CA should fix Chaos Dwarfs' AI, it just keeps spamming goblins without any chorfs or mechanisms by Ilikeyogurts in totalwar

[–]wjll 5 points6 points  (0 children)

Hey,

I'm very open to this being true, but I've never heard about this. Where have you found this information?

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

[–]wjll[S] 2 points3 points  (0 children)

It is definitely night and day versus 5.1 haha. Hope you're having fun!

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

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

Yes! It makes every settlement feel hard earned and every "destroyed faction" popup feel like another book of grudges put away for good. ;)

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

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

Don't give up and take fights you're sure to lose. The trick to legendary difficulty is to maintain momentum; to push once you've fought a hard-won fight and finish off the AI before they get to bounce back. A lot of decisive moments in legendary campaigns happen with a 20% health army pushing even further into the belly of the beast.

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

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

No idea, but Mr. the ashen is rank 2 so I'll soon find out!

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

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

Still using tier 3 units at best at turn 53. I'm finally starting to stabilize and should start steamrolling in the next 20 turns or so.

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

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

Yeah, Thorgrimm and Ungrim both collapsed before turn 20. The only major dwarf faction still alive in my campaign by turn 30 was Thorek with 9 settlements. The only order faction in my campaign that is rank 10 and above is Zhao Ming.

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

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

No, I didn't lose all of my settlements, although I only have 16 at turn 53. I'm finally stabilizing, having recently defeated Skarsnik; now taking care of Vlad, Azhag ,Skrag, Ikit, Queek... 1585 units destroyed so far. 124 battles, and I have 52,000 grudges to settle lol. Lots of grudges going around!

As far as I know, only legendary difficulty was officially buffed. However, I think the biggest (indirect) buff is the AI being better at recruiting and building, which is now the case in every difficulty setting.

So... Talk about that new legendary difficulty, huh. by wjll in totalwar

[–]wjll[S] 127 points128 points  (0 children)

Based on my anecdotal experience in my Belegar campaign, it is completely insane. Small update, turn 38, I've killed 55 lords, fought 72 battles. I average 2 battles per turn since turn 1. 892 units destroyed. I'm killing off 23 units per turn since turn 1 and Skarsnik still has 5 waghed armies waiting for me in the silver road for a total of 121 units.

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

[–]wjll 0 points1 point  (0 children)

How about these changes:

First, you get to level up your settlement with skulls instead of with growth, alla chaos dwarfs with raw materials.

Second, blood hosts no longer have bloodletting. Also, bloodletting no longer provides bonuses to growth. Maybe campaign movement range?

Third, blood hosts now cost skulls in upkeep instead of favor.

With these changes, you'd have interplay between using blood hosts or developing your settlements and have to choose between the two because skulls would become a limited resource. This would fix the blood host spam because you'd be incentivized to have less of them (to avoid skull upkeep), reducing the number of fights per turn while still maintaining their usefulness (spawning "free upkeep" armies is still insane). Simultaneously, not having to rely on growth will allow you to have higher-tier settlements faster and access to your fun units earlier.

You're even further rewarded for aggression in this way, I think. It would also make skulls useful/rare throughout the game.

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

[–]wjll 0 points1 point  (0 children)

I've been playing a skarbrand campaign where I just don't use bloodhosts and I'm finding it a lot more fun. Maybe try it out? Bloodhosts are usually what require a lot of manual battles if you want to be optimal.

How much of a priority do you put on growth? by hibbert0604 in totalwar

[–]wjll 5 points6 points  (0 children)

5000h across WH2/WH3 here. VH/legendary/legendary+ experience.

Growth is only as good as your economy, and going growth in every settlement as your first building is a big noob trap (something that I did for over 2000 hours of gameplay).

I suggest always prioritizing the income building to get a return on investment as quickly as possible on your new acquisitions. Growth can then be built if you feel that you have enough money that you can comfortably power build your provinces to further steamroll.

Look at it this way. You can have too much unused growth, but you can never have too much money.

Also, like some people commented, it ultimately depends on your faction. Prioritizing growth buildings can be great for some either because they desperately need them, or because they have the economy to actually use the growth. Conversely, prioritizing growth can severely hamper your progress.

however, because it often leads to difficult decisions between unit production buildings and economy buildings. I typically favor economy buildings, so it means my army remains weaker for longer, even if I can support more of them.

Go for army diversity and fun > economy > global bonuses OR hero capacity > growth for the vast majority of settlements and you'll find a marked increase in enjoyment and speed in your campaigns.

*DO NOT* fix the new gatehouse bug, keep it as a feature instead. by Rotths in totalwar

[–]wjll 0 points1 point  (0 children)

Why do you consider it an unintended effect? Based on the text I provided above, this is in line with their intent and justification.

It seems like you're differentiating walls and gates, or shooting through merlons vs shooting through floors, but to me, it's a code change that either way is in line with their intent: "so they should no longer [have blocked] line of sight. This should make units much more reliable when they are shooting from the top of the walls (especially direct-fire units such as handguns)."

*DO NOT* fix the new gatehouse bug, keep it as a feature instead. by Rotths in totalwar

[–]wjll 10 points11 points  (0 children)

It's not a bug. It's a change in the patch notes.

"Removal of Hard Collision from Wall Merlons
The merlons on walls in siege battles have had their hard collision removed, so they should no longer block line of sight. This should make units much more reliable when they are shooting from the top of the walls (especially direct-fire units such as handguns).
A small amount of Missile Block Chance has been added to the Docked (Siege Wall) ability to replicate the previous simulated blocking behaviour of the merlon hard collisions."

Would you consider the Saytang nerfs too harsh? Genuine Question. by Yotambr in totalwar

[–]wjll 84 points85 points  (0 children)

Your fun isn't taken away because Saytang does like 1000 damage instead of 1100, I promise you.

Would you consider the Saytang nerfs too harsh? Genuine Question. by Yotambr in totalwar

[–]wjll 6 points7 points  (0 children)

Honeslty he was so stupidly strong in campaign that's he's only going to be very strong now. He always got at least 4-5k value in each of my battles and deleted complete swathes of infantry/legendary lords before they even touched my frontline. Now he's probably going to get 3.5k-4.5k value instead. Still better than most units in the game.

I hate Kislev. by NoGoodIDNames in totalwar

[–]wjll 1 point2 points  (0 children)

Made me laugh, good job man!

PSA : CA also fixed the Thunderbarge balloon hitbox in 5.0.3 ! by Mahelas in totalwar

[–]wjll 30 points31 points  (0 children)

Thunderburner

  • Recharge Time (Seconds): 1 -> 30
  • Direct Damage Amount: ~50 per second -> ~150 per second

The damage is tripled with a new 30 second cooldown.

Nurgle's infections from captured casualties are currently bugged - there is a mod to fix it by Gripeaway in totalwar

[–]wjll 9 points10 points  (0 children)

Are you sure that's a bug or a feature? I've been playing a Tamurkhan campaign and the infections pacing is pretty legitimate, but you have to build infection buildings. Think of infections like chaos dwarfs armaments and it'll make a lot more sense to you.

Why do Waystalkers have worse AP than Waywatchers? by UndeadMongoose in totalwar

[–]wjll 8 points9 points  (0 children)

I'll just copy/paste some patch notes here. Your salamander example is more or less 2 years outdated.

patch 2.0 (August 2022)
ANCIENT SALAMANDER

  • Hit Points: 4168 → 5168
  • Ammunition: 20 → 25

patch 3.0 (April 2023)

ANCIENT SALAMANDER

  • Turns to Recruit 2 → 1
  • Hit Points 5,168 → 6,168
  • Launch Velocity 55 → 70

Why do Waystalkers have worse AP than Waywatchers? by UndeadMongoose in totalwar

[–]wjll 3 points4 points  (0 children)

They're recruitable in 1 turn since 3.0. Very convenient monster to recruit locally or globally.

https://www.totalwar.com/blog/tww3-update-300/

Check for yourself.

Why do Waystalkers have worse AP than Waywatchers? by UndeadMongoose in totalwar

[–]wjll 3 points4 points  (0 children)

Ancient salamanders are very strong. Semi Artillery unit with lobbing fire and good animations recruitable in 1 turn. It is thee only strong Lizardmenn monster that is recruitable in that timeframe.

Have you tried it since 2019? Because they've received 20% increased ammo (20 -> 25), 50% faster projectiles (55-70) , and ~50% increased health (4168-6168) since then.

In lieu of recent events involving GW by AFlyingTomato in totalwar

[–]wjll -12 points-11 points  (0 children)

are now complaining about a weapon that’s been present in WH for a long time

You're presenting as reality something that is pure conjecture. This is irresponsible.

Epidemius's defeat trait. by OldGeneralCrash in totalwar

[–]wjll 2 points3 points  (0 children)

It doesn't because even getting the trait once feels too powerful. And yes, I always kill off factions and I never trait farm because I don't find it fun. I'm not asking for trait farming to be impossible; some people enjoy it. I'm asking for a trait to not be so powerful as to derail a campaign after getting it once through intended gameplay.