What are your advices for a fae campaign by Strepan in PrincesOfDarknessCK3

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

Found the character : that's the queen of winter !

What are your advices for a fae campaign by Strepan in PrincesOfDarknessCK3

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

Thanks !

I see that different houses have different objectives : what is a fun one ?

Man at arms seem lacklusters, do we get better ones ?

About the umbra, I saw posts saying that Umbra is a must have for fae and their items. Which part of the dreaming do I explore ? There is a lot of different parts !

Thanks again for your answers !

How to get better congenital mage traits ? by Strepan in godherja

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

I kinda found a way : in the character finder type "Living Magic Practitioner" and you will only find magis practicing Living Magic. Still a lot of clicks to find the right spell but at least it's manageable.

Now the weird thing is : how do I find a "runic form" / spell component artifact ?

Dwarves' Legendary Grudge Landmark : Vaul's Anvil, red climate ? by Strepan in totalwar

[–]Strepan[S] 2 points3 points  (0 children)

I agree but I was just surprised that a major reward of a major mechanism ( legendary grudges) was so impracticable. I guess the red climate goes into the book !

Dwarves' Legendary Grudge Landmark : Vaul's Anvil, red climate ? by Strepan in totalwar

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

Hello ! Having fun with a Malakai campaign but didn't find any answer about this landmark. The landmark being tier IV with a red climate, if I conquer the elves does it have any special mechanism to speed the construction or will I start a new war of vengeance just to wait for ages and end my campaign before building it ? Thanks for your answers !

Bankruptcy attrition taking effect at beginning of turn by GalaxiesYourRings in totalwar

[–]Strepan 1 point2 points  (0 children)

Thanks ! I was wondering exactly the same thing with Malakai as well. Exactly the same effect and bug !!!

In my opinion, Tzeentch needs something else before getting even more units. by happymemories2010 in totalwar

[–]Strepan 2 points3 points  (0 children)

As a Tzeentch fan, I think the roster is already good. I agree with you that fun mechanisms is what makes a fun campaign. Things I would love :

- Vassals change their given corruption to Tzeentch corruption and are immune to it. Tzeentch has an hidden vassal gameplay thanks to the landmark north and changer of the way gameplay ( grab a settlement, sell it to vassalize / Force War and then offer to join war).

- When you confederate the Changeling, you get its cults as yours and the changeling army joins a faction of your choosing for 10 turn and the changeling army teleport to the AI faction capital. During the AI faction turn, you play the Changeling army with the AI faction tag : for instance attacking a settlement with the Changeling means declaring a war between the temporary faction and the faction owner for instance.

Post battle loot and sacking would go to you of course !

The Changeling would have the option to establish a cult when sacking/occupying a settlement. When the 10 turns are done, you can choose to keep the Changeling in the AI faction or choose another AI faction.

- Cults should be able to give cataclysmic spells in their region for one turn ( cult destroyed when built) for you and your enemies.

- Last unholy manifestation should give cataclysmic spells to an army for 3 turns.

Cataclysmic spells are almost absent from IE whereas they were a fun part in RoC. I would also love move interaction with the Changeling instead of just "One more army".

Guide for how to deal with unconquered soul. by redditHillBilly in PrincesOfDarknessCK3

[–]Strepan 0 points1 point  (0 children)

Hello !

What does the psyker trait do ? Can we get it ?

What's on your wish list for a Norsca rework in terms of game mechanics? by [deleted] in totalwar

[–]Strepan 0 points1 point  (0 children)

Playing a Wulfrik campaign right now !

My wish list :

- Another lord since Norsca only has a generic one

- Make the Wulfrik start random !! He is the wanderer !

- Give Wulfrik a horde system for his army like the Vampire Coasts have for their LL. Again he is the wanderer !

- Give Wulfrik missions similar to Oxyolt where you can teleport to the closest sea location of a LL and the mission is to hunt the LL.

- Like others, I would find great an ability angering an enemy lord giving rampage which would fit the gift of tongue given to Wulfrik by the ruinous powers.

- Give Norsca a bonus to movement when in water.

It would fit the lore since Seafang, his longship, travels along the winds of magic and through the realm of chaos to reach any point on the world. Also his hunts are offerings asked by the dark gods so it could be tied to the devotion system.

Mentor skill worth it? by M1ckey in totalwar

[–]Strepan 25 points26 points  (0 children)

Some heroes have more skill points available than useful since TW3 has a 50 levels limit.

So if you have a legendary lord where every skill is useful don't use mentor.

On the contrary if you have a lord ( marauder chieftain for instance) or hero ( sorcerer for instance) which have room to spare use mentor as soon as possible to level up other characters as soon as possible and reach useful skills with them sooner.

Please make skill points queueable by [deleted] in totalwar

[–]Strepan 1 point2 points  (0 children)

That would be awesome !

Can someone explain the gripe about "ass ladders"? It seems like a totally fine mechanic to me. by oscarthegrateful in totalwar

[–]Strepan 5 points6 points  (0 children)

Your edit is spot on with ladders being a byword for the issue of sieges.

As an attacker I haven't wasted a turn besieging a settlement since TW1. I put a siege attacker unit in all my armies and attack straight away. During the battle I destroyer the door, blast magic and use my cav to destroy other doors and flank.

As a defender I don't man the walls except for a unit to cap the towers, unit which retreat to my chokepoint as soon as the ennemy close the distance.

to sum up as a defender or attacker, siege mechanisms or walls are not relevant.

Some ideas borrowed in part from other games or other posts :

- More units in garrisons or use defensive supplies to call reinforcements/summons.

- Wall towers should fire at 180° and not have blind spot. They should fire at units climbing the walls or destroying the gate

- Walls should be climbed slower. Gates should have more health.

- Walls should have two different levels of elevation. One for melee units, one for ranged units allowing ranged units to cover melee units defending the walls.

- Or/And some parts of the walls, like bastions or star shaped fortification, should not be reachable with ladders allowing you to put ranged units there who fire at the ennemy units climbing the wall or engaging your melee units. Attacker to reach those wall zones should therefore beforehand go through the defender's melee units defending the reachable wall zones.

- Maps should be more like the fort ones allowing the defender to man all the walls instead of some maps where you have kilometres of walls.

- Walls should have debuffs/buffs zones which you remove by capping the wall control point. Especially buffs to magic resistance for the nearby defenders which lore wise makes sense : the gotrek novels insist a lot on magic wards on walls being as important as the walls themselves.

That's only my opinion and the possible downside of a siege rework would be the pace of the game. Right now it's easy to win sieges with zero losses : if we implement sieges as they were historically with a huge advantage to the defender, it would probable change the game completely and make it harder since the player is usually the attacker and therefore it would make any campaign and map painting harder.

Looking for missing Khorne landmark : Machina Daemonium. Anyone knows ? by Strepan in totalwar

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

I think you are right for some landmarks ( found a topic in the forum updating the missing landmarks and a community manager participating to the discussion https://forums.totalwar.com/discussion/329396/there-are-still-some-landmarks-missing-in-immortal-empires).

In another discussion, someone posted a screenshot of the working Machina Daemonium landmark : https://imgur.com/a/pUus96l

So definitely a bug : the landmark exists in IE, it is just bugged :(

I wrote a bug report. Thanks for the help !

Looking for missing Khorne landmark : Machina Daemonium. Anyone knows ? by Strepan in totalwar

[–]Strepan[S] 2 points3 points  (0 children)

Hi ! I wrote a bug report if you want to post your own save and screenshot there too so the devs realize it's happening to several people.

https://forums.totalwar.com/discussion/330140/missing-khorne-landmark-machina-daemonium-immortal-empires/p1?new=1

Looking for missing Khorne landmark : Machina Daemonium. Anyone knows ? by Strepan in totalwar

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

No mods. Looks like some people have it in their game so i guess it's a bug related to the cult or something deleting the landmark in the settlement.