DaC V5 - Lothlorien 22: Hold Onto Hope

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  • Опубликовано: 20 окт 2024
  • This is Divide and Conquer Version 5. This brings the Lord of the Rings setting into a Total War game. This was livestreamed on www.twitch.tv/epmdota
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    Links
    Mod DB (V5)
    www.moddb.com/...
    Discord
    / discord
    Music provide by Adrian von Ziegler and Vindsvept:
    / adrianvonziegler
    / @vindsvept
    #DaC #DivideandConquer #v5 #LOTR #TotalWar #epmdota #epmtotalwar #MiddleEarth #gameplay #medieval2 #lothlorien #elves

Комментарии • 25

  • @peterhe6699
    @peterhe6699 14 дней назад +3

    The siege of Durinburg Leningrad style. Also Remember to crank the taxes to the maximum when you return to the settlement.

  • @sbodnar1012
    @sbodnar1012 13 дней назад +2

    1388 wounded elven defenders against close to 7K Mountain Orcs and Dol Guldurians at 02:17:00. Rough sufficiently covers the outlook here :).

  • @peterhe6699
    @peterhe6699 14 дней назад +2

    Mirkwood the Desolation of the wargs

  • @Aldonoth
    @Aldonoth 14 дней назад +3

    IIRC the Dance Guild is the hardest one go get points for, you only get points from culture building line since it's a copy of the Theologians Guild from base M2TW. The problem is, there are no pope mechanics, and no priest mechanics in the mod which is where most of the points (settlement and overall) come from, and you lose globally 1 point every turn after turn 25. Given that the spies change culture like a priest does in M2TW, and that they might not generate unrest, there is possiblility that they generate as much points as a tier 1 culture building upon recuitment like the priest does in the base game.
    So, the TL;DR on the math is: you need to build the tier 1 culture building 13 times back to back in the same settlement to get tier 1 Dance Guild in that specific settlement, that's 26 turns since you're an elven faction. IF spies count as priests for guild points, it's down to 8, yes eight, turns (assuming you recruit a spy every turn there).
    There is a shorter option that needs you to start building all 3 tiers of culture buildings, back to back, in 68 settlements on the same turn, since tier 3 gives 1 point to every settlement on the map on completion, on top of the per settlement points. That takes 9 turns. The "bonus" of this method is that now all 68 of those settlements are eligible, as long as you build a tier 1 every 10 turns to maintain the threshold until they are targeted by the "build guild" event at the start of every turn. Can't be bothered to do the math with spy points on that one, probably only 20 to 25 settlements needed.
    BUT WE WERE ALL OF US DECIEVED, for in the bosoms of the DAC discord, a new version was made: the V5 of the mod now increases the guild point threshold for the player by an unknown amount. FrodoStabbedByShelob
    So unless you're willing to temporarily cheat add money and spam the "finish building queue" command over and over until you get it, it's pretty much RIP, because even the AI doesn't spam culture buildings THAT much. Or straight up adding the building through the console.
    I realise even the simplest of these suggestions are getting near the confines of what a "normal" DAC campaign should be, so it would perfectly understandable if you didn't do any of these things. Cheers

    • @epmtotalwar
      @epmtotalwar  14 дней назад +5

      So... I get a dance guild next video... Not sure how that's going to factor into your calculations 😆

    • @Aldonoth
      @Aldonoth 14 дней назад

      what the... In Gynd? I definitely want to see that :P

  • @benjikwon7938
    @benjikwon7938 14 дней назад +2

    There is hope!

  • @limehcone1591
    @limehcone1591 14 дней назад +3

    good video

  • @smthhappy
    @smthhappy 10 дней назад

    You sure love slow campaigns man. Btw what you mean factions are switched off?

    • @epmtotalwar
      @epmtotalwar  10 дней назад +1

      @smthhappy This campaign is very slow due to all other good factions pretty much failed and I'm playing elves which are very slow. I also did a probably non optimal plan this one to do something different. I think this is the latest campaign in turns I've done. If you want something shorter I've done plenty of campaigns where I achieved victory conditions around turn 100. Notice how I was so keen to get peace in the south, not because I couldn't beat them but because fighting on an additional 2 fronts slows the campaign even further.
      In V5 some factions have a high chance to just stop attacking any armies regardless of whether they'll win or not. Watch my Bree or ND campaign, can't remember which one, maybe both and you'll see ered luin sitting with multiple stacks refusing to move against angmar despite being at war. This campaign Gondor has been doing the same thing to a large extent.

  • @peterhe6699
    @peterhe6699 14 дней назад

    I suggest asking Khand for military access and getting to mount Doom via the Khandish route which means no war with Mordor meaning that Mordor can be used for the war in the East while you kill them.

    • @epmtotalwar
      @epmtotalwar  14 дней назад

      I think this is a poor idea. It would add many many turns to the travel time and I haven't been successful in getting Mordor to fight DG. I just walk up to the black gate and stroll into Mordor.

    • @peterhe6699
      @peterhe6699 14 дней назад

      @@epmtotalwar Yeah but there are 8 mordor stacks near the black gate if you were to do so you'd have to fight all of them without guarantee of Dol Gouldor and Mordor fighting if you go through the Khand route you don't need to fight and can end the fight before it begins.

  • @Aldonoth
    @Aldonoth 14 дней назад +1

    47:42 you're the only faction to have ever owned that settlement, so the ai never gave it their insane guild points :/
    Nice going with the Cair Andros stuff, we'll see if it works... there seems to be a baseline 10% unrest across all your settlements, maybe because of very hard difficulty. So, like you said, either the spy is gone, or a spy doesn't generate unrest in DAC. If the spy is gone and the door still opens... well idk, I'd definitely classify this a bug. Have you had the opportunity to repair the settlement after a siege yet? That might do it.

    • @epmtotalwar
      @epmtotalwar  14 дней назад +2

      They rarely do damage to Cair Andros other than gate, maybe sometimes gatehouse so no repairs. We should get some more samples when I declare on Mordor when the ring gets there.

  • @peterhe6699
    @peterhe6699 14 дней назад +1

    How in the world is it easier to find generals in a snow orc army than generals?

  • @peterhe6699
    @peterhe6699 14 дней назад +1

    Yeah baneguard are good luckily elven defense on units is like most from defense skill and not armor otherwise this campaign against Isenguard would be awful.

    • @epmtotalwar
      @epmtotalwar  14 дней назад +1

      So used to AP attack values being lower than regular infantry and then there's baneguard. Same attack as the dedicated non-AP infantry unit a tier higher than it.

    • @peterhe6699
      @peterhe6699 14 дней назад

      @@epmtotalwar true and with most of its defense skill being from armour only elven infantry don't suffer as much from them.

  • @Vladeck5
    @Vladeck5 14 дней назад

    Hey :) Did you ever tried to install a other Battle AI or someone else here? I would like the AI to use the general unit as last unit.

    • @epmtotalwar
      @epmtotalwar  14 дней назад +1

      The battle AI is actually much improved to previous version, they actually defend multiple parts of a settlement, will skirmish more effectively, flank more aggressively and as a quality of life improvement if they are heavily outmatched even if they are the defender they will come towards the attacker instead of having to march to the far opposite corner to fight one or two units. Siege attacking hasn't really changed though and I think that is the one that is difficult to change. I find that in an open field battle the AI will generally keep their general at the back and engage last which is why you can often general snipe once the main force engages. Occasionally, they'll send a cav captain/general forward but only when you'll upset the flow of battle by charging their archers and forcing them to engage but not if they have already chosen to engage, in that case they'll stay at the back.
      I don't think there would be a mod to modify that behaviour, if there is I'd be really surprised if it also affected siege attacking.

    • @Vladeck5
      @Vladeck5 12 дней назад

      @@epmtotalwar but i often see that warg captains charge just into your spears at begin of a field battle 😅 they dont even try to flank...or try to ride around into your back. i watched "call of warhammer" Mod battles and it seems that there the AI much better... but when you write something about the AI in DAC i have the felling that the modders are offended or not even answer XD Maybe i will try to communicate about AI with other modders, cause in the xml file the generals units have their own behavior, so i am pretty sure it should be possible that the AI can use this unit as last , like the crew of ballista

    • @Vladeck5
      @Vladeck5 12 дней назад

      @@epmtotalwar hey i found in the DAC discord someone who has implemented the BAI of Europa Barbarorum 2 + smarter CAI into DAC. Maybe you can try it on your next campaign ;) (you need start a new one after the install, you find the file in submods)

  • @meglobin_19x31
    @meglobin_19x31 14 дней назад

    Hello, can I ask how I can download this game? Please help

    • @epmtotalwar
      @epmtotalwar  14 дней назад +2

      It's very simple now, it's all within a self contained launcher. Go to the moddb link in the video description and download, it will walk you through it.