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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Hams Elf History is basically best summed up with a giant sign that says "We Have Made Errors."

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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Zaphod42 posted:

Every TW2 faction is awesome and better than basically all the TW1 factions

They're also dinosaurs who ride dinosaurs :allears:

I dunno


https://www.youtube.com/watch?v=FIU6BmuHtI0

but yeah it's close

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Zaphod42 posted:

Every TW2 faction is awesome and better than basically all the TW1 factions

They're also dinosaurs who ride dinosaurs :allears:

I love this because it is like a human riding a horse

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Third World Reggin posted:

I love this because it is like a human riding a horse

How else are you going to convince the T-Rex that you, too, enjoy crushing rats and you should get along?

President Ark
May 16, 2010

:iiam:

Night10194 posted:

Hams Elf History is basically best summed up with a giant sign that says "We Have Made Errors."

it can also be summarized by this: https://www.youtube.com/watch?v=cvkBvzpbBPs&t=97s

Drunk in Space
Dec 1, 2009
Is it not possible to deploy heroes in a region like the first game, so that the game recognizes they're busy doing something? I have a mage I want kept in one place because she gives construction bonuses, but it's getting tiresome having to press the skip notification button all the time because she's not moving. I know you can turn off notifications for heroes who haven't moved, but I don't want to do that because every now and then there's some hero on the other side of the map I want to move that I would forget about otherwise

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
the empire has mammals riding mammals, and I guess, avians?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Third World Reggin posted:

the empire has mammals riding mammals, and I guess, avians?

Avians that are also mammals.

If there is one disappointment in this game it is the lack of catbird.

Pendent
Nov 16, 2011

The bonds of blood transcend all others.
But no blood runs stronger than that of Sanguinius
Grimey Drawer
Ive tried every faction a bit in the campaign and have bounced off all of everything but Skaven. They just feel so good to play it's addicting. You can summon So Many rats all over the map and even can turn them into suicide bombers sometimes which is downright hilarious when you cripple multiple units of elite infantry with a single unit of clanrats in the back lines.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Drunk in Space posted:

Is it not possible to deploy heroes in a region like the first game, so that the game recognizes they're busy doing something? I have a mage I want kept in one place because she gives construction bonuses, but it's getting tiresome having to press the skip notification button all the time because she's not moving. I know you can turn off notifications for heroes who haven't moved, but I don't want to do that because every now and then there's some hero on the other side of the map I want to move that I would forget about otherwise

Its been changed so that now they do their "deployment" by default 24/7 just for being in a province. This is a good change, but definitely throws you at first coming from TW1. If you mouse over them and look at the icons you can see that they're doing their passive bonus all the time.

A few other minor things like that have been adjusted which gave me pause for a second. Like when you go to visit a ruins, the cursor looks different now that they have treasure to search for and stuff. It still works the same way just looks different.

When you add an agent to an army, he doesn't just join up, but instead has a deployment action. He still joins the army, just adds a passive bonus too. Its weird and kinda the opposite of the change above, but again it works fine it just takes getting used to if you're familiar with TW1 already. I was like "no, I don't want you to do this bonus, I want you to join the army! How do I do that?!?" but you do both.

But as for "recognizes they're busy" so you don't get "hero didn't move this turn" on your end-turn prompt, I don't think there's a way to do that. Which is stupid.

Zaphod42 fucked around with this message at 05:35 on Oct 1, 2017

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Hieronymous Alloy posted:

Holy poo poo

Ok I started with skaven and they're cool and all

But I didn't realize the lizards were dinosaurs with friggin' laser beams

Were you in this thread at all prerelease

If so how on earth did you not hear about how insanely radical Lizardmen are

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Captain Oblivious posted:

Were you in this thread at all prerelease

If so how on earth did you not hear about how insanely radical Lizardmen are

no I didn't want to get too hyped, also was distracted by divinity: original sin 2

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Hieronymous Alloy posted:

no I didn't want to get too hyped, also was distracted by divinity: original sin 2

Make sure when playing as Lizardmen you immediately max the red line leader skill that buffs Saurus. Saurus are hysterically swole bread and butter infantry and anything that acts as a force multiplier on them yields hella dividends.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
Yeah no matter which lord you pick go hard on Saurus early game, they're absurdly OP. I made the mistake of thinking "I'll focus on skinks and skink skills" and boy was that a fuckup. Saurus are friggin champs.

Like they're Tier 1 Minotaurs

Drunk in Space
Dec 1, 2009

Zaphod42 posted:

Its been changed so that now they do their "deployment" by default 24/7 just for being in a province. This is a good change, but definitely throws you at first coming from TW1. If you mouse over them and look at the icons you can see that they're doing their passive bonus all the time.

A few other minor things like that have been adjusted which gave me pause for a second. Like when you go to visit a ruins, the cursor looks different now that they have treasure to search for and stuff. It still works the same way just looks different.

When you add an agent to an army, he doesn't just join up, but instead has a deployment action. He still joins the army, just adds a passive bonus too. Its weird and kinda the opposite of the change above, but again it works fine it just takes getting used to if you're familiar with TW1 already. I was like "no, I don't want you to do this bonus, I want you to join the army! How do I do that?!?" but you do both.

But as for "recognizes they're busy" so you don't get "hero didn't move this turn" on your end-turn prompt, I don't think there's a way to do that. Which is stupid.

Yeah I noticed those things, and you're right - it's a good change that you don't have to fiddle around with deploying heroes to actually get those bonuses. I just want a way to tell the game that, hey, I know what this character is doing, they're in this place for a reason, so shut up about them already.

edit: I'll probably just stick a lord in a city there and embed her in it.

Drunk in Space fucked around with this message at 06:00 on Oct 1, 2017

Comstar
Apr 20, 2007

Are you happy now?
The Lizardmen are dinosaurs acting as the Roman Legion but also armed with Baneblade and Shadowsword super heavy cavalrybattletanks.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

High Elves are okay at trading I guess

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
I like the idea of trade factions but since the game tends to go to consolidation mode for factions and you can't trade with your self, ehhh doesn't seem as good

Has anyone seen a rogue army take cities yet? Most of the ones I've seen have just sat there.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Wafflecopper posted:

High Elves are okay at trading I guess



High elves spying on trades is the coolest poo poo. Usually the AI demands a non-aggression pact before they'll trade with you but Elves are like "gently caress yeah, lets trade with our enemies"

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Third World Reggin posted:

I like the idea of trade factions but since the game tends to go to consolidation mode for factions and you can't trade with your self, ehhh doesn't seem as good

Has anyone seen a rogue army take cities yet? Most of the ones I've seen have just sat there.

Some dark elf adventurer with five black dragons and a bunch of chaos knights conquered half the vampire coast in my HE game. I only just dislodged them from the coat and pushed them back inland.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Drunk in Space posted:

Is it not possible to deploy heroes in a region like the first game, so that the game recognizes they're busy doing something? I have a mage I want kept in one place because she gives construction bonuses, but it's getting tiresome having to press the skip notification button all the time because she's not moving. I know you can turn off notifications for heroes who haven't moved, but I don't want to do that because every now and then there's some hero on the other side of the map I want to move that I would forget about otherwise

turning off notifications seems to be the only way to get what you want

Cpt_Obvious
Jun 18, 2007

Hot High Elf tip:

There is a tech that grants full vision to all parts of the ocean. This will get you a ton of trade route possibilities. Make that money, honey.

NewMars
Mar 10, 2013
I think their second ritual does that too, except it just shows every port instead of every sea zone. Or maybe that was just a random event.

Drunk in Space
Dec 1, 2009

Third World Reggin posted:

Has anyone seen a rogue army take cities yet? Most of the ones I've seen have just sat there.

Jerrod's Errantry Army took Albion and most of the Shifting Isles in my game, and is basically unbeatable at sea due to how much having an army with about 15 Grail Knights in it counts for in the auto-resolve.


Third World Reggin posted:

turning off notifications seems to be the only way to get what you want


Yeah I know, I said that. The problem is I'd prefer to keep them on, because it's legitimately useful in a game like this where you can have a lot of far-flung units off conquistadoring or whatever that you can very easily forget about.

One way around the issue, as I've just done, is to recruit a garrison lord and embed the hero with them. I'm far enough along in the campaign that the upkeep hit isn't much to worry about. Still, this is definitely something I'd like to see them patch at some point.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Zaphod42 posted:

Every TW2 faction is awesome and better than basically all the TW1 factions

They're also dinosaurs who ride dinosaurs :allears:

I must be boring and/or racist because Empire are still my favourites followed closely by Orcs. I'm kinda missing having a regular Joe Human faction to play with in this episode. Here's hoping for Araby DLC though.

SickZip
Jul 29, 2008

by FactsAreUseless

Beer Hall Putz posted:

They cost something crazy like 500 gold per turn upkeep. High elf replenishment and early economy are both dreadful (not sure why people are complaining about public order). Bombs are useful for gate guards, but archers are always going to perform better for the cost early on. The real problem is they're going to get injured fairly often and waiting for replenishment just isn't worth the extra turns with a main army. They also suffer from the same problem that cavalry does on higher difficulties. Nothing breaks until it's pretty much dead and your 'anti-infantry' cav gets murdered after charging in, because said infantry outnumber them and don't give a poo poo.

The Phoenix is insanely good. I had one save my VH campaign by taking 5 Spearmen and a Swordmaster from full to 10-20% life and routing in around 5 seconds.

Pheonixes are flat out broken once you figure out their bombs.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

SickZip posted:

The Phoenix is insanely good. I had one save my VH campaign by taking 5 Spearmen and a Swordmaster from full to 10-20% life and routing in around 5 seconds.

Pheonixes are flat out broken once you figure out their bombs.

What are you feeding your phoenix? I bombed the poo poo out of a similar battleline, landed all 10 bombs right in the middle of loads of troops in quick succession, and it did maybe 10 or 20% to each. I disbanded it after that, because that was pretty much perfect conditions and it still wasn't very impressive

e: Here's another great load screen tip



Pictured: Setting waypoints
Not mentioned at all in the text: Setting Waypoints

Wafflecopper fucked around with this message at 07:53 on Oct 1, 2017

MadJackMcJack
Jun 10, 2009

Zaphod42 posted:

Every TW2 faction is awesome and better than basically all the TW1 factions

Listen 'ere ya zoggin' git, demz fightin' wordz! Da best kinda wordz!

Once ME comes out I'm totally taking Grimgor on a New World tour.

Vorpal Cat
Mar 19, 2009

Oh god what did I just post?

Wafflecopper posted:

High Elves are okay at trading I guess



I like how they unlock extra techs by having maxed out trade resource buildings, giving you even more incentive to go heavy into trade. It reminds me a bit of a toned down version of Norsca's faction capital techs, obviously nowhere near as good, but extremely fast to research once unlocked.

They also seem to have buffed how many trade resources each trade route will take, In WH 1 it almost wasn't worth upgrading production buildings because you would never have enough trade routes to take all the goods. In my Loremasters game I'm selling two full production buildings worth of diamonds with enough extra capacity for a third if I had one. The only good that's at less then 100% is the elven, trinkets I'm making basically everywhere, and that's at over 90% even though the other high elves I'm trading with won't take any.

Vorpal Cat fucked around with this message at 08:20 on Oct 1, 2017

Eimi
Nov 23, 2013

I will never log offshut up.


My main problem is you soon run out of trading partners. I guess if you ignore the ritual you can keep some of the lizardmen interested in trading, and I imagine Teclis has more options, but as Tyrion you eventually conquer Ulthuan and just sit there with all these resources but no one to hand them off to.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Eimi posted:

My main problem is you soon run out of trading partners. I guess if you ignore the ritual you can keep some of the lizardmen interested in trading, and I imagine Teclis has more options, but as Tyrion you eventually conquer Ulthuan and just sit there with all these resources but no one to hand them off to.

Send an agent down to the Southlands and make the crusader states your friends via influence. They'll buy up all your stuff and won't be interested in attacking you.

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
What the gently caress does a black ark do. I filled one with dudes and sent it to sea and they can't get off. It says it has magical powers but it can't attack ports or whatever. What is the function of this piece of poo poo?

Ra Ra Rasputin
Apr 2, 2011
Are there any units missing from the current 4 factions rosters? I know people have mentioned some skaven ranged units missing, but anything for the lizardmen that would help with their crippling weakness against archers?

Perestroika
Apr 8, 2010

JBP posted:

What the gently caress does a black ark do. I filled one with dudes and sent it to sea and they can't get off. It says it has magical powers but it can't attack ports or whatever. What is the function of this piece of poo poo?

See that dashed circle around it? That's its support range. Any other army inside that range can recruit units from the Ark's buildings, have their replenishment boosted, and if there's a combat within that range it gives you three fairly powerful bombardment-type abilities. You can also buy a building that massively boosts money made from winning fights, raiding, and sacking in that radius. The Ark is basically a floating city to support your invasions, its own units are mostly for self-defense or to gently caress up enemy armies on water.

Edit:

Ra Ra Rasputin posted:

Are there any units missing from the current 4 factions rosters? I know people have mentioned some skaven ranged units missing, but anything for the lizardmen that would help with their crippling weakness against archers?

Dark Elves used to have a few more monsters. IIRC they can also get Manticores, the Kharibdyss (basically an aquatic version of the Hydra with poison instead of fire), and a Medusa whose gaze will cause people to spontaneously exsanguinate. There's also an additional lord/hero type, the Beastmaster, who's all about buffing the hell out of those monsters. Lizardmen had a few more types of small-ish dinosaurs, most notably salamanders and razordons who could shoot fire and spines, respectively.

Perestroika fucked around with this message at 09:35 on Oct 1, 2017

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Ra Ra Rasputin posted:

Are there any units missing from the current 4 factions rosters? I know people have mentioned some skaven ranged units missing, but anything for the lizardmen that would help with their crippling weakness against archers?

Each faction is missing a few things that we will inevitably see in DLC. Off the top of my head there's:

High Elves
White Lion Chariot: A chariot pulled by white lions and manned by White Lions
Shadows: Hybrid battlefield scouts/assasins
Sisters of Athelorn: Elite archers with magic flaming bows
Skycutter Chariot: Flying chariot pulled by a bird. Comes with a mounted bolt thrower
Archmage: Caster Lord

Dark Elves:
Warlocks: Magic light cavalry with bound spells
Medusa: Magic monster that makes thing bleed to death by looking at them
Bloodwrack Shrine: A big chariot with a medusa on it
Charybdis: Similar to a hydra but more geared to take down other large monsters rather then ranked units
Scourgerunner chariot: Light skirmishing chariot with a harpoon gun
Sisters of Slaughter: Gladiator light infantry

Lizardmen:
Ark of Sotek: Bastiladon variant that can shoot snakes and deploy snake swarms
Hunting pack: Large lizards that shoot volleys of spines
Salamander pack: Large lizards that shoot fire
Ripperdactyls: Melee/shock focused dactyls
Troglodon: Big bipedal dino that can spit acid and has a special skink with bound spells.

Skaven:
Ratling gun: Rapid fire gun that's very inaccurate and unreliable
Poison gas mortar: Mortar that gasses units
Choppy thing: I can't remember its name but it's a chainsaw/lawnmower thing that gets pushed into enemy units
Warplock Jezzails: Long range sharpshooters with pavise shields
Giant rats: War hound style unit for taking down skirmishers

MadJackMcJack
Jun 10, 2009

NoNotTheMindProbe posted:

Send an agent down to the Southlands and make the crusader states your friends via influence. They'll buy up all your stuff and won't be interested in attacking you.

God I wish I could do that as Mazdamundi. Most everyone hates me (the Knights of the Flame declared war on me as soon as I met them!) and the ones who don't are landlocked so I can't trade.

Oddly enough one of those rogue armies asked if I wanted them to join in my war with the Knights, so now there's a big war basically started by me that I have no part in.

peer
Jan 17, 2004

this is not what I wanted

Man I hope blood dlc isn't too far off, the game feels weird without it

AttackBacon
Nov 19, 2010
DEEP FRIED DIARRHEA

Ra Ra Rasputin posted:

Ok, I really want to know what it does.

I'm building it in my Kroq campaign right now (takes "only" 20 turns because of some techs I've got). Off the top of my head it's +30 to winds of magic for all your dudes globally, +7 to lord and hero recruit ranks globally, something else, and +20 vampiric corruption in that province. Luckily Lizards have enough anti-corruption stuff that I can handle that part.

Ibblebibble posted:

Which lines are best to focus on for Kroq-gar? I've got a hodgepodge of blue line and unique yellows, but I have the feeling I could skill him much better.

Also RIP my starting skink priest, too cool for this world.

I went all the way down blue, focusing on econ skills (so -recruitment costs and -upkeep) as well as grabbing lightning strike and the final talent (which is fkn awesome). It's a super good tree to get early on, I think it's the clear best choice to rush, doesn't take much investment either. After that there's a good argument to be made for either yellow or red but I prefer yellow. Kroq wants to heavily focus Saurus and the early red bonuses to them are pretty meh. They do their job just fine without them. Whereas once you get Kroq up on Grymloq he is the single strongest lord in the game (he can 1v1 anyone, even a fully kitted out Malekith on Seraphon, Hand of the Gods does massive single target damage and he's got insane stats on Grymloq) and if you go yellow tree he becomes basically invincible.

For Lizardmen in general I'd say the red tree is fairly safe to skip. Blue is SUPER good and doesn't take many points (just 11). The yellow tree is more important for both Slann and Old-Bloods, and you have SUPER good heroes that scale insanely well because they can all end up on gigantic end-game monstrous mounts. And heroes obviously don't benefit from the lord's red tree, so you aren't getting the same value out of it as you would in other factions. Slann obviously wanna go yellow to make use of their insane spellcasting and special abilities, while Old-Bloods want to go yellow because they end up on gigantic monsters that when you go yellow tree are faster than skirmisher cavalry, hit harder than giants, and are as durable as mammoths.

Gonkish
May 19, 2004

Third World Reggin posted:

Has anyone seen a rogue army take cities yet? Most of the ones I've seen have just sat there.

I saw the Beastmasters take over to the East of Naggarond in my dark elf game, they were pushing Har Ganeth so hard that they confederated really quickly. I then saw why: three full stacks with AT LEAST six hydras each, backed up by swarms of squigs. Crazy.

I also saw the Hunters of Kurnous take over the northeastern bits of Ulthuan in my high elf game. They ended up being a huge thorn in my side, because despite being shooty as all hell the High Elves aren't as shooty as stacks packed with Waywatchers and Glade Riders. And I mean packed. You haven't seen hell until you've seen a stack of 6 glade riders backed up by the rest of the loving stack as Waywatchers. God drat did that hurt.

Rogue armies are awesome.

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Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

NoNotTheMindProbe posted:

I must be boring and/or racist because Empire are still my favourites followed closely by Orcs. I'm kinda missing having a regular Joe Human faction to play with in this episode. Here's hoping for Araby DLC though.

High Elves are basically the Joe Human of TW2. Just squint a little bit.

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