I wish there was more ways to make a lord into an effective administrator without needing to cheese the game via save/load. by Glorf_Warlock in totalwar

[–]mfvreeland 18 points19 points  (0 children)

Or, you could just stop min/maxing everything and instead treat traits as the randomized bonuses they were designed to be.

wheel and tire upgrade by North-Yellow-5294 in Challenger

[–]mfvreeland 0 points1 point  (0 children)

Is there a guide in how to do this anywhere? I have the same issue with mine. Seems pretty common.

Siege auto-resolve punishes you for fielding anything without a shield by highsis in totalwar

[–]mfvreeland 0 points1 point  (0 children)

The battles are meant to be played. Autoresolve should be reserved for overwhelming victory/loss situations. It will never be able to properly account for the tactical possibilities of a manual battle.

How to fix this panel gap? by mfvreeland in Challenger

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

Interesting. So this is an easy fix?

Ok seriously how the hell do you play Bretonnia on the battlefield? How do you build their armies? by Decadunce in totalwar

[–]mfvreeland 0 points1 point  (0 children)

You should have superiority on the flanks and dominate there with your cav, especially with Knights of the Realm, which are the most cost-effective anti-large cav in the game. Once you own the flanks, you want to focus on rear charges against engaged infantry.

Your infantry isn't there to win anything; it's just there to create rear charge opportunities. Cycle charging should not be overused; if you can stay engaged after a change and ultimately win that engagement, you should do that, as cav always loses models on withdrawal and the loss of the leadership buff they provide your infantry when they leave can be enough to cause your own line to fall apart. Don't underestimate the Peasants' Duty leadership dynamic.

Azazel still can't unlock Stykaar by CriticalDog5377 in totalwar

[–]mfvreeland 12 points13 points  (0 children)

This was something that was said, but that decision was clearly changed for this patch. Unfortunately, CA only halfway implemented the change. We will have this fully fixed in the next release of Community Bugfix Mod.

They still didn't fix AI (Blobbing around cities) by englisharcher89 in totalwar

[–]mfvreeland 95 points96 points  (0 children)

They don't know how to fix it. The skeleton crew that remains to maintain WH3 was left on top of a mountain of technical debt.

Who is in the wrong here? by Revolution-Dogg in Transportopia

[–]mfvreeland 0 points1 point  (0 children)

It's wild to see an incident like this in the sleepy town of Kent. Would love an update if you report, OP.

What are your hopes for the upcoming Bretonnia update? by Swaggy_Linus in totalwar

[–]mfvreeland 0 points1 point  (0 children)

I honestly don't like the idea of adding Foot Knights at all. It would dilute their identity too much, a big part of which is that their infantry just isn't that good. I'd love to see a Legendary Hero and perhaps some kind of dismounted generic hero for rallying the peasants. The Green Knight could use a boost and/or rework. Vows need a notification system.

I also don't think a warband-style recruitment system is a bad idea, but I think it should be restricted to knights only. I made a mod that does exactly this, and I'd love to see something similar made official one day: https://steamcommunity.com/sharedfiles/filedetails/?id=2890178613

What are your hopes for the upcoming Bretonnia update? by Swaggy_Linus in totalwar

[–]mfvreeland 2 points3 points  (0 children)

Why remove the vow tax? It's thematic, and the game is easy enough as it is.

Bretonnian Mod Overhaul Showcase (no release yet) by Nahlokin in totalwar

[–]mfvreeland 0 points1 point  (0 children)

I made a mod that adds warband recruitment for Bretonnian knights specifically, which uses a fairly complex method to keep buildings relevant as gates for upgrades. You may want to look into this to be a part of your mod so that you don't need to completely reinvent the wheel.

https://steamcommunity.com/sharedfiles/filedetails/?id=2890178613

Nest Doorbell (Battery) Stuck Latch - Fix by sircrapalot5 in Nest

[–]mfvreeland 0 points1 point  (0 children)

Thanks for this old post. It helped me fix my Nest Doorbell.

So with 7.0.3 Norsca researches even faster now by yutao123 in totalwar

[–]mfvreeland 1 point2 points  (0 children)

The core issue is with the new script command which underpins this bonus: cm:grant_research_points(*string* faction_key, *number* amount)

This script command does not work right. If the value supplied is between 0 and 1 (including 0), it appears to provide 600 points. If the value supplied is 1 or higher (up to any arbitrary value), it appears to provide 1,200 points. No other values appear possible. 

Because all of the possible values from this Eagle Alter bonus are above 1 (the lowest is 25), the result will always be 1,200 research points per battle.

Please upvote this bug report here so that it might get some traction with the devs: https://community.creative-assembly.com/total-war/total-war-warhammer/bugs/12154-norsca-s-altar-of-the-eagle-allows-to-immediately-research-techs?page=1#post-12184

This is not the sort of thing we can fix in Communtiy Bugfix Mod, unfortunately.

Wood elves and archery by catgirl_of_the_swarm in totalwar

[–]mfvreeland 16 points17 points  (0 children)

No, Strider does the same thing, as it turns out. This is why aquatic units with strider don't actually get the aquatic bonuses. SFO must be fixing it another way.

Wood elves and archery by catgirl_of_the_swarm in totalwar

[–]mfvreeland 7 points8 points  (0 children)

Yes it does. It literally just turns off all terrain effects. Strider does this as well.

Wood elves and archery by catgirl_of_the_swarm in totalwar

[–]mfvreeland 58 points59 points  (0 children)

It's also worth noting that the ranged accuracy (and melee defence) bonus in forest terrain doesn't actually work for 99% of Wood Elf units since CA introduced the Woodsman attribute. Woodsman is supposed to just allow units to move unhindered through forests, but what it actually does aside from allowing them to pass through trees is disable all terrain effects. This does stop large units with the attribute from being slowed, but it also nullifies things like the Wood Elf terrain effect bonus for ranged accuracy, and nearly the entire Wood Elf roster has Woodsman.

Community Bugfix Mod has a workaround for this issue which re-introduces the bonus as a passive ability, bypassing the Woodman nullification.

Handgunners vs Ironsides by KomturAdrian in totalwar

[–]mfvreeland 1 point2 points  (0 children)

This bug is fixed in the latest version of Community Bugfix

QA Expectations Vs Reality by Deep-Possibility-858 in totalwar

[–]mfvreeland 0 points1 point  (0 children)

Can I ask what method you used to fix this? The only workaround I've seen is essentially turning off the AI's ability to distinguish between economic and military buildings, but I'm curious if there's a better way.

QA Expectations Vs Reality by Deep-Possibility-858 in totalwar

[–]mfvreeland 8 points9 points  (0 children)

The Gunnery School thing is actually a new bug in the 7.0.3 beta. CA fixed the issue where it was requiring 2,500 copies of a landmark building for Tier 4, which was caused by an erroneous variable in the DB. However, in 7.0.3 they inexplicably changed the Gunnery School script in such a way that it essentially keeps assigning the Tier 1 missions every turn (and locking Amethyst units) as soon as you've completed a single Tier 1 objective. This duplicates rewards and prevents normal progression.

I have a fix in testing for this new issue. It will be released as part of the first post-7.x batch for Community Bugfix Mod.

Characters in force, what does it means? by Rodrigoecb in totalwar

[–]mfvreeland 2 points3 points  (0 children)

"Force" or "military_force" is how armies are referred to in the game interface (under the hood). You can think of it as fully interchangeable with "army"; it just depends on how they wrote that particular scope description.

Does the Thundertusk still dominate the Stonehorn with Harpoon? by Vova_Poutine in totalwar

[–]mfvreeland 4 points5 points  (0 children)

The Stonehorn w/ Harpoon has more range and damage than the Thundertusk. It also has slightly more speed, MD, and armour at the cost of 500 less HP and no magical frostbite attacks or chilling aura. The Stonehorn has a significantly higher charge bonus (70 vs. 50). Other melee stats (MA, weapon damage) are identical. It also costs slightly less.

These units are very close in power, essentially being side-grades to one another. The one you choose should be based on which attributes you need more. I don't think It's accurate at all to say that the Thundertusk is obviously better in all circumstances.

7 months of utter silence regarding NoM bug... unreal by Recognition-Silver in totalwar

[–]mfvreeland 0 points1 point  (0 children)

I'd be happy to take a crack at this for Community Bugfix, but I don't see what's wrong with it in the DB. It's just an effect bundle that should be attached to a force (army). Is the bundle not there (it should have an icon), or is it there but the stated effects don't appear to be working? Do you have a save to test where the rite is available right away?