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I propose to change the starting conditions of Imrik and AI Grom the Paunch in the Mortal Empires.

warsmithBelegarwarsmithBelegar Registered Users Posts: 109
Imrik and Ai Grom die on turns 20-25.

Imrik is eaten by orcs and skaven,

Grom dies surrounded by elves.

I suggest to solve it this way

Imrik
- the unite the factions Caledor and Knights of Caledor, the capital to the Vaul's anvil, add a
settlement-minor port in the province of Caledor. This will strengthen Imrik's economy and enable him to trade. (Hag Graef in start pos haave a two sattlement)

AI Grom - Give to the Broken Axe an old world settlement so that AI Grom can flee after being defeated on Ulthuan

Comments

  • IamNotArobot#8850IamNotArobot#8850 Registered Users Posts: 5,760
    Yes please, this is almost a bug that needs a fix.
    *Justice, cats and CONFEDERATION ENABLED for the Tomb Kings and Vampire Coast! feat mummies and Apophas.
    *Exclusive DLCs for Tomb Kings, Vampire Coast, BM, CW and WE! #DLCsAreRacesToo
    *Remaster all WH1 and WH2 faction icons for WH3!
    *Ogre Kingdoms core race or death!
    *Bring back settlement conquering artworks!
    *Gnoblar Carpet for Greesus
    *Improve UI


  • veresh1989veresh1989 Registered Users Posts: 4,451
    I totally agree!
  • DeadpoolSW#7283DeadpoolSW#7283 Registered Users Posts: 3,179
    The fact that Grom, a new LL, dies by turn 10 is an absolute joke
    Nagash will rule again!Justice for Araby, Albion, Amazons, Halflings, Nippon, Ind, Khuresh & the Hobgoblin Khanate!
  • #902441#902441 Registered Users Posts: 7,634
    Grom: Give AI Grom the start on Massif Orcal as well, so if he gets booted off Ulthuan, he has a chance to regroup and attach again.

    Imrik: Give AI Imrik at least Vaul's Anvil.
  • peabodyestate#9505peabodyestate#9505 Registered Users Posts: 1,595
    edited November 2020
    Arsenic said:

    Grom: Give AI Grom the start on Massif Orcal as well, so if he gets booted off Ulthuan, he has a chance to regroup and attach again.

    Imrik: Give AI Imrik at least Vaul's Anvil.

    I like your thoughts on Grom for this. Another thing might be to stick a few more non high elves on Ulthuan to actually rival those pointy eared buggers. I have never got deep into any of the Ulthuan starts as Highelf as it just lacks flavour.

    Massif Orcal is the fish. More diversity on Ulthuan is the fishing rod!

    edit - For the lorekeepers out there. Are there any lords that could lorefully start there that dont start there already?
  • warsmithBelegarwarsmithBelegar Registered Users Posts: 109

    Arsenic said:

    Grom: Give AI Grom the start on Massif Orcal as well, so if he gets booted off Ulthuan, he has a chance to regroup and attach again.

    Imrik: Give AI Imrik at least Vaul's Anvil.

    I like your thoughts on Grom for this. Another thing might be to stick a few more non high elves on Ulthuan to actually rival those pointy eared buggers. I have never got deep into any of the Ulthuan starts as Highelf as it just lacks flavour.

    Massif Orcal is the fish. More diversity on Ulthuan is the fishing rod!

    edit - For the lorekeepers out there. Are there any lords that could lorefully start there that dont start there already?
    I ran a company in test mode to see how the high elves' AI would behave.
    by turn 10, all factions of the elves declare war on Grome, and throw him out of Utltuan. I've tried tweaking Starpose and Grome's balance, but to fight off the elves it has to be imbalance.

    In my opinion, Grome needs a refuge in the Old World, so as not to upset the balance of the game.
  • Crossil#2134Crossil#2134 Registered Users Posts: 14,927
    I think it a fitting end for Imrik.

    ....I don't know, perhaps they could transfer him over to leading the Caledor faction once his Knights faction gets brutally murdered?
    Furthermore, I consider that Daemon Prince must be removed.
  • warsmithBelegarwarsmithBelegar Registered Users Posts: 109
    Crossil said:

    I think it a fitting end for Imrik.

    ....I don't know, perhaps they could transfer him over to leading the Caledor faction once his Knights faction gets brutally murdered?

    Imrik somehow fights off Red Cloud and Clan Eshin.
    But on the 15-20th move Grimgor's comes.
  • Bastilean#7242Bastilean#7242 Registered Users Posts: 3,097
    edited November 2020
    If player is playing Eltharion, Grom should get +5000g or something to make sure he comes out of the gate like a mad wolverine and vice versa.
  • Itharus#3127Itharus#3127 Registered Users Posts: 16,744
    Imrik and Malus both have trade problems. Same for Khalida and Kroq.

    That sea area they border SHOULD CONNECT to other sea regions - but they do not.

    That's literally all it is. They just need to go in there and fix the tagging. If the FULL vortex map had been integrated, there'd be no problems. It really should be a simple fix though. I remain flabbergasted that they have not done it yet.
  • warsmithBelegarwarsmithBelegar Registered Users Posts: 109
    Itharus said:

    Imrik and Malus both have trade problems. Same for Khalida and Kroq.

    That sea area they border SHOULD CONNECT to other sea regions - but they do not.

    That's literally all it is. They just need to go in there and fix the tagging. If the FULL vortex map had been integrated, there'd be no problems. It really should be a simple fix though. I remain flabbergasted that they have not done it yet.

    Malus has no problem trading. You just do not give up the city of Hag-Graef, there is a port nearby.
    In the beginning, Hag Graef has access to resources - iron, marble, and gems.
    We need a script to prevent the AI ​​from selling Hag Graef. Then Malus will have a strong enough economy to fight, and not sit on the islands.
  • Itharus#3127Itharus#3127 Registered Users Posts: 16,744
    edited November 2020
    I'm saying he should still have it if he does. All those ports in that part of the ocean are borked. Whoever made the map forgot to properly tag them as connecting to other ports because they thought it was isolated. It's not. In the world map they can just sail around the horn of the Southlands. It is literally a simple matter of a few clicks in a database and the problem would be 100% resolved. That this has not been done is unconscionable.
  • warsmithBelegarwarsmithBelegar Registered Users Posts: 109
    Itharus said:

    I'm saying he should still have it if he does. All those ports in that part of the ocean are borked. Whoever made the map forgot to properly tag them as connecting to other ports because they thought it was isolated. It's not. In the world map they can just sail around the horn of the Southlands. It is literally a simple matter of a few clicks in a database and the problem would be 100% resolved. That this has not been done is unconscionable.

    I hope in the future DLC, CA will add a Vortex map in Mortal Empires, then it will be possible to relocate some LL
  • RikRiorik#9890RikRiorik#9890 Registered Users Posts: 12,408
    Excellent idea friend.
    Lord of the Undermountain and your friendly neighbourhood giant (Dwarf)
  • August4444#2308August4444#2308 Registered Users Posts: 22
    I think Ai Imrik can hold at the start Kalidor. So how he can live, and can be targeted to confederation.

  • Draxynnic#3149Draxynnic#3149 Registered Users Posts: 11,581

    Arsenic said:

    Grom: Give AI Grom the start on Massif Orcal as well, so if he gets booted off Ulthuan, he has a chance to regroup and attach again.

    Imrik: Give AI Imrik at least Vaul's Anvil.

    I like your thoughts on Grom for this. Another thing might be to stick a few more non high elves on Ulthuan to actually rival those pointy eared buggers. I have never got deep into any of the Ulthuan starts as Highelf as it just lacks flavour.

    Massif Orcal is the fish. More diversity on Ulthuan is the fishing rod!

    edit - For the lorekeepers out there. Are there any lords that could lorefully start there that dont start there already?
    I ran a company in test mode to see how the high elves' AI would behave.
    by turn 10, all factions of the elves declare war on Grome, and throw him out of Utltuan. I've tried tweaking Starpose and Grome's balance, but to fight off the elves it has to be imbalance.

    In my opinion, Grome needs a refuge in the Old World, so as not to upset the balance of the game.
    Yeah, that's the real issue. High Elf diplomatic traits mean that they're going to unite to gang up on any faction of another race that holds settlements on Ulthuan. Starting a LL of another race on Ulthuan is an inherently unstable situation: as long as the High Elves remain dominant on the island, they'll wipe out any faction of any other race that starts there within a few dozen turns, and if enough other factions are placed on Ulthuan so that doesn't happen, the opposite is likely to happen and the High Elves will get wiped out of Ulthuan within the first few dozen turns.

    Realistically, the better approach is to have factions that have a home base off Ulthuan, but which are likely to attack Ulthuan once they've built up a bit. Some factions could be programmed to sack and raze while on Ulthuan rather than settle, so they can do some damage without uniting the continent against them.
  • DeadpoolSW#7283DeadpoolSW#7283 Registered Users Posts: 3,179

    Itharus said:

    I'm saying he should still have it if he does. All those ports in that part of the ocean are borked. Whoever made the map forgot to properly tag them as connecting to other ports because they thought it was isolated. It's not. In the world map they can just sail around the horn of the Southlands. It is literally a simple matter of a few clicks in a database and the problem would be 100% resolved. That this has not been done is unconscionable.

    I hope in the future DLC, CA will add a Vortex map in Mortal Empires, then it will be possible to relocate some LL
    Replace the word DLC with game 3, and you're bang on.
    Nagash will rule again!Justice for Araby, Albion, Amazons, Halflings, Nippon, Ind, Khuresh & the Hobgoblin Khanate!
  • Iron_Crown#5779Iron_Crown#5779 Registered Users Posts: 1,859
    There are too many factions, not all of them can be relevant when played by AI. Some just have to die early. Why shouldn't it be these? It's not like fighting AI Grom or Imrik is any different from fighting any other Greenskins or High Elves.

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