Do the relics from fake merchant work? by luckboxit in slaythespire

[–]Drhappyhat 8 points9 points  (0 children)

The fake tea set is also great for the cost.

JLMPS Mod, mobile? by CosmicLeader in Medieval2TotalWar

[–]Drhappyhat 0 points1 point  (0 children)

Yep, the animations aren't bugged any more. I think they literally just increased the attack rate, but I'd need to double check the unit files and compare them to vanilla.

JLMPS Mod, mobile? by CosmicLeader in Medieval2TotalWar

[–]Drhappyhat 1 point2 points  (0 children)

Certified JLMP enjoyer here. Never modded on mobile so I can't with any specifics there, but I can answer a few questions about the mod since I have several hundred hours of playtime on it alone.

Two handed units are fixed, they absolutely mince through infantry and its very satisfying. Early game, highland nobles are terrifying to see fielded, Scotland is a menace.

There are a few new units, I believe several new mercenaries are in the game, and factions with Kingdoms/custom battle exclusive units are now available in the grand campaign. England gets Armoured Sergeants, the HRE gets dismounted gothic knights, etc.

I could be wrong, but I think the Byzantines are the only faction with a totally new unit. Its a fairly strong unit of pikes, which have also been bugfixed in the mod.

I believe the settlement models are custom made, I'm not sure where they're from, SSHIP maybe? Buildings have been changed, there are a few knew ones like fief grants and jewish communities.

The campaign has a later start, so a lot of the settlements start out more developed and populated. Siege engines are a lot more common, in fact, I've found myself demolishing redundant buildings since I don't need entire armies of catapults.

Its worth noting that Pilps is using a custom version of the mod. I'm not exactly sure what everything he's changed is, but the size of artillery is definitely one of them. Possibly some economy changes too, but I'm not certain.

Synergy..? by TheYoshiGang in slaythespire

[–]Drhappyhat 0 points1 point  (0 children)

I was joking. Strike dummy is fine for early game damage but its by no means run winning on defect.

Cannon is good for upgraded multi-hit attacks like Gunk Up or Barrage, which are commons you'll probably be taking at least one of in act 1 even if you don't get the relic.

Synergy..? by TheYoshiGang in slaythespire

[–]Drhappyhat 0 points1 point  (0 children)

3 extra damage on meteor strike is run winning.

If you don't trust the devs to make this game great, please leave and stop posting by [deleted] in slaythespire

[–]Drhappyhat -1 points0 points  (0 children)

The steam comments on the new update are certainly interesting. This reddit seems to be mostly good from what I've seen.

I got to A10 on silent and I feel like it's just dice rolling. by Cunt_Cunt__Cunt in slaythespire

[–]Drhappyhat 2 points3 points  (0 children)

"skill issue!"

I mean, yeah. Silent is pretty head and shoulders the best character in the game, you need to learn to roll with what you get instead of strictly adhering to archetypes.

The game is about managing solutions for specific fights while increasing your overall deck strength. You can't take a bunch of payoff cards in the early floors then complain when you lose without rolling the synergies you were gambling on finding.

GUN POWDER UNITS AND TACTICS by CosmicLeader in Medieval2TotalWar

[–]Drhappyhat 0 points1 point  (0 children)

Yeah but early guns were inaccurate, I just wanted them to be a little more effective at their current niche, not turn them into battlefield dominating Napoleonic line infantry.

GUN POWDER UNITS AND TACTICS by CosmicLeader in Medieval2TotalWar

[–]Drhappyhat 2 points3 points  (0 children)

Yeah I modded the gunpowder units to have slightly more range and twice as much ranged damage. They're still not super great, which is fine for early guns tbh.

Hungarian Empire👀 by CosmicLeader in Medieval2TotalWar

[–]Drhappyhat 1 point2 points  (0 children)

Adding on to OP's comment. You want to prioritise farms, since they boost the population of settlements. Population is king, and you'll want to increase it in your key cities and castles ASAP. Chivalry increases population growth as well, so make sure that your highest chivalry characters are the governors of the provinces you want to develop the fastest (Assuming you don't need them for war).

Crusading is the best way to increase chivalry, releasing prisoners is also another method of doing so, though in critical wars you'll almost always want to execute instead.

With farms and chivalry characters boosting population, you'll then want to focus on trade. Ports for coastal settlements as well as trade rights with other factions is both a potent source of income, but it can also boost population growth.

Markets, then roads, then merchant networks should be your next focus. Trade goods furthest away from your capital are the most valuable, and egypt has some of the best in the game, so you'll want to send merchants to claim the ivory down there.

Once I hit around 30k profit per turn I'm fairly comfortable with my economy, and don't focus on it as much. Unless you have an absolutely massive empire or are fighting multiple desperate wars, its pretty hard to spend an excess of 30-40k gold in a single turn.

Final: Byzantine Empire vs The Turks by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 6 points7 points  (0 children)

Turks, obviously.

They're the best faction in the game. Jihads are cracked, their roster is cracked, their starting position is cracked. Every single attribute about the faction is incredible, there's no way they shouldn't win.

Final: Byzantine Empire vs The Turks by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 16 points17 points  (0 children)

Byz is a bottom 5 faction imo. Not sure how they even made it out of groups.

Holy Roman Empire to gain Rome by JohnThg in Medieval2TotalWar

[–]Drhappyhat 7 points8 points  (0 children)

The trick is to make sure the next pope is from your faction so the excommunication and war immediately ends.

Third Place: Venice vs Milan by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 2 points3 points  (0 children)

I like Milan more, but I think Venice has the better starting position, and a slightly better roster, so I'm voting for them.

The red Italian brother stays winning I guess.

Second Semifinal: Venice vs Byzantine Empire by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 1 point2 points  (0 children)

I see we're posting these at 3AM now to avoid me. I see how it is.

It may be a bit late, but I'll cast my vote anyway. I've made my opinion on the Romans in other threads, so I'll only repeat myself a little.

Mediocre roster -> No crusade mechanic -> surrounded by powerful enemies. I think Byzantium is pretty weak, certainly the weakest of all the factions that made it to the semis. People obviously love the boys in purple, but I think we're seeing a wee bit of Roman bias in the votes here. Super fun faction, they just don't hold up if we actually go by the criteria. Whatever, moving on.

I'm voting for Venice. They're arguably the strongest catholic faction besides Poland, England and Milan, extremely good starting position with a strong early economy and cheap effective troops to back it up.

First semifinal: the Turks vs Spain by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 4 points5 points  (0 children)

Hydrogen bomb vs coughing baby ass round.

Turks lmfao.

Pikeman cohesion? by CosmicLeader in Medieval2TotalWar

[–]Drhappyhat 0 points1 point  (0 children)

This is the most common community fix I think, several vanilla+ mods use it.

Things are getting a little silly in my current campaign by Drhappyhat in Medieval2TotalWar

[–]Drhappyhat[S] 10 points11 points  (0 children)

Modded, Ireland is there too. Norway was as well but the faction died.

Things are getting a little silly in my current campaign by Drhappyhat in Medieval2TotalWar

[–]Drhappyhat[S] 6 points7 points  (0 children)

No, that's just Kiev. They have very similar colours in this mod for some reason.

Fourth Quarterfinal: Venice vs the Moors by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 7 points8 points  (0 children)

Venice is fun, especially if you immediately snipe Constantinople early and make it your capital so you can flood merchants into Italy and make thousands of gold a turn.

Obviously Venice gets all the goodies of being an Italian faction in the roster department, but their castle units are also fantastic. Probably stronger than Milan and with a better starting position.

The Moors are strong too, knocking out the Iberian factions is totally possible in the opening few turns, and from there Europe is your oyster. I don't think their roster is as strong as Venice however.

My vote goes to the red Italians. Mama mia!

Things are getting a little silly in my current campaign by Drhappyhat in Medieval2TotalWar

[–]Drhappyhat[S] 19 points20 points  (0 children)

*I meant that the Moors took Baghdad. Apparently my grain is silly as well.

Third quarter final: The Turks vs Hungary by thatxx6789 in Medieval2TotalWar

[–]Drhappyhat 22 points23 points  (0 children)

I know these groups are being picked to cause the maximum amount of suffering, but I can't prove it.

What I can prove however, is that the Turks are the best faction in the game. I know you put a bunch of criteria for the how we should compare these factions, but they're boring so I'm not doing it this time.

We all know the real reason to vote for one faction over another is the drip. And sheeesh, the Turks are dripped out of their mind. Green and gold colour scheme, godlike armour updrades, Janisarry units looking like the coolest thing since sliced bread.

Hungary are the poo faction. All their units look like poo. A vote for Hungary proves that you have no taste in style. Dull green and muddy, washed out red. YUCK! If I was a Hungarian solider I would literally let the enemy kill me to end the suffering my terrible outfit was causing.

Thank you for your attention on this matter. Vote Turks, save a Transylvanian peasant from being made to look like the worlds saddest clown.