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Warhammer Total War: Warhammer III

Fedora Master

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This is so stupid it never even occurred to me to try. Do the Empire and High Elf gates have the same problem?
 

thesheeep

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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.
Without that, it is such a terrible PITA to try and conquer those places. Your troops are just woefully unsuited for siege battles (until mid-late game, anyway) and you'd have to fight every single battle manually - so that Kairos can win the battle for you with his near-infinite magic.
Would be fine if you only had to do it once. But Cathaytide is so insanely cheat-buffed, they can just spam 2-3 full stacks in early game to quickly retake the bastion and pump it up all the way to 20 defenders in 2 or 3 turns.
Would also be fine you could actually do somelthing with the bastions once conquered. But you can't even repair them or build any buildings there unless you are Cathay. You don't even get a garrison there :lol:

It is so much easier to try and erase Cathay from the south and just leave the gates alone (either forever or until the end).

There's an even funnier way to get to the other side of the gates that requires only your main army:
Siege the gates, wait to be attacked by the garrison or another army together with the garrison. Then retreat. In about 50% of cases, you will retreat THROUGH THE WALL to the other side :lol:
Though that does pose the risk of suddenly being swarmed by like 3-5 full stacks.
 

Lacrymas

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These games have a tendency to not provide lore-appropriate options on the campaign map. Taking the Bastion gates as the demons is a perfect example. Why can't you do anything with them?
 

Maculo

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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.
 

Mitleser2020

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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.
According to this poll, half of the players lost interest and won't play again until they get Mortal Empires 2.0/Mods.
 

Lacrymas

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That doesn't surprise me. The WH3 campaign is a waste of time and the factions on offer are the blandest yet with the exception of the High Elves. They couldn't improve gameplay enough (or at all) for WH3 to be worth playing now when stuff like Troy and Rome Remastered exists. Let's hope Mortal Empires 2.0 is not too bloated for its own good. It would still need mods to be playable, though, at least the victory conditions have to be modded to something more appropriate and less dumb.
 

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What strikes me is how reluctant CA seem to be to just admit that the RoC was a bad idea. They did the same song and dance with the initial version of the politics system in Rome 2, which was a black box that turned out to be completely empty. Yet they swore up and down that it was an actual working system, going so far as to have a community manager or whatever write a "guide" on how it "worked".

Also I deleted the game from my SSD, I have better things to waste 120gb on. It's clear they're not going to speed up the patching process or the content, so there will be no relevant development with the game for the next 6 months at least.
 

Tyranicon

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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.
 

Fedora Master

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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.

Everyone complains about the Realms, but there are fundamental mechanical issues with how units move and interact that are very reminiscent of the blunder of Rome 2. Remember the "accidentally" reversed height advantage?
 

Maculo

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The game has problems, but I am surprised by the backlash. I don’t think the campaign is bad, just certain factions are punished heavily for mistakes more so than others and/or have terrible start positions.

The campaign on legendary is a decent challenge with the amount of shit that goes wrong. It will get old eventually, but I hope immortal empires is out by then.

Speaking of immortal empires, god I hope CA adds randomized end times (Chaos, Nagash, great Waagh, etc.)
 

Lacrymas

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The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
 

Maculo

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The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
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.
 
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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.
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.

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.
 

Fedora Master

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The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
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.

Khorne is just more proof that the game was never properly playtested.
 

Lacrymas

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The problem isn't that the campaign is necessarily bad, it's just nonsense of the highest order, and the factions are shockingly bland.
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.
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).
 

Fedora Master

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Tzeentch only seems cool, the Changing of the Ways is in fact largely useless against the AI on Hard and up.
 
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Tzeentch only seems cool, the Changing of the Ways is in fact largely useless against the AI on Hard and up.
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.
 

Maculo

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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.
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.

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.

Well, my dumbass went into the realm of Khorne with a minimal army, half-assed the survival battle, and then teleported back into two Cathay gun stacks. I lost turns recuperating from that and Cathay murdered the supportive AI (for a time).
 

Maculo

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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).

I didn’t play Taurox, but I can see the similarities. I find Khorne surprisingly engaging despite the lack of ranged or magic (not the typical crutches to rely upon). With the blood armies, it legit feels like an unstoppable tide.

What do you find Nurgle a parody of? Not that I disagree with you, but Nurgle didn’t scream parody to me like Kislev or Cathay.

I wanted to like Kislev, but I am bored of the legendary lords. I may do an easy play through just to unlock the third lord.
 

Lacrymas

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What do you find Nurgle a parody of?
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.
 

Maculo

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My Kairos VH/L campaign is all over the place. Every time I go to a realm of chaos, Cathay spams armies to recapture territory and grind down my other lord.

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.

What do you find Nurgle a parody of?
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.
I don’t recall it offhand, but given Nurgle’s connection to bile and puss, I don’t find it out of place.
 
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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.
 

Maculo

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Only one soul left to go. I should have prioritized killing Cathay instead of taking the first portal. My main army is invincible with Regrowth (13 Lords of Change), but I only have enough income to support one other army.

The Slaneshi daemon did something weird. Before I could kill it, it just flew off and chilled at the beginning of the map. I am wondering if it was scripted to fly off if it takes extensive damages and the player's ground army registers as weak (just my cultist), so that the endless respawns will kill the player. If that is indeed the case, the programmers went out of their way to make survival battles painful.

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.
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.
 
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