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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. 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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# ? Feb 1, 2020 16:07 |
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# ? May 23, 2024 13:22 |
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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.
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# ? Feb 1, 2020 22:28 |
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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.
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# ? Feb 1, 2020 22:48 |
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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.
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# ? Feb 1, 2020 22:49 |
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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.
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# ? Feb 1, 2020 23:00 |
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I still dont get some of the design decisions. Example 14 different types of food, but tools and ammo are just abstracted away.
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# ? Feb 1, 2020 23:05 |
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These two events fired within a few seconds of game time: It was a very transformative minute for Ferdinand.
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# ? Feb 1, 2020 23:13 |
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vuk83 posted:I still dont get some of the design decisions. rarer foods double as minor trade goods, i'll frequently haul cheese and mead along on my circuit if i have enough invslots
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# ? Feb 1, 2020 23:52 |
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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
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# ? Feb 2, 2020 00:45 |
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Wizard Styles posted:These two events fired within a few seconds of game time: Sounds like Ferdinand found crosslifting.
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# ? Feb 2, 2020 03:29 |
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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.
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# ? Feb 2, 2020 04:30 |
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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.
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# ? Feb 2, 2020 04:50 |
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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.
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# ? Feb 2, 2020 05:05 |
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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%.
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# ? Feb 2, 2020 05:21 |
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redreader posted:-is there a reason to not have like, 10 people asap? redreader posted:-so I put my high melee skill guys in the back row with a bill/spear/pitchfork, right? redreader posted:-should I have ranged people? Why archers vs crossbowmen? 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? 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 redreader posted:Does everyone use 'good trade seeds'? I just hit random and eat poo poo any time I try to trade. Count Uvula fucked around with this message at 05:48 on Feb 2, 2020 |
# ? Feb 2, 2020 05:41 |
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redreader posted:I casually pick this up every 6 months and am very bad at it. 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.
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# ? Feb 2, 2020 05:58 |
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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.
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# ? Feb 2, 2020 06:00 |
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Thanks, everyone.
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# ? Feb 2, 2020 06:07 |
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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.
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# ? Feb 2, 2020 16:24 |
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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.
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# ? Feb 2, 2020 16:30 |
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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.
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# ? Feb 2, 2020 17:02 |
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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.
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# ? Feb 2, 2020 19:07 |
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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
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# ? Feb 2, 2020 19:26 |
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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?
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# ? Feb 3, 2020 00:12 |
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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.
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# ? Feb 3, 2020 03:41 |
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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.
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# ? Feb 3, 2020 04:00 |
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So how do you kill Hexae without being cursed by the Hexae and having one of your men die when you kill the witch?
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# ? Feb 3, 2020 06:32 |
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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.
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# ? Feb 3, 2020 06:36 |
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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.
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# ? Feb 3, 2020 07:57 |
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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. 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. gently caress Hexe.
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# ? Feb 4, 2020 20:52 |
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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? 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? quote:Am I loving myself because I have three flail users (one of them has the triple flail)?
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# ? Feb 4, 2020 21:09 |
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Wizard Styles posted:3 flails?
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# ? Feb 4, 2020 22:50 |
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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
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# ? Feb 4, 2020 23:51 |
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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.
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# ? Feb 5, 2020 00:31 |
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Can I assume that you mean 3 Berserk Chains?
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# ? Feb 5, 2020 00:46 |
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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
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# ? Feb 5, 2020 00:46 |
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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.
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# ? Feb 5, 2020 01:17 |
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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.
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# ? Feb 5, 2020 03:23 |
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On Beginner but it still counts! Thanks for the advice.
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# ? Feb 5, 2020 07:41 |
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# ? May 23, 2024 13:22 |
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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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# ? Feb 5, 2020 14:33 |