Nom du fichier : Total War: WARHAMMER II Cheat Codes - Auteur : DAV - [PC] |
Cheat Codes: ------------ Submitted by: David K. General Tips For Single Player Campaign: ---------------------------------------- *One question is whether or not having rebels are worth it for the extra money, and it usually depends. If youre low on money, then yes, so long as you have a defense structure at a province capital. Only exception is your main capital if you have a significant trade income. Otherwise, if you have the money, try to maintain public order and develop instead, as waiting an extra 5 or 6 turns for a construction to resume is not ideal. Once youve maxed out economically, you can scrap the public order and start getting rebels again. This is especially better for skaven as they get food from every fight, which can then be used for the food buffs or to improve newly conquered settlements. For High Elves its worse due to the debuffs you get from low public order. Otherwise if youre not willing to fight more rebels then you can keep the public order building. The problem is that while sometimes you can auto-resolve it just fine, there are other times you cant, and that takes up time. *Auto resolve generally goes like this: Elves>Lizardmen>Skaven. Elves in general get a high auto resolve rating just from their lord alone, and add in some chariots and archers and suddenly the auto resolve says you have almost no chance. Thats been my experience with the balance bar so far. Oh and if skaven have twice as many units as you as Lizardmen, then it also becomes favorable for them even though you can win that fight manually. You take significantly more losses (generally twice the amount) through auto-resolve than manually, and they tend to target the casualties on one specific unit or unit type. *Do not go for intervention forces early unless youre sure they have no army thats stationed/will station there. The auto resolves generally arent that great for them and they might target a different settlement from what you expected. Generally better later on when their armies are spread thin between dealing with your forces+enemy forces+chaos hordes. *(seems to be Lizardmen-specific so far) If you have a technology that reduces construction costs and construction time that will be finished next turn, cancel all the current constructions of that type started this turn and wait until next turn. You can also wait a bit for further reduction through treasure hunting and events. *For DE and Skaven, Loyalty is generally gained from winning battles, so if youre thinking of recruiting a lord that turn, recruit him first and then fight with your current armies to gain some additional loyalty. This helps in particular when recruiting Grey Seers in Queeks campaign. *All campaign effects like income, recruitment, and construction occur at the start of your next turn. Anything that interrupts those effects between the end of your current turn and the start of your next will cancel or delay those effects. *For recruitment purposes, demolished buildings take effect before recruitment, and commandments come after. *If youve ambushed an army with reinforcements, your reinforcements will only arrive once the enemy has spotted one of your units. *Individual models within a group get their hp restored at the end of a battle. So if all 90 archers get down to 1 hp at the end of the battle, the entire unit becomes fully replenished. This is why small groups like chariots can be useful in a campaign where you are often fighting more than one battle in a single turn. *From an efficiency standpoint, dont go out of your way to explore the treasure locations at sea; the rewards are sometimes very helpful, but other times dont apply. *When theres an enemy force right next to an enemy settlement youre targeting, you can attack the enemy army first, then attack the enemy settlement. This gives more xp to your lord(s) and can weaken a fortified settlement. Just make sure you have enough movement points to perform both actions. *If it looks rather close whether you can attack a settlement or not, hold your move command over the settlement with your attacking force and look at the campaign movement percentage on the lower left side (left click to cancel by the way). If it says zero percent, then you usually wont make it. Another way to tell is if the movement range of the army on the map shows a small yellow circle surrounding the settlement. *Unless you want to upgrade it or they provide income, you dont ever need to repair military recruitment buildings. *If you think youll do poorly fighting a siege battle, you can opt to siege it for a turn instead. If their army is strong enough, theyll force a fight in a field battle instead which, if you win, will weaken them significantly. There are times when a siege battle is better (mostly related to how the AI acts) so consider both scenarios before deciding. Greenskins Waaagh! Trophies: ---------------------------- Written by LelciusStark A list of the bonuses you earn for getting Waagh trophies against each race. -=The Type and The Amount=- * The type of bonus and you earn depends on the race you target as the Waaagh! * But the amount of bonuses depends on the faction's strength level at the level you declare Waaagh's crie! * So if after 20 turns you manage to occupy or devastate the faction's capital you will receive the bonus. -=Strength Level=- Strength level: 1 to 10 Very big reward. Strength level: 11 to 30 Big reward. Strength level: 31 to low Lowest reward. -=Bonus for Each Race=- Bonus each trophie gives to you: Dwarfs: construction cost and weapon strength. Elves (High Elves, Dark Elves and Wood Elves): research time, ammunition and missiles strength. Humans (Empire and Bretonia): charge bonus and public order. Lizzadmen: physical resistance, new units level and new lords and heroes level. Orcs: leadership and recruitment cost. Norscan: armor and untainted. Skaven: growth and replenishment. Undead (Vampires and Tomb Kings): magic reserves, movement speed and post battle loot. Imrik Hard Mortal Empire Guide: ------------------------------- Written by Sir Malicious -=Turn 1=- Manual battle. Occupy Settlement (Not loot). Research bows. Destroy both small buildings for 100 gold. Upgrade second settlement for 450 gold dragon building (not main one). Recruit 3 archers. Imrik skill towards sweet personal buffs (2 influence per turn one ASAP). lightning strike later on for the orcs. Dragon/Army buffs can come later to max out your doom stack. Imrik does not actually need the dragons as badly as the doughnut but will if he has to face down Grimgor mega stacks. -=Turn 2=- Move to border and recruit 3 spears. Build two gold buildings one at each settlement. Do not take any of the gold buildings past level 1 for the start. Probably until after confederation. Payback on L1 = 6 turns L2 = 35 turns. -=Turn 3=- Hard fight for dwarf province. Loot and Occupy. Ditch white lions and dragon princes. Recruit another lord at the last dwarf base you just took (option, check financials on this (~6 or 7 turns of xp sacking for $3,500 but later recruits nearer dragon fight can save more per turn until then). Recruit to 14 guys (later Hero will fill out the last spot and 3 spears 1 archers and one regiment of renown archer brought up by other lord if he can in one turn with the skill from lightning strike tree). -=Turn 4=- Move all the way into the enemy territory on a march. March the new lord (+hero when you can get one at turn 12) behind Imrik to rally up for shared XP. -=Turn 5=- Sack the city on Imrik and then wait until the start of next turn to pop the xp rite when its available (assuming you have not had three fights yet). Build Dragon building. -=Turns 6=- Pop XP Rite! -=Turn 7-9=- Build defense buildings and continue doing so until all three home provinces have max buildings. Watch for when the sacking province will rebel and go into siege mode before it does. -=Turn 9=- Dragon inc, good idea to save. Send second general back to province and recruit guys to cap out the main army on a transfer assuming noble is recruited in time for dragon (maybe turn 15 for him to get to Imrik and ready to actually do anything). Do not do this too early. Calc out when you will get 14 and want to fight the dragon and be sure you dont pay for the guys longer than you have to. If there is a second noble take that into account for the 20 stack and only recruit 4 guys (regiment of renown is one and three normals) to make the full stack. Be sure Imrik is parked on the right side of the city to hopefully pop the dragon on your way to skaven. -=Turn 10+=- Watch for when the sacking province will rebel, should be very close now. -=Imrik Level 12=- Take the 2 influence skill that unlocks nobles. Recruit one noble if they have tolerable traits at your top settlement to rally up with Imrik before the dragon fight. If a second is available next turn without a horrible trait recruit him and send him up as well. Otherwise this one has to wait until after dragon to buy with decent influence. -=Turn 14 or 15ish=- Wait at least until level 14 for the dragon fight to get Imrik his own dragon. When you are ready to fight it, attack the sack settlement at the start of the turn on the small general then raze it on the small general which will kill his movement but allow imrik to ride off and do the dragon. After the dragon fight merge units down to at least 17 units or fewer if they are highly damaged as there will be one turn of regen before skaven on your way over there. Merge to leave small numbers missing if possible to take advantage of everyone regaining troops. 2 slots for heroes (disband troops as they arrive and 1 for the dragon are the 17). Do not recruit the dragon. You probably wont even need it for the skaven conquest unless you have to fight stacked 20 stacks. -=Continue West to Eschen=- If they are not yet at war with you then try to hit a couple of their armies in march mode on your way to their top city. Sack the raze the first two top settlements. If your gold is not great yet or you need to wait for a bit leave the one razed and sack the other a few times before heading south. Note, with this plan once you hit Pigbarter you will have to confederate. Then once you're ready move down and capture pig. Save your gold for confederation. On the final city be sure you are ready to confederate and can handle the negative gold for at least enough turns to take some doughnut cities. -=Confederation=- Confederate at this point and spend the 25 to gain better diplomatic relations. Move the confederated armies to attack Tyrion if no one is in the rich settlement or the Elves to the north if he is looking present and burl. -=*Note* Lord on the Doughnut=- If it's just a mage of the wrong type or with a bad trait use her as a recruitment shuffler and transfer the units then ditch her. If she's good, keep her. If they give you two if you can afford it go double team. If you do ditch the second recruit a tanky lord or a princess with money perk if you can. Be sure to pop the rite of Vauls Hammer before going for the doughnut settlements. This should not be needed for skaven so it can be saved. Ditto the public order Rite. Wait until you have taken the skaven province and a few donuts and only use if needed. Otherwise save it for later when you have more. It will reset however so use it when you need it. Same with the minus corruption once you have much of that going. If you only get 1 province and the other is at war go up and sack if you can afford it then raze it after however many turns then take it. Assuming the elves arent already at war with you (use influence) then regen and let some public order establish while heading for Tyrion or north depending on where his armies are. You will need to recruit something like a 25+ stack or need a second dragon to take his home base and the Gates. -=The Midgame=- If the capital is safe you will be moving your other home area lord up towards the border and recruiting 4 or 5 spear troops to occupy the top two Skaven provinces. If the dark elves on the islands have attacked then Imrik needs to go down there and proceed to fight the southern Skaven until they are dead while you prioritize all the money you can on the doughnut. Imrik blitzes for the southern elves most likely depending on the situation at home before heading up to fight dwarves and orcs for a trade opening. Hopefully the second army (though its going to start as just a gen for all you can afford) and base garrisons can hold off the skaven and or elves while you focus on Tyrion and the Doughnut to come back to these worthless lands. How to Play the High Elves (Asur): ----------------------------------- Written by U_Hafnir This is a guide how to play the High Elves both in the Vortex campaign and in the Mortal Empires campaign. * In both campaigns you have to defeat the dark elves (Kult of Excesses). Than you have to unite Ulthuan. * You can begin to confederate fractions like Avalon, Ellyrion,Chrace and Cothique. * You also have to defeat Saphery and conquer their territories. * Then Malekith will come from the North (on the higher difficulties with a lot of power). * You should defeat him while you confederate other high elves fractions. * In the beginning you are going to use a lot of archers to kill the enemies and a few Spear bearer to hold up the enemies. * Later you can use a mix from Sisters of Avalon, a few dragons, a little bit cavalry, 3 or 4 artillery units and 4-5 Melee fighters. * You also have to go to the shrine of khaine. * With the sword of khaine Tyrion is the best melee lord in the game. * You have to conquer the territories of the dark elves and then you have to go to Lustria. * Later you can go to Arabia or the old world. * The chaos isn't a big problem. You can have 2 good armies backup which can defeat the chaos.In the Vortex campaign you can win so easily on every difficulty (if you can play this game Ok´(not every time auto resolve)). * In Mortel Empires you should ally you with the dwarfs and the empire so you have all important cities in the game. |
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Mise à jour : 2021.12.29 |
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