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loving millennials
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# ? Dec 7, 2016 19:12 |
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# ? May 1, 2024 15:22 |
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To whoever linked that Sigvald LP, THANK YOU. I lost it at "The helm gave the Orcs a vision of their greatest fear: Gork and Mork signing the Geneva Convention"
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# ? Dec 7, 2016 20:09 |
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https://www.youtube.com/watch?v=JOlAKqmy0Jc Overview of the freebies we're getting. Two new heroes for the Empire: Jade Wizard & Grey Wizard with access to the two new lores of magic: The Lore of Shadows & The Lore of Life which are also going to be added to some of the other races already in the game. Also eleven new battle maps for campaign and custom battles.
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# ? Dec 7, 2016 20:10 |
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Deakul posted:https://www.youtube.com/watch?v=JOlAKqmy0Jc The Penumbral Pendulum, one of the strongest Wind spells in the game! Incidentally, the second Wind spell in the game.
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# ? Dec 7, 2016 20:17 |
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SickZip posted:Mousillion and Middenland both look like their being geared up to become full playable factions in the near future. They appear as factions in custom battle now, the Red Duke has a unique model, and they've changed Middenlands roster (nothing added yet but they've removed all the Sigmar units) If they give Mousillion the old VCs human auxiliary units I'll poo poo a brick
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# ? Dec 7, 2016 20:22 |
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Autsj posted:From what I understand it increases the mass of the unit for the purpose of resisting the penetration and knock-down effects from a charge. Which is nowhere near as good, unfortunately. At the very least it keeps your line coherent, even if it doesn't help with the fact that your infantry are likely being slaughtered by shock cav with full charge bonuses.
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# ? Dec 7, 2016 20:25 |
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The most exciting part to me is a potentially playable Mousillion, it would be a fun starting location, I just hope they rip off the mod on the workshop that gives the faction bretonnian themed zombies.
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# ? Dec 7, 2016 20:29 |
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Yeah, adding subfactions with weird start locations is a great way to add huge amounts of variety to the game.
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# ? Dec 7, 2016 20:40 |
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So, other than the obvious, does changing the unit size have any effects on the game? I feel like I read somewhere that playing with "ultra" unit size does something to magic. Does it also make the game harder/easier to play, or are all sizes created equal?
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# ? Dec 7, 2016 21:12 |
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Hot Dog Day #82 posted:So, other than the obvious, does changing the unit size have any effects on the game? I feel like I read somewhere that playing with "ultra" unit size does something to magic. Does it also make the game harder/easier to play, or are all sizes created equal? I think they've actually fixed magic to scale with unit sizes now. Before, damage spells did the same damage no matter what unit size. So if a unit has 50 models on Small, that could be 2000hp total. If it has 100 on Ultra, that's 4000hp. Naturally, a direct damage spell dealing 1000hp to an enemy unit is MUCH stronger on Small than Ultra.
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# ? Dec 7, 2016 21:14 |
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Hot Dog Day #82 posted:So, other than the obvious, does changing the unit size have any effects on the game? I feel like I read somewhere that playing with "ultra" unit size does something to magic. Does it also make the game harder/easier to play, or are all sizes created equal? Magic doesn't change so direct damage spells are more powerful the smaller the unit size though buffs are roughly the same potency. Single Model units like Giants/Lords/Varghulfs etc tend to be worse on larger unit sizes as well since there are more enemy models and they can only engage the same number. Their health and damage is boosted to help compensate though. Ultimately the game is balanced around Large unit sizes. Smaller and Magic/single model units are hilariously dominant, bigger and they aren't as good. Large is what MP defaults to and has most interactions work properly.
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# ? Dec 7, 2016 21:16 |
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Dwarves have so many research options but a lot of them are pretty mediocre, especially the later civic ones. Bonus ld during siege defense is meh because the AI rarely initiates sieges in the first place and dwarves already have good ld. +20% of a certain trade good produced feels like it would net you a trivial amount of money. +10% settlement income and toolmakers seem very good over the course of the game and you get them very early on. I never upgraded the province ordinances because other stuff seemed more appealing. Master of stone and steel upgrade only giving another 5% discount to units but nothing else is a bummer when all the other upgrades basically double the effect.
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# ? Dec 7, 2016 21:59 |
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+Whatever% trade goods is basically useless, because why make a trade treaty when you should be confederating or infinite hell-war-ing everyone around you?
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# ? Dec 7, 2016 22:06 |
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wiegieman posted:+Whatever% trade goods is basically useless, because why make a trade treaty when you should be confederating or infinite hell-war-ing everyone around you? I'm pretty sure as the Dwarfs you shouldn't be war-ing the humans if you can help it... I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Dec 7, 2016 22:11 |
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Has anyone played with the 25% larger units mod? It looks like fun if a bit clusterfucky, but then I enjoy some imbalance in my strategy games over Rock Paper Scissors balance.
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# ? Dec 7, 2016 22:15 |
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wiegieman posted:+Whatever% trade goods is basically useless, because why make a trade treaty when you should be confederating or infinite hell-war-ing everyone around you? I've tried endlessly to make trade-based economies work and it's usually a huge investment of money, effort, and time for minimal returns as opposed to not giving a poo poo about all that crap at all and just spamming whatever your faction's income building is everywhere instead of actually building trade resource buildings. Having your income pegged to the whim of the flighty AI is a terrible idea and I'm basically positive that any increased profit you might make from trade over tinker shops is immediately devoured by all the cash you'll need to spend continually bribing people to not hate you because you own more territory than a van down by the river.
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# ? Dec 7, 2016 22:25 |
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Stephen9001 posted:I'm pretty sure as the Dwarfs you shouldn't be war-ing the humans if you can help it... Okay, Dwarfs and Humans don't fight, but the money you can make from trade pales in comparison to the money you can make from income buildings.
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# ? Dec 7, 2016 22:42 |
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The best success I've had with trade-based play is as the Empire. I just invaded Bretonnia and traded with all the elector counts until Chaos showed up. The Empire's +Growth edict also gives factionwide trade buffs (+5% per province REALLY adds up), and their trade buildings aren't bad as a secondary income, so it stacked up pretty high by the end of it. By the time I was starting to confederate, about a third of my income was from trade, which is a tidy chunk of change.
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# ? Dec 7, 2016 22:57 |
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Trade empowers your allies though, right? It can't be all bad. Then again I don't really min-max my way through campaigns so much as play how I think the faction should be played.
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# ? Dec 7, 2016 23:01 |
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I found trade to be far more profitable than taking a province and taxing it.
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# ? Dec 7, 2016 23:08 |
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Raiding your own provinces to force rebellions seems like something that they should fix so I stop doing it.
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# ? Dec 7, 2016 23:31 |
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I'm really hoping for more "Race to Karak Eight Peaks" type stuff. As much as I loved CotB (I'm alone in this I'm aware) I think King and the Warlord was my favorite DLC overall because it gave the game more of a point than map painting. And the pressure to get down to K8P was real.
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# ? Dec 7, 2016 23:35 |
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fnordcircle posted:I'm really hoping for more "Race to Karak Eight Peaks" type stuff. As much as I loved CotB (I'm alone in this I'm aware) I think King and the Warlord was my favorite DLC overall because it gave the game more of a point than map painting. And the pressure to get down to K8P was real. It was real for Angrund but I feel like the highlight for Crooked Moon was less K8P and more their fun starting position - probably the best in the game if your goal is to fight as many different factions at once as possible. I didn't make it to K8P til endgame because I was so busy conquering the whole mountain range dividing the Empire and Bretonnia.
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# ? Dec 7, 2016 23:40 |
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I'm super excited that the health potions have been removed in MP. Should make things interesting. CA is doing a pretty good job my bros.
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# ? Dec 7, 2016 23:41 |
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When is this unlocking? Midnight or the 7pm steam refresh?
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# ? Dec 7, 2016 23:49 |
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Asehujiko posted:When is this unlocking? Midnight or the 7pm steam refresh? CA forums claim noon eastern tomorrow, but that's the CA forums.
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# ? Dec 7, 2016 23:56 |
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fnordcircle posted:CA forums claim noon eastern tomorrow, but that's the CA forums. All the other DLC has been around that time.
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# ? Dec 7, 2016 23:56 |
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CA has been saying on Twitter and the Steam Community that you should update your drivers for the DLC release, so probably go and do that.
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# ? Dec 7, 2016 23:58 |
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Asehujiko posted:When is this unlocking? Midnight or the 7pm steam refresh? 4pm (ISH!) GMT according to today's stream Kaza42 fucked around with this message at 00:17 on Dec 8, 2016 |
# ? Dec 8, 2016 00:00 |
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Stephen9001 posted:I'm pretty sure as the Dwarfs you shouldn't be war-ing the humans if you can help it... What? No. Wrong. Those loving lanky shits shortchanged you 2 pennies 100 years ago for that castle you built for them. gently caress them and gently caress their manling loving coins, it's time to take what is rightfully owed.
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# ? Dec 8, 2016 00:03 |
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Korgan posted:What? No. Wrong. Those loving lanky shits shortchanged you 2 pennies 100 years ago for that castle you built for them. gently caress them and gently caress their manling loving coins, it's time to take what is rightfully owed.
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# ? Dec 8, 2016 00:05 |
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Most Dwarfs would be okay with the money plus interest. Once the books are balanced and they've gotten an apology they're actually fine. The fact that no Dwarf would ever pay back the money with interest or ever give an apology is why there are so many feuds between Dwarfs.
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# ? Dec 8, 2016 00:09 |
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Ravenfood posted:Important. You don't go grudging down their nation or whatever, you just go take the castle walls back. We've got to be honorable about this now. And naturally, if any dwarf dies in the process of claiming the missing payment, their deaths must also be avenged at a later date. It's only proper.
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# ? Dec 8, 2016 00:16 |
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The trade goods themselves should give global bonuses based on how much you are importing, like having dye make weaving houses more profitable, or salt giving bonus movement in snowy areas. They could have the same resource benefit different factions in different ways: Salt Empire/Dwarves: increases growth and recovery in meat producing buildings, for dwarves gives bonus movement for armies moving over snow. Vampire Counts: Reduces upkeep for zombie type units Greenskins: Improves recovery for cavalry/beast units Then it's worth researching production bonuses because you're getting something more than just money that scales with production. Note that right now some trade buildings are still worth it - gems cough up a lot of money and beer gives growth and public order.
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# ? Dec 8, 2016 00:21 |
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Dartonus posted:And naturally, if any dwarf dies in the process of claiming the missing payment, their deaths must also be avenged at a later date. It's only proper. wiegieman posted:Most Dwarfs would be okay with the money plus interest. Once the books are balanced and they've gotten an apology they're actually fine.
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# ? Dec 8, 2016 00:21 |
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Kaza42 posted:I think they've actually fixed magic to scale with unit sizes now. Before, damage spells did the same damage no matter what unit size. So if a unit has 50 models on Small, that could be 2000hp total. If it has 100 on Ultra, that's 4000hp. Naturally, a direct damage spell dealing 1000hp to an enemy unit is MUCH stronger on Small than Ultra. They tweaked the DOT spells at some point so that they scale slightly with unit size, in the sense that units with more dudes in them generally take a bit more damage. Magic is otherwise unchanged. It doesn't count for much though and ultimately the game is balanced for Large.
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# ? Dec 8, 2016 00:24 |
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I wonder how the wood elf vs orc matchup is going to play out. Orcs only real decent bet seems like it would be the doom diver, since their cavalry options are the least armored and their infantry seems like it would just be permanently kited. Welves seem like they're going to be extremely obnoxious
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# ? Dec 8, 2016 00:25 |
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Gay Horney posted:I wonder how the wood elf vs orc matchup is going to play out. Orcs only real decent bet seems like it would be the doom diver, since their cavalry options are the least armored and their infantry seems like it would just be permanently kited. Welves seem like they're going to be extremely obnoxious Goblins with silver shields + wolf riders may be helpful
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# ? Dec 8, 2016 00:27 |
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A lot of the goblin units have skulk. Seems a good play would be to surround the elves and suddenly attack.
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# ? Dec 8, 2016 00:42 |
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# ? May 1, 2024 15:22 |
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Fresh Shesh Besh posted:I'm super excited that the health potions have been removed in MP. Should make things interesting. CA is doing a pretty good job my bros. Health potions were only removed on heroes, you can still get them on generic lords. But yeah it owns.
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# ? Dec 8, 2016 00:53 |