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Warhammer Total War: Warhammer III

Ali Assa Seen

Arbiter
Joined
Jul 3, 2016
Messages
340
I swear these people have never finished one of their own campaigns, otherwise they'd know how tedious they are.

I'd bet money on the vast majority of TW player never finished a campaign. Same with hardcore Paradox gamers. Most just quit or restart after a break.
Indeed, I haven't finished most of my TW campaigns, and I regret having finished the ones I did. The hours wasted cleaning the map with a gazillion provinces and armies in MTW1 still haunt me.
TW campaigns usually end long after a winner has been decided.
I finished the Kingdoms Britannia campaign. Once it got to just mopping up Norway way up north it was boring. I'm not sure how you can fix that although I feel map provinces should be grouped into campaigning provinces where when you enter your armies it launches into another layer of the game where you have a base of operations and you then do the season's campaigning for that region on a more focused map. So in northern England the map would be this:
1200px-Map_of_the_Kingdom_of_Northumbria_around_700_AD.svg.png

Turns would then be a week or two long with the campaign lasting until either you retreat, eliminate the enemy there, or the season ends. It would encourage balanced forces and the use of scouting detachments to allow you to locate the enemy armies and potentially harass them. You need not then conquer the whole place in one go, when you've taken a few towns and cannot take more you hold on until the season's campaigning ends and then it's back to the main campaign where you can send reinforcements to link up with the invasion force. The point of this all being to get you into a series of battles and skirmishes that matter more than they would in the current system whilst making expansion a little more memorable due to it being different from what we usually get and thanks to it requiring a bit more planning.

This idea probably works better for FoG:Empires.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
4,580
I've played multiple WH1 factions to completion, including some of the dlc ones. I don't think I've ever finished a single WH2 campaign (maybe TK as they had some actually fresh mechanics and I like skellingtons, not sure now). I'm not planning on buying WH3 and the only thing I find surprising about the entire ordeal is that apparently people don't like it because bugs, not because it looks like to most boring and derivative shit in existence.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
16,011
Pathfinder: Kingmaker
That's just jumping on the bandwagon. Like I've said before, this isn't much more different than WH2. It's the same game with a dumb campaign (Vortex is also dumb) and eeehh factions. If this deserves mostly negative reviews, then so does WH2.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
17,783
https://www.totalwar.com/blog/twwh3-update120/

Several changes have been made to how auto-resolve calculates its outcomes:

  • The outcome is now determined by the Battle difficulty setting rather than the Campaign difficulty setting.
  • The difficulty scaling of auto-resolve has been reduced on Hard (and higher) difficulty settings.
This should result in less punishing outcomes on higher difficult settings, allowing more time for you to focus on the fights that really matter in your campaign for glory. We will continue monitoring the behavior of auto-resolve and making adjustments in future builds.

Based on player feedback, we’ve made several adjustments to the behavior of AI-controlled players:

  • We’ve increased the aggression levels of AI players, which should make them more inclined to initiate Siege attacks against settlements.
  • Significantly toned down the anti-player bias in the AI’s target-selection—especially on higher difficulties. The AI should now be less inclined to deploy forces over significant distances to engage the player if they are not perceived to be a particular threat.
  • The Wood Elves should be more focused on defending their capital city.
These improvements should not only help them play a more meaningful role in your campaigns, but will prevent them from developing an anti-player bias when you aren’t the immediate threat.

We’ve made several adjustments which should help improve their behavior and reactivity when engaging with enemy units:

  • Ranged units will now correctly rotate and fire when ordered to shoot a target behind them.
  • Ranged units should now reform properly after rotating to engage targets behind them.
  • Resolved issues which would result in units ignoring orders and becoming unresponsive for short periods of time.
  • Resolved issues which would prevent flying units from attacking single-entity land units.
  • Reduced the delay before ranged units can fire a volley.
  • Reduced the delay before ranged units can respond to issued commands after firing a volley.
  • Removed transition animations used by Iron Hail Gunners and Armoured Kossars which resulted in an overall reduction in their damage per second. This also increases their responsiveness when ordered to move after firing a volley.
  • Implemented a partial fix for instances where units engaged in battle would ignore player-issued retreat orders and instead reengage in melee combat. We will continue to identify and make improvements in future releases.

  • Fixed an issue which allowed AI players to ignore Deployables cooldowns when defending in battles.
 
Last edited:

Tyrr

Savant
Joined
Jun 25, 2020
Messages
980
This gave me some hope for the future:

Lastly, we’re keeping a critical eye on Blue Horrors in multiplayer with a higher cost—given that they are the most efficient basic infantry in the game. For 1.3, we’re discussing whether we weaken the base unit (e.g. less ammunition) while compensating for the loss via skill tree tweaks.

This means they will no longer ruin units in sp because of mp (like they Crypt Ghouls back in WH1 - I'm still angry). They already try to solve mp balance mainly by mp cost, and if they have to nerf stats, they compensate via skill trees.
This is something players asked for a long time. Skill trees are an easy way to buff/nerf units only in the sp/campaign setting.
 
Joined
Jun 9, 2019
Messages
1,168
Location
Холодец
Strap Yourselves In
No patch gonna fix the problem that it’s fundamentally shit
WH2 was good, and wh3 was basically a patch for that.

What patches broke, patches can fix. But it's gonna take a long time, especially at the speed they're currently going.
I’d argue that. The most fun I had in WH2 was with vanilla factions, despite them being half-assed. As of now there’re no factions in the WH3 that appeal to me. Kislev is a Disney-ish boring meh with no interesting mechanics, units or tactics, and I cannot care less about Cathay. Even if there will be DLCs that will add new factions and enhance the old ones, I don’t think that will change the game itself making it entertaining.
 

Raghar

Arcane
Joined
Jul 16, 2009
Messages
16,414
CA may have some kind of work culture disfunction. Wish someone had some legitimate insights to share on that.
I did some illegal analysis, and found they are entering job at n hours in the morning, then they have lunch pause, and then they leave job after 8 hours of work. I didn't find many possible examples of programmer doing some stuff outside work hours. And most importantly I didn't see voluntary overtimes during Saturdays, and Sundays, not even shortly before major release.

I no longer remember if n was 8 in the morning or 9 in the morning. My conclusion was they are uncreative normal workers, and there is nearly no chance to receive something groundbreaking from current CA.

They proven me right.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
17,783
It's funny. When you pay attention to the AI you'll quickly realize it can't actually play the game. This is especially evident as Cathay. They consistently fail to consolidate territories and even when you try and help them out with gifts and military support they'd rather sack than occupy a town within their starting province.

Now, when there's fog of war over the AI it suddenly becomes competent again and starts to blob. How odd. :roll:
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
3,406
Pathfinder: Kingmaker
Can get it for £20 with the ogre dlc. Worth it now?

I mean thats half price? Unlikely this game will be om major official discount so if you plan to play Immortal Empire you could buy now

The main campaign as of now is kinda boring post the first 40 turns or so. Assembly Kit will not be out until Q3 so no big mods yet as well
 

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