Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Warhammer Total War: Warhammer III

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,909
Pathfinder: Wrath
It's not butt ladders that are the main issue, there are 4 other, more pressing problems.

1. The entire design of the game funnels you towards a ranged-heavy meta even in WH3. It's less of an issue than in WH2, but it's still there. Sieges almost necessitate using as many ranged units as possible, both as defender and attacker, especially because they can curve their arrows and hit targets behind walls (ridiculous). This makes sieges repetitive and easy as the attacker. Overpowered LLs and monstrous units are the cherry on top.

2. Walls are a hindrance for the defender. This is where the butt ladders contribute. Archers aren't safe on the walls because anything can climb them and stop them from shooting, but melee can't stay there because CA can't code fighting on walls to save their lives and there's too much ground to cover, which splits your forces, so it's better to camp in the middle of the city with all your forces than doing anything else if you are defending.

3. Siege maps are too big. Very rarely will you play a 40v40 siege battle and even then it's too big. This also makes it possible for stealth units to cap the objective without anyone being able to do anything about it. 80% of the map goes unused and it takes forever to traverse the other 20%, which slows down the already labored sieges to a glacial crawl.

4. There are just too many of them. Since there is a major settlement in every province, you either fight a siege battle every turn or every 2 turns, which takes the other 3 issues to the forefront.

Also, the AI is still shit and there's no way around it, even if they find a way to fix all of these. Oh, and the tower defense thing, but you should disable it if you haven't already.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,316
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
There are just too many of them. Since there is a major settlement in every province, you either fight a siege battle every turn or every 2 turns, which takes the other 3 issues to the forefront.

This is the main problem, %80 of the battles are siege or settlement battles. Field battles are scarce. We either bait enemy armies or ambush.
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,495
After a certain turn, you just send your melee hero/lord along with a wizard and solo the garrison. That's the main problem
 
Joined
Jan 7, 2012
Messages
14,027
Towers having less range and being permanently destroyable is a great change that will make slow, strategic pushes actually viable rather than everything being a mad dash for the victory point or trying to kill the whole enemy before towers slaughter you. It'll still suck because sieges are fucking awful with pathing and ordering shit around but at least its plausible to do them as "intended" now.

I really wonder what they are smoking when they think making the walls stronger does anything. Has anyone ever seen an AI actually destroy walls rather than rush their melee to them and climb up the top in under 30s after the battle starts?

2. Walls are a hindrance for the defender. This is where the butt ladders contribute. Archers aren't safe on the walls because anything can climb them and stop them from shooting, but melee can't stay there because CA can't code fighting on walls to save their lives and there's too much ground to cover, which splits your forces, so it's better to camp in the middle of the city with all your forces than doing anything else if you are defending.

Ironically, walls are AMAZING for the attacker. If you are the defender on walls you have about 30s to fire before you need to run away. If you are the attacker and climb the walls you can put your archers on top facing in and watch the whole enemy army slowly walk through your kill zone, easily expending all your ammo in very accurate direct fire down from above the heads of your melee troops.

3. Siege maps are too big. Very rarely will you play a 40v40 siege battle and even then it's too big. This also makes it possible for stealth units to cap the objective without anyone being able to do anything about it. 80% of the map goes unused and it takes forever to traverse the other 20%, which slows down the already labored sieges to a glacial crawl.

And paradoxically, also too small. The paths need to be at least 2x as wide. The current size feels fit for small or medium unit scale. And there needs to be more large uninterrupted open plaza-like areas. Some maps have them but lots don't.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,481
The reason why archers on walls can't do shit half the time is that the moment a single enemy engages the 100+ unit, they all stop firing. Not to mention the various situations where the AI just shits itself and they stand around doing nothing for no apparent reason instead of firing. If you manage to get things to work as intended (ie. Archers firing nonstop at enemies scaling the walls, where a melee unit is waiting for them), walls actually become incredibly advantageous. Sadly, it is rare for things to go as intended because CA has shit code.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
15,648
Location
Stealth Orbital Nuke Control Centre
There are just too many of them. Since there is a major settlement in every province, you either fight a siege battle every turn or every 2 turns, which takes the other 3 issues to the forefront.

This is the main problem, %80 of the battles are siege or settlement battles. Field battles are scarce. We either bait enemy armies or ambush.
Army march ranges are just too high.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
27,215
https://steamcommunity.com/app/1142710/discussions/0/4027968871048471238/

Can't confirm but hey it's a new patch of course it's busted.

e: Yep the AI will take retarded formations now
noiceai.jpg
 
Last edited:

Elttharion

Learned
Joined
Jan 10, 2023
Messages
1,038
They broke Medusas, they now shoot the ground in front of them. You cant add heroes to caravans now. Also Kairos is bugged and doesnt have acess to blue fire anymore. Greasus is a fast boy now too (this one is funny tho).
 

Gromoer

Educated
Patron
Joined
Jan 26, 2023
Messages
238
Location
Vault 15
Codex+ Now Streaming!
Ironically, walls are AMAZING for the attacker. If you are the defender on walls you have about 30s to fire before you need to run away. If you are the attacker and climb the walls you can put your archers on top facing in and watch the whole enemy army slowly walk through your kill zone, easily expending all your ammo in very accurate direct fire down from above the heads of your melee troops.
This. Also it’s really easy to cheese these battles by finding a blind spot (usually on the map edges), position army there and take time by slowly grinding braindead AI which will rotate squads as you shoot them from angle. Defensive AI being 100% passive helps a lot.
 

Elttharion

Learned
Joined
Jan 10, 2023
Messages
1,038
According to Legend (take it with a grain of salt since he is blacklisted)

  • More content is coming for SoC
  • ToD delayed until end of Feb 2024
  • ToD same price or higher than SoC
  • ToD is supposed to be a big update
Source

Also nice update you got here CA


xun9ehai3t1c1.png
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,151
Location
Space Hell
Link
As part of a presentation to investors (via Eurogamer), CA's owner Sega attributed the studio's ill-fated push into live service to "the favorable winds of the early Covid-19 period, coupled with the strong performance of each title," which led Sega down a path of "accelerating more, even in areas where those studios have not tried yet for further growth." In other words, Sega decided to push the boat out, only to realise no one on board knew how to sail.

"To put it simply, Creative Assembly was good at offline games in the RTS genre," Sega boss Haruki Satomi told investors, "but they took on the challenge of developing Hyenas, an online game in the FPS genre… Although the game itself was good, we decided to cancel the development of Hyenas because we did not think it would reach a quality that would satisfy our users."

According to Satomi, Sega just didn't think it could really "operate this as a competitive online game for a long period of time." Thus cancellation, layoffs, refocusing.

"We have decided to focus again on the strength of each studio," said Satomi, which we can take to mean that Creative Assembly has been directed to get back to work on things more like Total War and less like Alien: Isolation and Hyenas.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,909
Pathfinder: Wrath
Great, they are doomed to create Total War games for the rest of their existence. I'd quit on the spot probably.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,316
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
They are patching the game a lot nowadays, even fixing some old bugs and new bugs they just created. Quite impressive actually and sad. Only if they've done this from the start.
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,178
Nothing wrong with focusing on your strengths. Imagine they spent that Hyenas money on TW titles.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
27,215
Alien Isolation was a decent game so it's not like they can't do anything else. It's always a big risk though. Maybe "diversify your portfolio" a bit more cautiously instead of going straight for the Zoomer Meme Shooter audience...
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,151
Location
Space Hell
Great, they are doomed to create Total War games for the rest of their existence. I'd quit on the spot probably.
Yeah, hat would be unbearable, it's like, if Larian kept making cRPGs. instead of diversifying their experience on a field of mobile games, online shooters and dark souls likes...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom