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Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
What's with the caravan hand bonuses? I've had a caravan hand for 100+ days and never received anything from him. Same with the Bowyer event.

Tailor event I've triggered before but the time it takes to pop and the reward you get from it (hide, not mail version) make it sorta meh.

Party Plane Jones fucked around with this message at 16:21 on Apr 23, 2017

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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Party Plane Jones posted:

What's with the caravan hand bonuses? I've had a caravan hand for 100+ days and never received anything from him. Same with the Bowyer event.

Tailer event I've triggered before but the time it takes to pop and the reward you get from it (hide, not mail version) make it sorta meh.

they're rare as fuckballs. Caravan hand event will generally proc with some patience. I've never seen bowyer event despite several hundred hours of gametime with the prereqs.

Cultist armor event I think has to happen at night.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

The game basically rolls randomly for events, and if you have the right triggers in the party when the event is rolled, you get the event, but it makes it very hard to get particular events. I'm still waiting on my caravan hand to do anything and he's been in the party for....130 days? My witchhunter made it to the last battle of the noble war with ghoul teeth in our storage and he never did anything with them. If it weren't for people posting screens of stuff like the Dav'kul armor, some of these events would sound like Nintendo playground myths.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I'm okay with events being very rare, but I hope they keep adding enough unique events that you'll at least get a couple unique ones each game that hits a crisis as long as you have a few different backgrounds.

What kind of melee skill should I be shooting for by level 10 or so for melee dudes? I have a few 80-85 but unless I find a ~60 base with stars I'm having trouble finding backups. I have an acceptable replacement dude with only 60 skill at 10 because he has 2+ stars in both defenses and has those trained up and is a solid tanky dude, but otherwise I feel like I'm looking for a needle in a haystack, and that is with scumming hires in every town.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Locke Dunnegan posted:

I'm okay with events being very rare, but I hope they keep adding enough unique events that you'll at least get a couple unique ones each game that hits a crisis as long as you have a few different backgrounds.

What kind of melee skill should I be shooting for by level 10 or so for melee dudes? I have a few 80-85 but unless I find a ~60 base with stars I'm having trouble finding backups. I have an acceptable replacement dude with only 60 skill at 10 because he has 2+ stars in both defenses and has those trained up and is a solid tanky dude, but otherwise I feel like I'm looking for a needle in a haystack, and that is with scumming hires in every town.

This is just me but I kinda take the opposite approach: their endgame melee skill determines what weapon they get. 50-60 get spears (and I only keep them if they have REALLY good defense stats); 68-70 flails; past that maces. I've never really figured out where to fit in axes and cleavers though.

You get an achievement for 90+ melee skill, it's actually pretty hard to get anyone up high enough for that.

Hieronymous Alloy fucked around with this message at 16:46 on Apr 23, 2017

dogstile
May 1, 2012

fucking clocks
how do they work?

Hieronymous Alloy posted:

This is just me but I kinda take the opposite approach: their endgame melee skill determines what weapon they get. 50-60 get spears (and I only keep them if they have REALLY good defense stats); 68-70 flails; past that maces. I've never really figured out where to fit in axes and cleavers though.

You get an achievement for 90+ melee skill, it's actually pretty hard to get anyone up high enough for that.

Nah, just buy a hedge knight. I bought a level 5 one and got the achievement before his first battle!

(luckiest rolls in the world)

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED
I'm sitting on 11 guys and around 50 days, I saw my first hedge knight available for hire but the moment I either got him or my 12th guy (finishing the 12 man company ambition) the difficulty seemed to jump up big time. Any reason to delay getting more guys throughout the game, is there a set number of guys I should try and work with? I'm worried about picking someone up too late

Walh Hara
May 11, 2012
Okay, I'm gonna brag a bit. In the greenskin crisis I got the event to lift a siege. Somehow, when I attacked the siege engines a nearby enemy group got involved but a nearby friendly group didn't, resulting in a 12-45 fight. I was quite afraid I'd lose the town if I retreated, so I decided to try it anyway. Most fun battle I've had. Luckily it was at night.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
How did that guy come to be called the Awesome?

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe
Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them

Walh Hara
May 11, 2012

Lunethex posted:

How did that guy come to be called the Awesome?

Guntram was one of my first recruits with 3 stars in melee, iron lungs, athletic, a star in fatigue and great base stats (being a wildman) so I renamed him so that I would remember to keep him safe. It's something I do a lot with early recruits and also the reason why my starting guys got the title "Companion".


He has 155 base fatigue.

Clark Nova
Jul 18, 2004

ditty bout my clitty posted:

Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them

Well yeah, but this is part of the game's abstraction. Only things you actively choose to do (or getting clobbered in the head with a tree branch) cost fatigue. I imagine you'd never be able to do the 12 vs. 40+ fights if it worked like this, so they'd have to set the limit on enemy party scaling a lot lower.

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

Clark Nova posted:

Well yeah, but this is part of the game's abstraction. Only things you actively choose to do (or getting clobbered in the head with a tree branch) cost fatigue. I imagine you'd never be able to do the 12 vs. 40+ fights if it worked like this, so they'd have to set the limit on enemy party scaling a lot lower.

And they couldn't limit enemy party size or increase player party size, because then there would be a lot less retreating or alt+f4 retreating, which the devs obviously think are precious gameplay mechanics.

At 50 hours I'm burning out on this game for all the wrong reasons.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Hieronymous Alloy posted:

Has anyone tried making a "bait" Bro with low defences but very heavy armour and HP? If so, how did you build them and how did it work?

It works amazingly, I would recommend having at least one. I like to run one as a communal projectile catcher and one or two as melee Taunters

If you manage to get everyone else to roughly 10-15 more range defence than your SpongeBro then they'll become the preferential target a lot. The relative difference is the important aspect, so if they've got negative base ranged defence then it's a lot easier to reach that goal. I run mine without shields but also no shields on anyone else. Perfectly fine to stick a shield on them so long as the relative defence difference is maintained with your entire company

High fatigue & health are core requirements while I would also recommend quite high resolve. Any health hit of 15+ (or fearsome) will trigger a morale check and they can potentially catch a lot of flak. For this reason the deathwish trait is an absolute blessing, as they completely ignore health loss morale check triggers. Steel Brow, Colossus, Battle Forged are requirements. Recover, Taunt, Rotation, Brawny & Hold Out are worth consideration


ditty bout my clitty posted:

Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them

Isn't this already in, or am I not remembering it correctly? 2 or 3 fatigue for each dodged hit and 5 fatigue from being hit with any weapon?

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

ditty bout my clitty posted:

Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them

Uh I'm pretty sure it does actually. You just can't go below 0.

Walh Hara posted:

Guntram was one of my first recruits with 3 stars in melee, iron lungs, athletic, a star in fatigue and great base stats (being a wildman) so I renamed him so that I would remember to keep him safe. It's something I do a lot with early recruits and also the reason why my starting guys got the title "Companion".


He has 155 base fatigue.

I do this as well, it's the only way I'm ever going to remember recruit A is destined for greatness and recruit B is going to get a bow once he has some levels.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

TheWetFish posted:

It works amazingly, I would recommend having at least one. I like to run one as a communal projectile catcher and one or two as melee Taunters

If you manage to get everyone else to roughly 10-15 more range defence than your SpongeBro then they'll become the preferential target a lot. The relative difference is the important aspect, so if they've got negative base ranged defence then it's a lot easier to reach that goal. I run mine without shields but also no shields on anyone else. Perfectly fine to stick a shield on them so long as the relative defence difference is maintained with your entire company

High fatigue & health are core requirements while I would also recommend quite high resolve. Any health hit of 15+ (or fearsome) will trigger a morale check and they can potentially catch a lot of flak. For this reason the deathwish trait is an absolute blessing, as they completely ignore health loss morale check triggers. Steel Brow, Colossus, Battle Forged are requirements. Recover, Taunt, Rotation, Brawny & Hold Out are worth consideration


I was thinking it might be a good build for the Sergeant since they aren't good for much else anyway. Maybe a Wild Man. . .

Jack2142
Jul 17, 2014

Shitposting in Seattle

I know its not popular, but I use my sergeant as an archer, just he isn't built for overwhelm, the banner comes out as I mentioned before once the enemy closes as he can rally as needed, however having an extra bowman in the opening exchange is really useful.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Jack2142 posted:

I know its not popular, but I use my sergeant as an archer, just he isn't built for overwhelm, the banner comes out as I mentioned before once the enemy closes as he can rally as needed, however having an extra bowman in the opening exchange is really useful.

Yeah, I do that too, I give him a crossbow since his stats aren't quite up to ranged excellence.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Locke Dunnegan posted:

Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same.

Crossbow Shot has an inherent +15% to hit.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Locke Dunnegan posted:

Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same.

Like a lot of the weapons you have to look at the attacks. The basic "shoot bolt" attack has a +15% hit chance (+10% for Spiked Impaler goblin xbow). Also, it's just 2 AP to shoot, so a loaded crossbow can quick hands to a polearm and THWACK on the same round.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
Long/Warbows should really be penetrating armor to more of an extent than they do currently. As it stands they're more useful for picking off enemy archers than anything else.

Russian Remoulade
Feb 22, 2009

Party Plane Jones posted:

Long/Warbows should really be penetrating armor to more of an extent than they do currently. As it stands they're more useful for picking off enemy archers than anything else.

As someone currently fending off piles of orcs, I highly agree. That said, I get some utility out of them by focusing down the young to hurt the morale of the scary armored bastards.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Russian Remoulade posted:

As someone currently fending off piles of orcs, I highly agree. That said, I get some utility out of them by focusing down the young to hurt the morale of the scary armored bastards.

You should always focus orc young first anyway, they can do a ton of damage still but mostly wear very little armour and have bad morale

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I think the bows are powerful enough as they are for being able to attack twice and have better range than crossbows; in the hands of a good, fast archer with overwhelm that can be a lot of damage and debuffs.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Locke Dunnegan posted:

Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same.

Good points above. Also crossbows can make for risky turn 1 sniping by even relatively low skill brothers. Eventual bow mastery grants that all important +1 to range but crossbows can step forward up to three hexs in decent terrain and then take that first shot from a lot closer. Very risky but worth it sometimes, such as facing early necromancers

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

marshmallow creep posted:

I think the bows are powerful enough as they are for being able to attack twice and have better range than crossbows; in the hands of a good, fast archer with overwhelm that can be a lot of damage and debuffs.

You can fire and reload a crossbow in the same round, if you have beserk you can fire reload and fire again if you kill a guy.

Couple that with the increased accuracy you sorta come out ahead a lot of the time.

dogstile
May 1, 2012

fucking clocks
how do they work?
I just like bows because they can do what crossbows can but from a lot further away.

Granted my witchhunter and my sarge have bows because it was appropriate for one despite his high range and the other had gently caress all range skill but he isn't there to just wave a banner and look pretty, so whatever.

Daktari
May 30, 2006

As men in rage strike those that wish them best,
Bows are great for murderzoning their ranged. Does fuckall vs armor, but I shoot armor anyways due to the overwhelm spec I have on mine

dogstile
May 1, 2012

fucking clocks
how do they work?

Daktari posted:

Bows are great for murderzoning their ranged. Does fuckall vs armor, but I shoot armor anyways due to the overwhelm spec I have on mine

Yeah, when you can poo poo out -20%/kill 3 dudes a turn with headshots, I really, really like bows.

SpacePope
Nov 9, 2009

Overwhelm + dodge and pumping initiative on archers is what I do. They get to a point where they've got around 150 initiative pretty easily, so they go first against pretty much anything and they've got a huge defense boost so they're not as easy to kill as they would seem to be.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I may just try a crossbow specialist or two alongside some bowmen to see how I like them. Throwing bows on everyone seems kinda boring and misses a portion of the variety of the game, so even if it isn't optimal I like having variety.

As for putting ranged weapons on your bannerman, I get it, but you guys realize that you can stab the gently caress out of people at range with that thing right? As of Day 77 of my last file my bannerman is in the top 5 in kills in my current team. Usually it's finishing off dudes that have had their armor taken off by other hits already due to his lower initiative, but that's still really nice, and lets me keep up the ~14 resolve on everyone without switching stuff out to a crossbow.

Pornographic Memory
Dec 17, 2008
Personally i like to buff my bannerman's initiative and stick overwhelm on them because i figure even if he can't do a ton of damage he should at least be able to protect his bros a little. Being able to use your back line guys to stack up a ton of overwhelm on one or two targets can be a lifesaver if one of your frontline guys is on the ropes, but overwhelm doesn't do anything unless you go before your target.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Does the AI target by hit chance, or defense skill? I.e., if I put a bait pikeman behind a shieldwall, will enemy archers try to target him as a priority?

I feel like polearm / bannermen builds are the great unsolved problem, for me at least. Everyone else, you're building three primary stats: an offense stat, fatigue, and a defense stat (dodge initiative for archers), and then rounding out corners on hp, resolve, etc.

Bannermen need to pump resolve though so that's a fourth stat. Plus, hard to figure out what defenses, and hard to figure out what perks since a lot of perks like reach advantage don't work as well for them.

Hieronymous Alloy fucked around with this message at 17:28 on Apr 24, 2017

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Well for me, my bannerman priority is resolve, health and melee attack/fatigue. I haven't actually built an ideal sergeant from the ground up, but if I did I'm thinking perks-wise it would go Rally, Fortified Mind, Pathfinder, Polearm Mastery, Recover, Brawny, Rotation, Footwork so it's be easier to maneuver him where I need him to do his job and have the stamina to do it, and if I give him Battleforged and good armor on top of that he can step in easily for a battered brother even though he doesn't have a shield, but with Quick Hands he can have one of those too and get it out at no AP cost.

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED
I realized I dropped a few levels of bad point allocating for my guys, I'm thinking about starting a new run. Do you guys restart until you get a good map you like or high starting stats/what should I look for? I just started a new game and there was far too much water for my liking

Also Hieronymous Alloy in your guide it says you can save before you hire guys so you can reroll stats, but I think once you see them available for hire they are already set

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Harry Potter on Ice posted:

I realized I dropped a few levels of bad point allocating for my guys, I'm thinking about starting a new run. Do you guys restart until you get a good map you like or high starting stats/what should I look for? I just started a new game and there was far too much water for my liking

Also Hieronymous Alloy in your guide it says you can save before you hire guys so you can reroll stats, but I think once you see them available for hire they are already set

You're right, that's bad wording, I'll fix. I just meant you can screen applicants that way as it were.

I'm mostly using seeds for new maps now, picked based on how good the trade is. Right now I'm starting a new game on 166270 to see how it plays, it's got a nice big southern trading circuit with lots of dye and some gems and salt too.

Hieronymous Alloy fucked around with this message at 18:46 on Apr 24, 2017

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED

Hieronymous Alloy posted:

You're right, that's bad wording, I'll fix. I just meant you can screen applicants that way as it were.

I'm mostly using seeds for new maps now, picked based on how good the trade is. Right now I'm starting a new game on 166270 to see how it plays, it's got a nice big southern trading circuit with lots of dye and some gems and salt too.

I'll try a game out on 166270 seed too, it'll be interesting to see how different mine is

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Harry Potter on Ice posted:

I'll try a game out on 166270 seed too, it'll be interesting to see how different mine is

http://steamcommunity.com/app/365360/discussions/0/135514649163639354/

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TheWetFish
Mar 30, 2006

by FactsAreUseless

Hieronymous Alloy posted:

Does the AI target by hit chance, or defense skill? I.e., if I put a bait pikeman behind a shieldwall, will enemy archers try to target him as a priority?

Anecdotally it's by hit chance. Be aware that some enemies have the Bullseye trait (-50% to hit targets in cover as opposed to -75%) and will target sufficiently low defence, in cover back lines over particularly low hit chance front lines. Shieldwall protects the unit using that skill (and buffs adjacent shieldwall users) but it doesn't provide any more protection to the backline than providing cover, which a bush, a tree or a guy without a shield will do just as well. Having a guy without a shield in front can be relatively more protection for the backline, as there is a better chance of the the enemy having a higher hit chance on that shield-less frontline guy

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