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Onmi posted:Perhaps, I use Mixu's mod to make all the Electors legendary lords, but it could be vanilla balance. I really like that mod but gently caress does it ever make Empire deathballs absurd.
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# ? May 23, 2020 17:17 |
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# ? Mar 29, 2024 11:07 |
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Arcsquad12 posted:I will say one thing about Grimgor is that he might be a little *too* overpowered with his "You're Next!" ability. He should be da best without needing to apply a gigantic debuff to whatever lord or hero he is fighting. His blood forged armour and Gitsnik are already really good buffs, he doesn't need to make enemy lords worse to stand a good chance of beating them. He's still a slow foot lord with no mount options, no magic, enough height to get shot at even when among other infantry, and a skill tree that isn't particularly impressive. Every single one of the new lords released this patch are better than Grimgor.
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# ? May 23, 2020 17:42 |
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Yeah he's still not amazing in any realistic testing. He's better but Wurrzag is overall superior I think.
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# ? May 23, 2020 17:44 |
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Dandywalken posted:I really like that mod but gently caress does it ever make Empire deathballs absurd. I bet! But for me it gives me a challenge as empire to properly confederate everyone, not just aim for Toddy. It's tempting to hold back on getting Wissenland for Elspeth and her Dragon.
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# ? May 23, 2020 17:55 |
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Vargs posted:You can use Steam Achievement Manager (created by SA user Gibbed) to unlock it yourself. I ended up doing that for a Beastman campaign that didn't give me the achievements for whatever reason. Wait, Gibbed is a goon? I used the poo poo out of their BL2 tools. drat, you learn something new every day.
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# ? May 23, 2020 17:56 |
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Do Tomb Kings get a special building in Nagashizzar? I kind of want to retry a Khalida ME game now that the eastern thunderdome is so well populated
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# ? May 23, 2020 18:11 |
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Scrub-Niggurath posted:Do Tomb Kings get a special building in Nagashizzar? I kind of want to retry a Khalida ME game now that the eastern thunderdome is so well populated Pretty sure everyone get's a building in Nagashizzar that at least gives you vampiric attrition immunity, but Azhag may be unique in that his removes the public order penalty for said corruption factionwide. Haven't checked for other factions since the new patch hit.
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# ? May 23, 2020 18:14 |
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Zzulu posted:Unfortunately that got retconned It's OK, the current end time canon is that Grimgor led a super Waaagh after he cratered Greasus' skull and added the Ogres to his army. He found Archaon, beat him up again, head-butted him so hard it broke his magical chaos mcguffin third eye and Archaon had to panic and use his other artifact the thirteen swords of teenage edginess to gib Grimgor. Grimgor died declaring himself Da Best.
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# ? May 23, 2020 18:26 |
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Oh that's not good for me.
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# ? May 23, 2020 18:32 |
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Are there any mods that permanently destroy settlements razed by the Warriors of Chaos? Asking for several thousand friends, all tired of watching settlements be recolonised literally on the turn after they're razed.
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# ? May 23, 2020 18:40 |
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Is anyone seeing an issue with armies starting the turn at 66% of their movement remaining? It seems like it might have something to do with the March stance, but it wasn't an issue until like turn 65 of my campaign.
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# ? May 23, 2020 18:41 |
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Dandywalken posted:Yeah he's still not amazing in any realistic testing. He's better but Wurrzag is overall superior I think. Every other Greenskin LL is superior in multi I think. Skarsnik is the current meta pick with his ability to rampage the enemy coupled with the Hag's Mire. Azhag has a flying mount, insane constant buffs and Death Magic along with being a good combatant who applies poison. Wurzzag still has the Bonewood Staff which is just a stupidly good item and is a full caster. Then Grom is a good Chariot Lord with various buffs and regeneration. I would take literally any of them over Grimgor still. I would also take most of the generic lords over him still even if he isn't a joke anymore. Most of them have some really good buffs and mounts that he just doesn't get.
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# ? May 23, 2020 18:43 |
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Imrik's start is pretty hard, everyone around him hates him. Appropriate.
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# ? May 23, 2020 18:48 |
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Arcsquad12 posted:Is anyone else getting one tiny white pixel in the bottom left corner of their screen? It's not my monitor since I've tested with other games and programs. Just one pixel and only with wh2
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# ? May 23, 2020 18:51 |
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AAAAA! Real Muenster posted:CA has said that they added this as a thing that only happens if the game is modded so that the can tell if the game is modded when people submit inane bug reports. T minus five seconds before somebody mods out the mod pixel
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# ? May 23, 2020 18:58 |
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CA has said that they added this as a thing that only happens if the game is modded so that the can tell if the game is modded when people submit inane bug reports. [/quote] im playing without any mods and have the white pixel.
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# ? May 23, 2020 19:03 |
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Does anyone have any clue what unit you need to recruit to get the Egg Yolk ingredient for Grom? It says you have to recruit an Arachnarok spider, but I've tried both the Queen and the Lava Arachnarok through the RoR and neither got it for me, and I can't find any others anywhere else in the building menu. I need it for a Hag recipe quest, but neither spider I can recruit seems to actually count. Edit: This is my first Ork campaign, is there another way to recruit the Arachnarok that I'm just not seeing?
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# ? May 23, 2020 19:14 |
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ArchRanger posted:Does anyone have any clue what unit you need to recruit to get the Egg Yolk ingredient for Grom? It says you have to recruit an Arachnarok spider, but I've tried both the Queen and the Lava Arachnarok through the RoR and neither got it for me, and I can't find any others anywhere else in the building menu. I need it for a Hag recipe quest, but neither spider I can recruit seems to actually count. T4 version of the building that makes goblin wolf riders and spider riders.
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# ? May 23, 2020 19:18 |
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Cpt_Obvious posted:T4 version of the building that makes goblin wolf riders and spider riders. Whelp, I guess one of my mods broke things. I was wondering yesterday why the T4 version of that building seemed to do literally nothing.
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# ? May 23, 2020 19:23 |
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AAAAA! Real Muenster posted:CA has said that they added this as a thing that only happens if the game is modded so that the can tell if the game is modded when people submit inane bug reports. Speaking of which: Raygereio posted:
Raygereio fucked around with this message at 19:28 on May 23, 2020 |
# ? May 23, 2020 19:26 |
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Raygereio posted:If you use their launcher it throws a big popup that says you're using mods. It says on the main menu screen that you're using mods. Just how many "Hey, you're using mods dummy!"-messages does CA think we need? Pretty sure this notifier is for CA not for us. So that when someone shows a screenshot of something not working and doesn’t say they’re using mods they can be like “weeeeeell”
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# ? May 23, 2020 19:28 |
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I love that Eltharion's starting Loremaster is Cavill, with the trait White Wolf, which gives him an innate potion of toughness (And maybe a bonus vs large?)
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# ? May 23, 2020 19:35 |
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Being able to assign reinforcements to the AI is so good. I know there are better interfaces in other TW games that make it possible to control more than 20 units, but honestly I do not want to have to. The AI is not very precise in combat but it can micro pretty well, so it's great for causing chaos in the enemy ranks that you can then exploit. In co-op campaigns they have markers you can use to draw on the various maps in order to communicate with your buddy. They are specialized to mark for attacking defending and static moves. I think it would be possible to map these to the ai to give them basic objectives in battle which would be super tight for controlling a waaagh. punishedkissinger fucked around with this message at 19:43 on May 23, 2020 |
# ? May 23, 2020 19:39 |
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Aurubin posted:Imrik's start is pretty hard, everyone around him hates him. Appropriate. I think you mean everyone around him is jealous.
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# ? May 23, 2020 19:41 |
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I can't finance a second stack and my own subjects hate me in my Imrik campaign while I funnel influence into trading partners so they don't kick my rear end. I gotta try and take on Tiktaq'To just so I won't be landlocked anymore but it's rough because Tiktaq'To is the second greatest power on the continent behind Khemri but oh well, I've got a Black Dragon now.
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# ? May 23, 2020 19:46 |
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ArchRanger posted:Whelp, I guess one of my mods broke things. I was wondering yesterday why the T4 version of that building seemed to do literally nothing. Figured out that this was because of the Old World Rites mod, since it added a rite that summoned Arachnaroks. The mod menu said it was updated for this version, and it mostly functions, it just doesn't work for Orks right now.
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# ? May 23, 2020 19:58 |
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Onmi posted:
Are those the Vermintide guys ? How do they get recruited ? Event ? Mod ?
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# ? May 23, 2020 19:58 |
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That's the Vermintide mod, yes. The Ubersreik Five are in the vanilla game too, albeit with generic hero and lord units, but they only appear as a garrison bonus when you build the Red Moon Inn in Ubersreik.
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# ? May 23, 2020 20:03 |
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Kobal2 posted:Are those the Vermintide guys ? How do they get recruited ? Event ? Mod ? There's a mod for them yeah. But by default there's a building you can build that adds them to a garrison.
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# ? May 23, 2020 20:05 |
Insurrectionist posted:What kinda greenskin armies are people making with Grom campaings, I've pumped them full of Goblin Archers with a smattering of orcs to hold the line so far but honestly it's kinda not going great for the non-Grom armies. With the scrap upgrades + Grom's own army buffs they hulk out for him, but they're just really loving poo poo in my other armies. I need something better than Goblin Archers but I've been slacking on upgrading my armies because gently caress 4-turn global recruit. I mean I still win a lot from outnumbering my opponent but the AI is actually starting to field decent stuff now. Right now I'm just running Grom, the Workshop lords, and a Night Goblin Warboss. Grom is 5 Skulkers, 2 Fanatics, 4 Goblin Archers, 2 River Trolls, 1 Stone Trolls, 2 Spikey Pumps, and 2 Flappas. Oglok is 2 Black Orcs, 6 Big uns, 4 Arrer Boyz, 2 Boar Boyz, 2 Boar Big Uns, 2 Wolf Archers, a couple of river Trolls, a lobber. The Spider shaman is All Spiders, All The Time. 4 Cav, 4 Archers, 1 Arachnarok, 4 Spiderlings (with Landmark upgrades), a lobber, and some trolls and fanatics. And The NG Boss is basically all Skulkers, Fanatics, and Fanatic Archers with Pump Wagon support. They all perform reasonably well against Rats, TK, and Brets. I'm just now ready to sail to Ulthuan.
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# ? May 23, 2020 20:06 |
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Sykic posted:Are there any mods that permanently destroy settlements razed by the Warriors of Chaos? Asking for several thousand friends, all tired of watching settlements be recolonised literally on the turn after they're razed. There's a mod called gates of chaos or something like that which causes them to work as "chaos gates" and spawn roaming chaos stacks intermittently and spread corruption. The ai can still recolonize but it's much more of a fight for them. Also, does Imrik give anyone else Viserys from GoT vibes? (Grimgor: "a crown fer a king, boyz")
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# ? May 23, 2020 20:13 |
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I think I'm experiencing a bug in the Grom Vortex campaign: I can't complete the Hag's cooking challenge that uses Murky Stuff + 2 ingredients. I've used every combination of those recipes that I can. She has also stopped showing up at all, so I can't do a different challenge. It's turn 100 because I've been stuck forever in an (admittedly fun) hellwar with Clan Mors and Khemri. Grom is now King o' Khemri while Ratnik Spiderclaw torches every rat nest in the western Southlands. Apparently Elf Batman got tired of waiting because he just showed up at Zandri with two other armies
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# ? May 23, 2020 20:25 |
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Went back and tried a new Empire campaign and something in this patch kind of broke it. All of the text on the elector event dialog boxes are screwed up and it seems to be counting things against my authority level that it didn't before. For example, the vampires took out Averland almost immediately and I lost two authority over it. Before, the player had to be the one to kill the elector, not just some random NPC faction. Makes maintaining authority a lot more difficult. My start was really good, but now I'm in a hole because some dumbasses got killed by vampires.
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# ? May 23, 2020 20:33 |
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The Counts seem to do a lot better now, and the dwarfs do a lot worse. It has a lot of knock-on effects.
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# ? May 23, 2020 20:47 |
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Insurrectionist posted:What kinda greenskin armies are people making with Grom campaings, I've pumped them full of Goblin Archers with a smattering of orcs to hold the line so far but honestly it's kinda not going great for the non-Grom armies. With the scrap upgrades + Grom's own army buffs they hulk out for him, but they're just really loving poo poo in my other armies. I need something better than Goblin Archers but I've been slacking on upgrading my armies because gently caress 4-turn global recruit. I mean I still win a lot from outnumbering my opponent but the AI is actually starting to field decent stuff now. Eearly on get regeneration and physical resist in your cauldron to make all your gobbos into tanks and then actually kill stuff with trolls and pump wagons Later on, still do this but add better trolls and maybe a spider or two The fanatic special ability is really good and if you get 3 stacks to use it on an enemy stack it basically deletes the enemy stack immediately Zzulu fucked around with this message at 20:54 on May 23, 2020 |
# ? May 23, 2020 20:50 |
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TheHoosier posted:I think I'm experiencing a bug in the Grom Vortex campaign: I can't complete the Hag's cooking challenge that uses Murky Stuff + 2 ingredients. I've used every combination of those recipes that I can. She has also stopped showing up at all, so I can't do a different challenge. You need the stunty ale as the third ingredient. Here's the cheat sheet for the recipe quests. https://steamcommunity.com/app/594570/discussions/0/2250056952650081828/
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# ? May 23, 2020 21:00 |
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Ravenfood posted:Maybe its an issue with him being Legendary? I wonder if Franz getting wiped out means the Golden Order can't revive him either. The territory gelt starts out in is the former province of Solland, which was razed and depopulated by Gorbad Ironclaw. Its Runefang was also lost. As far as I can tell the Empire can only restore 'proper' electors for its mechanics, and the Golden Order don't count
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# ? May 23, 2020 21:03 |
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Fuligin posted:The territory gelt starts out in is the former province of Solland, which was razed and depopulated by Gorbad Ironclaw. Its Runefang was also lost. As far as I can tell the Empire can only restore 'proper' electors for its mechanics, and the Golden Order don't count Wasn't Gelt an alternate LL choice for Reikland originally, to boot?
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# ? May 23, 2020 21:26 |
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A thing I was recently wondering about because I saw a battle replay just now with Aranessa VSea and she routed like a normal human unit, and I thought why isn't like this with necromancers as well? Wouldn't that make more sense? As far as I am aware necromancers, while they are corrupted they aren't really mindless, relentless, unbreakable undead, they're what's holding the creatures that are like this together. It got me thinking a bit more about the rest of the undead rosters, particularly Vampire Counts and whether really all of their units really should be the mindless undead that are subject to crumbling mechanics. It kind of seems like a relic of game 1 a bit where they were a bit more careful with their special mechanics and abilities and seem to have decided that if the Vampire Counts as a faction were going to have a crumbling instead of routing mechanic this should apply to every single unit on the roster for the sake of simplicty and completeness. But now that I'm thinking about it I'm not really sure it should. Vampires aren't mindless, they seem to have lots of emotions, many very human ones, but as weird unnatural creatures they are twisted, but I'm pretty sure they are still able to feel fear and don't crumble away like a reanimated skeleton, they seem more like they should either just have very high leadership and immune to psychology and work normally or be straight up unbreakable in a few cases (Blood Dragons?). Are the fell bats mindless, reanimated undead or creatures of the night that the vampires command, I think it's the latter, and the Varghouls and Vergheists also are supposed to be degenerate vampires or something like that and might honestly probably be better represented along the lines of other feral creatures that can break normally and maybe even be subject to rampage. Just some things I got thinking about, not entirely sure how it was in the old army books, but it feels like differentating a bit between mindless undead, vampires, mortal humans and "creatures of the night" would make the Undead factions a bit more interesting (and also potentially you'd have units like undead warhound units not always being immensely superior for the simple fact that they exist in a roster that crumbles instead of routing) going into game 3 where we are very likely to see armies conisting of a mix of units taht behave normally as regards leadership and other units that are instead subject to "daemonic instability". Also lore of Vampires casters should have a more powerful leadership aura that applies only to mindless undead, who should have a lower base leadership stat, to make those types of units more dependent on those casters and less capable of independent action (unless accompanied by a lore of Vampires caster) without crumbling, and invocation of Nehek should only be able to be used on mindless undead (or at least only be able to resurrect mindless undead), which would be a nerf to Blood Knights (but they'd be somewhat buffed, though not to completely compensate, outside of this by no longer being mindless undead and having very high leadership).
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# ? May 23, 2020 21:34 |
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# ? Mar 29, 2024 11:07 |
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smug jeebus posted:Is anyone seeing an issue with armies starting the turn at 66% of their movement remaining? It seems like it might have something to do with the March stance, but it wasn't an issue until like turn 65 of my campaign. I have had this exact problem pop up as Grom since early in my campaign. Anyone else have reduced move distance after coming out of a march stanced turn
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# ? May 23, 2020 21:42 |