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13 hours ago, Ayatollah_of_Rock_n_Rolla said:

 

- the is no suppression, only morale?

 

 

OK, I missed that one. Suppression is in, but heavily wip. They said that it slows units and affects their combat output, but I didn't really see any difference in the game footage as far as movement is concerned.

9 hours ago, Scribe said:

 

 

Range - Its checked currently by either holding the space bar (showing range on every unit you control) or selecting/mouse over on a unit to show its range. Again, I would anticipate the same.

 

And you can see this in the footage as those faint lines I think, but it doesn't seem to show all the weapons, just one range.

7 hours ago, Mechanicus Tech-Support said:

And in the *highly* unlikely event skin pack/unit/everyone's favorite IG faction dlcs aren't released it's not like totalwar games haven't had a plethora of mods over the years adding everything from 400+ units, lotr reskins and 70+gig game overhauls. 

Waiting for the inevitable Horus Heresy mod. 

34 minutes ago, Son of Rawl said:

Waiting for the inevitable Horus Heresy mod. 

More like impossible. The EULA for modding Total War Warhammer, all three of them, bars modders from adding anything external to the IP. And I mean anything. Doesn't matter if it's from another GW IP, if it didn't belong to Warhammer Fantasy, you're not allowed to mod it in. That includes 40k, AoS, Blood Bowl and even The Old World. Some cases have proven iffy over the years and CA have had to be consulted about them, such as characters that appear in various settings. But the bottom line is, if it's not something from that specific IP, it's not allowed.

 

I figure this will also be the case with TW40k. HH is a different game and IP, even if it takes place in the same universe, so no modding anything from it into the game. Might even be the same about Necromunda, really. While CA themselves may get some leeway about pulling from here and there, modders will be subject to harsher restrictions.

 

And no, there is no "but what if we do it all sneaky-like" or anything like that. The modding community itself enforces the EULA on one another, telling aspiring modders to not break it and reporting mods that do. Because every time the EULA is broken there's a chance GW pull the plug on modding entirely. CA themselves had to negotiate with GW to allow it on the first place, so it's on thin ice to begin with. Hell we don't even really know if we'll be able to mod TW40k to begin with.

The pacing is way to quick imo and the range seems very short. Also, it still feels very TW (as in early to Napoleonic system) but with a 40k skin which i think will be limiting.

 

Human infantry units should not be strafing but should be doing fire and manoeuvre unless they are broken. I think they need to break guard infatry companies into platoons with maybe an ability that forms them into a block to increase damage but increase damage received.

 

The ork as a massive hoarde looks great. So do the explosions. Including suppression is good but it looks like it needs work to make it useful.

 

Hopefully CA can make this into a good game as they have a fair bit of time until release. Failing that....hopefully the modders can make a good game.

Edited by Subtleknife
13 minutes ago, DeadFingers said:

Doesn't matter if it's from another GW IP, if it didn't belong to Warhammer Fantasy, you're not allowed to mod it in. That includes 40k, AoS, Blood Bowl and even The Old World.

Which is, when you think about it properly, truly insane. The Old World is literally part of the Warhammer Fantasy setting - like, it is just part of the whole history of Fantasy, so treating it as a separate IP is fundamentally bonkers; even moreso when you consider that numerous characters included in TWWH are from times spanning Fantasy and well before when The Old World is set. And, in fact, the same applies to Heresy for 40k - it is literally a historical event in the setting that is Warhammer 40,000.

 

I get it, GW gonna GW, just pointing out how bananas that line of reasoning (GWs, not yours) is.

 

Anyway, TW40k looks interesting and the new engine looks great for the massive amount of ranged combat (eg, the firing while facing a different direction).

 

16 hours ago, Ayatollah_of_Rock_n_Rolla said:

- flanking - really? In 40k?

Yes..? In modern warfare, flanking is a thing. Being surrounded is not a good thing, no matter the era - you could be a caveman being flanked by two wolves; or a Space Marine Thunderhawk flanked by two Eldar Nightwings; or a Baneblade flanked by a bunch of Ork Buggies. Being flanked aint good, no matter how you slice it.

 

Hell, we had previous editions of 40k with vehicle armour facings - literally giving rules for, functionally, flanking vehicles.

 

It's neither unheard of, nor ridiculous.

Edited by Kallas
57 minutes ago, DeadFingers said:

More like impossible. The EULA for modding Total War Warhammer, all three of them, bars modders from adding anything external to the IP. And I mean anything. Doesn't matter if it's from another GW IP, if it didn't belong to Warhammer Fantasy, you're not allowed to mod it in. That includes 40k, AoS, Blood Bowl and even The Old World. Some cases have proven iffy over the years and CA have had to be consulted about them, such as characters that appear in various settings. But the bottom line is, if it's not something from that specific IP, it's not allowed.

 

I figure this will also be the case with TW40k. HH is a different game and IP, even if it takes place in the same universe, so no modding anything from it into the game. Might even be the same about Necromunda, really. While CA themselves may get some leeway about pulling from here and there, modders will be subject to harsher restrictions.

 

And no, there is no "but what if we do it all sneaky-like" or anything like that. The modding community itself enforces the EULA on one another, telling aspiring modders to not break it and reporting mods that do. Because every time the EULA is broken there's a chance GW pull the plug on modding entirely. CA themselves had to negotiate with GW to allow it on the first place, so it's on thin ice to begin with. Hell we don't even really know if we'll be able to mod TW40k to begin with.

They would be mad to not allow modding in a Total War game. Modding is one of the main reasons why games like these remain popular, and played, way after support has been dropped. 

 

I can see GW doing something that stupid however. But I also see it not stopping modders from making what they want. It will happen regardless of anyone's stance on it.

42 minutes ago, Son of Rawl said:

They would be mad to not allow modding in a Total War game. Modding is one of the main reasons why games like these remain popular, and played, way after support has been dropped. 

 

I can see GW doing something that stupid however. But I also see it not stopping modders from making what they want. It will happen regardless of anyone's stance on it.

 

Modding is allowed.  They just don't let total conversions exist on the workshop or really anywhere when it involves the GW IP because GW says that's not allowed.

There will still be Radious Overhaul style mods, but there will not be a Horus Heresy mod, because that's ripe for a future expansion for the game in 5-6 years; think Fall of the Samurai but it's Horus Heresy.

19 hours ago, Ayatollah_of_Rock_n_Rolla said:

flanking - really? In 40k?

 

Flanking units used to be a thing in 6th-7th/HH 1st. Wound allocation was done closest to furthest so a character/seargent with better armour or invul could tank higher AP shots for the entire unit if positioned things well, the counter being to flank them and have the shots go into the softer dudes.

 

Also if you didn't play with area terrain and pure tlos in 5th-6th you'd get a similar dynamic.

 

Modern 40k might be the most popular, but it's also the most abstract; it's game mechanics are going to be expanded on to fit total wars engine 

4 hours ago, SkimaskMohawk said:

 

Flanking units used to be a thing in 6th-7th/HH 1st. Wound allocation was done closest to furthest so a character/seargent with better armour or invul could tank higher AP shots for the entire unit if positioned things well, the counter being to flank them and have the shots go into the softer dudes.

 

Also if you didn't play with area terrain and pure tlos in 5th-6th you'd get a similar dynamic.

 

Modern 40k might be the most popular, but it's also the most abstract; it's game mechanics are going to be expanded on to fit total wars engine 

 

And thankfully so, I want a total war game in a 40k setting, not a 40k tabletop simulator in the total war engine, which would be the worst of both worlds.

Sorry, but it looks like a reskin. I've been playing since 2001? I've seen it all, although I don't play WHTW, I know there's been many mods over the years and people will be expecting modder support in the CA side of the community. That said maybe it's time GW rethinks how it's treating it's own community. I don't think there's another gamer IP that is so stiff when it comes to creative side of the fanbase. It's ironic because nearly everything in 40k is derived from something whether it be history, religion, government, or other sci-fi and fantasy franchises.

7 minutes ago, Adeptekon said:

Sorry, but it looks like a reskin.

 

Of what, Total War?

 

I mean I really don't know what would lead people to think otherwise. 

 

A few folks here didn't think it could happen but....it's Total War, with 40K IP.

 

Yes please.

7 minutes ago, Scribe said:

 

Of what, Total War?

 

I mean I really don't know what would lead people to think otherwise. 

 

A few folks here didn't think it could happen but....it's Total War, with 40K IP.

 

Yes please.

1. Yes

2. Progress?

3. Not myself.

4. Sure.

39 minutes ago, Scribe said:

 

No, I meant 3. The one that didn't stick close enough to the script.

Ah I got you now. I wouldn't play it without mods. Anway I don't think TW40k will be bad, just nothing revolutionary. I wish TaleWorlds could get a license from GW.

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