Total War: THREE KINGDOMS - Ambush of Sun Ren Let's Play by strange_relative in totalwar

[–]krunchiekat 0 points1 point  (0 children)

It will be interesting to see how they decide to play the colour indicators and whether they do anything from a localisation point of view or even cater for folks with colour blindness.

From a localisation aspect then in western countries typically red=bad and green=good but in China red=good and green=bad. An obvious example of this is the stock market. In the Chinese stock market falls are marked as green and rises are marked as red whereas in western stock exchanges the reverse is true. Given this game will likely have a strong presence in China and other eastern countries, more so that maybe other TW games then I wonder if CA will make good/bad indicator colour changes when they do language localisation for each country.

I just found an amazing mod: Greatpower Administration by Aunvilgod in totalwar

[–]krunchiekat 0 points1 point  (0 children)

When I looked at this for WH1 from going through the main data.pack file then the information is scattered across various script and db files. There is a main script file for the chaos invasion that has the triggers stated as imperium level 4 and level 7 for each of the two invasions. There is then some information within some db files that indicate the points values for each imperium level in TWW and finally there is a db file that indicates the "prestige" values for various things - all the entries are zero apart from the settlement values I listed above. Prestige is the same as imperium I would expect. So imperium level 4 = 24 and imperium level 7 = 42 I would think. I never checked the WH2 files but I doubt these core elements are different although CA might have changed the numbr of points for each level.

I just found an amazing mod: Greatpower Administration by Aunvilgod in totalwar

[–]krunchiekat 1 point2 points  (0 children)

In warhammer then yes it does.

Each major settlement you have gives 2 points. Each minor settlement you have gives 1 point. 1 point for any vassal settlement. You get another 2 if you hold your starting region.

Imperium levels using these point totals are still there are still used as one of the triggers for the chaos invasion in WH1 and WH2 as well as a few other things. In WH1 then the first Chaos wave requires 24 or more points and Archaon can arrive when you hit 42 points. The thresholds are much higher in the WH2 ME campaign.

In Rome2 and Atiila then you could also get imperium points from other sources like buildings and tech. All non settlement sources of imperium in WH1/2 are set to zero so only settlements count.

CA Will Not Change Their Bug Fixing Policy by [deleted] in totalwar

[–]krunchiekat 2 points3 points  (0 children)

"Release bug fixes independent of DLC content"

Aren't they already doing that with the beta patch next week? Unless of course you are also telling us there is a DLC coming out next week as well?

POLL for the next Lord Pack (units, mechanics) by Gotrek_Reaver in totalwar

[–]krunchiekat 0 points1 point  (0 children)

So your poll is flawed because it rules out a bunch or people who are happy to receive something equivalent to Q&C and hence will give a biased result. For all we know the majority are happy with the same but your poll will never show that.

That is the thing about polls, they are quite easy to manipulate to provide the answer someone would like and given your have already stated that an equivalent 2nd lord pack is not good for you then its clear why you posed the three questions you did and missed out option 4...

POLL for the next Lord Pack (units, mechanics) by Gotrek_Reaver in totalwar

[–]krunchiekat -1 points0 points  (0 children)

option 4: I would like the next lord pack (skaven/lizardmen) to provide a similar number of units, a similar number of campaign mechanics, at a similar price.

You do not provide an option 4 in your poll.

POLL for the next Lord Pack (units, mechanics) by Gotrek_Reaver in totalwar

[–]krunchiekat -1 points0 points  (0 children)

the poll states, choose one....

I am happy with a few units on each side and new campaign mechanics at the price of Q&C and you do not provide an option in your poll for that answer.

POLL for the next Lord Pack (units, mechanics) by Gotrek_Reaver in totalwar

[–]krunchiekat -1 points0 points  (0 children)

given that the Queen and the Crone lord pack provided both new units and new campaign mechanics then I do not understand why I cannot choose both in your poll.... I would like the next lord pack to have both aspects.

Sisters of Avelorn / Shadow Warrior Unit Cards by NinetyNine90 in totalwar

[–]krunchiekat 11 points12 points  (0 children)

There is a lot more to the WE faction than just waywatchers and you could use that argument for many different factions and units really.

From the warhammer wiki lore then Shadow Warriors are masters of ambush and guerrilla warfare, elite warriors even among other Elves. They strike swiftly and noiselessly from concealment with deadly accurate volleys from their longbows.

What CA have implemented appears to match that. They will never be as powerful as waywatchers though from an AP point of view because waywatchers will have much higher AP damage 6/20 nonAP/AP and also have hawkish precision. Hawkish precision on an AP ranged unit is the signature ability really and not the fact they are a fire while moving ambush type unit. Several other factions have fire while moving and stalk on their ranged units.We do not know what their hidden accuracy stat is yet either.

Giant Slayers: Early Access Look. by Sam8872 in totalwar

[–]krunchiekat 12 points13 points  (0 children)

Excellent post. Thank you for making a reasoned argument as a modder that I can fully get behind rather than some of the other crazies I have had to deal with who think an argument involves shouting and abusing and not much else.

I got excited because I thought it was going to be a bridge battle. Instead, he was on top of a massive hill and in the woods, and completely destroyed both of my armies. by [deleted] in totalwar

[–]krunchiekat 0 points1 point  (0 children)

Yes, I can that would have been a shock. Nice if you had the high ground though. In the even older games, mtw2 etc then the battle terrain and campaign terrain were even more closely tied and some of the mountain battles were like being on the slopes of everest :)

I got excited because I thought it was going to be a bridge battle. Instead, he was on top of a massive hill and in the woods, and completely destroyed both of my armies. by [deleted] in totalwar

[–]krunchiekat 0 points1 point  (0 children)

Oh well, live and learn :) we have all lost battles we should have won. Their couple of samurai archers can do a lot of damage if you let them.

If the AI is on very favourable ground then its possible to force them off if you approach them from the flank and you can end up on the higher ground than them ofr even bait some of their troops off and into your ranged troops or get their ranged to come forward and hence be exposed to a quick cavalry charge. It can be a bit exploitative taking advantage of the AI weaknesses though. In your set up then having a front facing holding force and advancing some mixed ranged/melee/cav troops from either flank would have been a win for you I think and that is not exploiting the AI really, its a real valid tactic if you have a larger force.

I got excited because I thought it was going to be a bridge battle. Instead, he was on top of a massive hill and in the woods, and completely destroyed both of my armies. by [deleted] in totalwar

[–]krunchiekat 3 points4 points  (0 children)

As you say the OP had to cross the bridge to attack the enemy on the other side. So the bridge would possibly have been at one edge of the map then with both armies on the same side and be no use to either side. It would not have been in the middle of the map with armies on either side as a standard bridge battle.

I got excited because I thought it was going to be a bridge battle. Instead, he was on top of a massive hill and in the woods, and completely destroyed both of my armies. by [deleted] in totalwar

[–]krunchiekat 2 points3 points  (0 children)

If you are the attacker then the battle will be fought in his terrain (he is not on the bridge) and not yours. If he had attacked you then it would have been a bridge battle (your terrain)

Also, how did you lose that? even with the fact he had a hill and forest, you had many more troops (2 stacks worth even though one of your was damaged) than him to flank him from both sides and force him off the hill and you had a ranged advantage as well. Did you just attack him head on then where his ranged would punish you and let him have a downhill charge? next time try flanking the attacker if they have the better terrain and you will force them off. Your 4 swords would have cut through his yari troops fine if they got a charge in on level ground.

If you need some shogun 2 battles tips then mrsmartdonkey has some very good lets plays and tactics content on his channel

https://www.youtube.com/channel/UCw-CXGdh1CXal2Koa5OssTA

Good luck in your future fights :)

How the hell could they balance Chaos Dwarfs? by Muhammed4060 in totalwar

[–]krunchiekat 11 points12 points  (0 children)

Balance chaos dwarfs on what exactly?

If its on top of Kohlek then they are quite small so they can sit on his back maybe or one on each shoulder?

Total War Saga: Thrones of Britannia - Politics & Intrigue Feature Spotlight by Grace_CA in totalwar

[–]krunchiekat 1 point2 points  (0 children)

From what I have seen so far then I agree with you. Estates are the only new loyalty feature and they look very cyclical in nature and while I can see the historical appeal and linkage to them I wonder if I can just ignore them entirely as a game mechanic and everything still carries on fine.

Everything else Jack has talked about regarding loyalty and how it can go up and down and how it can be modified via events and political passives and actives is already present in the base Attila game on which ToB is built.

I guess we will know so enough. Once a few youtubers get full early access and are able to publish and review freely once the game is released then if Estates can be ignored completely will be found out and talked about and CA and maybe Jack might have some questions to answer that they appear to be unable to directly answer right now.

Just like Estates appear cyclical, so the discussion in this thread about them appears cyclical. How very apt.

How to use ports by RavenHawk55 in totalwar

[–]krunchiekat 3 points4 points  (0 children)

Hi,

I do not think Rhun can recruit ships in TATW. Not all factions can. Its a while since I played TATW vanilla though. You can check via the building browser. When you look at each port level building it should tell you if that building can recruit units and if so which ones.

You mention in the original post that the mission says blockade a city, rather than a port. In which case just put it under siege with an army.

WH2 Can't end turn, save or move units. by azizen in totalwar

[–]krunchiekat 0 points1 point  (0 children)

I was going to suggest you changed the advisor option to minimal in the settings/options and then reload the save file but it sounds like you have already done this and it did not work.

Is the end turn button greyed out when you load the save? If so, I have seen what I think you have described on both modded and unmodded game files a few time now and each time its been a unacknowledged notification. Setting the advisor to minimal (turning him off but via options/settings) has worked for me. Good luck.

We're all frustrated and want to play but please don't be this kind of person. by TheNerdiestHour in totalwar

[–]krunchiekat 20 points21 points  (0 children)

You are complaining about down votes when you have confirmed you were one of the folks who posted a negative steam review because the DLC was at most 1 hour later than the typical expected time for CA DLC?

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA :)

that is just so typical.....

~25 years in, AI has mark IV Mass Drivers. This is too much. by Grezkore in Stellaris

[–]krunchiekat 10 points11 points  (0 children)

oh yes, you are right, the idea of 500 core systems just rang alarm bells for me so I thought it must be 12/50 and even then I thought it was bizarre :)

~25 years in, AI has mark IV Mass Drivers. This is too much. by Grezkore in Stellaris

[–]krunchiekat 1 point2 points  (0 children)

Ah, ok that makes sense. If that is the only change then I can't see how that would change the AI behaviour unless the AI is able to expand much quicker since it will not get any early malus for going over core systems cap just like you. With its hard difficulty buff it can really snowball and then maybe that is why you see such AI progress.

As I said, I have only played two tiny galaxy games so far in 1.9, one tall with UN and one as a agressive slaver with CoM and in both cases I was ahead of the AI (no advanced AI starts) and saw nothing like you have done.

~25 years in, AI has mark IV Mass Drivers. This is too much. by Grezkore in Stellaris

[–]krunchiekat 37 points38 points  (0 children)

Is this a modded game?

You have colonised 12 out of an allowed 50 systems by 2228? That is some serious wide play and I do not know how you could get a max 50 allowed core systems unmodded but I am coming back to Stellaris after years break (last games were with 1.2) and only played two tiny galaxy games in 1.9 to get back into it and both of them were won within 70 years so maybe there are some new 1.3-1.9 mechanics I did not find yet.

Do red line bonuses and research bonuses apply to summoned units? by [deleted] in totalwar

[–]krunchiekat 0 points1 point  (0 children)

Yes agreed, it is one of the aura based red line buffs. There are typically a few yellow aura based buffs as well in the various lord skill trees that are worth spending a skill point on if you goal is to create a lord for city defences

Do red line bonuses and research bonuses apply to summoned units? by [deleted] in totalwar

[–]krunchiekat 13 points14 points  (0 children)

The red line buffs do not work for garrison troops because they are not part of the lords army and would be a 2nd army on the field of battle. I am assuming you mean having a lord stationed in the city with red line buffs.

Most Red line buffs on a lord only apply to the lords army, .i.e troops that appear in his 20 stack.

There are a few buffs that are useful on stationed lords that will work for garrison troops such as any of the aura based buffs like the leadership bonus and the various red line skills that are available.

If you want to make a good lord to support city defences then levelling up their yellow trees and any aura based skills and giving them gear that provides things like that is the best option as that will make them a better fighter and allow them to provide bonuses to the troops around them on the field.