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[Total War] Pharaoh clever title

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Posts

  • danxdanx Registered User regular
    I know it's a bit nitpicky but the trailers for this DLC have all been poor. Azazel was alright but the others were dull :sleepy:

    They're not even as good as any of the post Queen and Crone trailers, never mind CAs best. Hope they bring their A game for Chorfs.

    GOAT WH dlc trailers:

    Dark_SideFencingsaxLordSolarMacharius
  • KarozKaroz Registered User regular
    Agreed but at the same time you are splitting the effort of one trailer in to four.

    danxLordSolarMacharius
  • GaddezGaddez Registered User regular
    edited August 2022
    Elvenshae wrote: »
    So, does anyone have a recommended mod list for III? I'm wrapping up a game of II (never played Teclis, so fixing that) and looking to start a game of III before Immortal Empires comes out.

    My suggestions:
    For Cathay I'd suggest the following:
    1. Better landmarks mod (the unique buildings in a bunch of these places are just awful.
    2. Yin-Yin: she's a really fun Legendary lord to have kicking around.
    3. Improved alchemy: because itt lets alchemists be alchemists
    4. Cathay engineer: gives you a hero that works like a skaven warplock or a dwarf engineer, providing a lot of support to your ranged units. Uses alchemist cap.
    5. Jade veteran: Gives you access to a melee hero that can buff your troops a bunch. Uses Astromancer cap.

    Oh! Almost forgot.
    Make sure to get easy confederations; it makes it so that if you have 150 rep with a faction they're guaranteed to confederate. I wouldn't advise this normally but they made it way too much of a pain to confederat the Mings.

    Also Addvisor can be fun; makes the advisor into a wizard with your choice of spell school.

    Gaddez on
    Elvenshae
  • danxdanx Registered User regular
    Karoz wrote: »
    Agreed but at the same time you are splitting the effort of one trailer in to four.

    Agreed. I just hope they don't do the same thing for Chaos Dwarfs and this is a one off because of Chaos.

  • FiatilFiatil Registered User regular
    edited August 2022
    Elvenshae wrote: »
    Fiatil wrote: »
    Elvenshae wrote: »
    So, does anyone have a recommended mod list for III? I'm wrapping up a game of II (never played Teclis, so fixing that) and looking to start a game of III before Immortal Empires comes out.

    What kind of experience are you looking for?

    My mod lists errs pretty hard on the side of "get rid of Realms of Chaos and all of the jank it has unleashed". How vanilla-like are you wanting it to be?

    So hit me with your best shot?

    Okay, here's some stuff. Roughly organized from most QoL/vanilla-ey to most impactful:

    Better Camera -- the most classic.
    No Penalty for Too Many Trade Partners -- seemed silly, let me trade more.
    Speedy Turn Camera -- port of the TWW2 mod to speed up turns a bit.
    Paint Your Daemon Prince -- of course
    Decline Diplomacy -- a button to make the AI leave you alone, as they spam the same request over and over.
    More Character Names -- the base pool is a bit shallow and leads to repetition.
    Legendary Lore -- want big walls of Lore Text throughout your run? Of course you do.
    Return of the Great Empires -- gives the "old" main factions present on the TWW3 map (empire, VC, etc.) the same bonuses the new ones get to make them roll over and die less quickly.
    Landmarks of Legend -- adds a bunch of unique faction specific landmarks for various settlements, pretty awesome.
    Anti-Player Bias Remover -- edits an array of values to make the AI stop honing in on you so much. Apparently by default minor factions have a fairly huge increase to targeting your settlements specifically when you're in the Chaos Realms
    Double Skill Points w/ Skill Dump -- also the classic. Has a link to a "lords only" version which is the one I use.
    Chaos Diplomacy -- Chaos factions don't start at war with everyone, and can trade. It helps the experience a lot -- your trade income is fairly minor but a nice boost, and it results in a lot less "every AI sending doomstacks across the map to kill me". It's still incredibly hard to maintain peace with Order factions; in practice they all still war dec you but not until you get closer
    Chaos Warriors of Tzeentch -- the models are amazing, and has Nurgle and Slaanesh versions too.
    Change Starting Positions -- lets you swap to a new settlement to start a game, for some added variety. Great for lords like Kairos who make no real sense in their starting spot (quests tell you to expand to Cathay immediately into a climate that is unfavorable by default)
    No Minor Settlement Sieges -- aka the only way I've been able to enjoy playing 3. Turns all non-port minor settlement battles into field battles by making the AI sally forth. By default they are all sieges.
    Toggle Chaos Realms -- for when you just want a pure sandbox without any of the Realms of Chaos mechanics.

    Note: some of these will show out of date, but as of now it's just the very simple tweaks that don't need updating. Stuff like no minor settlement sieges is just tweaking one number, and only ever needs to be updated if CA decides to mess with that specific variable.

    Fiatil on
    steam_sig.png
    Dark_SideElvenshae
  • KarozKaroz Registered User regular
    danx wrote: »
    Karoz wrote: »
    Agreed but at the same time you are splitting the effort of one trailer in to four.

    Agreed. I just hope they don't do the same thing for Chaos Dwarfs and this is a one off because of Chaos.

    I doubt this will happen but I can see why they split the trailers to give a quick showcase to each one vs showing off glorious Chaos Dwarfs as a whole trailer.

    Fencingsax
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    is that sfo grimhammer mod any good or is it dickie booty

    obF2Wuw.png
  • KarozKaroz Registered User regular
    is that sfo grimhammer mod any good or is it dickie booty

    It revamps a lot of the systems, puts in new balances and some units IIRC.

    If you want to learn a whole new game then it's for you.

    If you've gotten use to you're old crutches then you'll be disappointed.

  • VicVic Registered User regular
    I'm baffled by the fact that the Chaos Dwarves aren't in the game yet. I found the notion of them making four separate chaos factions for a single release difficult to believe before it was confirmed, but for it to be five chaos factions and then follow it with the first dlc being four more is kinda nuts.

    Chaos Dwarves are a bit chaosy too, sure, but they will be a breath of fresh air when they finally arrive.

  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    they had to spend 10 years developing graphical hat technology working up to chaos dwarves pls have patience

    obF2Wuw.png
    FencingsaxDark_SideHappylilElfElvenshaeGiantGeek2020
  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    They needed a way to make their Warriors of Chaos rework to be financially viable.

    Karozaltid
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    is that sfo grimhammer mod any good or is it dickie booty
    It's interesting in a broken kinda way, same as base game. A lot of the campaigns are much more involved in terms of events, faction theme and sometimes mechanics, and there are new units for almost all factions. The CA devs often crib the good bits from SFO I and II. Balance is fan-made and about what you'd expect: I once had a spirited discussion wih one of the devs about the fact that Saurus were outperforming Chaos Warriors at half the cost, while some balance changes are good (like altered Phys Res and larger magic pools to make the broken spells not be cast off CD) and others are questionable (Wood Elf cavalry was... devastasting at one point).

    ...and of course, as always, Kill Hitler.
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited August 2022
    i love war crimes*

    https://www.youtube.com/watch?v=Vca8DW2W93c

    *my posts do not represent my thoughts, words, actions or deeds, or even my posts
    lfwlkmxttygg.png

    surrealitycheck on
    obF2Wuw.png
    FencingsaxKarozOlivaw
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    What happens to Tilea is deserved by Tilea

    ...and of course, as always, Kill Hitler.
    Karoz
  • danxdanx Registered User regular
    edited August 2022
    Chaos dwarfs going out the same time as Immortal Empires and the Chaos rework would not have been good for the Chorfs. The champions DLC looks great don't get me wrong, but there are just a few little things here and there that suggest IE is really eating resources so somethings have slipped a little.

    Chaos had to go first anyway since WH2 chaos would never worked in 3 and Chaos have been shit since before they were a preorder. They are not like Norsca which was also broken but can be delayed until later (Norsca are also getting some small but impactful changes that will really help). Chaos is front and centre in game 3 so they have to work.

    Now they're out the way Chorfs can get the full attention and hats they deserve.

    Bethryn wrote: »
    It's interesting in a broken kinda way, same as base game. A lot of the campaigns are much more involved in terms of events, faction theme and sometimes mechanics, and there are new units for almost all factions. The CA devs often crib the good bits from SFO I and II. Balance is fan-made and about what you'd expect: I once had a spirited discussion wih one of the devs about the fact that Saurus were outperforming Chaos Warriors at half the cost, while some balance changes are good (like altered Phys Res and larger magic pools to make the broken spells not be cast off CD) and others are questionable (Wood Elf cavalry was... devastasting at one point).

    Venris makes me chuckle a bit. He's very anti cheese, or at least anti systems cheese, but his mod feels broken as shit sometimes in ways that cheese often does. The difference is it's more progression based instead of doing something stupid for a bit to compound an advantage.

    My limited experience of SFO was basically "this is a bit slow init? ...*some turns later* OMFG WHAT IS THIS BULLSHIT?!".

    danx on
    Fencingsax
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    I remember reading from a lot of 'better' players about how Bloated Corpses aren't great units for a variety of reasons.

    Clearly they have forgotten how to have fun. Because Bloated Corpses are a fucking hoot.

    ProhassdanxFencingsaxMoridin889Kruite
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    some people really struggle with the concept of "play", and that is why they will die under the weight of my bloated farty men

    obF2Wuw.png
    danxFiatilFencingsaxMoridin889Olivaw
  • danxdanx Registered User regular
    One of the 'better' players you're likely referring to had real issues at coast launch with running corpses into enemy ranged fire and calling them shit because they're too slow and would die before they got close. He eventually figured out how to use them properly but it took a long time because he wouldn't use them.

    Very silly. Corpses were always great, fun and hilarious.

    KarozFencingsaxKruite
  • KarozKaroz Registered User regular
    Vampirates is one of my fav factions by default and I half to watch the trailer again with my dad every so often.

    FiatilFencingsaxElvenshae
  • Dark_SideDark_Side Registered User regular
    edited August 2022
    -Loki- wrote: »
    I remember reading from a lot of 'better' players about how Bloated Corpses aren't great units for a variety of reasons.

    Clearly they have forgotten how to have fun. Because Bloated Corpses are a fucking hoot.

    Crazy talk anyway, Bloated Corpses are actually decent army filler early game. If used properly they can punch decently above their cost. Or that's what I remember anyway, it's been awhile since I played them.

    Dark_Side on
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited August 2022
    Dark_Side wrote: »
    -Loki- wrote: »
    I remember reading from a lot of 'better' players about how Bloated Corpses aren't great units for a variety of reasons.

    Clearly they have forgotten how to have fun. Because Bloated Corpses are a fucking hoot.

    Crazy talk anyway, Bloated Corpses are actually decent army filler early game. If used properly they can punch decently above their cost. Or that's what I remember anyway, it's been awhile since I played them.

    5u6u7xzwle36.png

    tactical entry corpse sneaked into a breach and hugged a victory point

    https://www.youtube.com/watch?v=bGjGFvUOH8Q

    i made a hole just for him

    surrealitycheck on
    obF2Wuw.png
    Dark_SideElvenshae
  • KarozKaroz Registered User regular
    edited August 2022
    I think part of the problem might be that if you aren't able to use your bloats effectively you're down a unit slot with little to show for it.

    This is a problem when facing an army with decent ranged capabilities you can't sneak up on.

    Still fun, but it's just more reliable to have a cadre of necrofex collusus later on.

    I'm glad they rebalanced a number of the units though cause use to be the short range gunners and bombers were absolute garbage.

    Let's you liven (hehe) up your roster a bit. Plus Depth Guard are pretty rad, always loved the heavily armored Viking vampire elite cores lording over the zombie riff raff.

    Edit: I really wish I could get Animated Hulks to work, I love the fusion of zombie and sea creature but even with the buffs they are just too squishy to hold a front line on their own and you're usually just served better by zombie deckhands or handgunners at that point in the tech.

    Karoz on
    FiatilMoridin889danxElvenshae
  • KarozKaroz Registered User regular


    Probably going with Festus since I haven't done a proper Nurgle campaign but Azazel is up there as well.

    Valkia then Vilitch last unless I have a compelling reason to try them earlier.

  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited August 2022
    they need to let u put ur mortars on top of the big crabs

    rf2csm6p9i4c.png

    siege ends, frenchmen exit stage right pursued by crab

    surrealitycheck on
    obF2Wuw.png
    FiatilElvenshae
  • KarozKaroz Registered User regular
    they need to let u put ur mortars on top of the big crabs



    Say hello to my little friend.

    danxFencingsaxElvenshaeLord_Asmodeus
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    i was gonna get one of those but not a crab, not even a small crab is there, its sad but u gotta have a code

    imagine if they had prometheans falling off the leviathans like the cloverfield monster

    obF2Wuw.png
    KarozFencingsaxElvenshae
  • KarozKaroz Registered User regular
    i was gonna get one of those but not a crab, not even a small crab is there, its sad but u gotta have a code

    imagine if they had prometheans falling off the leviathans like the cloverfield monster

    I'm sure there's a small crab nesting in the hull.

    FiatilFencingsaxMoridin889Lord_Asmodeus
  • danxdanx Registered User regular
    The problem this dlc has as far as picking a character goes is it's up against a dlc rerelease for all the last two games content. I'm more into a Vlad play through. With the changes VC are getting it'll be a pretty much a new dlc on it's own.

    Speaking of undead has anyone tried this new Legions of Nagash mod? It got some buzz a few weeks ago but i don't know anyone who played it.

    Fiatil
  • LordSolarMachariusLordSolarMacharius Red wine with fish Registered User regular
    Karoz wrote: »

    That's... a sizable price increase. (Lord Pack in TWW1: 10.49 CAD, TWW2: 11.99 CAD, TWW3: 21.99.) I was expecting something more in line with the Ogre Race Pack's 15.99 CAD (or cheaper, honestly).

    Fiatil
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited August 2022
    Karoz wrote: »

    That's... a sizable price increase. (Lord Pack in TWW1: 10.49 CAD, TWW2: 11.99 CAD, TWW3: 21.99.) I was expecting something more in line with the Ogre Race Pack's 15.99 CAD (or cheaper, honestly).

    While Ogres was a whole new race, but only 2 lords.

    I can only talk in Australian proces, but a 4 lord Race pack in Warhammer 2 was $28.49. Ogres was $17.95.

    This is $24.95. I can understand the pricing. It's 4 lords, and while it's an existing race (Warriors of Chaos), they're also adding a bunch of new monogod stuff, plus dragging over units from Daemons, plus giving them their own stories and strategy layer mechanics.

    It's not quire as expensive as a 4 lord race pack, but they did a lot more work than you'd expect to just bring in some new Warriors of Chaos lords.

    -Loki- on
    Karoz
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    sv7rlksloie6.png

    the fucken who now

    obF2Wuw.png
    FencingsaxMoridin889KarozHappylilElfElvenshaeFiatilOlivawLord_Asmodeus
  • LoserForHireXLoserForHireX Philosopher King The AcademyRegistered User regular
    sv7rlksloie6.png

    the fucken who now

    don't tell me you aint hittin that one up to get your tiddle munched asap

    "The only way to get rid of a temptation is to give into it." - Oscar Wilde
    "We believe in the people and their 'wisdom' as if there was some special secret entrance to knowledge that barred to anyone who had ever learned anything." - Friedrich Nietzsche
    surrealitycheckMoridin889FencingsaxdanxKarozElvenshaeOlivaw
  • Dark_SideDark_Side Registered User regular
    Karoz wrote: »

    That's... a sizable price increase. (Lord Pack in TWW1: 10.49 CAD, TWW2: 11.99 CAD, TWW3: 21.99.) I was expecting something more in line with the Ogre Race Pack's 15.99 CAD (or cheaper, honestly).

    Honestly, after how hard the ball was dropped from the start with this game, I'm surprised to see it so high.

    Fiatil
  • FiendishrabbitFiendishrabbit Registered User regular
    River Troll hags are going to be amazing in WH3. They were already good in WH2, but Lore of Death is much better in WH3.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
    danxKarozMoridin889Lord_Asmodeus
  • ProhassProhass Registered User regular
    I’m 100% going with angry demon lady

    KarozElvenshaeFiendishrabbit
  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    Dark_Side wrote: »
    Karoz wrote: »

    That's... a sizable price increase. (Lord Pack in TWW1: 10.49 CAD, TWW2: 11.99 CAD, TWW3: 21.99.) I was expecting something more in line with the Ogre Race Pack's 15.99 CAD (or cheaper, honestly).

    Honestly, after how hard the ball was dropped from the start with this game, I'm surprised to see it so high.

    I don't think the ball was dropped as much as the thing everyone wanted them to do wasn't ready, which they were clear on at release.

    KarozMoridin889
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    do daemonettes count as crabs

    obF2Wuw.png
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    Prohass wrote: »
    I’m 100% going with angry demon lady

    I'll be doing Valkia in RoC and Noctilus in IE.

    That way I can knock off a RoC campaign while I slowly paint the map with the undead.

    Doesn't this game have some unit sharing mechanics with confederated factions? Because man if I could mix in VCount units into my VCoast that would be so rad.

    Karoz
  • Dark_SideDark_Side Registered User regular
    edited August 2022
    Fencingsax wrote: »
    Dark_Side wrote: »
    Karoz wrote: »

    That's... a sizable price increase. (Lord Pack in TWW1: 10.49 CAD, TWW2: 11.99 CAD, TWW3: 21.99.) I was expecting something more in line with the Ogre Race Pack's 15.99 CAD (or cheaper, honestly).

    Honestly, after how hard the ball was dropped from the start with this game, I'm surprised to see it so high.

    I don't think the ball was dropped as much as the thing everyone wanted them to do wasn't ready, which they were clear on at release.

    That's a charitable take, but I wouldn't agree. They were not clear on release how broken the game was, or how lacking it was in QoL stuff. Nor were they clear that there was a serious Intel chip bug that didn't get caught in testing, if they did any game testing at all. They charged full price for basically a rather broken chaos mod of Warhammer 2 that ran like hot garbage, except with all the great stuff from Warhammer 2 stripped out, and everything replacing it half assed - multiple skills were just straight up broken in the trees as one example. And the ultimate insult was designing yet another campaign race when all the players had made it clear no one was interested in that kind of campaign.

    And now they have the audacity to demand a premium price for 4 new lords for the chaos factions. Like...I'm willing to give CA a lot of leeway due to COVID and the pretty clear management issues that are going on there, but that charity only goes so far.

    Dark_Side on
  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    Bloated Corpses have always been fine. The only Vampirates unit that is garbage is Depth Guard, who both perform poorly and don't even have a role in the roster.
    Vic wrote: »
    I'm baffled by the fact that the Chaos Dwarves aren't in the game yet. I found the notion of them making four separate chaos factions for a single release difficult to believe before it was confirmed, but for it to be five chaos factions and then follow it with the first dlc being four more is kinda nuts.

    Chaos Dwarves are a bit chaosy too, sure, but they will be a breath of fresh air when they finally arrive.
    As a point of order, the first DLC is a race pack that's just 4 LLs for one single faction (they all live under WoC).

    --

    Anyway, I'm doing Eshin first. I've been jonesing for rats again for awhile and while they didn't move quite as far east as I wanted, their new location is still good.

    XNnw6Gk.jpg
    Fencingsax
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