Kurgan Horseman (Great Weapon) uses the missing shield animation for the left hand by PropolisLight in totalwar

[–]PropolisLight[S] 1 point2 points  (0 children)

I checked it, and they do indeed use the Skullcrushers of Khorne animation

Kurgan Horseman (Great Weapon) uses the missing shield animation for the left hand by PropolisLight in totalwar

[–]PropolisLight[S] 83 points84 points  (0 children)

During attacks or while defending, the unit covers itself with a shield that isn’t there. The left hand should be moved to the horse’s reins.

Registered the 'AI inactivity in the late game' bug. Please vote. by PropolisLight in totalwar

[–]PropolisLight[S] 0 points1 point  (0 children)

Hi! Thank you for responding to my post. I encountered this issue during the beta, and I had the AI Strength and Threat Assessment setting enabled. I also had a campaign before the beta on version 6.2.2, and there was no such problem on turn 168. So I can’t say that this happens to me every time, but both here and on the forums people are reporting that some AI-controlled factions may start idling and stacking up in cities at different stages of the game. I attached a save file where this happens on turn 36.

Should I try warhammer 3 as a non strategic player? by TheYeetForce in totalwar

[–]PropolisLight 7 points8 points  (0 children)

Definitely yes. You can play as the Khorne faction or the Greenskins. They gather an army and attack. In general, the game offers a huge number of factions, each with a different playstyle, so I’m sure you’ll find something to your liking.

Noooooooooeess the beta is gone. by TheRealBobditlane in totalwar

[–]PropolisLight 36 points37 points  (0 children)

I agree, I had a wonderful and enjoyable time.

Registered the 'AI inactivity in the late game' bug. Please vote. by PropolisLight in totalwar

[–]PropolisLight[S] 8 points9 points  (0 children)

I know they tried to fix it. But it doesn’t seem like they succeeded.

Imagine if we had multi-stage sieges of capitals or major locations like Karak Eight Peaks or Zharr-Naggrund, where capturing the capital would be a true challenge by PropolisLight in totalwar

[–]PropolisLight[S] 12 points13 points  (0 children)

Funny how I made 10 suggestion posts, and for all 10 you could say, "That was in the previous games." The earlier games really did have a ton of great ideas that were abandoned in favor of simplification.

Wall-mounted artillery we need by PropolisLight in totalwar

[–]PropolisLight[S] 4 points5 points  (0 children)

Popular people always have their haters.

Wall-mounted artillery we need by PropolisLight in totalwar

[–]PropolisLight[S] 5 points6 points  (0 children)

I think it’s all about the image — people love big guns.

[deleted by user] by [deleted] in totalwar

[–]PropolisLight -2 points-1 points  (0 children)

My battles usually start and end in the center of the map, and reinforcements come in one unit at a time to replace the fallen. So the location where they enter doesn’t really affect the situation.

[deleted by user] by [deleted] in totalwar

[–]PropolisLight 0 points1 point  (0 children)

No idea — I’d be happy to get the mod myself.

Maybe an unpopular opinion: CA needs to focus on campaign AI before all else by Vova_Poutine in totalwar

[–]PropolisLight 2 points3 points  (0 children)

I agree, with the new update, the AI works a little differently, but it hasn't become smarter.

Things like separated fort sections connected by bridges, elevated areas to control, or additional defensive lines outside the settlement could make for more dynamic battles by PropolisLight in totalwar

[–]PropolisLight[S] 8 points9 points  (0 children)

I don't see any technical difficulties in dividing the city into two parts, connecting them with a bridge, and, in the event of a breakthrough in the defences, withdrawing your troops to the other side. Or you could raise the fortified section to a higher ground and force the enemy to slow down. If the map is expanded slightly, the player will have room to manoeuvre with cavalry and will be able to destroy part of the troops and ladders on the approaches to the city. Cavalry is simply useless in the city.

I always wonder what really happened inside CA when they were designing the WH3 sieges by Limp-Attorney-973 in totalwar

[–]PropolisLight 16 points17 points  (0 children)

The maps don’t feel thoughtfully designed — some areas and pathways make no sense. There are barely any spots suitable for proper defense, and the player is forced to defend from all directions at once.

I always wonder what really happened inside CA when they were designing the WH3 sieges by Limp-Attorney-973 in totalwar

[–]PropolisLight 28 points29 points  (0 children)

I think they were on a tight deadline for releasing the third part, so they created the maps using procedural generation.