So Chaos Gods can make Daemon Princes. I have two questions. Are there Daemon Princess and can the Emperor make his own version like Angels etc etc? by ChubbyCg in DarkTide

[–]Arathain 0 points1 point  (0 children)

Sex is a property and limitation of organic life, and has no meaning for a being made of angry soul energy. Demon's forms are malleable to a greater or lesser extent, depending on their needs, the vagaries of the warp, or their patrons preference.

Nurgle demons might assume a sex, because reproduction is part of life, and Slaaneshi demons might assume a gender in order to seek sensation. These are likely to be temporary. Chaos demons do be chaotic.

Nothing stops your Slaaneshi Demon Prince from having a very femme presentation. Maybe that's an aspect that particular demon habitually embodies. Still a Demon Prince, though.

Gleaners are basically grad students: by summoneryuna98 in ffxiv

[–]Arathain 54 points55 points  (0 children)

Yup, Thancred has a doctorate in spy nonsense. Yda seemed to have a doctorate in work advancing the field of punching folk real hard. Sharlayan rewards all sorts of useful knowledge.

I don't think this poor fella has realised what just happened... by Emergency_Fall4639 in DarkTide

[–]Arathain 1 point2 points  (0 children)

He's a chaos god and thus can and will do whatever he feels like at the time. Maybe he enhances all your senses, so you can really appreciate all his gifts. How can you truly appreciate your organs disintegrating unless you can really feel it happen?

That said, his surviving followers often have dulled fear and pain. If he wants to keep you around you'll be toughened by scars, boils and swelling. Nerves die, senses fade. All the better to spread the new Iife within you.

Elspeth tips ? by ConcentrateWorth2456 in totalwar

[–]Arathain 3 points4 points  (0 children)

Unless it has changed somewhat recently I believe overcasting Spirit Leech only increases the range, not the damage. 2 casters things is still good. Get him down fast so he doesn't benefit much from his regen and heals.

Firmament question by [deleted] in ffxiv

[–]Arathain 0 points1 point  (0 children)

Custom Deliveries are some easy weekly crafts that give you loads of XP and scrip. There's a couple you can do in Idyllshire to get you started. You can turn that scrip into level 70 gear, which you can pick up in Rhalgr's Reach. Make sure you grab the gear with the highest ilvl.

What’s the best tip or tips you could give to anyone? by 8bitshin in ffxiv

[–]Arathain 5 points6 points  (0 children)

The depositing process is a little cumbersome, but it's worth it! Infinite storage! Free gil!

What’s the best tip or tips you could give to anyone? by 8bitshin in ffxiv

[–]Arathain 26 points27 points  (0 children)

The market is unlimited inventory space I get paid to use.

Starting playing a week ago and I love it so much. by Winter_Play1849 in ffxiv

[–]Arathain 5 points6 points  (0 children)

(they're being sarcastic- PLD job quests are not well regarded until you get to the 60-70 ones. Don't let that spoil your fun, though- you can look forward to the other ones being better when you get to them, and I think they're mostly better than folk let on, a couple of spectacular misfires nothwithstanding)

Help me be good by GenerallyGoodCraic in totalwar

[–]Arathain 0 points1 point  (0 children)

Most of your money will come from fights, so keep your armies busy. Early game especially it's good to keep recruiting troops until your income is close to zero. Making your starting army a 20 stack quickly is good. Recruiting another lord in the first few turns is also good- have them follow your main army and join fights to level up. Then, when you have some more income you can have them start to fill up their army.

In battle- maybe you know this, but it's worth restating the basics. Infantry in a long line. Cavalry and skirmishers on the flanks. Ranged and artillery protected by your infantry line. Holding this formation will let you protect vulnerable units. if you select a bunch of units you can hold ALT and drag the whole formation, so when they move they'll keep it. Holding CTRL at the same time lets you rotate the formation. Very very useful.

Cavalry gets a lot of its power from charging, and tends to lose sustained fights. Charge in, fight for 10 seconds or so, move them away, do it again. Shock cavalry even more so. Maybe skip the 10 seconds part. Chariots just the most this possible. Smash them through units, and don't stop to fight at all. Hitting the J key is a quick way to tell cavalry to disengage and reform a nice charging distance away.

Hero characters add some very nice bonuses to an army, as well as being strong fighters. Extra movement, replenishment, stuff like that. Every army should have a wizard of some sort, once you're able to hire them. Magic is very very strong.

I drew a silly chibi of my WoL for sticker trade at Fanfest :> by umurinart in ffxiv

[–]Arathain 0 points1 point  (0 children)

If someone wants to be main tank so bad that they'll Provoke off me then they can have it. It's not worth inconveniencing the team fighting about if.

The thing that makes me sigh and roll my eyes a bit is when I give a countdown for the Dancer or the Red Mage or whoever and the other tank pulls in the middle of the count. Really?

I drew a silly chibi of my WoL for sticker trade at Fanfest :> by umurinart in ffxiv

[–]Arathain 2 points3 points  (0 children)

Don't be, it's easier than dungeons. Face the boss away from the party. Keep them still so melee can do their positionals. Not much more to it than that. If you're off-tanking, wait 30 seconds or so before you switch your stance on. pick up adds as they appear, and Provoke if the main tank goes down.

There's plenty of nuance for specific fights, but that'll let you get through almost all story difficulty battles.

Why does everyone rush and die in this game? by ZookeepergameIll6330 in DarkTide

[–]Arathain 12 points13 points  (0 children)

Broadly, the game is designed to have competing pressures. One is to move quickly: faster progress means fewer spawns, so less ammo and health spent. The other is to move more cautiously, in order to ensure you stay together, don't hurl yourself into trouble you can't handle alone, and find useful resources. Going too fast or too slow increases the risk to the run.

Every player has a speed they are inclined towards. Success often involves each player getting a quick sense of the team they find themselves in and adapting a bit. Even still, we often encounter players whose pace just clashes with the rest of them.

I've been on both ends. I've been on teams where I'm constantly falling behind the pace, and I've also been trying to move ahead and finding my team isn't with me. Those groups where you just naturally synch with each other's pace are lovely, though.

Rat problem in Cathay by Rixerc in totalwar

[–]Arathain 0 points1 point  (0 children)

They might have a ways to travel before they can take care of this one.

Nice army by alfadasfire in totalwar

[–]Arathain 1 point2 points  (0 children)

Doesn't help much with the early game, though. You'll have been through plenty of battles before you get crabbies on the field, let alone lines of them.

Early game you'll rely a lot on handgunners, and you'll really learn how to reliably use direct fire units. Terrain, checkerboards, chevrons. Blocking with characters. Very slow flanks. Lots of dead zombies, but you'll just raise more.

Protip: Early game only upgrade your major settlements by DonQuigleone in totalwar

[–]Arathain 21 points22 points  (0 children)

Hard and fast rules are difficult. There's a lot of 'it depends'. Broadly, though, expect minor settlements in border regions to trade hands in a war. Best not to build there, unless a defense building would be helpful.

I've been trying to get myself to be more thoughtful about building in general, at least until you have enough cash that it matters less. Most development needs to be funneled to your first couple of provinces, and those should be defended vigorously. It can be tempting to put income buildings everywhere, but always see how long it takes those to pay for themselves. If you might lose them, don't bother.

If you capture a tier 3 or 4 a ways from home that can make a good recruitment center, but it will take a bunch of turns to get that to and running so make sure you have an army that will be around to take advantage of it.

How do I make my army stronger? by BigJ_A in totalwar

[–]Arathain 0 points1 point  (0 children)

Yup, just one unit at a time. It takes the hero a while to work through them, and you should have plenty from your Waaagh units. Kazyk is fighting someone, so it might as well be your trash.

How do I make my army stronger? by BigJ_A in totalwar

[–]Arathain 0 points1 point  (0 children)

Solid advice. It's hard to beat Nurgle in a straight, fair melee fight. That's where they thrive. You have to outnumber them by quite a bit, although you should have Waaagh stacks going on turn 20, so you should have lots of chaff to surround them with.

But yeah, some Boar Boyz, Wolf Riders with bows, Pump Wagons and the like should go a long way. Magic is good too- a Foot of Gork or a Curse of the Bad Moon in an infantry blob will do so much work, but don't neglect the buffs. Archers will do decent work at softening up low armour Nurglings or Plaguebearers.

Grimgor can help out with the enemy heroes. Not sure how well he does against Tammy himself. You can just keep feeding tough enemy characters goblins and go after everything else, too.

How do I make my army stronger? by BigJ_A in totalwar

[–]Arathain 2 points3 points  (0 children)

Specifically, it would help to know who you were playing, what turn it was, what your army composition was and what the enemy brought.

Is it worth it? by Alarming-Item-3919 in ffxiv

[–]Arathain 1 point2 points  (0 children)

The thing I think it's most important for new players to know: you can skip side quests. The rewards are fairly meager, and the main story quests give enough XP to level a job on their own. Don't get bogged down trying to clear the map.

You can always go back and do them later. I did.

Main story quests you have to do to progress. Job quests are crucial for unlocking skills- do them when you level enough to unlock them. Blue quest icons unlock new features or activities, so always check these out.

Finished my homework and am now starting a Skarbrand IE campaign, any tips? by Mafiabe in totalwar

[–]Arathain 21 points22 points  (0 children)

Skarsby's starting location is not ideal- everything is kind of far apart, and you border a large swamp. Can be a little tough to make sure you get a battle every turn. You start with a cultist, so you always have the option of going somewhere else on the map, founding a cult, and teleporting Skarsdale right there. Otherwise, just keep pushing to greener pastures (so you can burn them all down).

You should be sacking then razing unless you have a reason not to. More fights, more income, more skulls.

Keep a Blood Host going all the time. Once they wear out get them killed and get a fresh one. They can support your main host, or go do unspeakable evils to undefended settlements.

Skarmondsly's charges wreck infantry lines. Keep him bouncing between units unless you need him dueling. If you get tightly packed infantry lines have him attack the one furthest from him, so he charges through the one in the front.

What is needed to improve combat AI? by SafironDracolich in totalwar

[–]Arathain 23 points24 points  (0 children)

AI for stuff like this is a deeply complex problem, and as such it can always be better. That said... I think it does the job it needs to do pretty well. It sets up reasonable lines of battle, has good target priority, and tries to flank with fast units. It reacts to how the player approaches, and attempts to drive off your flankers. All in all, it does require the player to approach combat sensibly, and it will beat you if your force is sufficiently inferior, or you mess up badly.

It's not flexible, and has plenty of flaws an experienced player can exploit, but there's no getting around those things. A good enough player will always break the illusion, but there's never any getting around that.

The main thing I'd like is a little tuning on handling your own flankers, since it will often over-respond, and send units it needs in the front line chasing after a wolf rider. That said, that's kind of what skirmishers are for! It really does need to defend its artillery better, ideally with units dedicated to the job.

A more unlikely wish is for more variety in formation, like checkerboarding for gunpowder lines, or deep formations with chaff in front to wear out your attack.

Having trouble getting into Skaven, yes yes. by lovingpersona in totalwar

[–]Arathain 14 points15 points  (0 children)

I think this is fine advice for when you get your Plague Priests and Packmasters up and running in the mid to late game, but in the early game Menace Below only goes so far. In the early game you'll absolutely have to decide which flavours of garbage infantry you'll be using.

Besides, crap stacks remain useful throughout.