|
ZearothK posted:You need to get them from Total War Access. They're not on Steam. Ah this helps. Thanks *As someone who ignored chaos, beastmen and wood elves until now
|
# ? Sep 1, 2018 15:46 |
|
|
# ? Apr 28, 2024 15:51 |
|
Panfilo posted:Slayers getting magical damage is great, especially for Ungrim who will be fighting a lot of undead in his campaign. The enemies that typically have hefty melee resist tend to be big monsters Slayers are probably already fighting. You shouldn't neglect Gyrocopters either, because in C&C their bombs do TREMENDOUS damage compared to the stock game (this may have changed since I tried them last). Speccing them to fight better in melee isn't a terrible alternative choice either, because in a lot of the late game meatgrinders you almost always run out of ammo and are rear charging stuff with them anyway. Yeah, Slayers are your earliest source of magical damage in C&C, and Ungrim lucks out because he can probably get to recruiting them at silver relatively quickly, which is when magical attacks unlock. Apart from that, IIRC only specced Ironbreakers, maybe some RoR I've overlooked, magic items on characters, and Rune of Wrath from Dwarf casters are your only sources of magical damage. Definitely a weakness of the Dwarf roster, but I suppose ethereal units are pretty much only a concern from the undead.
|
# ? Sep 1, 2018 15:56 |
|
albany academy posted:Ah this helps. Thanks
|
# ? Sep 1, 2018 16:29 |
|
Hmm, as much as I love the C&C Flame Cannon, I noticed that due to the slow projectile speed, it's actually causing that old effect where targeted enemy units would stall and try to avoid getting hit as they advanced. It's a testament to how powerful it is that when it does hit, a lot of things still die, but considering that I'm only running 4 melee units in my army setup, I'm tempted to shuffle from: 2 Master Engineers, 1 Thane, 2 Hammerers, 2 Longbeards, 4 Quarrelers, 4 Thunderers, 2 Cannons, 1 Flame Cannon, 1 Irondrake squad to 2 Master Engineers, 1 Thane, 2 Ironbreakers, 4 GW Longbeards, 4 Thunderers, 2 Cannons, 2 Grudge Throwers, 2 Irondrakes Still legal using Tabletop Unit Caps (that's 8 Special points and 4 Rare points), and vetted Grudge Throwers are still plenty good at counter-fire against enemy ranged units... toasterwarrior fucked around with this message at 18:38 on Sep 1, 2018 |
# ? Sep 1, 2018 17:09 |
|
toasterwarrior posted:Yeah, Slayers are your earliest source of magical damage in C&C, and Ungrim lucks out because he can probably get to recruiting them at silver relatively quickly, which is when magical attacks unlock. Apart from that, IIRC only specced Ironbreakers, maybe some RoR I've overlooked, magic items on characters, and Rune of Wrath from Dwarf casters are your only sources of magical damage. Definitely a weakness of the Dwarf roster, but I suppose ethereal units are pretty much only a concern from the undead. Lots of big monsters get decent physical resist through their respective Lord skills so Slayers are useful against quite a lot of annoying enemies. Really the one weakness (not really a weakness, just a bummer) is that Dwarves don't get true magic attacks and the analogues they do get are sharply limited in number of uses. This is contrasted with Empire who get a much more balanced roster, artillery comparable to Dwarves but also the potential to have an amazing time with magic. My only major gripe with Choice and Consequence is that naturally tanky factions just get tankier, but flimsy horde factions don't get as much to make up for it. This isn't as apparent with the AI since it can abuse income bonuses and properly swarm you with chaff, but playing as say Skaven it feels like you are much more hamstrung later on. Even Empire, with all their flexibility, really struggle against Lizardmen or Chaos.
|
# ? Sep 1, 2018 17:09 |
|
So what are some good mods for the Empire that are Choice and Consequence compatible?
|
# ? Sep 1, 2018 18:16 |
|
Hunt11 posted:So what are some good mods for the Empire that are Choice and Consequence compatible? Landmarks of the Old World and Old World Rites, both of which feel fairly balanced at this point. Empire Rites aren't anything special but they're a nice perk when you have a surplus of cash.
|
# ? Sep 1, 2018 18:33 |
|
If a friend of mine just has TW 1, and I have both but only TW 2 installed, can we play multiplayer against each other? I assume no and I’ll have to reinstall 1.
|
# ? Sep 1, 2018 20:05 |
|
I still love the dumb poo poo C&C does but oh man has it been a ride of good and bad decisions.
|
# ? Sep 1, 2018 20:59 |
|
Jeez, I'm still puzzled as all hell to why my Irondrakes aren't killing when they're clearly doing a lot of damage. Considering they're Rare Units and so are Gyrobombers, maybe I should just drop them, pick up a Flame Cannon again, and get a Gyrobomber for some more blob-clearing action as well as a way to lure bats and other flying assholes into aerial melee (and target practice for Thunderers). That still fits into the 5 Rare limit.
|
# ? Sep 2, 2018 17:48 |
|
Any suggestions for a Grimgor orc game? Every battle I win I end up with at least 3 or 4 of my units mostly dead which makes it hard to take a city before they've replenished their own troops. I'm about 10 turns in and have a full stack of mostly orc boyz but lost my black orc unit fending off a double stack.
|
# ? Sep 2, 2018 17:58 |
|
LLSix posted:Any suggestions for a Grimgor orc game? Every battle I win I end up with at least 3 or 4 of my units mostly dead which makes it hard to take a city before they've replenished their own troops. I'm about 10 turns in and have a full stack of mostly orc boyz but lost my black orc unit fending off a double stack. orc boys are good enough at killing, but they're bad as staying alive. Go for big uns asap, they have a lot more staying power
|
# ? Sep 2, 2018 18:04 |
|
LLSix posted:Any suggestions for a Grimgor orc game? Every battle I win I end up with at least 3 or 4 of my units mostly dead which makes it hard to take a city before they've replenished their own troops. I'm about 10 turns in and have a full stack of mostly orc boyz but lost my black orc unit fending off a double stack. IMO, don't expand; sack the poo poo out of everything and upgrade Black Crag/Iron Rock first until you can access Big 'Uns, and then replace all your Boyz with Big 'Uns. If you can spare the cash and time, get Rock Lobbas too. Boyz will crumble against a determined Dwarf army, and while Big 'Uns have no shields, they will fare a lot better against Warriors in an extended fight. Rock Lobbas are your true gamechanger against the Dwarfs: an outgunned Dwarf army is one in serious trouble, since they're slow as all hell and all that armor isn't going to do poo poo against huge rocks flying across the sky.
|
# ? Sep 2, 2018 18:05 |
|
Just picked this up after having burnt out on warhammer 1, and I have a few questions. Is there no way to set autosave so that it saves at the start of turns instead of after I misclick and lose a settlement? Is the reinforcement bug back? I've gotten some very strange reinforcement placements.
|
# ? Sep 2, 2018 18:22 |
|
ditty bout my clitty posted:Just picked this up after having burnt out on warhammer 1, and I have a few questions. The reinforcement bug is back, but fortunately there's a beta out right now aiming to fix it, so feel free to turn that on. Mods may break, however.
|
# ? Sep 2, 2018 18:24 |
|
I'm assuming Choices and Consequences and Advanced AI Mod are not compatible for TW W2, right?
|
# ? Sep 2, 2018 18:58 |
|
Crazy Joe Wilson posted:I'm assuming Choices and Consequences and Advanced AI Mod are not compatible for TW W2, right? C&C was built for WH2. Advanced AI got updated for WH2 fairly recently, and LuckySpade (C&C modder) says that C&C works fine, if not even better, with Advanced AI.
|
# ? Sep 2, 2018 19:05 |
|
Is their anyway to revert the commandments in the choice and consequence mod? I take some issue with the fact that in the long run the commandment that is supposed to deal with public order is only going to make things worse.
|
# ? Sep 2, 2018 19:47 |
|
Hunt11 posted:Is their anyway to revert the commandments in the choice and consequence mod? I take some issue with the fact that in the long run the commandment that is supposed to deal with public order is only going to make things worse. Nah man, commandments in C&C are supposed to have trade-offs. If the notification bothers you, you can turn it off in the settings menu.
|
# ? Sep 2, 2018 19:53 |
|
toasterwarrior posted:Nah man, commandments in C&C are supposed to have trade-offs. If the notification bothers you, you can turn it off in the settings menu. I get the trade offs. Every other commandment I am quite happy with in terms of what I get and lose out of each choice. What I don't like is having commandment that has two detriments. The expected trade off the one lowering income makes sense. The second trade off, the that increases chaos corruption, is what I take issue with as it makes the commandment start to negate the very reason why I chose to issue said order in the first place.
|
# ? Sep 2, 2018 20:09 |
|
The commandments are supposed to be tradeoffs to make each choice more meaningful. And it does work well with old world Rites; State Troop Levy+Imperial Steel let's you crank out a lot of experienced dudes in a short time.
|
# ? Sep 2, 2018 20:10 |
|
Crazy Joe Wilson posted:I'm assuming Choices and Consequences and Advanced AI Mod are not compatible for TW W2, right? C&C actually uses a modified version of Advanced AI (when it first came out it was required to have both installed) so you’ll see either no difference or a slight improvement with the new updated advanced AI
|
# ? Sep 3, 2018 00:10 |
|
BTW if you're considering getting into C&C, a new version is coming out this week. It's a rebuild of the current skill system, so saves won't be compatible.
|
# ? Sep 3, 2018 07:55 |
|
ditty bout my clitty posted:Just picked this up after having burnt out on warhammer 1, and I have a few questions. Can't change when it autosaves as far as I know but you can quicksave with CTRL+S at the start of the turn (or whenever).
|
# ? Sep 3, 2018 10:59 |
|
toasterwarrior posted:BTW if you're considering getting into C&C, a new version is coming out this week. It's a rebuild of the current skill system, so saves won't be compatible. Dang, is that a fact? I just downloaded it, seems pretty alright. Makes playing a little harder and that's ok with me.
|
# ? Sep 3, 2018 17:20 |
|
Crazy Joe Wilson posted:Dang, is that a fact? I just downloaded it, seems pretty alright. Makes playing a little harder and that's ok with me. Yeah, I've been just trying out factions I'm interested in instead of diving deep. Well, apart from Belegar, but then again I didn't have anything else to play last week so
|
# ? Sep 3, 2018 17:22 |
|
toasterwarrior posted:BTW if you're considering getting into C&C, a new version is coming out this week. It's a rebuild of the current skill system, so saves won't be compatible. Any idea of the changes?
|
# ? Sep 4, 2018 01:17 |
|
Panfilo posted:Any idea of the changes? quote:MAJOR CHANGES + FEATURES LIST
|
# ? Sep 4, 2018 03:32 |
|
He did go into detail about the economic changes, but this was before the backer beta so some of the numbers might be slightly different.quote:TLDR VERSION:
|
# ? Sep 4, 2018 03:36 |
|
Here's a video showing the Empire skill line after the patch: https://www.youtube.com/watch?v=a6R9lwgzi7Q. Basically the skill line re-organization lets you access certain tiers (and units) much faster since he removed most of the level gating. There's also the new exclusive line where you can choose a god to buff your army along a speciality like the WH2 races can access. There's also the new Knightly Orders from the submod if you're into that. I'll pass, personally.
|
# ? Sep 4, 2018 06:09 |
|
Looks pretty neat. They added quite a lot of units that I used to see in Steel Faith, so that should be fun. Though 'Black Guard' is rather redundant of a name considering Dark Elves' counterpart unit is 'Black Guard of Naggarond'. Could've just named them 'Obsidian Guard' or something.
|
# ? Sep 4, 2018 06:28 |
|
Panfilo posted:Looks pretty neat. They added quite a lot of units that I used to see in Steel Faith, so that should be fun. Though 'Black Guard' is rather redundant of a name considering Dark Elves' counterpart unit is 'Black Guard of Naggarond'. Could've just named them 'Obsidian Guard' or something. Nah, "Black Guard" is the canon name for Morr's knights.
|
# ? Sep 4, 2018 06:43 |
|
toasterwarrior posted:Nah, "Black Guard" is the canon name for Morr's knights. Oh, how unoriginal. They did seem among the more interesting ones. So Questing Knights but Grimdark basically.
|
# ? Sep 4, 2018 07:48 |
|
Panfilo posted:Oh, how unoriginal. Well, more accurately like Phoenix Guard except for the human god of death (who isn't evil) and his clergy. Stoic, to the point of a vow of silence on active duty, and specialized for killing undead. Spooky dudes.
|
# ? Sep 4, 2018 07:52 |
|
Yeah, Morr is actually one of the nicest human Gods, overall. He's also specifically the God of the Dead, rather than Death, being as his main role is to defend the dead from Chaos and give them someplace to actually rest rather than get eaten by the dozen and one things that eat souls in hams country.
|
# ? Sep 4, 2018 10:18 |
|
Kinda interesting how Bordeleaux's game has changed from "kill Moussilon, confederate or pick up scraps when Carcassone and other neighbors get murdered by Wood Elves, Beastmen, and/or Southern Realms", to "kill Moussilon, stare down Tyrion until he fucks off or pulls the trigger, confederate or pick up scraps when Carcassone and other neighbors get murdered by Wood Elves, Beastmen, Skyre, and/or Southern Realms". Basically this Region Trading mod rules by letting me "expand" by trading my useless gold for my fellow Bretonnians' regions, instead of having me rely on confederation or waiting until they die off. Otherwise I wouldn't have enough leeway to do so, not with loving Tyrion just sitting in my regions instead of having the balls to declare all-out war.
|
# ? Sep 4, 2018 12:03 |
|
Gonna reinstall for the first time since Queen n crone came out. C&C is the new hot mod everyone talking about? How is it for QOL addins, does it have the likes of the at home move bonus rolled into it?
|
# ? Sep 4, 2018 12:43 |
|
Southpaugh posted:Gonna reinstall for the first time since Queen n crone came out. C&C is the new hot mod everyone talking about? How is it for QOL addins, does it have the likes of the at home move bonus rolled into it? Hah, I dunno about new and hot, just me getting really into it and eventually dropping an effortpost. I'm pretty sure Panfilo has been into it for much longer. C&C is generally a total overhaul, but I do use a bunch of QoL mods with it and it doesn't seem to conflict. The move bonus one is, in fact, one of the mods I use with it, along with the one preventing AI agent actions.
|
# ? Sep 4, 2018 13:14 |
|
It took me a while to realize that when brits said "blaggard" the word they were actually saying was "blackguard" and that was how it was actually pronounced.
|
# ? Sep 4, 2018 14:31 |
|
|
# ? Apr 28, 2024 15:51 |
|
Southpaugh posted:Gonna reinstall for the first time since Queen n crone came out. C&C is the new hot mod everyone talking about? How is it for QOL addins, does it have the likes of the at home move bonus rolled into it? It's an okay mod. It's main audience is people who have played vanilla, or less radical overhauls, until burnout and want a shake-up
|
# ? Sep 4, 2018 15:14 |