not at war with me, Morathi, or Clan Pestilens. I think it got bugged out when the post-4th ritual auto DoW kicked in. For whatever reason, I don't even have the option to ally the vampires right now, and they hold a fair amount territory. If I DoW them, then I lose all of my allies. Very lame. We'll see what happens once the Skaven are gone.
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I have devolved on a weird path on my dark elves playthrough. Have 1 army stack running through my 3 slave regions getting slaves and loot to fuel almost everything.
And I have my Black Bark going around without units on it, works fine for me. But would be cool if the Admiral was a Lord who could leave his ship as long as he stays in supply range.
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My Skaven playthrough is going fine, I think. Though I am still grumpy that the Doom wheel is locked behind the highest tech tree. Nothing that stupid should be kept away from they player for so long. Still, the stalk stance being their default movement is awesome. I've gotten so many ambushes with just basic attacks and I might spec an entire army just to focus on ambushing. Then I can raid until they send an army to stop me and jump it.
The engineer is a wonderful addition to the faction. Being able to crack the walls of any city instantly makes aggression that much better. Running through two cracks in a wall is a terrible plan, but one the Skaven would totally use.
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On October 03 2017 00:40 xDaunt wrote: So a few thoughts on the Dark Elves. First and foremost, while I think that the black ark mechanic is cool, I think that it is too much of a handicap. They provide some nice bonuses and forward recruitment options, but the problem is that they count as an army for maintenance purposes while not having the capabilities of an army. You can't attack with them. They're only useful at all when along the coast -- they do nothing for inland battles. Worst of all, you have to keep a garrison on them, otherwise they will be destroyed by other armies that sail out to sea to fight them. This is bullshit in my opinion. The catch-22 here is that the Dark Elves are kinda reliant upon black arks. You need them for forward replenishment and recruitment because you don't get access to the encampment stance and global recruitment. I don't really understand the design decision here. Yes, you can do it this way, but Dark Elf shit should be cheaper to compensate like with Norsca.
I have to vehemently disagree about the black ark, just like I have to take back my previous claims about its abilities. They are super strong, especially when fighting against skaven since they tend to clump up heavily. You can wipe almost entire units in one cast. So my previous post on how its abilities feel lacklustre was just me not using them properly, like on units on walls and such. I also find the range on the arks more than sufficient. Sure they aren’t useful inlands but what does this tell you - If you want to utilize the Black Arks properly, chose coastal targets. Attack the high elves, but even the south-western part of the map is very attackable, with only the centre province being an exception. The north is also almost completely vulnerable to the Arks. By now my only gripe is that you can only fight autoresolve with them, everything else definitely feels properly powerful, maybe even too strong. The replenishing is awesome (you can even replenish while sieging! This accelerated my raiding a lot), you can easily just take a minor settlement to build the recruitment for shades, though even darkshards are crazily strong, everything else the Ark provides aside from the Black Guards. And since they can hold a garrison on their own, you can replace lost units even faster without ever needing to stop. It would be neat if their main building would give them a free city-like garrison though.
The Dark Elves campaign with Malekith definitely felt the easiest out of the three I completed so far, despite having confederated with Morathi early on and getting handicapped by chaos corruption because of her.
I also found another bug, probably falls into the same category than the one with skrolk I described in my previous post. So far it only has happened with the skavenslaves that can spawn from the hellpit abomination when it dies, they kept chasing and attacking my Hydra despite already being broken. The white flag with the skull was displayed, yet they kept chasing my Hydra, ignoring all units I tried to block them with. Since they also had the bug where spawned skavenunits are extremely clumped together they effectively became a deadly burst of damage, without having a bound shadowpit on my lord my Hydra would have been dead. Unless the skavenslaves from the Abomination are supposed to ignore moral and not being able to rout (despite showing the icon), this would be another bug / a combination of the model stacking and animation / behaviour locking.
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On October 03 2017 04:35 waffelz wrote:Show nested quote +On October 03 2017 00:40 xDaunt wrote: So a few thoughts on the Dark Elves. First and foremost, while I think that the black ark mechanic is cool, I think that it is too much of a handicap. They provide some nice bonuses and forward recruitment options, but the problem is that they count as an army for maintenance purposes while not having the capabilities of an army. You can't attack with them. They're only useful at all when along the coast -- they do nothing for inland battles. Worst of all, you have to keep a garrison on them, otherwise they will be destroyed by other armies that sail out to sea to fight them. This is bullshit in my opinion. The catch-22 here is that the Dark Elves are kinda reliant upon black arks. You need them for forward replenishment and recruitment because you don't get access to the encampment stance and global recruitment. I don't really understand the design decision here. Yes, you can do it this way, but Dark Elf shit should be cheaper to compensate like with Norsca. I have to vehemently disagree about the black ark, just like I have to take back my previous claims about its abilities. They are super strong, especially when fighting against skaven since they tend to clump up heavily. You can wipe almost entire units in one cast. So my previous post on how its abilities feel lacklustre was just me not using them properly, like on units on walls and such. I also find the range on the arks more than sufficient. Sure they aren’t useful inlands but what does this tell you - If you want to utilize the Black Arks properly, chose coastal targets. Attack the high elves, but even the south-western part of the map is very attackable, with only the centre province being an exception. The north is also almost completely vulnerable to the Arks. By now my only gripe is that you can only fight autoresolve with them, everything else definitely feels properly powerful, maybe even too strong. The replenishing is awesome (you can even replenish while sieging! This accelerated my raiding a lot), you can easily just take a minor settlement to build the recruitment for shades, though even darkshards are crazily strong, everything else the Ark provides aside from the Black Guards. And since they can hold a garrison on their own, you can replace lost units even faster without ever needing to stop. It would be neat if their main building would give them a free city-like garrison though.
Here's my question for you: Would you rather go into battle with one tier 5 stack and a black ark, or two tier 5 stacks? That's effectively the choice that Dark Elves have to make. Given that the Dark Elves have plenty of AoE abilities available on their sorceresses and legendary lords, the black arks' abilities are rather redundant. You can do so much more with a real second army and the traditional replenishment/global recruiting mechanics than you can with a black ark. If nothing else, the ranged abilities of a black ark will never compete on the battlefield with a second stack.
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On October 03 2017 04:52 xDaunt wrote:Show nested quote +On October 03 2017 04:35 waffelz wrote:On October 03 2017 00:40 xDaunt wrote: So a few thoughts on the Dark Elves. First and foremost, while I think that the black ark mechanic is cool, I think that it is too much of a handicap. They provide some nice bonuses and forward recruitment options, but the problem is that they count as an army for maintenance purposes while not having the capabilities of an army. You can't attack with them. They're only useful at all when along the coast -- they do nothing for inland battles. Worst of all, you have to keep a garrison on them, otherwise they will be destroyed by other armies that sail out to sea to fight them. This is bullshit in my opinion. The catch-22 here is that the Dark Elves are kinda reliant upon black arks. You need them for forward replenishment and recruitment because you don't get access to the encampment stance and global recruitment. I don't really understand the design decision here. Yes, you can do it this way, but Dark Elf shit should be cheaper to compensate like with Norsca. I have to vehemently disagree about the black ark, just like I have to take back my previous claims about its abilities. They are super strong, especially when fighting against skaven since they tend to clump up heavily. You can wipe almost entire units in one cast. So my previous post on how its abilities feel lacklustre was just me not using them properly, like on units on walls and such. I also find the range on the arks more than sufficient. Sure they aren’t useful inlands but what does this tell you - If you want to utilize the Black Arks properly, chose coastal targets. Attack the high elves, but even the south-western part of the map is very attackable, with only the centre province being an exception. The north is also almost completely vulnerable to the Arks. By now my only gripe is that you can only fight autoresolve with them, everything else definitely feels properly powerful, maybe even too strong. The replenishing is awesome (you can even replenish while sieging! This accelerated my raiding a lot), you can easily just take a minor settlement to build the recruitment for shades, though even darkshards are crazily strong, everything else the Ark provides aside from the Black Guards. And since they can hold a garrison on their own, you can replace lost units even faster without ever needing to stop. It would be neat if their main building would give them a free city-like garrison though. Here's my question for you: Would you rather go into battle with one tier 5 stack and a black ark, or two tier 5 stacks? That's effectively the choice that Dark Elves have to make. Given that the Dark Elves have plenty of AoE abilities available on their sorceresses and legendary lords, the black arks' abilities are rather redundant. You can do so much more with a real second army and the traditional replenishment/global recruiting mechanics than you can with a black ark. If nothing else, the ranged abilities of a black ark will never compete on the battlefield with a second stack.
The Black Ark since it allows me to beat tier 5 stacks with much lower quality, also every of my early black arks more than paid for itself since it allowed me to raid at another place which equals money and slaves - which equals even more money. It helped me to win fights that where heavily in favour of the enemy and also saved me multiple times in sieges ( though there it might as well be counting as bug abusing. Just wait till they get out of the siege tower / line up in front of it and you wipe an entire unit in one cast - which you got a total of 9 on a fully upgraded Ark. They also feel strong even in comparison the the spells from the Witches, haven't used fire though. But you can still use a caster in your army, suddenly you only need some Spearunits to hold the enemies in place while you wipe almost the entire stack just with the Ark + your caster). It also allows me to push deep without ever having to slow down due to recruitment. Okay, super late game they are less important but at that point usually nothing really is since you just have loads of cash and provinces and can spit out stack after stack.
You should really try to force yourself playing centred around it, to me it gave the Dark Elves much more flavour and highly accelerated my campaign. You also don't really need to stack them with units if you can position them properly. Look at the coastline and you can spot very easily where a army can enter the water and where not. Basically you only have to be cautious of lords that sit in cities with a harbour. I only properly crewed them in the late game and only lost one Black Ark in my entire campaign because it got surrounded by the skaven armies from the ritual. New Arks that don't have the crucial recruitment buildings also more than pay for themselves by sailing around and picking up treasure after I realised that they don't pull nearly as much aggro as an lonely lord in the ocean and they don't have loyalty (though I never ran into problems with that anyways, almost a bit disappointing).
I also tried a bit without heavily using Black Arks and I am almost certain they are the best way to go with Dark Elves, being able to raid freely with low/mid-tier stacks and easily taking the high elves isle just feels super strong and extremely effective to me. Though navigating multiple Arks around and always positioning them tactically can get tedious after a while. I really believe they are not only the best way to play in terms of flavour, which I value highly, but are also really good in terms of min-maxing. It’s almost like farming rebel armies in your own territory, only much much better. Since it allows you to pick fights far away, you also can build up your provinces greedily. It is a bit like the Durthu-strat for Warhammer 1 where you just march him up to the north, take the dwarvenholds and farm norsca for endless cash without having to fear for repercussions at home (though this isn’t as much of a cakewalk now with Wintertooth and Wulfrik).
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I'm not disputing what black arks can do. I've used them extensively in my campaign. My point is that they aren't good enough for what they cost, and it's not even a particularly close call. To put it in stark monetary terms, I lost one of my black arks at a point where I had 5 armies and 3 black arks. This black ark that I lost had only 5 corsairs on it. When it died, I had instant savings of nearly 6,000 gold per turn. There is simply no way that black ark is going to pay for itself in the late game when it costs that much per turn in upkeep. And again, for that price, you can have another army wandering around. You can talk about how black arks help speed up your campaign all you want, but nothing is faster at speeding up a campaign than being able to blitz through an opponent with two stacks instead of one -- even if the one is supported by a black ark. At the end of the day, black arks only provide fire support, some income bonuses, replenishment, and recruiting. These are all nice things to have. But they pale in comparison to having another stack that can march on the enemy and squash rebellions. Hell, black arks can't even garrison port towns, which just boggles the mind.
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Been reading a bit about possible arabia dlc, it made me really worried. Djinn and magic carpet faction seems like the most cringeworthy thing ever.
In general, it looks to me like GW kind of went on their most cheesy cliches with badly fleshed out factions. Sure, CA nailed Norsca, but it's hard to go wrong with vikings. With an army of à la Walt Disney's Aladin stereotypical arabs though I would say it seems really hard not to fuck it up big time.
Not particularly excited either by the ogre kingdom thingy..
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On October 03 2017 07:00 Biff The Understudy wrote: Been reading a bit about possible arabia dlc, it made me really worried. Djinn and magic carpet faction seems like the most cringeworthy thing ever.
In general, it looks to me like GW kind of went on their most cheesy cliches with badly fleshed out factions. Sure, CA nailed Norsca, but it's hard to go wrong with vikings. With an army of à la Walt Disney's Aladin stereotypical arabs though I would say it seems really hard not to fuck it up big time.
Not particularly excited either by the ogre kingdom thingy.. There is a reason Araby was never developed into a full army, their background is from an older, more silly time in GW's life.
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