Showing 1-20 of 1,464 entries
Originally posted by Jay Kocaine:
Well, I run an i5 7600k, and my turn times are pretty quick.
I do have it oc'd to 4.5ghz from 3.8, with 16gb ram and a 1080ti. Also running the game and op system from an m.2 SSD.
Never played a total war game smoother than I have on this rig. 4 cores seem to work so much better than 8 with this game.
Because the game is mostly a single core game. those 4 individual cores are normally faster then the 8. Because you are only using one of each for the most part.
Hard drive speed is the largest factor in turns along with single core CPU performance.
High elf are a utility army, much like empire and dwarfs. They do not really have super elite units, they make up for that with a larger variety of strategies. Their magic is their strength, as individual units/front line infantry go many armies have stronger. High elfs weakness is their weak cavalry, overall lower armour and price.
May 3 @ 7:03am
In topic Vow’s for Bretonnia
Nah I am guessing it is bugged, I tried to get it myself and it didn't work either.
Apr 30 @ 7:16am
In topic Bretonnia Campaign
Originally posted by Cacomistle:
Originally posted by Mephiston87:
It has gotten both easier and harder, the beginning itself I find a decent amount easier since I do not need to babysit my settlements, for the first time ever I have actually defended a few provinces without endlessly running around with louen's army hunting endless roving armies in a vain attempt to keep what little I have.

The way the vows are handled is garbage, you really need to manage your lords far more then ever before and new lords are literally useless for 30+ turns until they get the knights vow at minimum. Currently Louen is surrounded by low level lords in an attempt to level them up to use knights errant, making them fit in every battle on the campaign map is annoying as all hell. The vows for paladins is welcome the way it is done, because paladins are not crucial to deploy the most basic troops you will use, Knights Errant/Realm.

The economy I am still yet to have figured out a way to meta it. But by looks in a capital province going tier 2 for both the farm and Industry and tier 3 for both mill and storage seems to have the most economic potential, with a lot of stuffing around..
Lords I just recruited a few to follow fey (they're pretty strong combatants anyways), and then had like 1 sitting around with knowledge. By turn 30 I have several lords with knights vow, and I recruit new lords with knights vow anyways. I think its a lot better for fey cause more peasants and it takes a while to afford knights anyways, plus her and 2 lords is pretty much soloing the armies I fight.

As for eco, its simple. Use farms, unless you want to go over peasant cap, then use industry.

Capital with both buildings at tier 2 makes less. Cause you have 2 tier buildings making half money vs 1 tier 3 making full. It is a pure negative in every single way to do this.

No, tier 2 buildings are making full money as long as you build a lvl3 mill and storage. both mill and storage give +50%, level 2 fams and Industry give -50% to each other, they equal each other out.
Apr 30 @ 5:03am
In topic Bretonnia Campaign
It has gotten both easier and harder, the beginning itself I find a decent amount easier since I do not need to babysit my settlements, for the first time ever I have actually defended a few provinces without endlessly running around with louen's army hunting endless roving armies in a vain attempt to keep what little I have.

The way the vows are handled is garbage, you really need to manage your lords far more then ever before and new lords are literally useless for 30+ turns until they get the knights vow at minimum. Currently Louen is surrounded by low level lords in an attempt to level them up to use knights errant, making them fit in every battle on the campaign map is annoying as all hell. The vows for paladins is welcome the way it is done, because paladins are not crucial to deploy the most basic troops you will use, Knights Errant/Realm.

The economy I am still yet to have figured out a way to meta it. But by looks in a capital province going tier 2 for both the farm and Industry and tier 3 for both mill and storage seems to have the most economic potential, with a lot of stuffing around.

Diplomacy is completely bizarre, At turn 19 I had confed with all of Bretonnia except Alberic and Fey, by turn 30 I will had confed with all of Bretonnia. In other words confed is now insanely easy, just keep 5k in the bank and don't upgrade anything at home when you confed you get all of their buildings anyway and the ones you do not need you get to raze and plenty of cash from it.

Massif orcal is a welcome sight, annoying how big the garrison is. But still any way to diversify the enemies you fight is welcome it is also lore friendly(mostly).

So in a Nutshell I hate the way vows have been implemented for lords and the economic buildings are confusing, both introducing an annoying amount of attention to a race that previously was a lot more straight forward. You used to only need to keep a sharp watch on your economy and keep your smaller defensive armies juggled back and forth to reinforce your super weak garrisons. Now you still need to watch your super weak economy, and instead juggle Lords back and forth. Less fun in my opinion, I enjoyed the constant attacks, not the constantly juggling of lords.

This is from a player with 670hrs played as Bretonnia.

Apr 9 @ 5:21am
In topic Late Chaos invasion?
Each faction has certain triggers to get the Chaos waves to begin. You can intentionally stall and wait for your tech to catch up and prepare if you figure out what the triggers are. For Bretonnia since my economy is trash I never confederate all of my factions till I am ready for Chaos, Artois waits till I get grail Guardians ready, full confed is a trigger. Also as bretonnia another trigger is size, I hold back expansion I think it is around 22 provinces to trigger. Also one of my technologies %10 ward save for any unit with grail vow is a trigger for Chaos to arrive, I figured these out with much trial and error. And of course the trigger for every faction is completing your main LL's quest.
Mar 31 @ 10:19am
In topic List of Optimal Opening Moves
BRETONNIA, Louen Leoncoeur: always occupy Marienburg turn 1, you can accomplish this by attacking the army within range and making certain a small percentage is allowed to flee off of the map, then attack it again, then attack the City with next to nil defenders. Also recruit another lord straight away and max his recruitment, all spearmen.

Turn 2 Raze the orc faction in the mountains(too much corruption to occupy) and stops the 20 turn endless waves. your fresh Lord now has his extra units and can force march to reinforce your primary Army. Recruit another lord and all spearmen units again.

Turn 3 reinforce at Marienberg and recruit some knights errant if possible. Merge everything into one large army or one large and one 1/4. Your 3rd lord is now sent out to sea to collect treasure, this is vital to get any form of technological advancement. Your second lord trails the main army, levelling up lords is extremely important to obtain the Grail vow.

Turn 4 Move near Gorsel, you can march half and camp it to reinforce more if required.

Turn 5 take Gorssel.

That is the best start for Bretonnia as i have figured out so far. Then you smash both kimmler and red duke, this part is more random only raze their cities due to insane corruption, recruit lvl1 lord and stack him with peasant mobs to attempt to battle the corruption economically. You may be able to take on both or only one of the vampire factions before wulfric arrives with more then a stack of chaos after Marienburg, so you defend that then you finish the vamps and push to the Northern Grey Mountains then southern Grey mountains, the dwarf minor factions along with skarsnik.

After that you normally would go for Tilea(Border Princes) which has already been taken by the Pirate coast. This strategy gives you an excellent large defensible start and a somewhat a not too terrible economy. Tho you are vulnerable and need to juggle your armies quite a bit as beastmen, Chaos humans and the Pirate coast will be a never ending problem. By capturing those areas the common attack routes to your cities are very predictable and easy to intercept.
Feb 10 @ 10:59pm
In topic Small blocks
Trying to make a small ship to start off with just for the basics of mining, but i cant use the small blocks they are all big blocks. how do i use the small blocks?
Feb 2 @ 2:06pm
In topic "Good" Factions too powerful
Originally posted by sergiomorozov:
Originally posted by Mephiston87:

Yes it would prob work, but we are before turn 20, no chance i can get that happening with Bretonnia's economy. Besides with 2 full stacks inside/on the walls my army will be annihilated by the cannon towers and mortars.

And no chance on a wizard being above lvl3-4 at that point, you begin with a heavens damsel. But its smarter to send her exploring to get to the Crusader kingdoms in Araby to open up trade with them for a much needed boost in your economy and potential confed later on if they survive 50/50 chance.

Cannon towers - did yo miss the "destroy one tower" bit? (Also Louen gets a starting trebuchet, does not he?)

Mortars - that is a problem, but if you do not "command large army", they might not come in until later.

Bretonnia economy - I've not played Bretonnia extensively, but one can take Marienburg on turn 1. Or maybe turn 2 if I remember it wrong... And there are buildings which give income without peasants.

But you are right having two stacks, even if they are full of the cheapest units may be not so feasible very early on.

But then again - why should you be able to easily take out centuries-old dwarven strongholds with starting units only? Yes, it is early-game, and no, early game you do not roflstomp everyone. What's the deal?

2 starting trebuchets, Bretonnia's economy even with marienberg is terrible you never get any savings to actually accumulate till around turn 40 if you are actually attacking and expanding before the factions get allies/treaties with eachother, marienburg doesn't boost much at all till its a higher level but it attracts heaps of enemies mostly Chaos marauder factions. I always take marienburg turn 1, then the raze orc faction turn 2 in the mountains(too much corruption to occupy), then thurn 3 i reinforce and turn 4 i take Gorssel, turn 5 reinforce. That is the best start for Bretonnia as i have figured out so far. Then you smash both kimmler and red duke. after those 2 are toast wulfric arrives with more then a stack of chaos after marienburg, so you defend that then you push to the mountains and the dwarf minor factions along with skarsnik.

Look ill try using the 2 trebuchets but there is still 40 units of dwarfs against my 1 and a half stacks of mostly knights errant. even 1 unit of quarralers will annihilate 2 units of man at arms so i don't use much infantry. I usually use louen to attract the mortars and drop louen straight inside their walls for the enemy to blob against and force them to mortar their own troops.

Ill start a new game and try it, but allowing the dwarfs to use garrisons so early is making things extremely tough. I can deal with the settlements, just not the capitols.
Feb 2 @ 11:35am
In topic "Good" Factions too powerful
Originally posted by sergiomorozov:
Bah! Get an artillery piece, 8+ units of archers/crossbowmen and two stacks of the cheapest trash units.

Besiege the dwarves, destroy one tower, snipe whatever you can, with 8+ ranged units it will probably be long enough for the battle to end in a "draw" (retreat your artillery unit before that, or it will be captured).

Break siege with the first stack, if you have movement - besiege again, if not - use the second one, exchange ranged units and artillery into it, use your artillery and ranged units' ammo to snipe whatever you can again... Now your heap of trash units probably can just pile onto the capture point (or maybe even outright destroy the remaining defenders).

A wizard with AoE damage spell is a nice bonus to this.

Yes it would prob work, but we are before turn 20, no chance i can get that happening with Bretonnia's economy. Besides with 2 full stacks inside/on the walls my army will be annihilated by the cannon towers and mortars.

And no chance on a wizard being above lvl3-4 at that point, you begin with a heavens damsel. But its smarter to send her exploring to get to the Crusader kingdoms in Araby to open up trade with them for a much needed boost in your economy and potential confed later on if they survive 50/50 chance.
Feb 2 @ 11:33am
In topic "Good" Factions too powerful
Originally posted by Cacomistle:
I would just go for someone other than dwarves. They're a pretty boring faction to be at war with. I rarely see minor dwarf factions leave their cities so its always just sieges.

Easy way is to go estalia and kill clan skryre. More difficult would be empire cause it kills a big ally. Wood elves are the most challenging to finish off cause theres 4 of them, and the only way you can get them to leave their cities is to take the Oak of Ages (but there will be 3 armies in movement range to attack you afterwards so you need a decisive win).

Theres realistically just no reason to kill the dwarves. Its 1-2 settlements, and yellow territory anyways. If you can't beat them, go kill someone else and come bsck with questing knights or foot squires (or even just lots of knighrs errant).

Its not about killing them spefcifically, its about the dwarfs in the northern/southern/vaults stopping the enemy from actually getting to me to actually attack me. If Bretonnia takes those 3 places I actually get attacked by a nice variety of enemies and even tho i wiped out a chunk of dwarfs I can actually help them at that point by absorbing the ork armies with those mountain ranges same with chaos and vamps for empire.

In other words taking the mountains allows me to be attacked more and have a much larger variety of enemy battles throughout the game. Because once the border princes and wood elves are taken if those dwarfs remain no one comes after me at all.
Feb 2 @ 3:44am
In topic "Good" Factions too powerful
Originally posted by Elitewrecker PT:
So the problem is the AI building the garrison buildings. Nothing actually changed about them.
Well that in itself is a change, a nasty one that has drastically changed the balance between good and evil. My games are now far less random and being less random means less enjoyable and exciting. Empire and dwarfs now will always win, good will always win without me putting in effort.
Feb 2 @ 3:42am
In topic "Good" Factions too powerful
Originally posted by RCMidas:
Using any mods? I'd actually like to know for when I do a Dwarves campaign. Would be nice if some of the smaller factions survived long enough for me to actually confederate them, especially poor Karak Ziflin these days.

No i have never used any mods, pre festag update the dwarves didnt last long most dead by turn 80, but that is generally enough time for a player to confederate with them the AI doesnt confederate with eachother easily. But post festag update they will last probably nearly the entire game. Currently im turn 92 and my dwarf faction is already currently wiping out khemri and has the whole south/south east of the map, the same has happened with the last few games. So dwarf should be pretty easy to play.
Feb 1 @ 10:22pm
In topic "Good" Factions too powerful
Originally posted by RCMidas:
Dwarves have always had superior garrisons relative to their level compared to any other race. It's kinda one of their things, even in a freshly captured settlement. When they actually go for building the additional garrison structures, their settlements become extremely difficult to break through. This has been the case since game 1, with no notable changes that were not bug fixes or oversights. Don't believe me? Go play it and see for yourself.

Inclusion of a single hero unit at tier 3 for minor settlements excluded, actually, now that I think of it. I think that was added in to all factions when game 2 came out. There were mods for that in the first game, but I don't recall seeing the unmodded game with that characteristic.

I have 571hrs played in this game, all mortal empires almost all Bretonnia. over 30 games played easily. The last 3 times in all of my time that i have been playing never have i been unable to take any of the dwarf settlements within 20 turns. I have started 3 campaigns all Bretonnian since festag and all 3 times due to there being a 20 stack waiting with a 20 unit garrison. The 550 other hours i have played in this game never have i struggled to do it, well it is always a bit of a struggle but never impossible.

I believe they have garrison buildings there now, I already checked and they do, which they previously never did have. I almost never see the AI build garrisons, ever. But i checked my game and ALL of the minor dwarf faction capitals have garrison buildings in them now.
Feb 1 @ 9:36pm
In topic "Good" Factions too powerful
Originally posted by Delimon:
Originally posted by Mephiston87:

Yeh it used to flip around with the empire, sometimes empire slowly won, other time vamps slowly won. but that is what makes the game exciting. Now the last 3 games i have played the empire is rompa stomping and the dwarves even more so. since festag It is annoying having to restart so much to find a campaign that is actually a challenge, Where the "good" factions dont rompastomp the bad ones.

Well you can always play hard campaigns where you have no resources and nothing but a drain on your army. Watching them fight each other is kinda fun but that being said I didn't have too many problems with the empire and they are quite easy to deal with IMO. Worst thing about them is their ranged but if you can deal with them their melees are not very powerful.

But I don't ♥♥♥♥ with the dwarfs, if you don't have a double doom stack you can't take their city, not even from turn one. It is kinda ridiculous how OP the dwarfs are to the point where you just avoid them entirely until you can use 2 doom stacks to take down one city.

The vampires are also pathetically weak, I used them and they could get a lot of armies going but until they get stronger units they get steam rolled very easily.

Its why i like Bretonnia, you have one of the worst economies and some of the worst starting units in the game and you have 3 vampire factions next door 2 of which are literally next to you along with orks literally next door and you begin at war with those orks have 20 turns of endless waves and your alkso at war with marienberg. So the game is quite difficult, But now with the boosted Garrisons of the dwarves around me I have so few areas to expand, only the wood elves and the border princes area. The dwarf factions I can not tackle unless i cheese it and those same dwarf factions keep the enemy coming for me(other then chaos). So before the garrison increase it was hard but fun hard. Now its too easy because i just get left alone once i wipe out the immediate threats.
Feb 1 @ 9:15pm
In topic "Good" Factions too powerful
Originally posted by Delimon:
I noticed that the dwarfs are pretty OP but usually keep to themselves. The real issue that I have is that the empire keeps confederating everything, but in my wood elves playthrough they got rofl stomped by the vampires, so much so that I broke my treaties with them and made treaties with the vampires instead.

Yeh it used to flip around with the empire, sometimes empire slowly won, other time vamps slowly won. but that is what makes the game exciting. Now the last 3 games i have played the empire is rompa stomping and the dwarves even more so. since festag It is annoying having to restart so much to find a campaign that is actually a challenge, Where the "good" factions dont rompastomp the bad ones.
Feb 1 @ 8:47pm
In topic "Good" Factions too powerful
border princes and tilea did not get a garrison size increase, i killed them in my game and nothing had changed hey got wiped out on mine as well within 20 turns. It is primarily the Dwarf minor factions I am talking about. check your game to see if at tier 2-3 they have 20 units in there. Myrmidens got a boost too.

I think they added the Garrison buildings as compulsory to certain minor faction capital cities now.

Feb 1 @ 8:35pm
In topic "Good" Factions too powerful
Originally posted by Commander Deci:
Originally posted by Mephiston87:

Is it just me or has anyone else noticed this?

I have at the moment 7 stacks from various greenskin-factions outside my Angrund-capital, plus 2 at my souther city. Have had the 3-4 stacks around my capital pretty much constantly since around turn 15 and forward (turn 50 now), each time I beat them off to recover losses they return a few turns later. Thanks to sieges & money being tight with that +50% upkeep capital isnt that upgraded yet. Non-greenskin factions around me have fallen like bricks.


So nah, havent really noticed it.

What you just mentioned has zero relevance, I didnt mention Main faction capitals at all, I am talking about Minor factions. It is a good thing that you are finding it difficult unlike myself. In saying that has your Garrison size been boosted? Do you have 20 units at tier 3 or is it only the NPC's that get it?

Feb 1 @ 8:32pm
In topic "Good" Factions too powerful
Many things change that are not mentioned, especially in large updates. Or do you think tier 3 cities should have a 20 unit garrison? As you can see by my time played in this game, this is the first time i have had tier 3 dwarf cities with 20 unit garrisons, i specifically aim to take the northern, southern grey mountains and the vaults as a buffer at the very beginning of the game once i have cleared out the Vampires in Bretonnia. But i can not touch them anymore since Festag update.
Showing 1-20 of 1,464 entries