Total War: WARHAMMER III

Total War: WARHAMMER III

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chickabumpbump (Banned) Nov 13, 2023 @ 8:18am
New Map Mod of the old world
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Showing 1-15 of 18 comments
ye looks cool gonna check it out and start my 1000th empire playthrough
Last edited by Prisoner 76561197992841073; Nov 13, 2023 @ 8:20am
chickabumpbump (Banned) Nov 13, 2023 @ 8:28am 
Originally posted by Prigozhin:
ye looks cool gonna check it out and start my 1000th empire playthrough

I was thinking of Empire but the useless counts stop me
Zeek Nov 13, 2023 @ 8:36am 
I love the concept and will probably end up playing it at some point but there seems to be a ton of unnecessary empty space between a lot settlements.
Filthy Pollo 🐔 Nov 13, 2023 @ 8:37am 
600+ settlements seems nice addition for another hours of gameplay
stompie5 Nov 13, 2023 @ 10:56am 
Originally posted by Zeek:
I love the concept and will probably end up playing it at some point but there seems to be a ton of unnecessary empty space between a lot settlements.

Yeah it looks great, but I'm waiting too because of the vast emptiness
chickabumpbump (Banned) Nov 14, 2023 @ 2:57am 
Urg. It’s balanced really poorly though. Not much testing went into certain races and their start position
DarkFenix Nov 14, 2023 @ 3:35am 
Yeah it looks like very much a work in progress. I'm 100% down with the concept, what with with the Old World being the interesting bit of the Warhammer world, but it looks like it needs a while longer in the oven before it's just right.
Father Ribs Nov 14, 2023 @ 7:04am 
Considering a couple months ago folks were saying it's pointless to mod the map because unlocker wouldn't work, it's great to see this happen. Would love to see a super granual series of campaigns focussing on factions, and maybe a IE map with more realistic scale and enough provinces to really let zones shine (like the Vortex map versus the same area on the ME map).

Modders really make this game shine.
/Uninstall Nov 14, 2023 @ 11:51am 
Originally posted by stompie5:
Originally posted by Zeek:
I love the concept and will probably end up playing it at some point but there seems to be a ton of unnecessary empty space between a lot settlements.

Yeah it looks great, but I'm waiting too because of the vast emptiness

More space between cities allows for walls to exist while also having plenty of open field battles. Biggest turn off to 3k for me personally was how close all the cities were to one another. Embrace the space.
Zeek Nov 14, 2023 @ 11:57am 
Originally posted by BigRockWall:
Originally posted by stompie5:

Yeah it looks great, but I'm waiting too because of the vast emptiness

More space between cities allows for walls to exist while also having plenty of open field battles. Biggest turn off to 3k for me personally was how close all the cities were to one another. Embrace the space.

I don't see how more empty space translates to more field battles in practice.

Defenders will always tend to be inside or just outside.
Last edited by Zeek; Nov 14, 2023 @ 11:58am
/Uninstall Nov 14, 2023 @ 1:00pm 
Originally posted by Zeek:
Originally posted by BigRockWall:

More space between cities allows for walls to exist while also having plenty of open field battles. Biggest turn off to 3k for me personally was how close all the cities were to one another. Embrace the space.

I don't see how more empty space translates to more field battles in practice.

Defenders will always tend to be inside or just outside.

Are you assuming that every AI stack will remain in settlements and not be actively trying to campaign? Because if that's the case, sure. But if the Ai is actively trying to take land similar to the player, then most definitely more space between cities = more field battle opportunities.

I just took a roughly 3 month break from WH and went back to shogun, empire, and napoleon. Walking from Caracass to Colombia took like 7 turns and i had 3 field battles on the way. Ai behavior between empire and WH is a totally different conversation, I'm aware. But if every city is literally 1 turn move like most of IE and 3k, WTF did you expect with all the seige battles and lack of open field battles. Obviously this mod campaign doesn't directly address AI behavior (edit, to my knowledge), but its a step in the right direction as far as getting the complete formula correct IMHO.
Last edited by /Uninstall; Nov 14, 2023 @ 1:01pm
Zeek Nov 14, 2023 @ 1:36pm 
Originally posted by BigRockWall:

Are you assuming that every AI stack will remain in settlements and not be actively trying to campaign? Because if that's the case, sure. But if the Ai is actively trying to take land similar to the player, then most definitely more space between cities = more field battle opportunities.

If the AI's army is relatively the same strength or stronger than your army, it'll fight you head on in the open sure. You can see this in the vanilla game.

Otherwise (and this is the majority of the time) it'll just retreat to a nearby settlement where it gets help from garrisons (and walls if available) until you either siege the settlement, another AI army comes to assist, or you go into ambush and hope the AI doesn't detect you and then runs into your hidden army.

The player will do the same thing, resulting in the majority of fights being at or very near settlements.

I feel like more space between settlements just adds (at best) more places to potential ambush and at worst unnecessary tedium (more travel time) for no gain.
Last edited by Zeek; Nov 14, 2023 @ 1:36pm
Cryten Nov 14, 2023 @ 2:20pm 
Can anyone tell me if this requires a custom installer? I do not fancy modifying the core game files so I would prefer workshop.

Also for the argument above: Look to Total War Pharaoh. They did make it take longer between cities. It did not change the fact that most battles where sieges.
Last edited by Cryten; Nov 14, 2023 @ 2:22pm
art_loots Nov 14, 2023 @ 2:55pm 
Originally posted by Zeek:
Originally posted by BigRockWall:

Are you assuming that every AI stack will remain in settlements and not be actively trying to campaign? Because if that's the case, sure. But if the Ai is actively trying to take land similar to the player, then most definitely more space between cities = more field battle opportunities.

If the AI's army is relatively the same strength or stronger than your army, it'll fight you head on in the open sure. You can see this in the vanilla game.

Otherwise (and this is the majority of the time) it'll just retreat to a nearby settlement where it gets help from garrisons (and walls if available) until you either siege the settlement, another AI army comes to assist, or you go into ambush and hope the AI doesn't detect you and then runs into your hidden army.

The player will do the same thing, resulting in the majority of fights being at or very near settlements.

I feel like more space between settlements just adds (at best) more places to potential ambush and at worst unnecessary tedium (more travel time) for no gain.

what does it matter if you take 2 turns to get to a settlement as a negative if everyone s playing with the same rules, you don't get bonusses for completing in less turns.
turntimers aren't to bad and you actually make use of the 4-5 stances most factions have yet just use 2.

and there is gain, more oppertunity as skaven/beastmen to ambush. you need to be actually wary of said beastmen and skaven. hero actions affecting armies might have a practical use. there is so mutch that 2-3 turn distance between settlements does that the game was actually designed around that its weird they went t close up everything. only one that kinda needs to be checked is Khorne with its growth mechanic but that is quite easily done with just adjusting numbers
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Date Posted: Nov 13, 2023 @ 8:18am
Posts: 18