Bay 12 Games Forum
Other Projects => Curses => Topic started by: jasonred79 on March 07, 2010, 04:14:56 am
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Other than canine heroes and Agents, who do you guys use as your fighting force? My problem is I don't currently HAVE a decent fighting force... can't find many worthwhile people, just hiring stacks of hippies, slaves, and sweatshop workers, and hoping the RNG gives me something decent. OUCH.
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As seen in Grimith's recent Let's Play, most good fighters are made, rather than born. Find people with good agility, earn them some juice, and give them some weapon practice. With the right equipment, they'll be as unstoppable as a high level agent.
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Finding people with good agility ain't easy... oh well... in the process then.
Anyhow, then why do people talk about kidnapping and enlightening a squad of agents to defend their base or whatever?
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Because Agents start with very high weapon skills and come pre-armed.
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gang members are a lot easyer to get and most of the time come with weapons and skills.
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If I have to get anyone, mutants are a great choice. They sometimes have horrible or okay stats, but some turn out godly.
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agility and health is for the most part what you should be looking for.
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Everyone I try and hire has really sucky agility. What am I doing wrong??? Need a new location. Stadium or sports field. Where we can recruit all the jocks and athletic types. (like how the internet cafe is for smart types and the vegan co-op is for Heart)
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A gym maybe?
Although Im not sure what kinds of people have high agility. Try having lots of try-outs, their agility will be revealed in your meetings.
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I thought the traditional answer to fighters was Yoga Instructors, providing you can find some.
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Surely athletes also have high agility? I'm pretty sure you can find them with any political leaning in juice bars, parks, internet cafes and a few other places, scattered around.
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University apartments are a great source of combat-capable recruits. You can find Athletes, Yoga Instructors, Martial Artists, and Veterans.
Veterans are the only ones with actual armed weapon skills, the rest have near max agility, health, and strength usually. Instead of guns, you can train Athletes in Swords, using the max strength.
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Instead of guns, you can train Athletes in Swords, using the max strength.
Just gonna nit pick real quick and throw out that Swords are Agility based.
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Instead of guns, you can train Athletes in Swords, using the max strength.
Just gonna nit pick real quick and throw out that Swords are Agility based.
The wiki has it both as "based on agility" and as "based on (Strength+Agility)/2".
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The latter would be incorrect either with the latest release or, at the latest, the alpha build. Most skills have been simplified to a single parent stat, and none have formulas like (A+B)/2. That was a matter of making sure you don't need to reference the wiki to understand what's going on.
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Considering how interested I am in the violent side of the game, I might be of assistance here.
The last time I beat LCS, by the end game, these were the stats of my main (and violent) squad:
Political Activist (Founder): 13 Agility, 12 Strength
Political Activist (formerly Teenager): 12 Agility, 13 Strength
Nurse (had 20 First Aid): 8 Agility, 14 Strength
Veteran: 17 Agility, 17 Strength
Transient (amazing Transient): 17 Agility, 19 Strength
Author: 12 Agility, 18 Strength
I had several dozen other recruits, but these folks were basically the first people I recruited who were worthwhile, and they were effective enough, so I kept them together. They all had 1000 Juice, which is obviously the key because, otherwise, three members of that squad would have been horribly incompetent at rifle-based combat.
High stats will be the luck of the draw, but you should be fine recruiting someone to the cause even if they have pretty mediocre starting agility. If you really want the opportunity for your recruits to be loaded with physical stats, however, do what I've done in my LGWI thread (and something an earlier poster suggested): Recruit mutants. They can also fall victim to the RNG... but, well, their chances of giving you what you want are certainly better than hippies. I refuse to recruit them. Ever.
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8-12 agility at 1000 juice is *ouch*. I'm only accepting people who have 8-10 agility at 0 juice, aka they'll have like 17-20 agility at 1000 juice. Anyhow, yeah, yoga instructors, dancers, athlete's black belts, all good combatants.
Hippies aren't as bad as you might think.
Sweatshop workers are surprisingly good! Once you get them some juice, anyway...
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8-12 agility at 1000 Juice is good considering the difficulty of the game; a rifle skill of eight combined with a M4 regularly produces worthy results. Add a dodge skill of eight with some Army BodyArmor on the side, and your only concern should be lucky shots. Now, if you want to go toe-to-toe with multiple squads of Agents when they rush to protect the Intelligence HQ, that's another story. In that case, I fully understand recruiting folks with only 8+ agility, and I'm glad you're finding some worthy recruits in dancers, athletes, and whatnot.
Digression: Hippies can have redeemable stats and skills, but I think I'm just too biased against them because I associate them so much with the guitar-wielding, newspaper-writing, peace-loving way of playing and winning the game. =P
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Grimith, why do you hate us mutants so much? Give mutants a chance!
Also, you have obviously never run into the Hippie with the 3 skill in SMG, and never heard of that infamous hippie, Charles Manson.
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Grimith, why do you hate us mutants so much? Give mutants a chance!
Mutants are awesome. They're my friends. Unless you're trying to help me appreciate hippies better by equating them to mutants. That's a very skillful strategy, my Liberal Comrade. I don't know how to refute that!
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remember not to take characters that have too much of one stat at 0 juice. The stats are capped off at 20 and those could be points spent on something else.
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With the exception of hippies (which offset their possible 10+ Heart with very low Wisdom) and mutants (which are uncapped), no characters other than your founder can start with stats over 10 at 0 juice. There are characters that will start with positive juice, however. For example, a Liberal Army Veteran might appear to have better base stats than are possible, due to starting with ~50 juice.
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Only hippies, mutants, and the founder can start with stats over 10 at no Juice, and any others who appear to have better base stats have more than no Juice?
(http://img59.imageshack.us/img59/1939/jsfcharacterat0juice001.jpg)
(http://img139.imageshack.us/img139/1303/jsfcharacterat0juice002.jpg)
What about Liberal Judges and Lawyers?
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That is weird. Looks like a bug, though not a game-stopping one by any means.
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Please don't classify that a bug, Mr. Fox. Please call it a feature, so we can keep it.
*Hugs Liberal Judges and Liberal Lawyers*
:-*
YAY!
Actually, those stats could be due to skills (for the Judge) and age (for the Lawyer). I'm not certain the age, but after a certain point health, strength, and agility go down and intelligence and charisma go up. Also, I think high skills cause specifically-related stats to increase. With the Judge, that 7 Law might be enough to boost intelligence by one. Again, I have no idea on the accuracy of these two things, but it is a theory.
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I had several dozen other recruits, but these folks were basically the first people I recruited who were worthwhile, and they were effective enough, so I kept them together. They all had 1000 Juice, which is obviously the key because, otherwise, three members of that squad would have been horribly incompetent at rifle-based combat.
You mean you had 309 recruits. EEK. I've never gone that high before.
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You mean you had 309 recruits. EEK. I've never gone that high before.
99 Active Liberals (counting the Founder), 17 of whom were former Conservatives who hadn't been Enlightened in time (and an eighteenth guy who took care of them all in a separate safe house). That left me with 210 Sleepers from all walks of life, 32 of whom had 100% Effectiveness. Embezzling made me money hand-over-fist. I had so much money that I spent it on teaching; only the Enlightened and the guy watching over them had fewer than 129 skill points - my founder had the most at 259. I know these numbers and stats because I made a copy of the final save the month before I liberalized the country, so I could reflect on what I had done.
Like I said: The game's easy.
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Skills don't alter stats (though that would be interesting), but age absolutely does, and that's actually very likely to be the reason for those, so thanks for pointing that out. I think charisma, intelligence, and wisdom increase with age, and age 35 might be the first +1 to these. I think this comes with a -1 to strength, agility, and heart. Health doesn't start decreasing until old age, at which point it starts slowly ticking down until they die from having 0 health.
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I couldn't find any sleeper in my old game save who met the criteria to refute your statement. All of the sleepers who had stats above 10 with zero juice was either over 35 or had been victimized by guitars. And I can't think of any other character examples to suggest. Damn.
...Then again, since Wisdom is a stat, I could actually name many examples. Har-har!
But, heh, seriously, I thought I pulled a fast one on you there with those screenshots. Didn't think of age changes. Fie.
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Hahaha... as it turns out, it appears that a founder with 19 Health and 20 agility, with 20 dodge, wearing Heavy Armor, is pretty much invulnerable to almost anything except conversion attacks. Yay!
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Digression: Hippies can have redeemable stats and skills, but I think I'm just too biased against them because I associate them so much with the guitar-wielding, newspaper-writing, peace-loving way of playing and winning the game. =P
Take 6 Hippies.
Assign them codenames Martyr Alpha, Bravo, Charlie, Delta, Echo, and Foxtrot.
Add ~30 molotovs.
Add sidearms to taste. (Quite optional).
Cue Fear Factory, "Freedom Or Fire"
Choose location to be shut down.
Wait until conservatives appear, start the music, then hold down f.
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Do fires spread then?
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Do fires spread then?
Yes.
Sometimes they take out walls when they spread, which can get you deeper into the heart of the building, to really light it up. Used to get firefighters as the response, havn't seen them for awhile. Not that it usually gets to the point of a response.
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Coolio. Time to get me some bunker gears from firemen and start my Liberal Conflagaration Squad.