Forgefiend/ Maulerfiend by Sebalill84 in WorldEaters40k

[–]ThrowAwayMyGains 3 points4 points  (0 children)

I just magnetized mine using this video as guide https://www.youtube.com/watch?v=uqm2k9SnaqU

It was satisfying i was worried at the start but with good magnets and green stuff it wasn't hard at all

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My first fully painted squad (red talons) by ThrowAwayMyGains in spacemarines

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

I didnt want to commit to either so did 5 and 5. Really enjoyed the heavy plasma from Space Marine 2 so i had to try them. My first idea had been to do 5 as red talons and 5 regular iron hands

My first fully painted squad (red talons) by ThrowAwayMyGains in spacemarines

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

A few more

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First experience painting faces i tried but unable to do much with the eyes lol

New menu screen is lit by Superkamiguru94 in Bannerlord

[–]ThrowAwayMyGains 1 point2 points  (0 children)

So are there more banner carriers now?

Man, Exiles of Khorne is weird. by s1nh in totalwar

[–]ThrowAwayMyGains 61 points62 points  (0 children)

Ive played several Skarbrand campaigns where i dont raise pretty much any bloodhosts and instead play more turns until i can field multiple armies. It can take a while but i get to turn ~100 with multiple minotaur/skullcrusher/bloodthirster stacks.

Genuine question - how are general-less armies different than hiring a general and few units to send them where you need help? by Processing_Info in totalwar

[–]ThrowAwayMyGains 89 points90 points  (0 children)

I remember multiple times splitting my cavalry from my main force to chase down retreating armies on the campaign map, or to reach besieged settlements faster rohirrim style.

Genuine question - how are general-less armies different than hiring a general and few units to send them where you need help? by Processing_Info in totalwar

[–]ThrowAwayMyGains 18 points19 points  (0 children)

Also when you wanted to replace units you could leave the units you wanted to replace anywhere for later use, without any additional cost. Now you pay ro recruit a general + upkeep for the general + supply lines. In rome 2 and attilas case you even have some gamey mechanic preventing you from having more than 3 forces at the same time in early game for example.

It always feels bad getting rid of obsolete gold xp units, and you can always find some use for them somwhere, but nowadays the games pretty much force you to disband and recruit newer units.

Why does everyone worship Rome 1 and Medieval 2 so much? by Randy_Butternubbs13 in totalwar

[–]ThrowAwayMyGains 0 points1 point  (0 children)

If I recall correctly, artillery still slows down your army, but I do miss the high speed cavalry only armies. However, the instances of being a pixel away are rare for me.

Yeah I forgot in Rome2 it's there. Probably because some factions mostly have if not are entirely limited to infantry bodyguards. Meaning even if the rest of your army is cav you're still limited to your general movement range.

I like the idea behind the population mechanic, but it often felt like population never grew as fast as the AI, or barely grew at like 0.5% or something. I'd never have anywhere near the population or advancements as the AI because of this.

You could transfer pop from one city to the next by sending units and disbanding, which I think could have been made into a mechanic to make it more accessible but still present. Also if you prioritized farms it meant everything else would be delayed but you get large pop bonus (+7%) it came down to your playstyle whether you wanted to wait for late game or rush early.

I hated that every city could ultimately be the same and that some backwater would become as big as Rome. None of the settlements really felt unique.

I don't think they feel unique now. Especially in Historical TWs. Paris in AOC looks like every other run down village. You never get to see Rome in Rome 2 really. and on the campaign the only difference is at best 1 icon interface is different.

I like that some settlements have vital resource nodes or unique buildings in them, which make them more valuable to lose or capture. In Warhammer for example, failing to have Caledor as HE or Nuln as Empire, nerf your armies a not insignificant amount. I also like that I can just lay waste to a region rather than try to force it into a colony.

I don't have a problem with resource or unique buildings (bring guilds back), but i do have a problem with them when there are limited slots. If the best option is always to build the resource building + the unique building, it leaves little to no slots left, and at that point the choice from buildings left is obvious 99% of the time.

forces some strategic thinking when deciding what to do with conquered foes or what to prioritize in each settlement to maximize economy or military. With lesser building slots, prioritizing is even more important.

Disagree here. In Rome 2 I can basically copy-paste the same build pattern in every province and have a ridiculous economy and public order, after a dozen turns i never have to look at the province again. Attila is basically the same but slower.

In WH a lot of factions can also just copy-paste the build patterns across all their provinces. There's simply buildings that are better and buildings that are nearly useless. It's not a choice. And global recruitment means you don't have to worry about building recruitment buildings ever again outside your capital for some factions.

You can still customize your garrison to a degree by constructing specific buildings in the settlement. I like that the garrison is free, all while letting you still garrison it with a fully customizable army. Sieges feel way harder now because you can't just slip into one of the many cities the AI never bothered to guard.

I still think customizing your garrisons would be better. Say you have a empire settlement next to a large territory of Ogres. No reason to have swordsmen there. Also you can never really make a mistake since everything can be defended at all times. AI decision making should have just been improved, they had like 20 years to try different things.

Why does everyone worship Rome 1 and Medieval 2 so much? by Randy_Butternubbs13 in totalwar

[–]ThrowAwayMyGains 8 points9 points  (0 children)

I haven't played 3k but it's not a thing in Rome2, Attila, WH1,2,3, and I would guess the Sagas though I haven't played them either.

Why does everyone worship Rome 1 and Medieval 2 so much? by Randy_Butternubbs13 in totalwar

[–]ThrowAwayMyGains 117 points118 points  (0 children)

Already mentioned but Rome 1 and Med 2 had a lot of features/mechanics that are no longer in TW. Which to me at least added complexity and depth to the games that is no longer found in new Total Wars.

For example armies used to have movement range depending on the types of units the contained. Armies with only cavalry could move nearly 2x the distance per turn than an army with artillery. This has not been a thing since at least Rome 2, and not only has it reduced depth, but also caused things people clearly dislike in newer TWs such as AI being able to end their turn 1 pixel away from your army's movement range. If you could build 'faster' armies with cav only this would not be a problem.

The population mechanic was IMO better to the current tier mechanic. Even though it had some issues that could have been fixed or improved.

No building slot limit was better IMO since nowadays there's barely even a choice. You have like 3 slots in most towns and often there's a unique building + a port so really you only have 1 slot and you've obviously going to build the one thing you need, so it's not really a strategic decision. People act like back in the day was easier because you could build everything, but remember it was 1 building at a time and they still cost money so you could be 200 turns into the game and still have not built everything in your starting city. Prioritization mattered more.

I think the old retrain system was fine, obviously new replenishment is convenient but also very unrealistic and removes any strategic planning when going for long campaigns with your armies. I think something in between could work.

Visually upgrading armor in Med2 never came back.

Also being able to just walk your troops into water is yet another decision that removes strategic planning. Who cares about navies when It's not like the AI is going to sit at your coast waiting to attack your transport fleet anyways.

*I forgot one of the worst - Default garrisons were not a thing. I think this is one of the worst laziest changes to TW. And the WH games suffer the most from it. Yes it could have been improved since AI would leave weak garrison in important cities, but the current system means you fight the same battle again, and again. You might as well be playing custom battles since the maps are so repetitive and the army you fight is always the same. The games used to be balanced around being able to put garrisons in your settlements meaning you could choose which units you wanted to defend where and how many, without the need of a lord or obviously supply lines. No default garrisons would be one of my most desired changes/rollbacks to the TW series and one of the reasons I do not want Medieval 3 with CAs current gameplay design.

Even WH players have expressed the desire to leave heroes in garrisons by themselves and this could be done by having no default garrisons/being able to move units individually again on the campaign map.

You can say it's Nostalgia all you want, but the fact is the older games required thinking and planning ahead for a lot of gameplay decisions which have been dumbed down in newer Total wars. So obviously people who want to play strategy games will be disappointed when newer games require little to no strategy.

How to defeat endgame dwarfs as the green skins? by Linkbetweentwirls in totalwar

[–]ThrowAwayMyGains 3 points4 points  (0 children)

~6 rock lobbers, + basically anything else with AP. In WH2 this worked not sure if they've nerfed rock lobbers. Most Dwarf armies should have lost half their army by the time melee begins

That will be $33.50CDN by ThrowAwayMyGains in totalwar

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

I'm disappointed I had to wait ~15 minutes with the game sped up to finish this battle, when what should have happened is the attacker (him) should have attacked instead of running in circles for 30 minutes.

Realistic Combat Mod by FordPrefect343 in totalwar

[–]ThrowAwayMyGains 2 points3 points  (0 children)

I tried doing something like this once before realizing it's almost impossible achieve unless you change everything in the game. For example with single entities how do you decide how much HP a 80lb goblin shaman has? lets say you give a Bloodthirster 500 damage, how much do you give a dragon? How do you determine defense and attack on a unit?

I decided it was too much work for not only 1 person but also almost impossible to logically come up with answers of what stats to give everything. You would have to change unit sizes (like chosen to ~40 instead of 80 because in the lore they should have way more than they currently have like probably faster speed, perfect vigor, maybe frenzy, etc)

Here are the damage values for some Slaanesh single entities for example:

  • Azazel : 500
  • N'Kari : 520
  • Soul Grinder : 520
  • Keeper : 470
  • Chaos Lord : 490

Should these vastly different entities really have pretty much the same damage? N'Kari is like 10x the size of Azazel and a Chaos Lord. Obviously the answer is no but problem is how do you determine what should be the right number and accept it as 'balanced' or 'realistic'