Vampires are the best, hands down. Dwarfs are also pretty easy, while Orks are the hardest.
Oh, I've just seen this has been cracked. THe Beastmen are super OP, if you can bear the horde mechanics (I cannot, although their mini campaign was okayish). If you are into horde mode, Chaos is also unstoppable.
sure i just wanted to know which one is easiest to learn Empire is basically the usual TW nation and i played the shit out of them on Humble monthly version without DLCs
From what r3dshift said i will go for Vamps and then maybe one of the horde ones
I'm a sucker for vampires (yeah, pun intended...), and they are very well done in this game.
Which reminds me, I need to reinstall TW:WH and "acquire" all the DLCs released so far. I did a co-op and also a versus campaign with a buddy, it was pretty fun too. Oh, and proper combat mod is highly recommended!
The second game also looks and sounds promising, btw.
pretty sure on rin theres someone doing the same thing they did for stellaris and uploading those workshop mods to other places
Can't see how to enable them. I've downloaded the Radius mod but it says to enable the mod via the in game mod manager tab...and you can't get to the main menu (where I presume it resides) in this release.
The launcher is a standalone app for the Steam version. You enable or disable mods before launching the game.
It looks like mod status is stored in a registry key in HKEY_CURRENT_USER (there's also a duplicate in HKEY_USERS). I'm unsure of the exact format. For example:
Seems like the 3rd number is some sort of time/date value. The game's app manifest has the line "LastUpdated" "1490767952" which follows the same format. Edit: Yeah, Unix/POSIX time format (i.e. seconds since Jan 1, 1970). It seems like it's the GMT time of the mod's last update. Use this if needed - https://www.epochconverter.com/
The 4th value for all mods I have listed is always 1 (even for uninstalled ones). I speculate this may be 1 for activated and 0 for deactivated. I never had a mod installed but deactivated, I just uninstallled ones I didn't want or that were no longer compatible.
The 5th value seems like it could represent the game version the mod is compatible with maybe? All my active mods have the value 65542. Older, uninstalled mods have values like 65541, 65540, 65538.
I would be careful with this mysterious group. It has Microsoft name all over it. The crack is protected by vmprotect so who knows what's in there??? - a couple of days after you use it your computer will boot to windows 10!!!
"The early-adopter Race Pack that we'll reveal this week will be more along the lines of the content in Bretonnia than Chaos Warriors," Bartholomew concluded. "So, legendary lords with unique start positions/factions, lots of new units, plus unique, flavourful and strongly differentiated Race mechanics. All of which is designed to increase the replayability and distinctiveness of the new Race."
Could actually be Skaven afterall since it's tied to pre-ordering WH2 and we'll get that "big map + all the races" mode anyway. That race being released shortly before WH2, so it would make sense as an incentive to pick up the sequel when the hypetrain is rolling. Streamers/Tubers will start Skaven campaigns and people will start pre-ordering...
Just me guessing though.
The other one for WH1, my bets are on one of the Norsca factions.
nah it will be most likely some smaller countrly like Norsca , Border Princes or Tilea
.... Skaven are pretty much all but confirmed as 4th vanilla race of 2nd game (they ae too big for such dlc)
I would suspect that the pre-order bonus will be one of the new races for the old game.
CA said that they understood the negative feedback on a faction pack (chaos) being a pre-order (only) bonus (later changed to pay DLC), and would not repeat their old mistakes. It sounded like the WH:TW2 pre-order bonus would not be something you would miss, if you purchase the game a month after release, but rather something that gives fans incentive to buy and a reward for being a fan.
The faction most likely to fit into the old world is Skaven, due to Skavenblight (in WH:TW1) being in the non accessible swamp region near Tilea.
As for the free DLC race pack for WH:TW1, on reddit, the money is for a Norsica overhaul. There should be a new Norsican tribe(s) in the TW:WH2 base map, which probably uses some extra models. With the extra time already invested, maybe they went ahead and decided to finish out the faction mechanics.
Norsca confirmed as final DLC race for TW:WH1 coming August 10 for early adopters of TW:WH2
Quote:
In the far north, between the Chaos Wastes and the Sea of Claws, lies Norsca. Fanatical servants of the dark gods, they will stop at nothing to prove their primal might, in a relentless hunt for worthy foes and fresh raiding grounds.
-------------------------------------------
F.A.Q.
-------------------------------------------
Can you play as Norsca in Total War™: WARHAMMER® II?
No, it is DLC for the first game only.
However, shortly after the launch of the second game, we will be releasing an extra combined campaign map, which is a whole new, massive campaign accessible for free by owners of both first and second games. Norsca will also eventually be playable in that combined campaign map.
-------------------------------------------
Will it come with Free-LC?
Yes. All owners of Total War™: WARHAMMER®, regardless of whether they own the DLC, will have that race appear/update in the game and will be given new challenges to deal with in their campaigns. We are also releasing Free-LC alongside Norsca as well, stay tuned for more info shortly.
Better they not spend too much on some promo material.
Info about the Norscan faction, sounds great:
Spoiler:
Total War: WARHAMMER – Norsca
Conquer the Old World as the marauding tribes of Norsca and Wintertooth
Two new Legendary Lords: Wulfrik the Wanderer and Throgg
Recruit Norscan Lords with deep-specialisation skill trees
Recruit three new Hero types with deep-specialisation skill trees
Entreat the dark gods for mighty rewards!
Hunt the mightiest monsters of the Old World and tame them to your cause
Massive new roster with unique monstrous units including War Mammoths and Frost-Wyrms
Slow your foes with the chilling Frostbite combat ability
Tear through your enemies with new Rage and Berserk abilities
Description
In the far north, between the Chaos Wastes and the Sea of Claws, lies Norsca. A barren, inhospitable peninsula in the far north of the Old World, it is home to ferocious tribes of warriors, hardened by the relentless blizzards, the barren icy tundra and the monstrous denizens of this accursed land. Fanatical servants of the dark gods, they will stop at nothing to prove their primal might, in a relentless hunt for worthy foes and fresh raiding grounds.
Playstyle
A Norscan campaign is one of relentless pillage and ruination. Their principle sources of income are raiding and sacking. This lends itself to a very mobile and combative playstyle – always keeping your armies on the move and often in contention with other factions. Razing settlements enables you to erect monoliths to the dark gods of Norsca… and the gods always reward the faithful!
In battle, Norscan armies are swift and vicious, featuring a backbone of increasingly fierce and more heavily armed Marauder infantry units. With the right buildings in place, they can also recruit a wide array of monstrous units such as Trolls, Fimir Warriors, Norscan Ice Wolves and Skin Wolves. At the top of the tree are the Frost-Wyrm and the colossal War Mammoth.
Unique Norsca Mechanics
Allegiance to the gods
When conquering a settlement, Norscan factions have a unique new post-battle option. Alongside Occupying and Looting, they may choose to Raze a settlement and erect a monolith to one of the four dark gods, who they personify as the Eagle, the Crow, the Serpent and the Hound. The more monoliths that are erected, the more favour the gods bestow. Rewards are granted in the form of increasingly powerful campaign and battle bonuses and, in certain cases, unique units or characters.
Victory Conditions
By pledging your allegiance to a god fully and securing its final and greatest reward, you trigger the road to campaign victory. The gods are jealous, and the three you have spurned will not take kindly. They will dispatch their most powerful champions to challenge your supremacy, activating a series of quests which culminate in an epic endgame experience.
Monster hunting
When the Monster Hunter skill is unlocked in the tech tree, a Norsca faction gains access to the Monstrous Arcanum. This ancient tome lists the mightiest beasts and monsters to roam the world. The player may then choose to initiate hunts, embarking on multi-stage quests which culminate in battles against these legendary creatures. Once defeated, they may bestow legendary trophies which the player may equip his characters with. In certain cases, the monsters themselves may be brought to heel and recruited for use in battle.
Frostbite
A number of frost-imbued units appear in the roster, such as Norscan Ice Wolves and Norscan Ice Trolls, with the passive ability Frostbite. This new effect significantly slows units engaged in melee, making it considerably easier to run down routers or those attempting to manoeuvre. Similarly, the mighty Frost-Wyrm has the Chilling Aura ability, a constant effect slowing the movement speed of nearby enemy units.
Dominate!
Confederate the Norscan tribes by defeating their Faction Leaders in battle. Such a show of supremacy will make them much more amenable to accepting your rule!
Outposts
Marauder Outposts can be established in conquered coastal settlements outside of Norsca. These provide basic recruitment options and act as handy replenishment-stops for your marauding armies. Securing major faction capitals outside Norsca – such as Altdorf, Castle Drakenhof and so on – allows you to build fully-developed Norscan settlements. Ownership of these cities also enables you to plunder the secrets of their original owners, unlocking unique new technologies to research.
New Legendary Lords
A Norsca campaign may be led by one of two Legendary Lords: Wulfrik The Wanderer, leader of the Norsca faction, or Throgg, King of the Trolls and leader of the Wintertooth faction. Each begins play in a different starting position and bring their own unique suite of campaign and battle bonuses.
Wulfrik The Wanderer
Wulfrik is a relentless executioner. He roams land and sea, an awe-inspiring figure draped with the skulls of his conquests. He has slain dragons and kings, highborn lords and beasts of legend. None may refuse the challenge he delivers – and in their own tongue, no less.
Wulfrik is a powerful leader and duellist with unique skills, quest-chains and legendary items. He has the Siege Attacker attribute, enabling him to ignore the requirement for siege engines or siege weapons before attacking walled settlements. All Mammoth units in his army gain bonus Melee Attack, all Marauder units enjoy reduced Upkeep Costs, and every unit in his retinue causes Fear.
Wulfrik also has a personal combat ability called Seafang, named after his fabled ship; a powerful and far-reaching wind attack. Carefully placed, it can stagger and slay numerous foes. In battle, his Hunter of Champions skill enables him to pin enemy characters in place while he fights them.
Throgg
Trolls are widely known not just for their physical power, but also their striking lack of intelligence. It is this that sets Throgg apart from the rest of his kind, for he is gifted with a rare intelligence for his grotesque kind. Behind his snaggle-toothed visage lies a ruthless cunning that Throgg employs to bring the bitter chill of the north to the lands of man.
Throgg is a powerful leader and melee fighter with unique skills, quest-chains and legendary items. As the King of the Trolls, Throgg brings reduced upkeep to Troll and Ice Troll units, and units in Throgg’s army are immune to all forms of attrition. He also grants a Physical Resistance buff to all Troll and Ice Troll units factionwide.
If Throgg captures the settlement of Eringrad in Troll Country, he may build a unique building there – the Cave of the Rocky Throne – which grants buffs to Troll units factionwide. Throgg also has a uniquely Trollish magic missile attack called Copious Vomit
New Lord
Marauder Chieftain
Leaders of the Norscan armies, Marauder Chieftains boast unique sequences of personal specialisations in their skills trees, enabling them to truly excel in certain aspects of battle, and culminating is powerful active and passive abilities which transform their effectiveness in battle. Each of these specialisation paths is aligned with one of the four Norscan gods, and the nature of these abilities is inspired by their aspect. Chieftains can also unlock a series of mounts, culminating in the mighty War Mammoth.
New Heroes
Norsca players armies may recruit three new types of Hero units to support their armies and perform Campaign Map actions.
Skin Wolf Werekin
These hulking beasts are superior to their Skin Wolf kin in every way. As well as being powerful, anti-large focused warriors, they also have two unique, mutually exclusive skill-paths which grant them strong offensive or defensive combat-support buffs to nearby enemy units.
Shaman Sorcerer (Lores of Death, Metal Fire)
The sorcerers of Norsca may be recruited to specialise in the Lores of Metal, Fire or Death. However, once a Norscan, always a Norscan… these are no weakling mages! They gain melee attack improvements and may be mounted on chariots.
Fimir Balefiend (Lores of Shadows, Fire)
Fimir Balefiends may be adept magic-users, but their impressive stature and musculature also make them powerful fighters. These dual-role heroes work best in the thick of battle, casting spells and supporting the troops with their combat abilities. Fimir also have magical attacks and sunder armour.
Unit roster
Lords
Marauder Chieftain: melee focus
Heroes
Skin Wolf Werekin: melee/combat support
Shaman Sorcerer: Lores of Metal/Death/Fire
Fimir Balefiend: dual-role, Lores of Shadows/Fire
Infantry
Marauders: Rage, Hide (forest)
Marauder Spearmen: Rage, Charge Def. VS Large, Hide (forest)
Marauders (Great Weapons) Rage, Hide (forest)
Marauder Berserkers: Frenzy, Berserk, Hide (forest), Immune to Psychology
Marauder Champions: Heavy Armour, Hide (forest), Rage
Marauder Champions (Great Weapons): Heavy Armour, Hide (forest), Rage
Missile Infantry
Marauder Hunters (Javelin): Hide (forest), Rage, Anti Large
Marauder Hunters (Throwing Axe): Hide (forest), Rage, Armour Piercing missiles
Missile Cavalry & Chariots
Marauder Horsemen: Hide (forest), Rage, Fire While Moving, Vanguard Deployment
Marauder Horsemen (throwing axes): Hide (forest), Rage, Fire While Moving, Vanguard Deployment
Marauder Horsemasters: Hide (forest), Rage, Fire While Moving, Vanguard Deployment
Monsters & Beasts
Norscan Warhounds: Missile Resistance, Hide (forest)
Norscan Ice Wolves: Missile Resistance, Hide (forest), Frostbite, Cause Fear
Norscan Trolls: Cause Fear, Regeneration
Norscan Ice Trolls: Cause Fear, Regeneration, Frostbite
Feral Manticore: Missile Resistance, Cause Fear, Cause Terror
Skin Wolves: Physical Resistance, Cause fear, Hide (forest), Frenzy, Anti-Large
Skin Wolves (armoured): Physical Resistance, Cause fear, Hide (forest), Frenzy, Anti-Large
Fimir Warriors: Cause Fear, From the Mist, Armour Sundering, Magical Attacks
Fimir Warriors (Great Weapons): Cause Fear, From the Mist, Armour Sundering, Anti-Large
Rare Monsters & Beasts
Norscan Giant: Siege Attacker, Cause Fear, Cause terror
Feral Mammoth: Siege Attacker, Cause Fear, Cause terror
Frost-Wyrm: Missile Resistance, Cause Fear, Cause Terror, Chilling Aura, Frostbite
War Mammoth: Siege Attacker, Cause Fear, Cause terror, Anti Large javelins
War Mammoth (Warshrine): Siege Attacker, Cause Fear, Cause terror, Favour of The Ruinous Powers, Giver of Glory
Actually, all of it sounds great. The faction seems a bit OP, but seeing how close they are to the Chaos Warriors, I think they should be in order to stem the tide.
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