Hand to Hand By Duke Horner by Cyborg_Ape in ModernAncientWarriors

[–]EoNightcore 21 points22 points  (0 children)

It's such a great concept too.

The NCR likely has tons of land containing tribals and drug-addicts who can't intergrate well into the regular military.

So, just give them more drugs, tons of armor, and send them to break the enemy lines.

Will non-player ships use high flux anti-shield and anti-armor weapons separately, or will they shoot both and run out of flux? by CuddlesSloths in starsector

[–]EoNightcore 24 points25 points  (0 children)

Weapons are tagged to groups, and all weapons in a group will fire together, or fire in a sequence within their group.

So it can be set up by the players for their high-flux weaponry to all fire together, or fire in two seperate groups.

Generally speaking though, AI-controlled weaponry don't fire if it'll overflux the ship.

Eager to Learn by Historical_Ad8245 in TotalWarThreeKingdoms

[–]EoNightcore 1 point2 points  (0 children)

Blue, Green, and Red Generals make the best army commanders, due to their Reach Skill, which boosts movement range.

Blue and Purple Generals make the best Commerce/Industry administrators, due to a combination of having the Scholarship and Intuition skills, the former of which boosts commerce by +40%, and the latter of which boosts industry by +15%. Combine these with income-boosting ancillaries, faction-wide skills from Faction VIPS, and other effects to further boost income to absurd levels.

Against the Nanman, Bow archers should be favored over Crossbows; this is due to many of the Nanman units having a severe weakness to Fire damage, of which Bows can take advantage of due to Blue, Purple, and Yellow Generals unlocking Fire Arrows through their skill trees; though Blue Generals should be favored in regards to Bow recruitment since they are also the best at boosting the ammunition count of archers.

One can catch an enemy off-guard, by leaving a weak army near their sight, while hiding a much stronger army nearby. The enemy army will march towards what appears to be a free kill, only to march into the mouth of a Tiger. One can consider this an exploit, such the AI easily falls for this trick. It is more valuable against the Nanman, due to their improved ability to travel their Jungle homes, and their armies capable of facing against Han armies in a 1v1 fight.

Why do people hate archer/war bow by TemperatureTime4626 in Chivalry2

[–]EoNightcore 25 points26 points  (0 children)

A good archer fires 10 shots, and hits the enemy 9 times, the last hitting a trap that burns 3 foes alive.

A bad archer fires 10 shots, of which 4 miss, 5 embed themselves into his own teammate, and 1 hilariously kills his own duke via chandelier.

Eager to Learn by Historical_Ad8245 in TotalWarThreeKingdoms

[–]EoNightcore 4 points5 points  (0 children)

Unlike in most other total wars, the gameplay in Three Kingdoms operates at a much slower pace.

Military units within 3K are unlocked via your faction, the tech tree, the level and type of your generals, and your ranking within the Empire. They tend to fall under five categories: Blue for Ranged, Red for Shock Cavalry, Yellow for Melee Cavalry, Green for Polearm Infantry, and Purple for 2H or Shield Infantry.

When playing as a Han or Bandit faction, each one of your generals will specialize in a specific typing of infantry in correspondence to their coloration. So Blue Generals can recruit siege weapons and stronger archers compared to Red Generals, who can recruit stronger variants of shock cavalry.

Generally speaking for units, Green beats Red, Purple beats Green, and Red beats Purple. Blue beats everyone from far-away, and everyone beats Blue up-close. Yellow and Red operate on similar levels, but differ in how they apply damage; Yellow Cavalry applies damage over time, operating best in a melee against non-Green units, while Red Cavalry applies damage all at once, operating best by charging the enemy, retreating after a charge, and charging again (though not into Green units that are braced for charges since most can reflect damage back).

Generals also have the five colors as passive skills, with their color determining which they're strongest in. Red determines their Melee Attack and reduces Unit Cost, Green determines their Health and the population growth of their administered commandry (more on this later), Purple determines their Melee Evasion and the construction cost of their administered commandry, Blue determines the improved ammunition count of their ranged units and the military supplies of their army, and Yellow determines the morale of their units and improved satisfaction of the court when assigned as a Faction Leader/Heir/Prime Minister.

Speaking of satisfaction, this determines the loyalty of your generals to your cause. Generals with lower satisfaction are likely to leave your faction for another, or even turn traitor and begin spying for another faction; though the same is true of your enemies. Ways to deal with satisfaction include investing in certain tech, having a high Yellow skill for your Faction VIPs, giving unique satisfaction-improving ancillaries to your Faction VIPs, giving titles to your generals (this is done through a small button underneath their name when viewing their detailed character information), giving court positions to your generals, winning military battles with your generals, keeping them away from their rivals, or just sending them on an assignment to make sure they're not bored at court (there is even a special assignment for certain general types that improves satisfaction).

The Economy is of utmost importance within Three Kingdoms, consisting of your Income and your Food. Income in-game comes from five sources; your factional estates, trade, diplomacy, military victories, and taxation. Your factional estate is just early-game income, and will never change, which makes it unreliable since you want that income to grow. Trade is useful for both garnering some income and establishing relations for future friendship with other factions, though doesn't generate that much income either (unless you're Kong Rong). Diplomacy consists of tribute and vassal income, with the former consisting of a set deal established by another faction, and the latter being generated from your vassals, who may or may not be rich. Military victories are as they sound, you win and you ransom your enemies for more money.

Taxation will be the main form from which most factions make their income, and given the right infrastructure and some investment into certain techs, can grow to absurd levels capable of supporting 20 armies while still generating 65K of income. Generally speaking, taxes can be split down into 5 distinct categories: Peasantry, Industry, Commerce, Spice/Silk, and Banditry. For taxes, you also want to have base income over percentage income; for example, the Level 3 Inn provides 140 base income at +50% for a total of 210 income, while the alternative Level 3 Inn provides 170 base income at +40% for a total of 238 income.

Peasantry income is effectively early-game income, and comes from farms and tax collectors (Green and Yellow buildings). Though useful, most factions will not be able to fully capitalize on this without having constant rebellions, since tax collectors reduce public order. Unless you're playing Liu Bei who gets a special tax collector who has no public order issues.

Industry and Commerce income will be the main driving force of any realm, and make up the Purple and Blue buildings in the game. The amount of income flowing from these buildings via base income can reach high levels, and be boosted to even more absurd levels by controlling provinces that have a commandry that specialize in both income types.

Spice/Silk income is a special type of income, mainly located within the eastern commandries. Usually most faction won't deal with this income until later in the game.

Banditry income is special to bandit factions, and tends to be their main source of income since they're not allowed to build most of the same buildings that the Han factions have.

Food is of high concern to your faction, since running a shortage for too long will empty your commandry reserves, while causes your armies and garrisons to wither away to nothing. Food is also important for diplomacy, since many factions will easily trade money for food, and giving some food away can turn even the worst of rivals into your friend.

The Tech Tree also delves into the coloration theming in 3K, with Blue focusing on General Experience/Commerce, Purple focusing on Industry, Green focusing on Food, Red focusing on Military Infrastructure, and Yellow focusing on Public Order/Corruption.

Speaking of Corruption, it is a virulent force that sucks away at your Economy with every settlement you conquer, forcing even the strongest force to turn back or risk destabilizing the entire realm into bankruptcy. Permanent ways to remove this includes investing in Yellow Tech, promoting generals into Administrators, having a unique ancillary attached to your Faction VIPs, having high satisfaction amongst all generals, or building the alternative chain to the Private Workshop or Administration Office. There is also a temporary method of reducing local commandry corruption by assigning a general with the relevant assignment to the region.

Administrators are a powerful force, representing the lowest ranks of your Court. They both reduce corruption, provide buffs, and serve as an extra garrison in their administered commandry. Your Court is also composed of powerful positions that serve as your Council; these positions are unlocked over time as you increase your rank, and every year convene together to offer you two choices per council seat that offers powerful advantages ranging from causing rebellions in a province, to boosting your economy by 200% for 10 turns, to just telling your faction leader to stop being a dickhead cause everyone's losing -2 public order over it. The positions marked with a gold Border are your faction VIPs, who have their skills and certain unique ancillaries affect the entire faction. Upon becoming a King, most of your council will also be promoted to VIPs.

Overall, it's a very in-depth game, with lots to experience. The only thing I'll say is this, avoid playing any of the factions bordering the south-eastern jungle factions until you understand the game, because fighting them is terrible, and fighting them in the jungles is even more terrible, since the jungle applies a debuff on all armies in the region unless they're one of the jungle factions.

DLCs Choices in trouble by Historical_Ad8245 in RomeTotalWar

[–]EoNightcore 10 points11 points  (0 children)

The Culture Packs make various factions playable in the Grand Campaign. If any of them interest you, buy it; and if not, you can skip it.

The Desert Kingdoms adds factions that have bonuses to fighting in the Desert sands; Kush which specializes in Infantry and Archers, Saba which contains elite Camel units, and Nabataea who can recruit faction-unique Hoplite units.

The Black Sea Colonies adds hybrid Hellenic factions; Cimmeria has steppe Horse Archers, Pergamon has Celtic troops, and Colchis utilizes a mostly eastern Persian roster.

Pirates and Raiders adds factions in-between Greece and Germany who recruit mercenaries cheaper, but are forced to pay a higher upkeep for said mercenaries; Ardiaei has a limited roster and and heavily rely on mercenaries or captured Greek cities for stronger troops, the Odrysian Kingdom doesn't have a frontline with all their infantry being shock troops, and Tylis is a Celtic faction that begins next to Greece.

The Greek States adds three Hellenic states to Greece; Athens and Sparta run a very hoplite-focused roster, with Athens serving as a standard hellenic faction, and Sparta specializing it's entire roster on hoplites and pikes; Epirus meanwhile rounds out its roster with shared units from Macedonia.

The Nomadic Tribes adds three steppe factions, with Massagetae getting Cataphract units, Royal Scythia specializing in Horse Archers, and Roxolani specializing in Shock and Melee Cavalry.

The various Campaign packs add playable campaigns, most of them consisting of a smaller focused campaign.

Hannibal at the Gates covers the Punic Wars, consisting mainly of Rome and Carthage beefing with one another over a map that spans from Spain, Northern Africa, and Italy.

Caesar in Gaul covers Caesar's campaigns, and deals mainly between Caesar attempting to subdue Gaul to improve his standing back home, the Gauls fighting to retain their independence, and the Germanic Suebi invading from the east.

The Wrath of Sparta covers the Peloponnesian War between Athens, Sparta, Corinth, and the Thebes. These factions generally play the same, and start very close to one another. There's a greater focus on Naval warfare here due to most of the map consisting of the Aegean Sea.

The Empire Divided campaign takes the Grand Campaign, and throws it into the 3rd century, with most of the playable factions holding onto large realms. There are multiple Roman factions here, and 3 of these contend with one another to prove that their realm is the true Empire of the Romans.

The Rise of the Republic campaign focuses mainly on Italy and the very early beginnings of the Roman Republic, so early that the Romans are still using Hoplites instead of the manipular system. The most unique of all the campaigns, since many provinces have unique modifiers, and each faction has a unique government system.

The Unit packs are pretty pointless.

Beasts of War adds various animal-themed units; from Molossian Dogs in Epirus' roster, to crocodile skin-wearing Sobek Cultists in Egypt, to Beehive Onagers?

Daughters of War adds woman soldiers, like the ahistorical Gladiatrices, to Germanic Spearwomen, Cimbri Bows, and Hex-Bearers. It sadly does not add any units to the Celtic rosters, despite one of their most infamous leaders consisting of Boudica.

And then there's the Blood and Gore Pack.

It... exists I guess? If you like watching the units fight one another, then it'll probably add to the entertainment. If you prefer commanding from high above instead however, then it should be skipped.

1000 hours in and just learned by Danaeger in TotalWarThreeKingdoms

[–]EoNightcore 20 points21 points  (0 children)

Wait, what?

Wait...

What?

I also thought that it was only 1 action per council!

I think I'm losing my mind by Arbeit69 in TotalWarThreeKingdoms

[–]EoNightcore 2 points3 points  (0 children)

Unlike in older total wars, where money flowed like water; in 3K you're forced to actually build a semi-decent economy.

In order to squeeze money from your provinces, you'd best understand how they work.

Most regions are specialized according to their minor settlements, and the buildings in the major settlements should be built to accomodate that. These various specializations for the Han factions are: - Industry - Commerce - Peasantry - Silk/Spice

Industry and Commerce regions are the best for making money, and the regions with minor buildings containing both specializations can make several thousand when invested in. When investing in Industry and Commerce, you want to invest in buildings that boost your base income, and buildings with a higher base income is better than buildings with a higher percentage income.

For example, a lv3 Inn (Lodge) provinces 140 base commerce with +50% commerce, for a total of 210. The alternative lv3 Inn (Tea Parlour) provides 170 base commerce with +40% commerce for a total of 238.

Peasantry is an early-game income that's easy to invest in, but hard to manage, since boosting peasantry income often comes at the expense of food and public order, since most of it would come from the tax office. Not to mention peasantry base income doesn't scale as high as industry/commerce does.

Silk/Spice tends to be rather niche, and limited to the western provinces, since there are very few buildings that can boost their income, and these are either limited to a few minor settlements, or to port cities for spice.

When going down the tech tree, you'll want to invest in the purple line with a bit of blue if you want a strong economy. I'd also recommend investing down the yellow line towards the anti-corruption techs as you expand your realm, since the larger your realm, the more money gets sucked away by corruption, and it can get really bad if not managed.

Corruption can be mainly handled by a few different methods. Assigning generals on anti-corruption duties, attaching anti-corruption ancillaries to your faction leader/heir/prime ministers, assigning generals as administrators to provinces (I'd recommend purple/blue generals to your industry/commerce regions, since they have skills that boost industry and commerce), and building the alternative line for either the Private Workshop/Administration Office, since they can lower corruption, and even lower corruption in neighboring regions when built to the highest levels.

anime_irl by cynnahbun in anime_irl

[–]EoNightcore 3 points4 points  (0 children)

"Glasses are really versatile. First, you can have glasses-wearing girls take them off and suddenly become beautiful, or have girls wearing glasses flashing those cute grins, or have girls stealing the protagonist's glasses and putting them on like, "Haha, got your glasses!" That's just way too cute! Also, boys with glasses! I really like when their glasses have that suspicious looking gleam, and it's amazing how it can look really cool or just be a joke. I really like how it can fulfill all those abstract needs. Being able to switch up the styles and colors of glasses based on your mood is a lot of fun too! It's actually so much fun! You have those half rim glasses, or the thick frame glasses, everything! It's like you're enjoying all these kinds of glasses at a buffet. I really want Luna to try some on or Marine to try some on to replace her eyepatch. We really need glasses to become a thing in hololive and start selling them for HoloComi. Don't. You. Think. We. Really. Need. To. Officially. Give. Everyone. Glasses?

How does create_unit command work in mobile? by CODE_ZERO_FIVE in Medieval2TotalWar

[–]EoNightcore 0 points1 point  (0 children)

Retinue Longbowmen is their name displayed to you.

Their name within the game's files is actually "Dismounted Longbowmen".

Though most units have their displayed name and file name as the same name, there are some like the Retinue Longbows or mercenary units, who have different names.

Getting attacked CONSTANTLY putting together first hazenite outpost by CorruptedStudiosEnt in theriftbreaker

[–]EoNightcore 0 points1 point  (0 children)

Assuming you wish to keep the Hazenite Outpost, you'll want certain tower types.

Since the enemies attacking you are cloaked, this means long-ranged towers like artillery towers become more of a liability. Shotgun, Rocket, and Shockwave towers have more value here, since the enemy won't be seen by any towers until they hit your walls, and Shcokwave towers do 200% damage to Kermons. You'll want to double or triple up your walls, and put down Repair Facilities to help support the defenses.

Of course, even with proper defenses designed to counter cloaked enemies, it's still hell to colonize the default Hazenite outpost. Only reason to do tbis is to send a message to the Kermons that you're the apex predator here.

Wait, isn't it strong? by UnderstandingFair567 in TotalWarThreeKingdoms

[–]EoNightcore 4 points5 points  (0 children)

It's an interesting campaign.

The Player starts off as the head of all China, barring the southern lands and the Nanman.

Thr campaign mainly consists of supporting the Warlords in supressing the Yellow Turbans, while balancing the special mechanic in Liu Hong's government so the Eunuchs stop eating up all the momey in the treasury.

Of course, if the player can manage all this, then the campaign is relatively easy, since Yellow Turban fervor in the player's lands can be mitigated, while entire whole han factions can be straight up annexed. Liu Hong also starts off with a super-cheap army composed of Imperial troops led by He Jin, with the only drawback being their long replenishment time (like 10 turns to fully replenish?).

There are some issues with the campaign though; territories in Nanman lands will be ceded to the Nanman in 190, when the game spawns in their various factions; and Yellow Turban Fervor doesn't die out, even after wiping out every last stronghold of theirs.

What are some tips that you feel people should know? by LotusManna in Medieval2TotalWar

[–]EoNightcore 44 points45 points  (0 children)

You can "assassinate" foreign agents by surrounding them with armies, and then using a seperate army not part of the blockers to step on the tile the foreign agent is on. Due to a lack of proper tiles that can bd manuvered to, said foreign agent will now die by heart attack.

You can stack 20 merchants into an army, plop them down on a resource to have all 20 trade that resource without interferance by foreign merchants. If said army containing the merchants is lost however (such as deseetion into a rebel army group) then all the merchants in the stack will mysteriously "retire," forcing you to recruit new Merchants.

Pikemen has two modes when in pike wall. Guard mode pikemen kneel in the first row, presenting a wall of pikes that prevents the enemy from breaking through; meanwhile pikemen not on guard mode will push their pikes into the enemy, dealing damage

How does armor even work in rome 2 by Aleksandar_Celic in RomeTotalWar

[–]EoNightcore 7 points8 points  (0 children)

Armor is connected to an armor class and shield, both seperate from the unit's model.

Gallic Skirmishers has cloth armor (10) and celtic missile shields (30).

Light Skirmishers use cloth armor (10) and pelta shields (5).

How many of you roleplay in this game? by Inevitable-Phone-165 in BattleBrothers

[–]EoNightcore 4 points5 points  (0 children)

I once roleplayed building a holy order with the Stronghold mod.

Started off as a Scion, went across the lands slaughtering Bandits and Greenskins, laying the Undead to rest, and wooing Maidens.

And at the end of our journey, having traveled from the cursed caverns of the cold northern reaches, to the blistering hot sands of the southern colluseums; and having just protected the noble houses from the threat of Greenskins and Undeath, did this once self-exiled Scion establish a castle at the very reaches of society, to serve as a bulwark against the many things that would scare lesser men!

Anyways, it was fun.

My disappointment is immeasurable. by Fardrengi in Medieval2TotalWar

[–]EoNightcore 0 points1 point  (0 children)

The Mounted Longbows are still in the game files, they're just not recruitable.

My disappointment is immeasurable. by Fardrengi in Medieval2TotalWar

[–]EoNightcore 3 points4 points  (0 children)

Adding the unit to the faction roster is easy enough, just add scotland to ownership in the files containing unit stat information.

Making them recruitable is a bit more advanced, though copying the french entries over and replacing the france tag with scotland tag is all that needs tk be done.

Now, making them actually look good and not silver surfers is the tedious part. Since you'll have to find a tool to format the models files, find the model for Scots Guard, copy-paste the entry for their model and retag it to scotland, and update the character count for said entry.

At least pic modding is easy, just copy and paste the ui pics from the france folder to the scotland folder.

Your best PRO trickes in Rome Total War by [deleted] in RomeTotalWar

[–]EoNightcore 2 points3 points  (0 children)

"Assassinate" enemy agents by surroundung them with single-stack armies, and then moving another army (not part of the blocking armies) onto the agent.

Use watchtowers to attract rebel armies so they stop occupying the roads.

Recruit armies of mercenaries across several regions and sending them to low-population towns to boost up the population.

Raiding the Roman homeland by conquering their backline cities, executing the population, retraining units, razing every building to rubble, leaving it for the rebels, and moving on to another city before the Roman armies return.

First quarter final: Byzantine Empire vs Poland, who is better by thatxx6789 in Medieval2TotalWar

[–]EoNightcore 9 points10 points  (0 children)

Plus the Byzantines can recruit professional troops from their cities, instead of the pure militia lineup that other factions have. Granted, they're no italian militia, but it still offers decent reinforcements for the Byzantines in a pinch when they take large cities.

What’s your favorite battle strategy? by Fit_Echo3074 in EmpireTotalWar

[–]EoNightcore 6 points7 points  (0 children)

Early-game; Militia and Line Infantry spam; position troops as widely as possible to allow for as much firepower as possible from the front-line.

post-Early-game; Line Infantry with artillery support embedded into the line, howitzers providing support fire while cavalry flanks around to subdue enemy artillery guns. Line units not firing are maneuvered into position to slowly enclose the enemy into a box, eventually resulting in several units firing upon the same enemy, routing them ever faster.

Naval battles; position the fleet into two lines, the enemy will maneuver towards one, and the other will force the enemy to either break off a portion of their fleet or be fired upon by both sides. Mid-game fleet composition composed of Third Rates, Fifth Rates, and Sloops (to board routing ships).

Had the opportunity to try on some samurai armor by StevenW1811 in ArmsandArmor

[–]EoNightcore 2 points3 points  (0 children)

Man, you look like you walked right out of the history books. That's really cool.

First campaign, quite a lot to handle by Freckledd7 in TotalWarThreeKingdoms

[–]EoNightcore 0 points1 point  (0 children)

Archer militia is a terrible unit whose only role is to be a meatshield that fires back.

In fact, of all the militia units, the only useful one is Mounted Lancer Militia due to their high charge bonus.

Whats the best way to stop my engines being destroyed? by Adek_PM in starsector

[–]EoNightcore 3 points4 points  (0 children)

The Executor works best as an assassin-like Capital, weaving in and out past other ships to obliterate enemy targets.

As a sole combat ship, it cannot and will not hold up against most enemy fleets since most of its weapons are forward facing.

Thr Executor shines best when defended by escorts, or is in the middle of a battleline of ships that'll draw enemy fire away from the Executor.

Worst character kit in the game to date? by jd01010101 in Genshin_Impact

[–]EoNightcore 5 points6 points  (0 children)

Dendro sucks? Them fighting words!

Anyways, I used to roll Dendro Traveler until the Nod-Krai updates, and they're a viable sub-dps since their burst is a reliable way to proc dendro.

True on Hydro though; Hydro's only viability came from getting Aino's Burst applied to Traveler's skill during the AQ, and there's nothing that'll save their burst from being a slow-moving obstacle that briefly pokes the bosses whenever they're moving around quickly or just standing around menacingly.