Total War: WARHAMMER II

Total War: WARHAMMER II

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Am I missing something with the fleet captains?
I establish a pirate cove and then move on to do it again, but I says I can't. I think oookay?

I move on and it let's me do it again, so then I move on but I can't do it again. I have this one fleet captain going all up the coast and they can't.

Am I missing something? Is there a limit or you have to level up? I wanted them doing this whilst my armies fight the dozens of enemy factions that hate my pirating existance.
Zuletzt bearbeitet von Blunder Bro; 29. Jan. 2020 um 6:08
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Yep, you're missing the fact you have a 15 round cd before being able to do it again (I think it's 15...).

Click your hero, and check its details.

Otherwise, this "problem" was already discussed previously on other posts.
There's a cooldown for establishing coves with heroes.
There are two cooldowns. One is for establishing cove with the same hero (displayed in hero effects list), another for establishing cove with the base price (displayed in faction effects list). After you establish a cove you can't establish new one with the same hero for 15 turns, but you can create another one with another hero for highly increased cost (at least that is how I interpret them, I didn't actually try to establish cove with the second hero, just read what is written on tooltip).
Ursprünglich geschrieben von archmag:
... but you can create another one with another hero for highly increased cost (at least that is how I interpret them, I didn't actually try to establish cove with the second hero, just read what is written on tooltip).

You can't, even with a second hero (which is kind of dumb, but understandable)
Ursprünglich geschrieben von Enelith:
Yep, you're missing the fact you have a 15 round cd before being able to do it again (I think it's 15...).

Click your hero, and check its details.

Otherwise, this "problem" was already discussed previously on other posts.
It just says "can't establish further pirate coves"on the hero details.

That sucks! Do the Skaven have that with their undercities for their agents?

Is there a mod to remove the limit?
RCMidas (Ausgeschlossen) 29. Jan. 2020 um 6:43 
The Skaven have a similar limit, and probably there is a mod. It's basically because it's ludicrously overpowered. At least Skaven Undercities can be discovered and removed. The only way to get rid of a Pirate Cove is to completely destroy the faction which put it down.

Ideally, you want to be using your armies to sack smaller ports and establishing Pirate Coves there, whilst your Heroes stick them underneath province capitols. The speed at which you gain Infamy is so great anyway though, that accelerating it too much would make the campaign be over almost before it began.
Zuletzt bearbeitet von RCMidas; 29. Jan. 2020 um 6:44
Well... if I'm not mistaken, the only way skaven can build undercities with agents are through a Rite.
So the CD is the rite itself.
RCMidas (Ausgeschlossen) 29. Jan. 2020 um 6:45 
Nope, regular warlock engineers can do it too. The one you get from the Rite just has an added option for a unique type of Undercity.
Savok 29. Jan. 2020 um 6:48 
Ursprünglich geschrieben von Enelith:
Ursprünglich geschrieben von archmag:
... but you can create another one with another hero for highly increased cost (at least that is how I interpret them, I didn't actually try to establish cove with the second hero, just read what is written on tooltip).

You can't, even with a second hero (which is kind of dumb, but understandable)
It worked like that on 1.7.2 because I did it in my Noctilus campaign. Maybe they nerfed it some more for 1.8.

But yes, assuming things haven't changed there are two timers. It's very confusing because they don't explain it whatsoever. The price is pretty much double. The timers are hidden in tiny icons by the captain's porthole thing and at the top of the screen.
RCMidas (Ausgeschlossen) 29. Jan. 2020 um 6:51 
I doubt they'll explain all the mechanics on the small popup you get when starting a Vampire Coast campaign, but I'm pretty sure most of them are expanded upon if you actually click on the options to read more about Pirate Coves and suchlike. And if you actually pay attention to your effects, unit and global alike, it won't come as a surprise.
Ursprünglich geschrieben von RCMidas:
Nope, regular warlock engineers can do it too. The one you get from the Rite just has an added option for a unique type of Undercity.

Thx for the correction.
Savok 29. Jan. 2020 um 7:14 
Ursprünglich geschrieben von RCMidas:
I doubt they'll explain all the mechanics on the small popup you get when starting a Vampire Coast campaign, but I'm pretty sure most of them are expanded upon if you actually click on the options to read more about Pirate Coves and suchlike. And if you actually pay attention to your effects, unit and global alike, it won't come as a surprise.
You have to find the bloody things first. I'm playing the Snikch campaign now (finally) and they make sure to explain everything and make it clear so at least they've learnt.
Right, so it seems I made some mistakes. Might look for a mod to allow more, but might not.

Thanks guys
Ursprünglich geschrieben von Enelith:
Ursprünglich geschrieben von archmag:
... but you can create another one with another hero for highly increased cost (at least that is how I interpret them, I didn't actually try to establish cove with the second hero, just read what is written on tooltip).

You can't, even with a second hero (which is kind of dumb, but understandable)
You can with a second hero. You should have tried before trying to say that. I didn't so I put a disclaimer that I am not sure about this, but you sound so sure without actually trying.

Just tried this now:
Turn 18 - established first cove

Effect on hero:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982889012

Effect on faction:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982889274

Turn 26 - tried to establish 2nd cove with another hero:

7 turns left on faction effect:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982892539

Cove established successfully:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982892832

Ursprünglich geschrieben von Savok:
The price is pretty much double.
The price is the thing that confuses me.

Faction effect tooltip displays +200% increase in price which means 3x multiplier. Actual increase in my test - from 4000 to 6000 (5250 on screenshot is the cost on turn 26, it became 6000 on turn 32 when faction effect was about to expire and 4000 on turn 33 when it expired). When I tried to get a skill with 10% discount on establishing coves it reduced the cost from 6000 to 5900. So it seems the base price for the cove in The Awakening was 1000, but even without second cove penalty it is increased by 300% for some reason.
Zuletzt bearbeitet von archmag; 29. Jan. 2020 um 8:19
Ursprünglich geschrieben von archmag:
Ursprünglich geschrieben von Enelith:

You can't, even with a second hero (which is kind of dumb, but understandable)
You can with a second hero. You should have tried before trying to say that. I didn't so I put a disclaimer that I am not sure about this, but you sound so sure without actually trying.

Just tried this now:
Turn 18 - established first cove

Effect on hero:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982889012

Effect on faction:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982889274

Turn 26 - tried to establish 2nd cove with another hero:

7 turns left on faction effect:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982892539

Cove established successfully:
https://steamcommunity.com/sharedfiles/filedetails/?id=1982892832

Ursprünglich geschrieben von Savok:
The price is pretty much double.
The price is the thing that confuses me.

Faction effect tooltip displays +200% increase in price which means 3x multiplier. Actual increase in my test - from 4000 to 6000 (5250 on screenshot is the cost on turn 26, it became 6000 on turn 32 when faction effect was about to expire and 4000 on turn 33 when it expired). When I tried to get a skill with 10% discount on establishing coves it reduced the cost from 6000 to 5900. So it seems the base price for the cove in The Awakening was 1000, but even without second cove penalty it is increased by 300% for some reason.
It's been longer than that for me and no message with countdown.
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Geschrieben am: 29. Jan. 2020 um 6:07
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