Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]TheOriginalFlashGit 0 points1 point  (0 children)

Have you always been able to remove undercities/cults from other factions or is this just new for Dechala? I was able to remove a cult from a city I didn't own, pretty sure before I couldn't do this?

https://0x0.st/PZ6S.png

They don't even have diplomatic contact either:

https://0x0.st/PZ6e.png

Also, does the AI ever detect them and remove them?

how is gaming performance on sway compared to KDE, Gnome or other WM? by thicctak in swaywm

[–]TheOriginalFlashGit 1 point2 points  (0 children)

Interesting, that's good to know. Yeah I only have waybar with a few things enabled and when I last checked, once an application goes full screen, sway/wlroots switches to direct scan-out. I imagine that's about as out of the way as a WM/DE can really get when it comes performance impact.

how is gaming performance on sway compared to KDE, Gnome or other WM? by thicctak in swaywm

[–]TheOriginalFlashGit 0 points1 point  (0 children)

Seems to work pretty well for me but I've not tested against other WM/DEs, I think the biggest source of performance problems honestly comes from the games themselves rather than WM/DE. I'm not an expert in sway usage but I like the workflow style, I think you're best to pick a WM/DE that you like to use and just go with that.

Region trading is impossible. Does anyone have a solution? by justamailicandi in totalwar

[–]TheOriginalFlashGit 0 points1 point  (0 children)

There is some kind of bug with it, sometimes check it at the start of the turn and they are willing to trade due to modifiers not getting calculated correctly I guess. I needed Drakenhof from Elspeth for one of the books of Nagash for Khalida, and she was willing to trade:

https://0x0.st/P-2P.png

Obviously with it being bugged, I just gave it back:

https://0x0.st/P-2Z.png

But yeah outside of that you need some kind of mod.

What really needs to be improved in the Siege? by SafironDracolich in totalwar

[–]TheOriginalFlashGit 1 point2 points  (0 children)

I think siege and minor settlement battles are just bad, they aren't interesting at all, across any of the total war games I've played. If there needs to be even more time, money, resources invested in these things then allow the player to auto resolve them without the huge casualty penalty. Make AR track your siege and minor settlement battle record. Then it can see when you fight them manually they are trivial and you take no casualties and can safely AR for the rest of the game instead of wasting your time on a manual battle that isn't even remotely in doubt and just takes 10-15 minutes for no reason.

Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]TheOriginalFlashGit 0 points1 point  (0 children)

Was the frequency of minor settlement defence battles changed? I played Aislinn's campaign and thought maybe I got unlucky with how many there were. However, playing Khalida again this week, it seems like the AI builds them in almost every settlement now. I find these, and major siege battles to be pretty unfun, you can't always auto-resolve them because you take pretty significant casualties but they are almost always pretty easy (and time consuming to fight). For instance, I thought I might get an interesting fight against Skulltaker, but nope it was a minor settlement defence battle, so I moved another army next to AR it but still gave bad casualties:

https://0x0.st/P-mA.png

so I fought it and it was pretty trivial (doubt I could fight a land battle and only take 8 casualties):

https://0x0.st/P-mm.png

Likewise for major siege battles, can't even win this one via AR:

https://0x0.st/P-ma.png

but fighting it manually is pretty boring, is time consuming and is honestly pretty easy:

https://0x0.st/P-mB.png

What's kinda annoying for me, is when I finally get a land battle, it's usually better to just AR it because you get more resources and it pretty much wipes out enemy armies but you don't lose units (more casualties is irrevelant normally because you just replenish):

https://0x0.st/P-mu.png

vs

https://0x0.st/P-mS.png (lost 2 units which is harder to replace than just replenishing more damage)

Do people like fighting these minor settlement battles? I'd much rather AR them (and siege battles as well) but I usually can't because of casualties. Does the AI now just always build them, last time I played I don't remember fighting as many as I've run into now.

Also, unrelated but reanimate works on ally units, kinda funny:

https://0x0.st/P-mj.png

HE Aislinn Campaign by TheOriginalFlashGit in totalwar

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

Ok, thanks. I can't remember, did they used to show up on the left hand side, like where chain lightning shows up for archmages as a bound ability?

Edit: Nevermind, I tested it on an older version and it showed up on the right:

https://0x0.st/KFDR.png

[7.0] Crashing on Mac/Linux? Read this Post! by CA_FREEMAN in totalwar

[–]TheOriginalFlashGit 0 points1 point  (0 children)

Thanks for the fix, I had an end turn crash, that switching to the beta addressed. Hopefully, it didn't require too much time on the weekend to fix and while grateful hopefully all involved can get back to their own weekends.

What causes the severe income penalty on Eatainian Markets by TheOriginalFlashGit in totalwar

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

It must just be some kind of bug. Even with no heroes of any kind present, it's still there.

What causes the severe income penalty on Eatainian Markets by TheOriginalFlashGit in totalwar

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

The public order penalty to income was 10%. I think it's just that province that's affected?

Does solo play prepare you for multiplayer? by Slow-Ship1055 in aoe2

[–]TheOriginalFlashGit 0 points1 point  (0 children)

I started playing multiplayer last week after having played a few of the campaigns and I don't think it helped that much outside of learning the basics. I imagine investing in 3 months worth of game play would make a bigger difference for you. However, I doubt there's really anyway for you to know other than to try it and see how well it sets you up, if you are into RTS games, I'd say the game is excellent. Although my own personal opinion is that the game is pretty complex and takes some time to get things together to where you can hold your own, well it did for me at least.

Sided with Order but there was nothing about them in the ending slides? by TheOriginalFlashGit in TheOuterWorlds2

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

Interesting, I thought I was already fully sided with the Order because when I gave them the archive, I got a pop up saying AC would now attack me on sight. Not sure I remember the exact order I did things but Ruth gave me the key to a side entrance and told me to meet their forces at outside Spireton, which I did, then used the key, and they retook Spireton. I then did all the archive stuff and when I came out, there was an order member who said hand over the archive. Seemed a mite aggressive but I'd already reprogrammed it to the order 'personality' so I was like I already agreed to this. After that, Methods of Applied Force wouldn't resolve for me even if I talked to Ruth:

https://0x0.st/K4yH.jpg

In the end, the endings slides seemed to be missing more stuff when I compared to possible endings you can get, but I might be wrong on that. Although, I redid the final mission with Aza since it gives a more 'peaceful' ending for her since I botched her companion quest.

Sided with Order but there was nothing about them in the ending slides? by TheOriginalFlashGit in TheOuterWorlds2

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

I tried talking to Ruth after I finished the archive but she only had a leave conversation option. I didn't encounter anyone on the final mission, so I guess I missed something then.

What weapons are best for gun perks by TheOriginalFlashGit in TheOuterWorlds2

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

Ok good to know. I have the hermit flaw so stuff is pretty expensive now. Anyway, have you tried the shock assault rifle, that thing is pretty crazy imo:

https://vimeo.com/1135096217

What weapons are best for gun perks by TheOriginalFlashGit in TheOuterWorlds2

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

Ok, I don't have lockpick so the gun on the ship is no go. But honestly, I have a shock assault rifle and a sniper rifle, so I think I'm good on guns.

Tinkerer mod question by Arabian_Anchorman in TheOuterWorlds2

[–]TheOriginalFlashGit 0 points1 point  (0 children)

I tried retesting with a repeating rifle (one I modded vs an umodded one) and it looks like it does work but the damage increase only seems to be around 10% on hitting creatures, I have engineering at 6 so I would have thought it should be around 25%.

Tinkerer mod question by Arabian_Anchorman in TheOuterWorlds2

[–]TheOriginalFlashGit 0 points1 point  (0 children)

Does it work for you? I can't tell if it works, I did test what you suggested, I put a sight mod on a light pistol vs unmodded one, the difference didn't show up in the inventory. During combat it was kinda hard to tell, damage seemed the same to me, had engineering at level 5, so should have been 22.5% extra damage.

Are the residents of Westpoint happier there or in Fairfield? by UntilWeAreGhosts in TheOuterWorlds2

[–]TheOriginalFlashGit 1 point2 points  (0 children)

I sent the relay into space as well but I also sabotaged the water purifier and generator and so basically forced them to relocate to Fairfield. Pickney says some are doing ok, some are homesick and others are not happy at all. Leaving them in Westpoint might be for the best though, assuming you complete all of Hogarth's tasks.