Fedora Master
STOP POSTING
- Joined
- Jun 28, 2017
- Messages
- 31,848
Yea, magic like in the TT. Imagine having to micro counterspelling.
Yea, magic like in the TT. Imagine having to micro counterspelling.
Yea, magic like in the TT. Imagine having to micro counterspelling.
They simply need to make casting time longer. "X is casting a Tier1/2/3 spell" pops up and you can choose a mage to try and dispel it at the cost of not being able to cast themselves for a while, for example.
Imo they just need to fix the objectives and make the AI more competent so it doesn't have to rely on 80% reductions/increases to half the major mechanics to stand a chance.Campaign depth, not stupid gimmick shite
Yea, magic like in the TT. Imagine having to micro counterspelling.
They simply need to make casting time longer. "X is casting a Tier1/2/3 spell" pops up and you can choose a mage to try and dispel it at the cost of not being able to cast themselves for a while, for example.
But what's the end-result? Magic being even more powerful if not countered?
Seems like a mechanic for MP, and just another avenue to abuse the AI in SP.
Yea, magic like in the TT. Imagine having to micro counterspelling.
They simply need to make casting time longer. "X is casting a Tier1/2/3 spell" pops up and you can choose a mage to try and dispel it at the cost of not being able to cast themselves for a while, for example.
But what's the end-result? Magic being even more powerful if not countered?
Seems like a mechanic for MP, and just another avenue to abuse the AI in SP.
Magic has an inherent problem in that it's mostly "click to do massive damage". There's no real tactical or strategic element to this for the player (both as user and victim). Artillery and ranged units are also massively buffed in Warhammer compared to earlier historychad titles, but at least there are a number of ways to significantly mitigate or nullify it (there are pros and cons to having an army that has to babysit artillery, though it was better in games like Med2 where it actually slowed down your army). In theory, a significant benefit to bringing a mage should not just be the ability to one-click win with a vortex spell, but to counter enemy mages (not minor crap like reducing overall winds of magic, which you can do with items anyway). CA didn't make the slightest effort to make magic its own mechanic, just chucked mages in as glass (and not-so-glass) cannons.
Recruitment and replenishment needs a complete overhaul, so horde factions can actually act like hordes, and 'dying' factions actually feel every loss.
One of my main gripes is the replenishment system,
Eh, idk...Yea, magic like in the TT. Imagine having to micro counterspelling.
They simply need to make casting time longer. "X is casting a Tier1/2/3 spell" pops up and you can choose a mage to try and dispel it at the cost of not being able to cast themselves for a while, for example.
Campaign is pretty meh, indeed and the only real differences come from the factions themselves having some different mechanics. But I'd prefer even more differences between them.Campaign depth, not stupid gimmick shite
Fix dogshit sieges, either completely overhaul the current sieges or at least add significant settlement variety
Magic system (like tabletop), not glass cannon one-click BOOM haha like the current mechanics
Unit customization (like tabletop)
Character customization beyond Call of Duty loadouts (like historical TW) - every faction should, at minimum, have something similar to political offices and intrafaction relations
Logical diplomacy, not allies with 100+ relations randomly declaring war on each other because their code told them to (never ever)
Naval combat (small family company)
Banners (small family company)
dude what, you can recruit/replenish anywhere inside your borders elite stacks in a few turns/instantly if you have the money/buldings.
in earlier total war titles you had to get back into a town that had the specific bulding your recruited from in order to recruite it again/replenish it. if the city was on the other side of your empire then GG.
dude what, you can recruit/replenish anywhere inside your borders elite stacks in a few turns/instantly if you have the money/buldings.
in earlier total war titles you had to get back into a town that had the specific bulding your recruited from in order to recruite it again/replenish it. if the city was on the other side of your empire then GG.
Which is the exact problem. In earlier titles, losing an elite unit was a terrible blow, unlike the the trash units which are used as fodder. And as a result trash units were really useful. It was also a lot harder to get elite units and you had to merge units often which is realist on a long campaign. Attrition was a thing as were double side attacks. Now its just easy waiting. The problem of older systems was ferrying the troops which made the logistic extremely annoying. You also had to build your own garnison, which depleted invading invading armies.
SFO adding banners hoisted by actual banner bearers instead of floating above regiments all ghostly like.
SFO adding banners hoisted by actual banner bearers instead of floating above regiments all ghostly like.
What are they doing differently with the banners? From the clip you posted it seems just graphics.
If elites replenished much slower it just buffs all ranged units (who are preferable already), but especially elite ranged.
Dominions 5Warhammer II is the best strategy game I ever played. Cant think of anything that comes close to being as fun.
Personally, I think a refined version of Markus Wulfhart's hostility meter would do it. The more you grow in power and/or territory, the more alerted your factional opposite becomes (Dark Elf v. High Elf, Greenskins/Skaven v. Dawi, Allarielle v. Hellebrom, etc.). It is not perfect, but I found it delayed or lessened snowballing.And they want to try and tackle the snowballing prolem but that might just be in the realm of fabulously optimistic.
Why wouldn't it work?CreamAPI still works, nice.
The people over at... that place... said you need the loose DLC files though, which I find odd.
Sadly most of Ed123's wish list is indeed unlikely to pass from CA now that they settled on a formula and will be content with just tweaking it for the most part (we will see about the promised siege revamp), but modders to the rescue on some of them:
"What mod does he talk about at 8:04 ? Is that a mod that givesa hero only army?" Asking for a friend...
started a nagarythe campaign
around turn 20 i had the bright idea of attacking morathi because she was spreading chaos corruption to my vaul's anvil
naturally she called niggarond for help
oh no
it is now turn 71, and after quelling countless chaos rebellions, kicking out morathi and countering some 6 niggarond invasions (three of which came from the fucking ocean because he confederated hag graef and malus apparently decided it was a fun idea to send a bunch of armies aaaaaaaall the way from the archipelago in africa towards me) the front is finally somewhat stable
to give you an idea of how busy i was, alith anar is now level 40, and he's still running around with rangers and spearmen (and 6 shadow justice walkers who do all the heavy lifting) because i never had the time/opportunity to take a breather and apply some prussian military reforms
maybe i'll even allow myself the luxury of starting the first ritual soon