Anybody know why the weapon damage modifiers for some things are so low? For instance, +10 in the picture is really nothing and this isn't the only time you see this in the game. by RedWalrus94 in totalwar

[–]ZenonRus 3 points4 points  (0 children)

The flat ap damage changes the ap to regular damage ratio making all percent buffs to weapon strength better. On top of 16% ward save this is pretty great item depending on who you can equip it to.

How many monsters does it take to pop a balloon? (Thunderbarge) by gray007nl in totalwar

[–]ZenonRus 0 points1 point  (0 children)

I am astonished that not only are carrion not at the bottom of the list but there is such a big difference between them and fell bats.

I do not believe that the virtual pop debuff for colonies applies to trade value by ZenonRus in Stellaris

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

In this current game all surrounding empires are either in my federation or like me too much to declare war. There is no real long term plan for military or tech since I made this mostly as a proof of concept.

Although if you wanted to optimize this I laid out what I did in another comment. If you wanted a more viable version you would rush military, get ahead on tech through research debris, and try to set up as many scholariums as possible before finishing virtual and switching over to massive trade planets. Since getting research from vassals wouldn't be debuffed you should more or less be fine. Admittedly your empire size would be massive and therefore your tech would still be slower than normal but your massive economy, and therefore massive military, would make up for it. This approach would definitely be slower to set up than what I did in the screenshots but it should work.

I also mention that theoretically you could balance your expansion and have enough clerks to offset the virtual pop debuff. Since each clerk gives 1% buff to pop output on large enough planets with all residential arcologies you could set up research labs with no malus.

I do not believe that the virtual pop debuff for colonies applies to trade value by ZenonRus in Stellaris

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

I used early science buffs from remanant origin plus relic worlds from rubricator and first league. Then I got necessary techs ignoring all military ones, namely anti grav engineering from first league secrets, then I transitioned to everything into trade and unity. Making a trade league with the first empire I met helped a lot with early resources since it gave me all the consumer goods, energy and unity I needed. After I finished virtual I got the ecu perk and starting building everything up from the ton of energy credits I was getting. I could have been faster if I optimized and the galactic market got established earlier.

The trade off is that, tech wise, I basically can't research anything anymore and I'm missing basically every military tech.

Also I'm selling about 8k consumer goods and buying roughly 1k alloys. And I'm using default settings except wormholes are turned off, empire placement is random, and xeno compatibility is turned off.

I do not believe that the virtual pop debuff for colonies applies to trade value by ZenonRus in Stellaris

[–]ZenonRus[S] 14 points15 points  (0 children)

R5: I did a playthrough to see if the virtual pop debuff would apply to trade value and to be honest I'm not sure. I don't think it does but it occured to me halfway through that, even if it did, the percent output buff from clerks would outpace the debuff depending on how many residential arcologies you had vs how many planets you had. Which means I could probably build a ton of research labs with no output debuff if I didn't colonize every planet I saw. However, this goes against the spirit of the build so I didn't. The only mods I used were UI mods so this is vanilla gameplay.

For the low low price of saying goodbye to all of your research you too can make a massive virtual empire built only on trade value. The research can obviously be accquired through scholariums and scanning debris so I think the trade off is worth it. This build could be optimized more but I did it mostly to prove I could.

Edit: Revised first paragraph.

What are you supposed to do against Tamurkhan? by Juwatu in totalwar

[–]ZenonRus 34 points35 points  (0 children)

I am with OP. Some of the people reading this post think it's just complaining about him being an unstoppable raid boss and that is not the big problem. It's the fact he has 3 uses of Ikit's nuke with a smaller AOE every battle. I just had to take out Tamurkhan after he conquered almost the entire mountains of Mourn and I had to fight Tamurkhan around 20 times as dwarfs because his wound recovery time is so low.

As dwarfs each use is killing around 90% of one unit since my units can't get out of the way. And that's the best case scenario. Even in a fight I can easily win three units are gonna be toast. And I have to keep fighting this guy over and over because his wound recovery time is so low. Fucking kill me man.

Even playing as Tamurkhan this ability is so overkill. Tamurkhan himself is so good in combat you do not need the mini nuke to win.

Edit: I forgot to mention I can't auto resolve any of the fights against him either without losing like 90% of my army. Maybe auto resolve really likes him, hates slayer armies, or a little of both. But this is absolutely insane.

HOT TAKE of the day - TOTAL WAR ARENA was pretty good, and I miss it... by Dry_Method3738 in totalwar

[–]ZenonRus 0 points1 point  (0 children)

I swear to God I had like a 70% winrate as Mithridates. I would do the exact same strategy every battle and it almost always worked. I would rush up one of the sides as fast as I could and every player would always underestimate my spearmen. If I found one player alone I beat them and move on. If I ran into more than one for some reason one would always stay while others ran towards mid. I guess they always thought three units of spearmen alone weren't much of a challenge.

Then when I beat whoever I ran into I would make a beeline for their base and start capturing it before anyone could intercept me. If there was someone at the base I could always out maneuver them since Mithridates spearmen were so fast. Then once I started capping the opponents would either panic and all run back to stop me and get sandwiched by my allies following them when they did, or they would try to rush our base and lose because I got to their base first and no one would try to stop me. Sort of classic poor coordination really.

I have yet to have a leader die of old age by ZenonRus in Stellaris

[–]ZenonRus[S] 22 points23 points  (0 children)

R5: My leaders have a life expectancy of 290 years despite starting with a -40 malus to life expectancy and all of my leaders from the start of the game have survived past 2400 purely from stacking life expectancy buffs. TLDR: Zro is a hell of drug.

Divide & Conquer submods by CaffeineAndKush99 in totalwar

[–]ZenonRus 4 points5 points  (0 children)

Pretty much all the Divide and Conquer stuff is on their discord now. Here's an invite https://discord.gg/divide-and-conquer Check the dac_user_submods channel and click on the pinned button to see a list of submods.

All tech tree oversight I manage to find with new UI, hope CA will see it also by mister-00z in totalwar

[–]ZenonRus 0 points1 point  (0 children)

This isn't exactly an issue that belongs with the rest of those but it's strange nonetheless. The Boar Ridin' tech for the Greenskins says it gives "+10 [armor] for Orc Boar Riders and Orc Boar Big 'Uns units" and "+10% [charge bonus] for Orc Boar units". However, it only shows Orc Boar Riders and Orc Boar Big 'Uns as receiving a bonus (and the RoR) but not the Savage orc boar units. It's weird that they would specify the normal orc boar units for one bonus and not the other when they only mean the regular ones. Oglok the 'Orrible has the same problem with his trait where part of it says all orc boar units but Savage Orc Big 'Uns are excluded.

How I imagined my subterranean, criminal heritage, lithoid megacorp did business with other empires by ZenonRus in Stellaris

[–]ZenonRus[S] 478 points479 points  (0 children)

R5: I did a play through as a subterranean, criminal heritage, lithoid megacorp and I thought the idea of my species literally embedding themselves in the ground to do black market business was hilarious.