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wearing a lampshade
Mar 6, 2013

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

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toasterwarrior
Nov 11, 2011

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.

packetmantis
Feb 26, 2013

albany academy posted:

Ah this helps. Thanks


*As someone who ignored chaos, beastmen and wood elves until now

:vomarine:

toasterwarrior
Nov 11, 2011
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

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

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.

Hunt11
Jul 24, 2013

Grimey Drawer
So what are some good mods for the Empire that are Choice and Consequence compatible?

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

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.

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
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.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
I still love the dumb poo poo C&C does but oh man has it been a ride of good and bad decisions.

toasterwarrior
Nov 11, 2011
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.

LLSix
Jan 20, 2010

The real power behind countless overlords

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.

Agean90
Jun 28, 2008


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

toasterwarrior
Nov 11, 2011

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.

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe
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.

toasterwarrior
Nov 11, 2011

ditty bout my clitty posted:

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.

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.

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!
I'm assuming Choices and Consequences and Advanced AI Mod are not compatible for TW W2, right?

toasterwarrior
Nov 11, 2011

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.

Hunt11
Jul 24, 2013

Grimey Drawer
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.

toasterwarrior
Nov 11, 2011

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.

Hunt11
Jul 24, 2013

Grimey Drawer

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.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
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.

Scrub-Niggurath
Nov 27, 2007

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

toasterwarrior
Nov 11, 2011
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.

Flakey
Apr 30, 2009

There's no need to speak. You must only concentrate and recall all your past life. When a man thinks of the past, he becomes kinder.

ditty bout my clitty posted:

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.

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).

Crazy Joe Wilson
Jul 4, 2007

Justifiably Mad!

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.

toasterwarrior
Nov 11, 2011

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 :v:

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

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?

Scrub-Niggurath
Nov 27, 2007

Panfilo posted:

Any idea of the changes?


quote:

MAJOR CHANGES + FEATURES LIST



LORD SKILL TREES

All lord skill trees reworked, with 40 levels available (Up from 30)

Much greater flexibility in how you choose to progress down the trees, with fewer level locks

New faction specific skills, many of them God-dedicated

Hugely improved aesthetics, with boxes and link skills

Significantly improved choices offered by the character/blue lines

Improved AI skill selection

Completely reworked unit buff skills, creating much tougher choices

Melee lords are significantly improved, and come with abilities and unique army abilities pre-unlocked, such as Jungle Swarm, Stream of Corruption & Feed!



NEW UNITS

New optional units submod containing over 15 new units

New Empire Knightly Orders, primarily tied to God dedication choices

New Bestigor God dedicated units

More units planned for a later date



NEW ARMY ABILITIES

Over 30 new army abilities created

Many are faction/god specific and every faction now has at least 4


ECONOMIC OVERHAUL


Complete economic overhaul, making for a significantly tougher challenge

Unique faction economic strengths and weaknesses, displayed on faction selection screen as well as ingame

Greater parity between the economies of different races

Changes to trading volumes will make trading much more important



UNIT CHANGES

Many units rebalanced after extensive feedback and testing

Single Entity units (lords, monsters) now deal a much greater amount of damage to offset the splash damage mitigation

Monstrous Infantry damage reduced significantly

Complete unit spacing overhaul, for better visuals, whilst fitting their race better

Units will no longer fall out of formation when moving



SPELL+ ABILITY OVERHAUL

All spells and abilities have been examined and most have been improved

Vortexes, bombardments, wind + breath spells have had their damage nerfed in most cases, as many were crazy OP

Many buff/debuff spells now offer new effects, increasing their usefulness

New overcast functions for fireball and Soul Quench

Complete description overhaul, making it clear exactly what a spell/ability is supposed to be used against

Large number of ability images replaced with higher resolution, and often more fitting images



BLACK ARKS

Black Arks significantly improved, offering full recruitment access, better auto-resolve bonuses, better base growth and increased unit cap for corsairs



AI RECRUITMENT OVERHAULED

AI will now have much better recruitment priorities, and will choose much more interesting army compositions



CONFEDERATION BONUS REMOVED

Confederation bonuses have been removed from all difficulty levels, making steamrolling less of an issue, and making confederation much more logical



ROR CHANGES

All ROR troops are now affected by all unit skill buffs, gaining all 3 veterancy levels immediately (Seriously this took so much effort to get working!)

ROR stats reduced to be approx. equivalent to rank 9 troops

A number of ROR now have new unique strengths, such as specific stat buffs or new attributes/abilities, helping to differentiate them from standard troops


COMPATIBILITY

New compatibility patches for Faction unlocker, Southern Realms/ Mixu's Lords will be available with the 3.0 launch. Please note that these will not include skill tree changes

A massive compatibility list is also in the works and will be released with 3.0 as well

Scrub-Niggurath
Nov 27, 2007

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:

1) Standardise base economic bonuses between the factions, whilst making the system easier to understand and plan for

2) Create faction specific economic strengths and weaknesses, promoting varied campaign playstyles

3) Increase the importance of trade for the relevant factions

4) Increase the overall difficulty of the campaign



STANDARDISATION



TRADE RESOURCES

The first thing to note is that the way factions trade resources will be changing:

Each trading partner will now be able to receive resources based upon the number of regions they own

Each region that your trade partner controls will allow you to export 5 of each resource type you possess

Example:

So if you have 2 trade partners, one with 1 region and the other with 5 regions, then that means that you would be able to trade 30 of each of the resources you possess

The maximum number of regions taken into account is 20, meaning a maximum of 100 of each resource can be traded with a trade partner that possess 20 or more regions

This means the overall number of resources you can trade will be greater than in vanilla (where the maximum was closer to 50)

To balance this, the number of resources produced by each resource building has been decreased and standardised

For a standard resource building you will gain 15 at tier 1, 25 at tier 2 and 35 at tier 3 (45 at tier 4 - Dwarfs only)

Golden Idols and Gems are the exception, which you gain at a rate of 10/15/20

Non-resource dedicated buildings will gain resources at a rate of 5/10/15 (e.g. the trinkets gained from industry buildings for High Elves)



INCOME

The ways of gaining income from buildings has also been standardised:



Farms will now give 50/75/100

Public Order buildings will now give 50/75/100

Industry buildings will give 100/200/300

Ports will give 150/300/450 (along with a boost to trade tarrif income)

Special Buildings + landmarks will still give variable amounts



As you can see this is substantially less than you currently get, which is designed to increase the importance of both trade, sacking and looting and resource buildings



Resource buildings now give 100/150/200

Gold Mines and Gem Mines give 600/750/900, making these particuarly valuble

There are exceptions to this rule, like for Wood Elves and Norsca who can only build a single tier of a resource building (granting 150 income, 20 resources)

This means that resource buildings will now be EXTREMELY valuble, both for their trade resources and base income



GROWTH

Growth is also being standardised with buildings offering 20/30/40 (with a few exceptions)



PUBLIC ORDER

Public order is again being standardised at 2/4/6/8/10 (increasing the importance of edicts, lord skills, followers and special buildings)



FACTION SPECIALISATIONS

So with the standardisations in place, I then have assigned faction-specific strengths and weaknesses

For some factions this will increase the importance of acquiring certain types of resources



THE EMPIRE

Jack-of-all trades, they recieve a small bonus to income from all resource buildings

- +20% income bonus from all resource buildings, representing their jack-of-all trades playstyle

- Roads can only be built in the provincial capital. They provide a 15% increase to all building income from the province and +25% campaign movement range foer the whole province



DWARFS

Dwarfs specialise in resource collection, with access to tier 4 resource buildings and powerful trade depots. They do however suffer from slow growth

- +50% extra income from iron, obsidian & marble resource buildings

- +150% extra income from brewerys

- Dwarfs gain additional income from toolmakers via their campaign skills

- Can build tier 4 resource buildings (extra 10 resources and 50 income, +5 growth where applicable)

- Trade depots provide large bonuses to trade & +15% from all buildings in the province. They can only be built in provincial capitals

- Dwarfs receive 50% less growth from all non-settlement buildings



HIGH ELVES

High Elves specialise in trade and cultural resources. They suffer from slightly slower growth

- +100% extra income from Dyes, Marble, Medicine, Pottery, Spices, Wine resource buildings

- High Elves receive bonuses to trade tarrif income and trade resource production via their lord's campaign line skills

- High Elves receive 35% less growth from all non-settlement buildings



LIZARDMEN

Lizardmen specialise in several natural resources, and benefit from the Geomantic Web Building

- Lizardmen receive +100% income bonus from animals, furs, medicine, pastures, wood resource buildings

- The Geomantic Web building provides a building income bonus up to 15% for the local province. Can only be built in provincial capitals



WOOD ELVES

The wood elves are a unique case and receive a strong base income from their Grape Vine buildings. They can also receive global income buffs from outposts. They also receive the -35% Elf growth penalty



NORSCA

Like the wood elves, Norsca are a special case and receive bonuses to raiding via their lord's campaign skills. Their income from buildings is standard, and they have access to far fewer resource buildings. They do however benefit from good income and other bonuses from the slaves building chain



BRETONNIA

Bretonnia have no resource building bonuses, but instead have strong bonuses for their base farm and industry buildings. The region can then be further enhanced by an additional doubling of the economic output of the building

- Bretonnian factions receive +300% income bonus from farms

- Bretonnian factions receive +200% income bonus from industry

- This can be then be doubled with the specialisation buildings



GREENSKINS

Greenskins cannot trade, so they receive substantial increases to both resource + infrastructure building income and post-battle/raiding/sacking/looting income via their campaign line skills and Raiding Stash

- +100% income from infrastructure buildings (farms, public order, industry, ports)

- 50% income from resource buildings

- Raiding Stash now provides large bonuses to post-battle/raiding/sacking/looting income and can only be built in provincial capitals

- Lord campaign skills offer large bonuses to post-battle/raiding/sacking/looting income



VAMPIRE COUNTS

VC receive no extra bonuses to resource or infrastructure buildings as they benefit from additional income from the Necromancer's Tower and Vampire's Keep



TOMB KINGS

No major changes as they are suppose to be income-restricted. They also receive slightly less resources from resource buildings than other factions



DARK ELVES

Dark Elves receive no bonuses to resource/infrastructure buildings as they can generate large income from slaves. They also receive the Elf -35% growth penalty



SKAVEN

Skaven receive a small additional income from all non-resource, non-infrastructure, non-settlement buildings. Their energy building also provides a large income boost

- Buildings that aren't settlement, infrastructure or resources provide additional income up to 125

- Energy building can increase provincial income by up to 100%

toasterwarrior
Nov 11, 2011
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.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
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.

toasterwarrior
Nov 11, 2011

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.

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬

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.

toasterwarrior
Nov 11, 2011

Panfilo posted:

Oh, how unoriginal.

They did seem among the more interesting ones. So Questing Knights but Grimdark basically.

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.

Night10194
Feb 13, 2012

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

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.

toasterwarrior
Nov 11, 2011
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.

Southpaugh
May 26, 2007

Smokey Bacon


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?

toasterwarrior
Nov 11, 2011

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.

Runa
Feb 13, 2011

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.

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SickZip
Jul 29, 2008

by FactsAreUseless

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

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