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![[Post New]](/s/i/i.gif) 2017/10/13 01:11:36
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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sebster wrote:I've never like sieges very much, and the auto-play can't often be used for avoiding them because you will take so many more casualties than by playing them.
Sometimes.
I've got a Bretonnia playthrough that I keep meaning to start back up and finish. I owned the Empire capitol (the Empire had gotten kicked out of it, and someone had left it razed, so I moved in; note that the Empire still existed in that game), and had fully built up the fortification levels on it. I had a full strength army garrisoning it, and it got attacked by two stacks of Chaos Warriors (can't remember which lords). I hit Auto-Resolve just because...
And the Chaos Warriors took zero casualties wiping out my army.
I keep meaning to go back to an earlier save from that game, but haven't ever quite gotten around to it.
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![[Post New]](/s/i/i.gif) 2017/10/17 00:44:12
Subject: Total War Warhammer 2.
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Executing Exarch
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The Brayherd of Chaos is supposed to show up during the Chaos invasion. But they frequently get lost before reaching anywhere important, unlike the other Chaos factions.
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![[Post New]](/s/i/i.gif) 2017/10/18 13:49:07
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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Teclis and Queek have been confirmed to start in different locations (Queek will be in the Old World, iirc). I posted about it earlier.
Those were the only two lords stated to start somewhere else.
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![[Post New]](/s/i/i.gif) 2017/10/24 14:00:43
Subject: Total War Warhammer 2.
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Executing Exarch
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The page notes that while the Vortx campaign is not in Mortal Empires, the Chaos Incursions from the first game still are. And the forces of Chaos will be coming from surprising new directions. I assume that last bit means that the New World areas will also be suffering from Chaos atta (and possibly Brettonia, as well).
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![[Post New]](/s/i/i.gif) 2017/10/26 05:28:42
Subject: Total War Warhammer 2.
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Executing Exarch
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Voss wrote:Eumerin wrote:
The page notes that while the Vortx campaign is not in Mortal Empires, the Chaos Incursions from the first game still are. And the forces of Chaos will be coming from surprising new directions. I assume that last bit means that the New World areas will also be suffering from Chaos atta (and possibly Brettonia, as well).
Hmm. Maybe they split them up so some hit Kislev and some hit naggarond, rather than having the doom stack just run over Kislev.
I suspect that Kislev is still going to get overrun. After all, if Kislev somehow managed to *stop* the Chaos Doom Stacks, then the other Old World nations wouldn't feel much of a challenge, would they?
But I'm guessing that there will be additional stacks turning up in various places in the New World as well.
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![[Post New]](/s/i/i.gif) 2017/11/01 04:10:06
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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sebster wrote:I haven't started a Mortal Empires campaign yet, I want to finish my TW2 game first. The campaign there is a bit of a disappointment, to be honest. The vortex thing was a good idea with a terrible execution. Reaching each ritual is just a progress bar, and completing them is just camping your three best armies in three cities and waiting to see if something happens. I'm still having fun though, because I realised that rituals can wait indefinitely, if you just conquer any faction that's brave enough to start one of the last few rituals. Right now I've got mega-stacks tromping through Naggarond and the last major Lizardman empire. I still haven't run in to any skaven though, but when they start ritual 4 it should point me in their direction and that'll be the end of them. Then I guess I'll push the button and begin the camping phase to end the game.
You can also win a conquest victory.
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![[Post New]](/s/i/i.gif) 2017/11/05 05:38:00
Subject: Total War Warhammer 2.
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Executing Exarch
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flamingkillamajig wrote:
What really miffs me about all these chaos armies is that from what i've seen they bypassed multiple territories just to come attack mine
That's exactly what happened. It's the bug mentioned above.
CA's aware of it and is hoping to have a fix in place soon.
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![[Post New]](/s/i/i.gif) 2017/11/21 01:44:15
Subject: Total War Warhammer 2.
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Executing Exarch
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Update from CA. The next patch will supply fixes for TWWH1 nations to bring them to parity with the TWWH2 nations. Norsca won't be included yet.
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![[Post New]](/s/i/i.gif) 2017/12/06 02:27:03
Subject: Total War Warhammer 2.
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Executing Exarch
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Voss wrote:This, on the other hand, makes more sense. It sounds like the TW1 team for Norsca was a bit... sloppy... when it came to code. Too many non-standard approaches.
I would imagine that they were busily figuring out just how far they could twist the Warhammer I engine, and assumed that their changes would be compatible with Mortal Empires.
And you know what they say about assuming.
Oops...
I do find it amusing that the race that's causing them fits is the one that was essentially offered as the inducement to pre-order the second game.
The delay is a shame for fans of Norsca. But on the positive side, it's not one of the tabletop races, so the fallout with fans will be more limited. I, on the other hand, am overjoyed that we'll finally get my Tomb Kings in January.
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![[Post New]](/s/i/i.gif) 2017/12/08 03:04:00
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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The Laboratory (or, as you may know it from the free-LC array, The Experiment) is a free brand new game mode for Total War: WARHAMMER II, designed with Intel. It introduces a custom battle playground with 16 different sliders to push your battles to new and ridiculous levels of mayhem. The Laboratory game mode will be available in a free update for Total War: WARHAMMER II on the 14th of December. It will automatically be added into the game in an update on that day, and you can access it from the main menu, under ‘Battles’.
IMPORTANT: While all players will be able to play in The Laboratory, it is entirely free of any minimum or recommended specification guidance. As a result, sliders that effect GPU or CPU performance can easily override your main performance settings unless you have a very high-powered PC. This can negatively impact your frame rate or likely cause gameplay behaviours you won’t see in the main game.
So... uh... be careful not to melt your video card when you're experimenting with it.
^^;;
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![[Post New]](/s/i/i.gif) 2017/12/09 04:33:21
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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The ability to mess around with this stuff has been in the game engine for quite a while. For instance, back when Napoleon was the big Total War game, someone went in and figured out how to edit some values in a file to increase the manpower count in each unit enough to make the game sort of resemble a real battlefield (albeit a small one). So the ability to do this stuff has always been there, even for the players. It appears that all CA has done here is make it easy and intuitive for the players to get access to that.
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![[Post New]](/s/i/i.gif) 2017/12/20 02:03:30
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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The trailer features an animated unit (Hierotitan) that GW never released a model for.
NICE!
I am *so* looking forward to this expansion.
Favorite comment from the YouTube comments section for the trailer -
"Tomb kings are looking more and more like Necron"
LOL
As for the hapless Dark Elves, they probably make the most sense out of the Warhammer 2 races since they're the most inclined to go poking into places that they shouldn't for magical power. Of course, the most appropriate would probably be Vamps (the Tomb Kings' natural enemies) or Orcs (who frequently raid the tombs - one named king, Pharr, has a flail made out of warboss skulls). But those are in the first game, not the second.
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![[Post New]](/s/i/i.gif) 2018/05/23 04:15:43
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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The chatter in the period between two's official announcement and when it was released was that the third game would focus on the four Chaos Powers. I'm not sure where that leaves the Ogres, though. And of course that chatter is public chatter, so it's not necessarily endorsed by CA.
There is a big chunk of land off the eastern edge of the map. It's questionable how much is actually out there, but it does exist. The Ogres, Chaos Dwarves, and some Skaven settlements fill the area out. And adding it would put in a huge new complication for the Dwarves (who currently start the game secure in the knowledge that no one will attack them from the east).
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![[Post New]](/s/i/i.gif) 2018/06/01 02:42:08
Subject: Total War Warhammer 2.
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Executing Exarch
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Steam is currently offering discounts on a number of GW-related games.
75% off of TW:WH
33% off of each of the paid TW:WH DLC (except for the blood and gore DLC)
25% off of TW:WH2
10% off of Tomb Kings DLC
The discount ends on the 4th.
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![[Post New]](/s/i/i.gif) 2018/10/04 16:23:05
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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From the FAQ -
The Curse of the Vampire Coast Campaign Pack contains:
4 new Legendary Lords
New Lore of Magic: The Lore of the Deep
New roster: command towering constructs, ghastly pincered sea-beasts, ghoulish horrors and musket-wielding piratical zombie hordes in battle!
A suite of all-new campaign mechanics:
Treasure Maps: Find treasure maps and dig for booty
Ship Building: Upgrade each Legendary Lord’s unique ship
Infamy: Rule the waves to become the most infamous pirate of all
Pirate Coves: Establish hidden enclaves in your enemies settlements
Fleet Offices: Reward your undead Admirals with positions of power to improve their loyalty
Pieces of Eight: Sail the seas to unlock eight new Regiments of Renown
New battle mechanics:
More Powder: Use your Heroes to keep your gun-lines topped up with ammo
Extra Powder: While black powder is plentiful, each unit will benefit from a variety of missile-related buffs
Also, a form of naval combat has been added, though it's not the real thing. You'll have the option of disembarking your armies on a nearby island, and fighting there. Or if one of the ships is a black ark, you can fight on the black ark itself. By a strange coincidence, a mod was apparently released just last week which more or less does the same thing, and CA included a link to the mod in the FAQ.
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This message was edited 2 times. Last update was at 2018/10/04 16:29:45
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![[Post New]](/s/i/i.gif) 2018/10/04 20:04:23
Subject: Re:Total War Warhammer 2.
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Executing Exarch
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Also note -
Everything related to Total War: Warhammer from both games - including games and DLC - is discounted until the 8th, with the exception of the Blood for the Blood God DLC (which just adds gore to the battle animations).
The first game is 75% off, and all of its paid DLC (aside from Blood) are 33% off. The second game is 33% off, and both of its paid DLC (again, not including Blood) are 25% off.
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![[Post New]](/s/i/i.gif) 2018/10/04 22:19:24
Subject: Total War Warhammer 2.
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Executing Exarch
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Voss wrote:
While this looks pretty interesting, I'd honestly rather than shunt more of the TW2 team to TW3 and get on with it. There's far more of interest to me with daemons ogres and chaos dwarves than the forgotten, undescribed and abandoned factions off beyond the Old World.
Based on the mess with the Norsca release, it's likely that the team doing DLC releases for Warhammer 2, and the team working on the Warhammer 3 core game are separate and distinct.
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![[Post New]](/s/i/i.gif) 2018/10/06 00:14:52
Subject: Total War Warhammer 2.
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Executing Exarch
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SkavenLord wrote:[
I was thinking more about how far CA might try to take creative liberties (assuming this is one of them) into their armies. We’ve gone through most of the current main armies already, except Ogres.
And Chaos Dwarves, depending on whether you consider them a "main" army or not. But both of those groups are located east of the Old World, which is opposite where the action for the second game takes place.
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![[Post New]](/s/i/i.gif) 2018/10/06 17:08:06
Subject: Total War Warhammer 2.
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Executing Exarch
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Grey Templar wrote:Eumerin wrote: SkavenLord wrote:[
I was thinking more about how far CA might try to take creative liberties (assuming this is one of them) into their armies. We’ve gone through most of the current main armies already, except Ogres.
And Chaos Dwarves, depending on whether you consider them a "main" army or not. But both of those groups are located east of the Old World, which is opposite where the action for the second game takes place.
Ogres are semi-nomadic by nature. And the last bits of fluff were about how dozens and dozens of ogre tribes were moving west in another Great Migration. That was always the justification for the occasional Ogre tribe stomping around the Old World.
Which again, the mechanics that were used for the Mongols and Timurids in Medieval TW2 would be perfect. If they're not the player's faction you'll randomly have an Ogre faction show up every 50-100 turns or so. Use the same Horde mechanics the Chaos Warriors use for their settlements in each army.
While accurate to their situation, the game already seems to get overrun with the periodic full strength stack of unaffiliated beastmen or greenskins randomly showing up every fifteen turns or so in the middle of your empire and razing a settlement or three before you can pull one of your armies off the front lines to deal with it. The most annoying part about the Empire game pre-Chaos invasion is dealing with this problem, which seems to happen pretty much whenever I'm about to start an important push on the front lines.
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