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So after a crash corrupted my install I redownloaded, disabled all mods and the game still crashes mid-turn 1. Verified files, drivers are up to date, all that good stuff. Really not sure what to try to fix it, anyone got any suggestions? I just wanna smush my new mens in to some other mens.
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# ? Nov 11, 2018 16:04 |
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# ? May 7, 2024 13:25 |
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Ravenfood posted:Noctilus or Aranessa for a ME campaign? I'm doing a Vortex Harkon (in retrospect should have done Cylostra) but the other two are both much closer to the old world. Noctilus looks like he's in the dead center of everything and so can fight absolutely everyone, while Aranessa is tucked so far into Tilea's bay that she might struggle to really raid anywhere but the badlands/araby/border princes/estalia areas, which still isn't bad. I'm doing an Aranessa ME campaign and it's a pretty good location but a rough start corruption-wise. You probably want to actually take Tilea instead of setting up coves but that means you'll need to deal with a lot of public order issues plus a tough-ish walled siege very early on. Once that's out of the way you're pretty good to do what you want though. Aranessa's unique ship upgrade gives her big boosts to sacking and raiding income as well as casualty replenishment, and also gives you the lightning strike ability for free without needing to get the skill for Aranessa herself. She does have the skill though, so watch out you don't spend a point unnecessarily there.
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# ? Nov 11, 2018 16:07 |
Bad news: new world colonies wiped me out on a retreat. Good news: Direfin and her knight on their managed to wipe out 600 odd troops before eventually succumbing.
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# ? Nov 11, 2018 16:27 |
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John Charity Spring posted:I'm doing an Aranessa ME campaign and it's a pretty good location but a rough start corruption-wise. You probably want to actually take Tilea instead of setting up coves but that means you'll need to deal with a lot of public order issues plus a tough-ish walled siege very early on. Once that's out of the way you're pretty good to do what you want though. Thanks. I just did Harkon's final Vortex fight and the game crashed right after I won and I'm not sure I have it in me to do it again, its a long fight. Am I missing anything except maybe an achievement by just not caring about it and moving on?
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# ? Nov 11, 2018 16:27 |
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Ravenfood posted:Thanks. There should be a victory movie. Depending on how the game registers your victory it might be available under "Cinematics" from the main menu, or just see it on Youtube.
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# ? Nov 11, 2018 16:40 |
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Ravenfood posted:Thanks. There's a short illustrated ending cutscene but that's it.
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# ? Nov 11, 2018 16:40 |
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Hah, I was wrong. Necrofexes have 4 cannons on their arm. Carronades have nothing on them apart from price, and damage and ammo boosts from skills and tech (largely overkill I find, and Gunnery Wights will solve ammo issues). In terms of replacing Mortars, well, they won't kill lightly-armored crap as efficiently, but the difference in TTK is negligible when you factor in their flexibility of target choice. Can't wait to get to T5.
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# ? Nov 11, 2018 17:13 |
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To the other goon looking for a blue Noctilus reskin (juggalo baby coffin?) somebody made a mod https://steamcommunity.com/sharedfiles/filedetails/?id=1562641751&searchtext= It's not as dark blue as some of the artwork, and some barnacles were removed from his armour but its what we got
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# ? Nov 11, 2018 17:13 |
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Cool. Also, I cannot wait for the mod that turns Black Arks from their current incarnations into the Vampirate LLs so they can actually loving cities and poo poo. I don't know if its possible, but giving them a massive penalty to movement on land would effectively keep them as naval-only presences.
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# ? Nov 11, 2018 17:14 |
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Ravenfood posted:I don't know if its possible, but giving them a massive penalty to movement on land would effectively keep them as naval-only presences. Could be very well be, maybe have Black Ark Lords automatically have a trait that reduces their land movement range by 9999% or whatever.
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# ? Nov 11, 2018 17:18 |
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But with the game limitations you could probably still order them to go on land and with no movement they wouldn't be able to get to sea again then
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# ? Nov 11, 2018 17:21 |
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Maybe play around with army stances? SFO created entirely new stances, you could have them restricted to only using those.
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# ? Nov 11, 2018 17:23 |
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toasterwarrior posted:Hah, I was wrong. Necrofexes have 4 cannons on their arm. Carronades have nothing on them apart from price, and damage and ammo boosts from skills and tech (largely overkill I find, and Gunnery Wights will solve ammo issues). Cannonades also have significantly more range so they can start shooting earlier.
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# ? Nov 11, 2018 17:24 |
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team overhead smash posted:Cannonades also have significantly more range so they can start shooting earlier. Yeah, very good point in their favor I admit. Still, I imagine Necrofexes will do better in most cases than Carronades.
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# ? Nov 11, 2018 17:41 |
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I may be imagining things, but I'm pretty sure I had less line-of-sight issues with the Necrofexes.
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# ? Nov 11, 2018 17:53 |
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Do Vampire Count armies not start crumbling the moment their leaders are dead anymore?
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# ? Nov 11, 2018 18:47 |
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Caidin posted:Do Vampire Count armies not start crumbling the moment their leaders are dead anymore?
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# ? Nov 11, 2018 18:55 |
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Flakey posted:So after a crash corrupted my install I redownloaded, disabled all mods and the game still crashes mid-turn 1. Are any of your mods movie pack files? Those won't show up in thr launcher and you have to go jnto your data directory to delete them
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# ? Nov 11, 2018 19:00 |
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Caidin posted:Do Vampire Count armies not start crumbling the moment their leaders are dead anymore?
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# ? Nov 11, 2018 19:05 |
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Ravenfood posted:They don't, any more than non-Undead armies immediately rout when their leaders are dead. The easiest way to think of the Undead mechanic is that "crumbling" replaces "routing" and "disintegrating" replaces "shattered", and all undead are immune to fear/terror. Undead do have pretty low leadership generally, so losing their leader does lead to a pretty significant morale shock, but its not an instant thing at all. Well shoot, I thought that's how it used to work in TWW 1.
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# ? Nov 11, 2018 19:12 |
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Caidin posted:Well shoot, I thought that's how it used to work in TWW 1. It often coincidentally works out that way because lord death is a fairly huge leadership hit, but even in TWW1 it was never "VC lord dies, army disintegrates".
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# ? Nov 11, 2018 19:38 |
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Has anyone tried out the GCCM island battle maps? With how frequently you fight on the sea, having only 4-5 vanilla maps in the game gets old pretty quick.
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# ? Nov 11, 2018 19:53 |
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DeadFatDuckFat posted:Are any of your mods movie pack files? Those won't show up in thr launcher and you have to go jnto your data directory to delete them I did delete some pack files from mods that didn't remove themselves after unsubbing, but what seems to have done the trick is switching from DX12 to DX11.
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# ? Nov 11, 2018 20:05 |
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I don't know if this has already been mentioned, but I love how the zombies sometimes screw up their lines. I did a double take the first time I heard that: "DECK HANDS, DECK HANDS, DECK HANDS.... HAND.... DECK?"
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# ? Nov 11, 2018 20:15 |
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I can't recruit Queen Bess into Noctilus' army. Is this a bug?
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# ? Nov 11, 2018 20:25 |
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SirPhoebos posted:I can't recruit Queen Bess into Noctilus' army. Is this a bug? You have to be in friendly territory/waters for some reason to recruit regiments of renown. It's super stupid and probably a bug/oversight.
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# ? Nov 11, 2018 20:31 |
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Protip: if you’re completely abandoning some low tier settlements as VSea don’t forget to deconstruct all your buildings for gold
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# ? Nov 11, 2018 20:33 |
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Dongattack posted:You have to be in friendly territory/waters for some reason to recruit regiments of renown. It's super stupid and probably a bug/oversight. Thanks for answering. I guess for now I need to make an area friendly
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# ? Nov 11, 2018 20:33 |
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team overhead smash posted:Cannonades also have significantly more range so they can start shooting earlier. Yeah, this is critical in multiplayer when facing artillery heavy enemies, as far as I can tell.
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# ? Nov 11, 2018 20:51 |
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The cove mechanic is so loving good. Setting up money makers in Lothern, Marienburg, and Altdorf is a dumb amount of money.
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# ? Nov 11, 2018 21:05 |
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I'm doing a Vortex campaign with Cylostra and it's been a blast. I took off from her starting area and took over the Blood Hall from the Dark Elves above Teclis. I've wiped him out and working on Khalida. It's so much fun having a faction that can relocate anywhere and if previous conquests get taken who cares? I've got a ship.
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# ? Nov 11, 2018 21:23 |
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Turning the single player into a HOMM like actually works pretty loving well. The vampire coast is a pretty fun campaign by just jamming in a bunch of other races' mechanics and then adding coves and treasure hunts
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# ? Nov 11, 2018 21:25 |
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Rogue Fleets respawn way too frequently with too little diversity in areas and composition though. Thanks to vampirate auto-resolve being bad, Rogue Fleets remembering past wars, and them usually being aggressive, they just keep coming at the Vampire Coast. This is the umpteenth time I've wrecked Argluk's (whatever his name is) lovely half-stack of Greenskins over, you'd think even a Greenskin would know when to find somewhere else to pirate around in.
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# ? Nov 11, 2018 21:32 |
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So I think my game may be bugged but I'm not sure if I'm remembering how this mechanic works. On the vortex map, if a different race takes over a settlement, the visuals of the settlement type on the campaign map and the battle map should switch to that new race's aesthetics right? As in, if lizardmen take over an elf city or minor settlement, it should now look all aztecy and the battle map should be a lizardman one?
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# ? Nov 11, 2018 21:36 |
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DeadFatDuckFat posted:So I think my game may be bugged but I'm not sure if I'm remembering how this mechanic works. On the vortex map, if a different race takes over a settlement, the visuals of the settlement type on the campaign map and the battle map should switch to that new race's aesthetics right? As in, if lizardmen take over an elf city or minor settlement, it should now look all aztecy and the battle map should be a lizardman one? It was back in TW:W1, no idea why it was removed / disabled.
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# ? Nov 11, 2018 22:03 |
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DeadFatDuckFat posted:So I think my game may be bugged but I'm not sure if I'm remembering how this mechanic works. On the vortex map, if a different race takes over a settlement, the visuals of the settlement type on the campaign map and the battle map should switch to that new race's aesthetics right? As in, if lizardmen take over an elf city or minor settlement, it should now look all aztecy and the battle map should be a lizardman one? That happened in Warhammer 1, but for Warhammer 2 settlements stay the same appearance. If you look carefully on the campaign map you’ll see banners matching your race set up around the city, 3 in total.
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# ? Nov 11, 2018 22:03 |
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Dang, I wonder why I never noticed this before. It kinda bugs me now.
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# ? Nov 11, 2018 22:06 |
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Okay, so for those that care: All my faction mods are now operating once more, hooray! And a minor addition: CA has finally fixed replenishment for hordes. Your techs will now give you replenishment at all times. Gejnor fucked around with this message at 22:15 on Nov 11, 2018 |
# ? Nov 11, 2018 22:12 |
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Fangz posted:Yeah, this is critical in multiplayer when facing artillery heavy enemies, as far as I can tell. That and accuracy, though Bess is probably the best choice for counter battery work.
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# ? Nov 11, 2018 22:30 |
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# ? May 7, 2024 13:25 |
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DeadFatDuckFat posted:Has anyone tried out the GCCM island battle maps? With how frequently you fight on the sea, having only 4-5 vanilla maps in the game gets old pretty quick. I didn't, but I'd be happy to. I also haven't had a chance to use Black Arks in combat, either for or against. Do they get a unique sea map?
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# ? Nov 11, 2018 22:41 |