Fedora Master
STOP POSTING
- Joined
- Jun 28, 2017
- Messages
- 31,888
This is so stupid it never even occurred to me to try. Do the Empire and High Elf gates have the same problem?
Once I found out about it, it became my main way to deal with the bastions as Tzeentch.This is so stupid it never even occurred to me to try. Do the Empire and High Elf gates have the same problem?
According to this poll, half of the players lost interest and won't play again until they get Mortal Empires 2.0/Mods.Warhammer 3 turns 1 month old today and of the initial playerbase nearly 90% have moved on to other things at least for the time being. If you're one of the people that have played Warhammer 3 but have stopped at least for now I'm curious as to why.
This is shaping up to be Rome 2 levels of mishandling.
The Warscape engine is complete garbage from Empire till now, no exceptions. They need to abandon it completely.
This is shaping up to be Rome 2 levels of mishandling.
Is it really that bad? Rome 2 was hyper shit on launch.
With Cathay, I would agree with you. I am disappointed by the faction. I would, however, go to bat for Khorne and Tzeentch though. You can pull some neat tricks with those factions, such as the 28 turn Khorne domination victory.The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
Honestly when I played Tzeentch and just rushed through the gate to kill Miao Ying before she re-colonized it it was never a problem. You've got the Kurgans and your allied Tzeentch faction and your own armies in the way of the other AIs re-colonizing it.Agreed. The lack of a demonic garrison is annoying, especially given the effort it takes to capture it. Also, perhaps it is just me, but the AI seems to automatically receive a decent garrison after retaking it.
With Cathay, I would agree with you. I am disappointed by the faction. I would, however, go to bat for Khorne and Tzeentch though. You can pull some neat tricks with those factions, such as the 28 turn Khorne domination victory.The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
You can win with Khorne on turn 11 because of a bug that resets your movement :р Tzeentch is probably the most unique of the factions, I agree, the others, however, are either variations on other factions that already exist (like Khorne with Taurox), bland parodies in an already parodic setting (Kislev, Ogres, Nurgle) or simply extremely bland (everyone else).With Cathay, I would agree with you. I am disappointed by the faction. I would, however, go to bat for Khorne and Tzeentch though. You can pull some neat tricks with those factions, such as the 28 turn Khorne domination victory.The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
Why do you say that? Transfer settlement, halt army, break alliance and force war are all as good on harder difficulties or in fact get better. You also get more books from battles the more armies the AI throws at you.Tzeentch only seems cool, the Changing of the Ways is in fact largely useless against the AI on Hard and up.
Honestly when I played Tzeentch and just rushed through the gate to kill Miao Ying before she re-colonized it it was never a problem. You've got the Kurgans and your allied Tzeentch faction and your own armies in the way of the other AIs re-colonizing it.Agreed. The lack of a demonic garrison is annoying, especially given the effort it takes to capture it. Also, perhaps it is just me, but the AI seems to automatically receive a decent garrison after retaking it.
It is kind of weird that you can recolonize it as a non-cathay faction. Since it has no army it's basically useless, it's better leaving it uncolonized so that the AI has to lose half their army to colonize it.
You can win with Khorne on turn 11 because of a bug that resets your movement :р Tzeentch is probably the most unique of the factions, I agree, the others, however, are either variations on other factions that already exist (like Khorne with Taurox), bland parodies in an already parodic setting (Kislev, Ogres, Nurgle) or simply extremely bland (everyone else).
Of the Nurgle in the actual lore. While I'm not intimately familiar with everything Nurgle, I'm sure his commanders don't literally diarrhea on top of people in battle.What do you find Nurgle a parody of?
I don’t recall it offhand, but given Nurgle’s connection to bile and puss, I don’t find it out of place.Of the Nurgle in the actual lore. While I'm not intimately familiar with everything Nurgle, I'm sure his commanders don't literally diarrhea on top of people in battle.What do you find Nurgle a parody of?
Now that I have a Lords of Change doom stack, I can turn the tide permanently. These units are immortal, but I don’t understand why yet from a stats perspective. They have 20% physical resist, but that doesn’t seem to account for the sheer endurance shown by these units. Their melee attacks appear to stun or knock back infantry, and so my guess is that several Lords of Change can stunlock a target.
Their shields regenerate quickly, especially if you stack heroes with the keymaster trait (10% shield regeneration rate) and Kairos trait, but something still doesn't making sense about their performance. Given their size, I would expect missile infantry and/or halberd units to perform well, but they barely make a dent once the Lords of Change land. It is as though infantry is bugged against them and cannot complete attack once the shield is down. The only units that consistently land attacks once the shields fall off are other single entity monsters, but I can either blue bolt spam those to death or fly away. Also, missile infantry prioritizes Kairos, and so if you fly Kairos in circles the missile infantry will ignore the Lords of Change.Now that I have a Lords of Change doom stack, I can turn the tide permanently. These units are immortal, but I don’t understand why yet from a stats perspective. They have 20% physical resist, but that doesn’t seem to account for the sheer endurance shown by these units. Their melee attacks appear to stun or knock back infantry, and so my guess is that several Lords of Change can stunlock a target.
With how many buffs Kairos has for his units' shields I wouldn't be surprised if Lords of Change can just not manage to get hit for long enough for it to recharge, given their knockback/movement in battle/decent melee defense. Especially if you have multiple of them engaged with a target. Haven't tried them myself.