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Arghy
Nov 15, 2012

Installed C&C after reading this thread and so far its completely revitalized my dawi campaign. Everything is changed and combat is now extremely fun but i just wish they'd cap the dawi numbers like SFO did, it looks silly seeing a huge amount of dawi on the field i'd rather see a unit of 50 with massive hp's than 100 with the same hps. Gyrocopters are terrifying and miners are now extremely useful which is amazing. I also love how the tweaked the lord skill trees--much better than putting 3 points into the same stupid skill over and over again.

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Arghy
Nov 15, 2012

ratchild13 posted:

Yes C&C, dwarves are totes balanced, your half a stack of filthy cave dwellers is really even odds against my two full high ranked stacks and combat beasts of lords.



Does anyone have mod recommendations to neuter dwarves some in C&C? Needing 2 full stacks to every half size, halfperson dwarf doom stack is NO FUN.

To be fair for auto resolve he's got 6 top tier units with 1 RoR that's an absolute beast if you've gone the offensive skill route. Fighting dawi is always super easy when it's the AI though, send in meatshields on the front then flank with any half decent unit to slaughter them. Rear attacks reduce melee defense by a good amount and the only thing dawi got going for them is MD+armor so AP with magical debuffs slaughter dawi so drat hard. Dawi are also very vulnerable to lord sniping because the AI tends to send them in unsupported and they don't really have any good fast response units.

Arghy
Nov 15, 2012

I don't know i feel warhammers unique races would make naval warfare extremely fun considering you have such a varied style. Throw in poo poo like wind direction with steam/magical powered ships ignoring it and moving at a set speed with sail powered races being able use the wind to gain speed buffs. Have it start off as a ranged battle until you cripple the enemy ship then ram/board them for some sweet melee action.

I just want a giant bronze dawi dreadnaught with giant cannons or some insane ork raft that refuses to sink with the ability to capture and ork-ify enemy ships so you'd start off with poo poo rafts then have a giant green captured dawi dreadnaught.

Arghy
Nov 15, 2012

Yeah i was literally thinking BFG:A with magic giving you movement boosts and monsters replacing AE weapons. The entire point would be spectacle rather than intensive combat, have actual messy melee combat when ramming/boarding with modifiers and maybe some flat ground ala the GCCM naval beta. The entire point would be to watch these beautiful ship models slug it out in absurd combat while this absurd close quarter melee battle occurred on the small bit of land with the option of abandoning the ships for the land but the ships at sea could bombard the land battle.

Considering naval battles are usually auto resolve poo poo shows where you either pretty much wrote the army off or are guaranteed a win worrying about a fair battle isn't a big deal. The actual models aren't that hard either considering not a lot of races would actually build their own ships so you could just reuse existing models for a few races. The idea of having this huge structured army getting into an insane melee while unique ships slug it out sounds hilarious and far more entertaining than simply auto resolving sea battles. Balance is also easy because you'd never have 100% warships so if you tried to stick too many units at sea you'd get really weak troop ships meaning naval battles would never really get out of hand.

Imagine what they could do with sea loot and rogue armies--you turn the ocean from useless space to possibly super exciting fresh content. Throw in things like trading ship map markers where if you get there in time you can initiate a quest battle vs another factions trade fleet netting you gold. You could auto resolve everything and never deal with it or you could fight each battle getting much more content out of the current game for very little effort.

Arghy
Nov 15, 2012

I really liked how they handled the GCCM guys, they could have been real dicks about it.

Arghy
Nov 15, 2012

Units that are wiped out have a chance to recover after battle with 1 dude left in the card. They could tweak the bloated corpse to have like a 98% chance to recover so you'd waste a unit card but you'll be almost guaranteed to recover it after you explode them. It would be nice if they had a merc system where you could recruit temporary units that would only last 1 battle so you could just reanimate abuncha bloated corpses before battle and just make sure you used them every time. The smart move would be a lord ability that summoned a bloated corpse.

I really hope they do the 2 undead LL's and 2 live LL's with the living lords having mixed rosters with living empire troops and undead troops. Remember victor gives out ebon skulls to allies that have the ability to summon/control his minions so a living vampire coast lord can easily be explained with musket zombies next to living free company.

Arghy
Nov 15, 2012

https://gfycat.com/BossyQuarrelsomeLiger

WTF on so many levels.

*Woops wrong thread.

Arghy fucked around with this message at 01:58 on Oct 8, 2018

Arghy
Nov 15, 2012

Klaus88 posted:

Dealing with monstrous infantry as the empire kinda sucks in C&C. I feel like I might be doing something wrong with my comps. Both greatswords and halberdiers don't seem to match up well against Norsca's skinwolves.

Imagine trying to deal with monster units as dawi, the key is to either focus them at range or swamp them with high model count anti large units. Shadowing dangerous units with heros also works, before the lines meet look where that unit is going to hit and move a hero unit over to deal with it. I've found that for the empire hero units make a big deal to the point that you want battle priests in every army.

The unit bonus's being tied to veterancy is loving genius, i run 1 lord as a recruitment bitch so when i recruit a new army i just hand off the old army to a new lord then have my veteran recruitment leader take all the newbs.

Arghy
Nov 15, 2012

I hope the bearded lady gets a bonus in relations to the dawi.

Arghy
Nov 15, 2012

jokes posted:

I confess to playing ME pretty much exclusively. It feels nice unifying Elf Britain or whatever only to get into a hell-war with whatever other faction ends up being a global power.

Yeah it really adds to the end game when you just have multiple elite armies roaming around then you piss off #2 and mash your armies together. One thing i always do in my dawi games is burn the elf forests to the ground.

Arghy
Nov 15, 2012

I hate the power creep, dawi are supposed to be the powder kings yet they're clearly going to get owned in a powder fight against pirates. Thankfully there's mods to fix this but honestly dawi need rune magic and they need it bad--magic resist does jack poo poo against debuff spells. Give dawi a global rune system that increases miscasts so you can actively strike runes when you see a spell going down to punish casters.

Arghy
Nov 15, 2012

They have lovely runes on massive cool downs with really short range, almost every school of magic has a debuff spell that effectively wipes out a large area of dawi on a shorter cool down and can be cast a ton. This is why dawi are a joke in campaign because all you need is 1 magic user with debuff spells and all that tough infantry becomes a joke.

We already know VSea is getting a hero that gives more ammo, they have multiple forms of powder from grenades to AP missiles, they'll be able to heal and resurrect their gun lines. The queen sounds like it's going to be an insane anti battery weapon because i doubt most artillery pieces will be able to survive a hit.

Arghy
Nov 15, 2012

Honestly i'm just mad dawi don't get any moving/gunning units because they're so much more efficient than standing gunning units. Any unit that is a decent melee combatant with ranged weapons is basically twice as effective due to the fact that they can do damage without receiving any against a melee unit. I just wish dawi units had more throwing axes and crossbows--C&C does a great job of this by making quarrelers into dwarf warriors with crossbows.

Realistically unless a unit is a dedicated melee unit they're going to get smashed super easy, vanilla quarrelers will lose to T1 infantry which begs the question is their slight durability increase worth the extra cost. I'd rather they be dwarf warriors without the charged defense that also carry xbows and the ranger variants being able to shoot while moving.

Arghy
Nov 15, 2012

Everyone seems to be overestimating the amount of armor dawi get, rangers for example only get ~45 armor with poo poo move speed that's literally one of the fastest in the roster. The problem is game 2 races have a ton of units with physical resist that's the exact same armor value as most dawi ranged units. The fact is everyone also rocks a ton of AP because why wouldn't you meaning every advantage you get is mitigated very readily--lets not get into the fact that there's numerous options for also lowering that armor via magic.

I play a poo poo load of dawi in campaign and in vanilla they get owned constantly because of the lack of magic. Empire for example is far better due to magic and cav. The problem with dawi is you need to bunch up and the measly 25% magic resist doesn't do poo poo when every unit is so out classed to begin with. The only race worse off than dawi is green skins but the waaagh fixed a lot of problems allowing a low tier army to punch above its weight.

There's some massive power creep in play and in MP its very obvious with the race limits they've added--i can tell you green skins and dawi are never included on race limits during matches.

Arghy
Nov 15, 2012

That's why i love C&C because they buff T1 units where normally mid/late game you'd never use them which is just a goddamn shame. In vanilla at least the empire swordsmen are a great bread and butter unit until you run up against chaos then its just everything go AP. The problem with armor being your factions 'thing' is everyone gets AP units with good armor and they also get faction flavor on top of that. Experience making T1 units into beasts is such a good idea and coupled with an elite unit cap it just makes a ton of sense.

Everyones also really over estimating dawi ranged units forgetting they have a low model count so it doesn't matter if they block a measly 35% of ranged damage when they start losing models they begin to become very combat ineffective considering they don't have options like cav and magic to exploit the damage trade. Dawi should be king of hybrid infantry with barely any notice between the 2 because they don't have the numbers to be specialists--lower the ammo count so you get a crazy utility army but you'll eventually need to just collapse into a melee grinder. I'd also love some goddamn global magic resist runes like shield of the old ones--oh poo poo someones casting fate on one of your units? hit that magic resist rune to mitigate the damage!

Arghy
Nov 15, 2012

Never.

Arghy
Nov 15, 2012

What made warhammer for me was the fact that it took place in a world that tracked everything. poo poo affected other poo poo so if a town was lost you'd see the effect on another town yet all would not be lost. AoS basically removed the entire world which was 50% of warhammer so now you got these stupid rear end planes with no consequences anymore. Skaven were so fun because yeah they were a huge threat but it was never an overpowered threat--uniting them ruins the setting, of course skaven will win if they're united.

I wish they'd make rune magic use the winds of magic and trigger global things like reduced duration or increased winds cost for your opponent. It would be an entirely reactive magic system intended to counter your enemies magic. Remember magic has a ton of passive poo poo that helps your army when you cast it that the dawi army has no equivalency too. I'd love to see runesmiths increase the miscast chance and when ever it happened they would trigger a grounding effect giving the runesmith a buff around him. Keep the magic resist but make it small like 10-15%, tie all the dawi anti magic stuff into rune items and smiths as reactive buffs and debuffs so casting magic against the dawi would be a tricky affair.

Arghy
Nov 15, 2012

I always love in warhammer when people say, "it's probably nothing" like YOU'RE IN THE WARHAMMER WORLD EXPECT THE WORSE. I would expect everyone who lived there to be an insane hard bitten fighter never going anywhere without weapons and armor.

Arghy
Nov 15, 2012

The key to beating dawi is meat shields and flanking. When you attack from the flank you halve melee defense, from the rear you also get a melee attack bonus. Just use meat shields to pin them then flank with another unit, use your high mass units to focus on 1 unit at a time then get a fast unit to chase them once they route so they don't come back. They don't have really high MA or weapon strength so even chaff will last awhile against them. Also don't ever shoot arrows at them from the front, pin and pivot your archers to shoot them from the side so no shields.

Dawi are the slowest faction with no mobility if you're engaging them in a static slog then its your fault that you lose.

Arghy
Nov 15, 2012

I don't get people hating on settlement garrisons i put walls on every settlement because gently caress the AI back dooring you the instant you move a stack. It would be fun if you could build the garrison like MP where you have gold and you can design each garrison for each settlement.

Arghy
Nov 15, 2012

Ravenfood posted:

Yes, I do too. It's fighting those same garrisons every single loving time that sucks.

It's also dumb that putting walls up everywhere basically make the campaign unloseable.

I've lost quite a few campaigns as the dawi of all races when i'd lost a settlement early because my single army was over extended. When you have 2 entire regions you can take a hit from losing a settlement but lately the AI has been making GBS threads on 3 full stacks with only a single settlement so its easy to get snow balled into defeat losing settlement after settlement until its a last stand. Are you playing with campaign set to hard/VH? I play campaign hard/battles normal since all difficulty does to battles is lower leadership which is stupid. The setting for campaign basically allows the AI to cheat more which means more armies to fight.

Arghy
Nov 15, 2012

They should honestly have done the whole alternate universes thing and split the realms. You can have AoS with its advancement then have in the other realm order wins again but pushes back and gets a firmer hold. You can literally test out both and see what your customers like.

I'll never touch AoS because i like the world better than the unvierse--who gives a poo poo if its the same empire if they're not in the reikland. The warhammer world and the races in it make me like warhammer so the second you remove the world you've lost me. I'd love to see order expanding and doing all the fun poo poo that chaos normally crushes--chaos is still there and they can still try to crush it. I'd love to hear about the dawi reclaiming lost holds then skaven/greenskins trying to take them. It would be fun to see the forces of the empire make a ton of fortress cities along the chaos waste then have a poo poo load of intrigue in the home land where everything is actually becoming semi safe except for all the cults and skaven.

Why can't there just be small changes in the world with no side flat out winning?

Arghy
Nov 15, 2012

Hearing how much of a terror skaven are in C&C i wish they loving survived in my current dawi campaign cause it sounds like fun to fight them. Queek never makes it out of his area and scryer always picks a fight with stronger dudes and gets owned. Thankfully moulder is still running strong and i'm beginning to send dawi stacks up there to retake the northern holds so hopefully i'll get some fights.

Hentai Jihadist posted:

oh what i actually came here to ask is does anyone play Mortal Empires? I basically only play Vortex and just tried a game of ME and holy hell that is unplayable with those turn times.

I started as the slayer king, had a fun fight on turn 1 then had to spend 5 turns walking to the nearest settlement to capture and quit on turn 3. I got kinda used to the rhythm of vortex's turn times and ME's are unbeleivable in comparison, i knew I was in trouble when I forgot the game was even open and alt-tabbed back to Middenburg's turn.
Fwiw its on an SSD and everything

Ugh only vortex?! goddamn once ME was released i could never go back i just need all the drat races. I'm not on an SSD so my load times are like 4-10 minutes haha i literally have a book and do chores while the game loads its great.

Arghy fucked around with this message at 03:02 on Oct 24, 2018

Arghy
Nov 15, 2012

What no i have a SSD and a normal HD, TW2 became too large with mods for the SSD so i put it on the normal HD and load time/turns went from reliably 1-3 minutes to 4-10 minutes. I changed HD's not CPU's, SSD's make a huge difference.

Ammanas posted:

It's been a long time since I tried a dwarf campaign, decided to give it a shot in ME.

This poo poo is loving impossible on VH/N. Dwarfs need irondrakes as a L2 settlement and much cheaper infantry.

Nah its just an absurdly slow crawl--are you using C&C? You basically need to stay put letting the orks come to you until you get all your settlements walled then take another settlement and defend it until that's walled. Once you get a 2nd stack you can begin snow balling but initially its a slow and steady expansion. It's harder with C&C because your garrisons get weaker but its also easier in someways because you get irondrakes and ironbreakers from the wall building.

Arghy
Nov 15, 2012

Scrub-Niggurath posted:

Am I the only one who couldn’t care less about Amazons?

Why do you hate women!

As i understood it the empire actually had pretty huge population numbers with people highly concentrated inside cities or scattered around the country side--which ever was safer. I always figured the dawi to be very numerous but they're hard to round up and the talk of their population was always comparing it to the golden age. There's a blurb about DE's having 80k warriors in this 1 fortress during the end times and it wasn't even a capital so i imagine cities with 200-900 thousand people in them being perfectly viable. Gotta remember humans are likely having massive families and are only limited by food and housing with the population getting culled every other generation during some big event that just allows the population to bounce back.

I loved what VT did for the setting because the main cities are fairly small yet each one looks able to house 100k people easily. Usingen in VT2 looks like it houses around 30k people and i feel the level of fortification represents a great snap shot of warhammer life. You cluster together for protection with the country side being empty so you have these giant hamlets with a ton of farmland around it to support the population.

Arghy
Nov 15, 2012

I'm 70% sure Neferata in warhammer lore influencing women in the real world is why i'm not getting laid.

What happened to gobbokings channel? i know he was getting heat for talking about the everchosen battles because the pro tier dudes didn't like his critiques.

Arghy
Nov 15, 2012

Beautiful Princess posted:

Is there a list of basic good mods out there for wh2? Some of the more important quality of life stuff

GCCM - Better maps all around
Advanced AI - Improves the AI a lot
Region trading - So you don't have to declare war on your allies
Gates of chaos - provides more things to fight later in the game
Old world rites - Until they add them for the older races
Mixu's table top lords - Helps out a lot of races
Standard bearers - Looks nice
All faction officers - Looks nice

Those mods are great for vanilla but there's a ton of good overhauls like SFO/C&C that completely change the game for better or worse. Personally i would have preferred jumping to C&C from the start it's just much more enjoyable to me.

Arghy
Nov 15, 2012

toasterwarrior posted:

I've fallen off SFO a long time ago but Ventris seems to be doing some extensive reworking on it. The new update that just came out brought on some mechanics reworks and additions to the Greenskins and Dwarfs, and a cool thing is that the new Greentide mechanic (basically some momentum-based system that causes dilemmas and buffs/penalties for your performance) has a standalone version. Works with C&C too!

The Runes system in the Dwarf half of the update is pretty drat cool as well: basically you spend a huge chunk of money to buy an exclusive upgrade for each Dwarf unit using the technology screen, selecting from 4 available options. For example, judging from the screenshots, Longbeards can get a 25% weapon damage boost and a +10 bonus against large units in exchange for -5 melee attack. A more risky trade is artillery gaining +40% missile damage in exchange for losing half their range, which is pretty wild.

EDIT: Hah, they got a Thunderers variant that packs Grudgerakers instead of handguns. Those are basically shotguns, so they're goddamn terrifying at close range and apparently can gently caress poo poo up in melee too.

I really wanted an ironbreaker variant that carried drakepistols and a ranger unit that carried grudgerakers. The rangers would be an amazing hybrid infantry that would sneak up to the enemy with stalk then fire point blank volleys before mopping up in melee.

Arghy
Nov 15, 2012

Holy poo poo manfred on a dragon in C&C with huge unit size has 36,000 hp's--he shrugged off 2 units of giant slayers with 1 unit of slayers beating on him. Going to try 2 thunderers with grommy and see if it works out better--i know ungrim barely beat him with help 25 turns ago i can only imagine the beast he is now. Also wtf is up with bloodknights 18 of them somehow survived 3 miners, 2 warriors, and ulthars raiders throwing axes at them for nearly 3 minutes.

Magical attacks are so loving mandatory late game C&C--tons of endgame units have an absurd amount of physical resist. I thought my ironbreakers would be tanky enough without the defensive skill but holy crap they get wrecked against chosen even with the offensive skill haha.

Arghy
Nov 15, 2012

Savy Saracen salad posted:

This right here proves that 99% of overhaul mods are basically glorified cheat/trainer mods.

To be fair late game campaign is hardly balanced though, grommy is traveling around with a gold chev army with 3 hero units and would have likely dumpstered manfred--he's in fact hunting his army atm. Ungrim is running around with an army made entirely out of elite units which are capped in C&C because of how good they are. I really like how a lord on an undead dragon is a big loving deal and that the best cav in the game act like it.

I think the biggest issue is advanced AI mod is making these fights so much harder than i'm used to facing which is awesome.

Arghy
Nov 15, 2012

Hryme posted:

Started an Empire campaign with Volkmar today. Very Hard/Very Hard. I didn't realize how much the magic and the AP greatswords that Baltazar Gelt gets helps with the start. Mostly because the greatswords can contain the lords. It was a much harder start with Volkmar. Anyway that made me realize again how much bonuses the AI gets on very hard battle difficulty. All my swordsmen get dumped on by the enemy swordsmen, and they break much earlier. I really don't like this, but it is hard to go back down to hard or normal when I have done well in other campaigns on Very Hard. Think I need to swallow my pride and do it though, because it is seriously affecting my enjoyment of the game.

Yeah never touch battle difficulty because otherwise you get punished for poo poo beyond your control. It's better to fight more enemies anyhow so push the campaign difficulty up and enjoy fighting more and bigger battles! This synergizes well with C&C because of the elite unit cap so you get a ton of T1 armies with a sprinkling of elite units so you just slaughter the low tier inexperienced troops.

Arghy
Nov 15, 2012

This whole mod breaking bullshit is annoying i wanna play TW2.

I feel they changed the AI to get a fixed income because i'm seeing factions with 1 city pumping out 3 armies fairly reliably and its not mods cause they did so during my vanilla campaign also. It's honestly better for it because you get factions surviving extremely far into the game where normally they'd die by turn 20.

I want the pirate cove for skaven but make it hero based and just add poo poo like corruption or trigger a vermintide if you don't take steps to curb it. You never fight enough skaven in campaign they're always getting stomped by other factions so the more skaven armies around the better. I'd honestly love it if the AI left more ruins and the ruins would spawn rogue armies and be occupied by skaven if you left them sitting there long enough. Maybe with the treasure maps being guarded by armies we'll see land versions where the skaven army doesn't really control the ruin they just fight you when you try to colonize it.

Arghy
Nov 15, 2012

Is thoreks locus of power popping off on any unit within range constantly for anyone else? It basically targets 1 unit after another and just explodes them every 6 seconds until they're dead. I fought 3 skaven armies and while dueling queek between rune of smite and bugged locus thorek got 1400 kills by himself. Also the rune system is a little overpowered haha enjoy my 150 armor, perfect vigor ironbreakers that have loving frenzy--throw in the rune upgrade mod and they can have 165 armor with regen!

I can't wait for my 50 ward save, perfect vigor, and regen runelord build when they can also have rune of smiting too haha.

Arghy
Nov 15, 2012

Savy Saracen salad posted:

Holy hell Taurox is so ridiculous that I cannot help think CA made him like this as some sort of joke, there is no other explanation. It is like if I am playing the game with a cheat trainer.
Thorek is also busted as hell esp once he gets the rune anvil to ride on and he starts deleting things with locus of power. It's hilarious DLC power creep in 2 factions that never had it before haha.

Mordja posted:

Oh yeah, also are Tuskgor chariots still busted?

Just the wargore who's doing multiple attacks every time he touches things, 2 of them can delete a 20 stack of black orcs without a problem atm.

Arghy
Nov 15, 2012

Captain Oblivious posted:

In what way is Locus of Power bugged out of curiosity? It's just supposed to make enemy casters take mini-miscasts yeah?

At least in my campaign it just starts exploding any unit within 100m and doesn't stop until they leave 100m. It doesn't matter what they're doing be it skavenslaves or a loving giant it will just explode them to death. I might try to get another runelord to see if it's all locus of power or just thoreks. I also had 16 grudges at the start of the game before this so i'm thinking the bugs are extremely variable haha.

Arghy
Nov 15, 2012

TheLastRoboKy posted:

One thing worth noting with these campaigns is that when you're not playing as them these lords and their wacky mechanics are pretty much non-events and most of them wither on the vine pretty early on. I don't think AI Dwarf factions ever built stuff with oathgold before, so I dunno if we'll ever see them with dangerous rune combos on them.
AI dawi can craft armor and runes but the AI's pretty dumb and rarely will have a run away moment where they build dawi doom stacks.

KPC_Mammon posted:

The person you are quoting is using mods that make dwarfs way, way better than vanilla.

No poo poo dwarfs are easy when you can give their units permanent busted upgrades like perfect vigor and massive ward saves with a system based on orc scrap but better.

I didn't use that mod because i was too busy spending oathgold on thoreks stuff, vanilla thorek with a runesmith hardening armor can have 150 armor, 75% MR, perfect vigor ironbreakers that also come with frenzy. You can only forge 1 of those banners but they also drop from the item pool too so you can have multiple. The rune mod allows you to give them regen/PV/20% WS on top of that but it costs 50 oathgold for each of those where the banner costs 25. If anything the oathgold mods like grungis forge are more balanced now because you can spend that limited resource of so much better poo poo.

Arghy
Nov 15, 2012

Oh wow so fun fact about the bugged locus of power, it hits infinite targets within it's radius so dwellers below when they first spawn? Gone. After the 4th one where nothing happened i was like huh what's going on? I then looked at thorek with nearly 1000 kills hahaha. I'm gonna take a break from thorek and mess with thorgrim because battles are really lame when things just start dieing before you can reach them. Has anyone leveled up a regular runelord to see if it affects them all? It's gonna be lovely if it's all anvil of dooms.

The real hero is the loving engineer with his extra ammo, loving hell it's such a game changer. I'm now back to forming squares while my archers just fire non stop with the engineer topping them off constantly. Low on ammo from that counter battery fight--take some more ammo and keep lobbing! The grudgeraker is amazing also though i'm on the fence with the barrak var handshake giving the missile 150 bonus vs infantry meaning foot lords are hosed.

Arghy
Nov 15, 2012

The Atomic Man-Boy posted:

I thought the heardstone were supposed to prevent enemies from occupying nearby settlements. But enemies are just setting up shop willy-nilly in my bloodgrounds. Is it a bug? Maybe I have a mod that's screwing with it.

Elves, in MY bloodground? It's more likely than you think.

You gotta perform your ritual of ruin to lock the settlements out, before that they can be taken back. It helps to get 2 armies quickly to split up and stomp out the AI when it's in a crowded area.

Arghy
Nov 15, 2012

Broken Cog posted:

Did Lizards or Dwarfs get any new unique buildings with this patch?

Dawi got 1 new landmark in vanilla though you should be running the landmark mod which already had that building for nearly 2 years now. Lizardmen technically got abuncha new buildings but only doom gecko can use them but other then that no other new buildings.

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Arghy
Nov 15, 2012

I found the locus of power bug, somehow the better sieges mod hosed with it--how a mod that fucks with tower, walls, and gate hps during sieges affected the locus of power for runelords is so goddamn bizarre haha.

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