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The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Dalaram posted:

Started playing militia, and holy poo poo this is a different game. Fielding 16 bro’s opens up so many play options. 8+8 shield wall and pole arms means I never have to move - sprinkle in 3-4 archers against Orcs or barbarians.

Are throwing weapons just not good? Having to balance melee and ranged skills while hemorrhaging ammunition doesn’t feel good. I’ve tried fielding 4 throwers, but it’s usually better and cheaper just to have a back line archer instead.

You don’t need to give throwing specialists melee capabilities. The idea behind them is that once they have heavy barbarian javelins, the mastery and duelist they do a ton of damage against heavily armoured opponents like barbarian chosen and orc warriors where archers may not be as good. Also they don’t completely suck against ancient dead (though you’d switch to throwing axes) - I still wouldn’t take them to an ancient dead fight through; I’d rather have whips, extra poles or straight up extra front line dudes.

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Wizard Styles
Aug 6, 2014

level 15 disillusionist
Yeah, without modding the game hybrid bros are not worth it.
Throwing weapons are but need a bunch of perks to get there. And it's true that they need a lot of ammunition. I don't know how you'd supply 4 of them at a time.

dogstile
May 1, 2012

fucking clocks
how do they work?
Ok game. gently caress you too I guess. Not only is it spawning brigand raider parties on me on day 1, but I just missed 10 40+% hits on a fleeing enemy in a row.

:argh:

Bogarts
Mar 1, 2009
Throwing ammunition cost is strange. Throwing weapons are already balanced by trading range for damage and having half the ammo capacity. The ammo cost after the battle is just annoying.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

dogstile posted:

Ok game. gently caress you too I guess. Not only is it spawning brigand raider parties on me on day 1, but I just missed 10 40+% hits on a fleeing enemy in a row.

:argh:
I assume he had a nice tier 2 weapon as well.

vuk83
Oct 9, 2012
I still dont get some of the design decisions.
Example 14 different types of food, but tools and ammo are just abstracted away.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
These two events fired within a few seconds of game time:





It was a very transformative minute for Ferdinand.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

vuk83 posted:

I still dont get some of the design decisions.
Example 14 different types of food, but tools and ammo are just abstracted away.

rarer foods double as minor trade goods, i'll frequently haul cheese and mead along on my circuit if i have enough invslots

dogstile
May 1, 2012

fucking clocks
how do they work?

Wizard Styles posted:

I assume he had a nice tier 2 weapon as well.

He had a nice polearm. I just ragequit because I assume the dice aren't with me today :v:

Greggster
Aug 14, 2010

Wizard Styles posted:

These two events fired within a few seconds of game time:





It was a very transformative minute for Ferdinand.

Sounds like Ferdinand found crosslifting.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I’m convinced there’s something screwy with the way the game calculates probability; for ranged attacks in particular. My archers are all at or near 100 R.A.; I’ll be in a fight where the chance of hitting is over 80% and I’ll frequently miss 3-4 in a row, which is mathematically extraordinary.

Chakan
Mar 30, 2011

The Lord Bude posted:

I’m convinced there’s something screwy with the way the game calculates probability; for ranged attacks in particular. My archers are all at or near 100 R.A.; I’ll be in a fight where the chance of hitting is over 80% and I’ll frequently miss 3-4 in a row, which is mathematically extraordinary.

I feel like the to-hit seed is deterministic so if you're reloading the save for the same 3-4 shots, they'd have the same outcome. Not 100% sure of that though. To note as well, a 20% miss chance happening 4 times has a reasonably high chance of occurring. Though, like most people here, I'm an XCOM player so anything less than 101% is liable to miss.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I casually pick this up every 6 months and am very bad at it.

Can someone give me a rundown on very basic poo poo like
-is there a reason to not have like, 10 people asap?
-so I put my high melee skill guys in the back row with a bill/spear/pitchfork, right?
-should I have ranged people? Why archers vs crossbowmen?
-what's the reason to have any particular one handed weapon?
-are there any kind of goals I should set like 'need everyone to have armor x by day y' or 'need x people by day y' or whatever

I normally have a bowman or crossbowman (whatever, seems the same?) on each side of my line for 2 total, and about 4-6 shield and whatever guys in the front, and 1-2 pike/pitchfork guys in the back.

Does everyone use 'good trade seeds'? I just hit random and eat poo poo any time I try to trade.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Chakan posted:

I feel like the to-hit seed is deterministic so if you're reloading the save for the same 3-4 shots, they'd have the same outcome. Not 100% sure of that though. To note as well, a 20% miss chance happening 4 times has a reasonably high chance of occurring. Though, like most people here, I'm an XCOM player so anything less than 101% is liable to miss.

No. The chance of a 20% miss happening 4 times in a row is 0.16%.

Count Uvula
Dec 20, 2011

---

redreader posted:

-is there a reason to not have like, 10 people asap?
Size of enemy parties scales with the size of your own, so 6-8 is generally a good amount to have. Too few dudes and you risk a loss to bad luck, too many and you'll be spending too much gold (on food, repairs, and replacing dead guys) to kit your bros out properly.

redreader posted:

-so I put my high melee skill guys in the back row with a bill/spear/pitchfork, right?
That's a way to pretty reliably keep them alive so yeah it's a good thing to do. In the long term you want to eventually switch your best melee boys to front row 2-handers or duelists, unless they don't have the fatigue to wear heavy armor or some other issue.

redreader posted:

-should I have ranged people? Why archers vs crossbowmen?
Yes. 2-3 archers is a good amount to have. They're very important for fighting noble houses and goblins, and they work as a great Overwhelm delivery mechanism against orcs, monsters, and northerners. Even if they're low level and can't hit anything they're still important to force the enemies to act; if you have no ranged pressure a lot of enemy squads will just patiently wait for you which is a big disadvantage.

Bow archers have a lot of utility (due to overwhelm and the extreme range once you get the bow mastery perk) and can gently caress lightly armored enemies right up. Crossbow archers are useful for their ability to just absolutely destroy moderately armored targets on a headshot.

redreader posted:

-what's the reason to have any particular one handed weapon?
Did you want a pros/cons list for each weapon category or are you just asking why you would use them over 2 handed weapons?

redreader posted:

-are there any kind of goals I should set like 'need everyone to have armor x by day y' or 'need x people by day y' or whatever
Not really imo. You wanna be able to kill raiders when they start popping up, and you want to get a dude in to good armor as soon as possible because having somebody who can actually tank a few blows is what carries you out of early game content.

redreader posted:

Does everyone use 'good trade seeds'? I just hit random and eat poo poo any time I try to trade.
No, good trade seeds aren't necessary but they do make the game easier. If you mouse over the value of a trade good you can see the base price, so if you see something below that value you know you can flip it for a decent profit somewhere. At that point it's a matter of whether you sell stuff immediately at just above the base price, or hang on to it looking for an opportunity to sell it for a bit more.

Count Uvula fucked around with this message at 05:48 on Feb 2, 2020

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

redreader posted:

I casually pick this up every 6 months and am very bad at it.

Can someone give me a rundown on very basic poo poo like
-is there a reason to not have like, 10 people asap?
-so I put my high melee skill guys in the back row with a bill/spear/pitchfork, right?
-should I have ranged people? Why archers vs crossbowmen?
-what's the reason to have any particular one handed weapon?
-are there any kind of goals I should set like 'need everyone to have armor x by day y' or 'need x people by day y' or whatever

I normally have a bowman or crossbowman (whatever, seems the same?) on each side of my line for 2 total, and about 4-6 shield and whatever guys in the front, and 1-2 pike/pitchfork guys in the back.

Does everyone use 'good trade seeds'? I just hit random and eat poo poo any time I try to trade.

1. Difficulty scaling is based on the number of people in your company; their cumulative level, and days elapsed. All three have an influence, but number of people has the largest influence and days elapsed has the smallest. You shouldn’t worry about hiring too quickly (beyond wage and food costs) but you also shouldn’t hire for the sake of it - only hire people who are actually good enough to keep long term that way you aren’t wasting xp on dead weight.

2. Not really. There are heaps of guides on how to build a company; and I’ll post a more detailed explanation of how I do it when I’m not phone posting, but in general your very best melee guys should be earmarked for 2handed frontline weapons (but keep them using a 1hander and a shield until they are high enough level to take the battleforged perk.)

Polearm guys are very powerful; but because they’re in the back line; they don’t need heavy armor; so you can give polearms to recruits you find that have good attack, but their stamina isn’t good enough for the front line.

3. Ranged dudes are super powerful; although it takes them a while to reach the point where they become killing machines. You’ll want 2-3 of them in a standard company; or probably 4 in a peasant company.

Archers are better than crossbowmen because once you level them up; they have longer range (important for hitting high priority targets like necromancers, hexes and goblin shaman) and they’ll be firing twice per turn - sometimes 3 times once you have the beserk perk. There’s been a lot of analysis done, and there’s a complex explanation I could go into concerning armor penetration and whatnot; but the tldr version is that crossbows don’t stack up mathematically.

It’s also good to have a couple of people dedicated to throwing weapons - these are better than archers in certain late game fights against very heavily armored opponents.

4. One handed weapons.

Spears have a very high accuracy bonus, so it’s good to give them to your low level guys that still have bad melee attack - say less than 60. They don’t do very much damage though, so you should stop using them once you can trust your guys to hit things. The exception is that you want a spearman on each end of the front line to use spear wall to funnel enemies into the middle and stop them from surrounding you.

Swords do better damage than spears, have an accuracy bonus (but less than spears) and use less fatigue than other weapons. They are also relatively common as loot. They do less damage than other weapons though against anyone with any meaningful armor. I give swords to guys as an intermediate step between spears and whatever weapon I eventually want them to have; but I also give swords to my 2 permanent spear men - once you reach a point in the battle that you no longer need to spear wall, they switch to swords to do more damage. Spearwall is very fatiguing, so the low fatigue use of swords is helpful here.

Flails are useful early on, because they can bypass shields, making it easier for low level guys to hit enemies, and you have the option of guaranteeing a hit to the head - useful against bandits that often wear decent body armor but no head armor. Also you can kill an enemy without damaging the armor, useful if you want to loot it. Tier 3 flails are very common as loot from bandits, so it’s the first ‘good’ weapon you’ll have ready access to. The damage output of flails isn’t good enough for late game though.

-late game suitable weapons-

Axes do good damage and let you destroy shields (useful against schrats, but you don’t normally want to break enemy shields).

Hammers are good at destroying armor, but don’t do very much damage - I generally don’t use 1h hammers; except as an intermediate weapon on guys who will eventually be using a 2handed hammer.

Maces are probably the best all rounder - good damage vs armor, good armor penetration, and they inflict a fatigue debuff; and give you the option to stun an enemy. Bludgeoning weapons do more damage against skeletons too.

Cleavers - I want to make a distinction between regular cleavers; and the orc cleavers that you can loot from orcs.

Regular cleavers do very high damage, and inflict bleed damage, but are useless against anyone with even moderate armor.

Orc cleavers have the best damage output of any 1 handed weapon in the game, in any situation and still do decent armor damage, but are super fatiguing and therefore only suitable for bros with exceptional fatigue.

Whips - whips have 3 hexes of range, so whip users go in the back line. Whips are a niche tool. They do huge damage against beasts and unarmored opponents, and in other fights the ability to disarm comes in very handy. Against certain opponents the extra range is also relevant. I generally train 1-2 whip guys, but their use is very situational. You swap them in for specific fights and most of the time they chill out in reserve.

Chakan
Mar 30, 2011

The Lord Bude posted:

No. The chance of a 20% miss happening 4 times in a row is 0.16%.

That seems pretty likely to me. It'll happen in more than 1/1000 times it could occur on average.

Not to say I don't get angry when my guys miss four 80% shots in a row.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Thanks, everyone.

Precambrian Video Games
Aug 19, 2002



Someone claims to have run the RNG function outside of the game and found it to be fair but I am still suspicious because even though the game shows all rolls in the encounter log I don't think there's any way to save or copy them to check.

One thing worth noting is that the displayed to-hit chance for archers firing at the back row seems to just be completely wrong and the odds are actually higher than shown, plus they don't seem to factor in the odds of missing but hitting somebody in an adjacent hex. The flip side of this is that hiding bros with weak rdef behind shield bros isn't as safe as you think and you really should just get steel brow on everyone.

Night10194
Feb 13, 2012

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

It isn't that the odds of hitting you in the backrow are inaccurate, it's more that a guy with weak rdef but 1/2 base odds to be hit from the cover of being back-row might still have 30-50% odds of getting hit, which are not at all insignificant if you're relying on him not getting hit at all. And as you say, the odds of ranged weapons missing into an adjacent target raises their hitrate.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I give steel brow to everyone who doesn’t carry a shield but honestly once my back line has nimble it really doesn’t bother me if they get hit by arrows.

Palcontent
Mar 23, 2010

eXXon posted:

Someone claims to have run the RNG function outside of the game and found it to be fair but I am still suspicious because even though the game shows all rolls in the encounter log I don't think there's any way to save or copy them to check.

For anyone curious:

quote:

Okay, so I made a small mod that hooks into the exact function the game uses when attacking an enemy. Instead of checking the hit chance once, I made it check 100,000 times and write them to the log file. Then I played the Hoggart battle with a 12 drunks and cripples and got almost 6.7 million random numbers.

As for as the overall distribution, the numbers are uniformly distributed. That is, no roll was significantly more likely than any other. This is as expected.

As for streaks, I did a simple streak test looking for either high or low rolls in a row. I broke the 6.7 million numbers into about 1.7 million runs of four rolls each. Looking for streaks of rolls greater than 95 or less than or equal to 5 (i.e. the 5% edges), we'd expect roughly 21 such runs in the data. There were 17. Looking for streaks of rolls greater than 90 or less than or equal to 10, we'd expect roughly 335 such runs in the data, and there were 319. If anything it's less streaky than we would expect.

I know there are fancier statistical tests that can be run, but really there aren't any obvious flaws in the random number generator that I'm seeing.

I also read through the code looking for sources of bias and only saw the following: 1) on easy difficulty, there's a hidden +5% bonus for the player and -5% penalty for the AI, and 2) the Lucky trait can turn a hit into a (hidden?) miss 10% of the time.

Gun Jam
Apr 11, 2015
These exact arguments happen every time there's a video game with a honest RNG (as opposed to cheating in your favour). IIRC, the Wesnoth forums has/had a stickied on the topic?
But short version, humans sucks at probabilities. Also, you're more likely to remember the time you got screwed over by the RNG low-probability rolls, rather than the expected.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Pewdiepie posted:

This is one of those games where I feel that the devs don’t know how to play it compared to the players. This game needs major quality of life changes yesterday. The legends mod is so much better than the base game it’s stunning and still the legends mod also misses the mark in a few ways.

What, specifically, are you thinking of?

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate

Taear posted:

What, specifically, are you thinking of?

The camp functions in legend are amazing, being able to break down cheap gear for tools is essential.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

Moonshine Rhyme posted:

The camp functions in legend are amazing, being able to break down cheap gear for tools is essential.

Can't be all that "essential" if tons of people are playing just fine without it.

Helical Nightmares
Apr 30, 2009
So how do you kill Hexae without being cursed by the Hexae and having one of your men die when you kill the witch?

Roobanguy
May 31, 2011

Helical Nightmares posted:

So how do you kill Hexae without being cursed by the Hexae and having one of your men die when you kill the witch?

dont attack the hex until it no longer has someone cursed. its pretty fatigue heavy, so they can't do it more than like 2 times before they're too tired to do it again.

you can also stun them, which does negligble damage.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate

ShootaBoy posted:

Can't be all that "essential" if tons of people are playing just fine without it.

If you want to be pedantic about it, being able to procure your own food and make your own tools makes tramping around in the wilderness a lot more convenient. Mod adds a great deal of good to the game, including an option in the map generation to avoid the need to look up seeds and force the game to put in good trade/equipment settlements.

Helical Nightmares
Apr 30, 2009
Alright. So it's day 100 and I have the Greenskin crisis. Here are my boys with their load out. Almost everyone has 210 body armor, upwards of 110 head armor, and at least 50 fatigue left after wearing all that. Should I shoot for even heavier armor?
How much fatigue should be left over? Am I loving myself because I have three flail users (one of them has the triple flail)?





Roobanguy posted:

dont attack the hex until it no longer has someone cursed. its pretty fatigue heavy, so they can't do it more than like 2 times before they're too tired to do it again.

you can also stun them, which does negligble damage.

Thanks for this advice. I started the "investigate disappearing children" quest and first fought a Hexe with three Unholds. I slashed apart the Unholds but I accidentally killed my Sargent Archer because he was under a hex when the Hexe was struck.

I reloaded and this time got the Spider Queen "investigate disappearing children" quest. My Archer must have some sort of ancestral memory because he noScoped360ed the Hexe on the first try with 5% to hit. :smug:

gently caress Hexe.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Helical Nightmares posted:

Alright. So it's day 100 and I have the Greenskin crisis. Here are my boys with their load out. Almost everyone has 210 body armor, upwards of 110 head armor, and at least 50 fatigue left after wearing all that. Should I shoot for even heavier armor?
The 210 base body armor is fine and what I generally aim to have. Put some attachment on it and it'll last your shield bros forever.
It's not enough for two-handers.

You also want better helmets. In part because it'll boost Battle Forged, in part as insurance (assuming not all your bros have Steel Brow).
And in part because good helmets are important against Orcs/Orc weapons. 2h flails hit the head more often, 2h axes always do if they hit at all, and 1h axes do extra damage if they hit the head.

quote:

How much fatigue should be left over?
At least 60. Below 70, I usually value extra Fatigue over extra armor above what I consider the minimum (200+ for a shield bro, 240+ for a two-hander).

quote:

Am I loving myself because I have three flail users (one of them has the triple flail)?
Yes.

vuk83
Oct 9, 2012

Wizard Styles posted:

3 flails?
Yes.
Y?

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
The randomness of flail damage tends to make them perform very poorly against orcs with their high HP, and if you need flails to manage to hit orcs with shields you're not in a position to be fighting orcs

dogstile
May 1, 2012

fucking clocks
how do they work?
Flails are a "keep a guy with a flail around for fighting bandit raiders" sort of weapon. I don't really take them against anything else, but oneshotting those fucks is fun.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Can I assume that you mean 3 Berserk Chains?

Lunchmeat Larry
Nov 3, 2012

I got an artifact flail and so am obviously using it on one of my tanks but it still feels like it kind of sucks and I should just give him a winged mace

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
If your brother is just solely a tank (i.e. all m. def/stam/health and no real m. attack) then the 3 headed flail is a great choice because it better guarantees that dangerous enemies will stick to the guy who can take the most punishment by maximizing attacks of opportunities on enemies who try to leave their zone of control and go after your juicy backliners. I don't make it a big priority, though, my all defense tanks do just fine with spears until I'm flush with cash.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I aim for at least 80 fatigue left over on 1handers; although it isn’t too big a deal to dip into the high 70s. I’d prefer closer to 100 on 2handers though.

Helical Nightmares
Apr 30, 2009
:toot:



On Beginner but it still counts! Thanks for the advice.

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vyelkin
Jan 2, 2011
I got pretty lucky in my current run and around the time I needed to transition my shieldbros away from using flails I happened to raid a necrosavant lair and get like six khopeshs, which made the transition extremely easy.

Another nice opportunity was noticing a hostile mercenary company with only like six people in it wandering through the wilderness next to me (Barbarian raiders start, so half the map and their mercenaries are hostile to me), who I promptly ambushed and got some great armour, a couple 200+ helmets, better polearms than I was using, and a warbow for my troubles. Probably gear worth like 20k overall if I were to buy it all from shops. Fantastic, highly recommend opportunistically ambushing fellow mercenaries to steal their sweet gear.

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