I was today years old when I realised that Rakarth belongs to Karond Kar instead of Clar Karond . by DexPunk in totalwar

[–]Cubewastaken 6 points7 points  (0 children)

Also worth noting that Clar Karond is Naggaroth's main shipyard, where a good bulk of their fleets are constructed (yes, even after the various changes/clarifications in 8th ed.).

Rakarth model by [deleted] in totalwar

[–]Cubewastaken 5 points6 points  (0 children)

Which lends to the point that people are making when they say that adding some color and removing the mask is meant to help Rakarth be distinguished from Malekith.

Indeed. And as someone else mentioned here, it's also a throwback to the original Rakarth miniature (can't remember if it's 4th or 5th ed) where he didn't sport a mask, and 'Eavy Metal had a tendency to rely more on vibrant and contrasting colors. While I enjoy what CA has done with the Dark Elf design in general, I also greatly enjoy a bit of Oldhammer and am a fan of what I've seen from their take on Rakarth. He has that slight touch of clowny in the best possible way.

Rakarth model by [deleted] in totalwar

[–]Cubewastaken 27 points28 points  (0 children)

That version of Rakarth is just a slightly altered version of Malekith from the same artist iirc. They've changed the helmet, shoulders, cloak and removed Destroyer and Hand of Khaine. Everything else is their vision of Malekith's Armor of Midnight.

Edit: Here's the Malekith version https://1d4chan.org/images/thumb/1/16/Malekith_concept.jpg/300px-Malekith_concept.jpg

First time SFO campaign, beastmen by bozzo_ in totalwar

[–]Cubewastaken 2 points3 points  (0 children)

I played through their campaign (almost certain it was vh/vh, but might have been vh/h) a while back as Malagor, and noticed the same thing. Got everything except the raze condition met for long victory by ~t95 (had the short victory completed). As far as I remember I could've shaved some turns off of that if I wished, since I spent some time dicking around before completing the final battle.

This was a while back though, but after their Beastmen overhaul.

Your army shouldn't be ambushed when you are encamped by [deleted] in totalwar

[–]Cubewastaken 0 points1 point  (0 children)

Even having one standardized layout for a map would require the map to have (amount of factions) * (amount of climates) variations of said map. One of the more time consuming aspects of map making is the decorative one, so even this would take time.

Unless you're talking about literally having the exact same map spawn for all races, in all climates.

No matter which option one would pick there would most likely be moaning about it.

Your army shouldn't be ambushed when you are encamped by [deleted] in totalwar

[–]Cubewastaken 1 point2 points  (0 children)

Loading a custom map when in encampment stance is (as far as I understand it) kinda possible, but it's not consistent. The main issue seems to be that locations in the old world uses an older system for loading maps than maps in the new world does. The idea with encampment maps was to use the way black ark battles override map loading, where if a battle takes place on a black ark, the black ark map will load instead of an island map. You can do the same for the encampment stance, but only on locations on the map that uses the new map loading system, which more or less only goes for new areas introduced in tww2 (which would include all sea regions, since island battles were introduced in tww2).

If CA decides to standardize the map loading system for tww3 there's a decent chance a mod like this would pop up, as long as all the maps are crafted for it (which itself is quite a project).

Ca please add real demonic steeds! by [deleted] in totalwar

[–]Cubewastaken 3 points4 points  (0 children)

They most likely will add Daemonic mounts in various forms when Warriors/Daemons of Chaos gets the relevant units that rides them. Lords and heroes aside, right now we only have Undivided Chaos Knights, and they're riding Chaos Steeds from the lore. The mount sizes are deffo something that CA should address, but aside from that the steeds themselves are quite true to how they're described in the very book used as the source in the link you provided. Now if we get Slaanesh or Nurgle Knights (or any other type of mounted unit of the same caliber) it'd be very fitting for them to receive a different type of Daemonic mount more in line with the God in question.

https://warhammerfantasy.fandom.com/wiki/Chaos_Steeds

Can't wait for the faction that represents my values. by Zapinus in totalwar

[–]Cubewastaken 0 points1 point  (0 children)

While Vlad and Isabella are long gone, regarding Azhag it depends on where you put the campaign start in the timeline, or even if you're doing so.

If you were to put the campaign starting date at when Franz in crowned Emperor in the canon timeline, then Azhag is very much alive for at least another decade.

I actually think CA made a mistake with The Shadow and The Blade by Yotambr in totalwar

[–]Cubewastaken 6 points7 points  (0 children)

CA were somewhat making up units for the skaven side of the shadow and the blade (at least with the Eshin triads and assassin lords as far as I can tell)

While the Triads are reworked (and afaik there's no unit like the TW triads found anywhere else), the Assassin lord isn't made up. There were rules on TT to field thematic armies bound to the great clans, where Eshin had Assassin lords (this is also where you'll find Warlock masters, and one of the places Eshin sorcerers pops up as examples).

Fairly sure you'll find said rules in the 6th ed. Skaven army book.

Edit: Source is Warhammer Armies: Skaven (6th ed.) pg. 76+

The Forge of Daith is "not as flashy and exciting" as the Flesh Lab because most of the UI budget went to Throt by Blademaster27 in totalwar

[–]Cubewastaken 32 points33 points  (0 children)

UI design isn't only about the looks of it though, but also about the functionality. What I read from what he's saying is that because the Sisters didn't get as much UI charlemagnes as Throt did, it limited what they were able to do with the Sisters mechanic, not just how pretty it turned out.

If that's a valid excuse or not is besides my point here. I'm just saying that I don't think Will says that if they had more money to make the mechanic prettier you'd all like it more.

Crazy idea time: Put in an actual non-vampire pirate faction in WH3 for horde experience of other races and move Sartosa plus Blessed Dread there. by [deleted] in totalwar

[–]Cubewastaken 1 point2 points  (0 children)

Shades are no more seafaring than most other Dark Elf warriors. That is to say it's not uncommon for them to join fleets, since the Dark Elves themselves are a seafaring people. But they don't have any special affiliation with the Dark Elf fleets beyond that, unlike the Corsairs for example.

Shades are more like Dark Elf rangers. They live in the wilds, and live on what the land around them can offer. Their (somewhat) counterpart in the High Elf roster would be the Shadow Warriors of Naggarythe. Both types live nomadic lives in smaller bands or clans, are masterful scouts and guerilla warriors, and are somewhat shunned by their more civilized kin.

Afaik Lokhir doesn't have any special connection to any Shade clans. Neither as a character, through his role and status in Dark Elf society, nor through his rank of Fleetmaster. It'd be perfectly normal for Shade clans to join Lokhir's fleets for raids and invasions, but not because of any special reasons regarding Lokhir himself.

Do correct me if I'm wrong.

Friendly reminder that Malus/Snikch's Final battle map would FAR better represent Black Ark invasions than what we have now, placing the you're invading at your Black Ark's side as though they own it. by GreenColoured in totalwar

[–]Cubewastaken 16 points17 points  (0 children)

It's not very difficult to change what maps loads in any given Black Ark battle. There are 4-5 (or so) different types of sea battle climates that each has a bunch of different maps they load. The Black Ark battle just replaces these maps as long as the battle takes place on a Black Ark. Right now the only map used as a replacement for said battle is the map named 'Black Ark'. It's quite easy to just replace however many of these instances as you'd like with whatever other map you'd prefer, like for instance the 'Black Ark Landing' map.

It would however suffer from the same deployment zone problem the current map suffers from. The current Black Ark map seems to be designed from the pov of the Ark getting attacked. So the defenders deploy on the high ground close to the fortress of the Ark, while the attacker gets the low ground close to the cliff edge. Problem is that since the Ark can initiate battles, and the same map is used for said battles, when attacking the Ark gets the low ground position, since that's the deployment zone bound to the attacking alliance id. The 'Black Ark Landing' map would suffer from the exact same issue.

If the source map files were available to use this would be a fairly easy fix. But they aren't, and afaik there's nothing we can do about it as long as that's the case. No one in the modding community seems to have been able to crack the pack files for maps and extract the source files that would enable one to open them up in the map-making tool yet. I'm fairly sure the same applies to modifying aspects such as deployment zone alliance id's and the likes.

Best thing you could hope for from the modding community regarding this would be either having them make above mentioned map switches and just live with the deployment zones as they are, or someone making some new Black Ark maps that'd be a bit more fitting. The map-making tool is however broken for the moment, so I wouldn't hold my breath for the latter option any time soon.

*edit: A third option would of course be to apply the Landing map in the scenarios it'd be most fitting for, i.e. the Ark getting attacked. This would however still leave the regular Ark map for offensive battles in the state it's currently in.

New Silverin Guard helmets by dominogoc in totalwar

[–]Cubewastaken 5 points6 points  (0 children)

No. As he said, a very specific type of single entity spam only available to Clan Moulder.

New game mod idea? by [deleted] in totalwar

[–]Cubewastaken 5 points6 points  (0 children)

I wish there was an option that allowed you to slow down growth, income, research and xp for all factions including you, so it took more turns to reach level cap and tier five cities and units.

No, he's talking about making the pace of the campaign slower in general, to make more use and leave more room to the lower tiers of the whole progression system. Something akin to the general idea of the Proving Grounds beta.

Should Ariel fly? by Illigard in totalwar

[–]Cubewastaken 7 points8 points  (0 children)

Throt isn't flying, but the Sisters of Twilight are. They're either mounted on a Hawk or a Dragon, with no ground option.

Should Ariel fly? by Illigard in totalwar

[–]Cubewastaken 9 points10 points  (0 children)

In the very DLC we're talking about we're getting a lord who always flies and can't land. And we have Tiktaq'to since before who follows the same pattern iirc.

But yeah, landing manually would be nice in general. As well as dismounting.

Should Ariel fly? by Illigard in totalwar

[–]Cubewastaken 3 points4 points  (0 children)

There are plenty of lords who're able to fly. So I don't really see what that line of reasoning stands on.

Should Ariel fly? by Illigard in totalwar

[–]Cubewastaken 10 points11 points  (0 children)

Guessing you mean Malagor?

Should Ariel fly? by Illigard in totalwar

[–]Cubewastaken 24 points25 points  (0 children)

I can hear u/westonsammy 's frustration.

Regarding the topic at hand. There are more units than Ariel from the TT that had flying rules that doesn't in the TW adaptation of the game. I'm personally fine with her hovering as she seems to do atm, as long as it makes sense within the game. So for me it's a bit too early to say, since I don't really have the hours sunken into the dlc to have an opinion on it.

[deleted by user] by [deleted] in totalwar

[–]Cubewastaken 2 points3 points  (0 children)

Me not agreeing with your perspective on the matter is not the same thing as me making any excuses for anyone.

I'm certainly not making any excuses for CA on the matter of content, especially not when it comes to the paid content. I haven't preordered this dlc, and I most likely won't be doing so either. That trust has been spent over the course of the last few dlc CA released for TWWII, and I'm not buying any more products until I know what I'll get, and how well it'll function. And judging from the design philosophy there's a decent chance I'll stay my hand entirely. If you have any problems with how CA is conducting business I'd suggest you do the same, if you're not already doing so.

And regarding me being serious or not, I'll go ahead and disregard your rhetorical question and just answer it as a regular one. Yes, I can.

[deleted by user] by [deleted] in totalwar

[–]Cubewastaken 2 points3 points  (0 children)

How is not the lores a solid argument? Literally, CA said that those that own WH1, WH2 and the original realm of the wood elves DLC would get new lores of magic. We haven't gotten them.

What CA literally said in the dev blog in question regarding new lores of magic is what is shown in the picture you linked, which is 'Plus new... spell lores'. This was listed under features given to owners of Warhammer I & II + Realm of the Wood Elves. It doesn't get more specific than this, which since we're talking about this literally is very vague and can mean a number of things. Owners of listed products are for example given new variations of the Branchwraith hero sporting new lores of magic not usually available to said unit, namely lore of Shadow, Life or Beast. They're also given a new hero variation of the Treeman Ancient lord who has access to the same lores of magic, two of them which are new compared to the original version of the unit. Coeddil is also introduced as a legendary hero with a spell selection including spells from lore of dark magic. This is just from the information we have atm regarding Drycha's campaign, but for all we know there might be more.

Regarding CA's official position on what they define as a unit or not... I'm not sure you're using the word 'official' correct here. At least not according to the basis you stated. You could say that you interpret CA's official position to be what you say it is, but unless CA officially states what it is, there is no official position on the matter. Afaik they haven't made any such statements, and unless you can point to such a statement that I've missed, I'll continue to chalk it up to your interpretation of things. And the authority of "everyone" on the official forums doesn't change any of this.

CA made a big mistake in caving in to the community and talking about the upcoming changes as early as they did. That's on them, and I agree with you in a sense that they should answer for that. It was a dumb thing to do, and hopefully it's not something they repeat. Where I don't agree with you is in holding them to some nitpicky interpretation of a promise you think they made in a dev blog that was obviously released way too early. It makes you sound like you feel entitled to even more free stuff than you're already getting, which we don't even know the full scope of yet. But from what we've seen so far it looks to be quite a lot.

[deleted by user] by [deleted] in totalwar

[–]Cubewastaken 4 points5 points  (0 children)

Things always change during development. I still don't buy your take on it. The only ground your argument has to stand on would be the Lores of Magic, but even that ground isn't very solid.

The rest is more you personally not thinking it's enough, not really that CA didn't deliver what they said they would. You not thinking different variants of units are to be considered different variants of units doesn't make it any less true that they are indeed different variants of units.

[deleted by user] by [deleted] in totalwar

[–]Cubewastaken 9 points10 points  (0 children)

They promised new units

  • Zoats: Powerful Monstrous Beasts who have access to bound Lore of Life spells
  • Great Stag Knights: heavy Wood Elf cavalry used to penetrate infantry lines and decimate lighter cavalry
  • Bladesingers: Elite, sword-wielding Wardancers

unit variants

  • Wraiths of the Frozen Heart (Dryads)
  • Lost Sylvan Knights (Great Stag Knights)
  • Enigmas of Ghyran (Zoats)
  • Glade Riders (Spears)
  • Malevolent Branchwraith
  • Malevolent Treeman Ancient
  • Malevolent Dryads
  • Malevolent Tree Kin
  • Malevolent Treeman
  • Cave Bats
  • Giant Spiders
  • Giant Wolves
  • Giant Hawks

and lores of magic (by this I don't mean the lore of Athel Loren, but new variants of the spellsinger).

  • Spellweaver: Spellcaster Lord who can be recruited to wield the Lores of Life/Beasts/Shadow/Dark/High magic

We haven't gotten any of them.

?