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Messages - BishopX

Pages: [1] 2 3 ... 66
1
Other Games / Re: Really complex games?
« on: November 01, 2016, 01:42:31 pm »
Try the Silent Hunter series. Manual computation of heading, bearing and torpedo attacks.

2
Other Games / Re: Crusader Kings 2 is released.
« on: February 21, 2016, 06:58:44 pm »
So there's a few glaring expections to the above advice:

1)Retinues. You have complete control over them, so building a wing of an army with a strong focus works very well
2)Hordes (using the horselords dlc). Hordes are proben out by 250 man unit, so you can build focus here as well
3) Mercenaries. Many mercenaries have a different troop mix than normal levies. You can pull off some neat tricks with these.
4)vassal levies from another government form (e.g. tribal vs. feudal). Different types of holdng give vastly different troop mixtures, which means that you should take care how they're deployed.

In general strong skirmish troops can hold their own in smalller battles, but once we get into the 2k+ fights the melee folks begin shine....kee that in mind when you're looking at what your unit composition is. Particularity when dealing with tribal vs. Feudal combat.

3
Other Games / Re: Crusader Kings 2 is released.
« on: January 05, 2016, 08:07:19 pm »
That's racist. Ples don kil meh

Speciest actually /pedant

You're assuming sapien's can't interbreed with aferensis and produce offspring. I demand evidence!

4
Student

5
Other Games / Re: Thea: The Awakening
« on: December 20, 2015, 10:13:47 pm »
After taking a two week break, it feels like there's more of a mid-game now then at launch. Skill challenges have gotten harder and 4-skull challenges now give me some pause, even with a 10 man group with a few nice items of gear.

I don't know if they're adding events or not, but I'm seeing different ones now then I did before...

6
Other Games / Re: Thea: The Awakening
« on: December 19, 2015, 06:19:47 pm »
Is there any point (other than redundancy in case of their death) in taking a back-up medic with you on expeditions? And does having more heavily wounded people make the medic's job harder? Even after >10 hours I honestly can't tell.

Medic skills can be used in challenges, so sometimes it's very useful to have multiple medics. I'm not sure how the death checks work though...

7
Spoiler: Hag (click to show/hide)

I've had good luck with teams that could deal spread damage on the middle ranks...

8
Other Games / Re: Thea: The Awakening
« on: November 28, 2015, 11:01:22 am »
When you village is threatened, it often makes sense to form up everyone in the village, move to the threat, defeat with social/tactics/whatever and then move back. OR just invest in a really sweet set of palisades and barracks.

I've also just been leaving the one skull lairs so that they can continue to generate xp over the course of the game. Does anyone find the resources from them to be useful?


9
Other Games / Re: Thea: The Awakening
« on: November 27, 2015, 11:31:15 pm »
So I've been playing this game for a while, and have been having trouble actually obtaining more people overall. Is there any tips beyond just spamming as many settlement buildings in those areas until it produces people?

1) Materials matter for buildings. Granite+wheat gives a +3 attrack people vs a +1 for wood/veggies
2)Exotic materials on any building will add a chance to atraact something. Demons/Orcs/Goblins/Dwaves/Beasts/Elves etc.
3)certain quests/choices can grant people. Try not killing everything.
4)Certain quests give you children...

10
Other Games / Re: Thea: The Awakening
« on: November 26, 2015, 08:49:45 am »
The tutorial missions give small stacks of some good materials (or maybe I've just been lucky). You might be tempted to hoard those, but I'd heartily suggest using those materials (or anything else you get through events/etc early on) to make good gear right out the gate. Thanks to how the crafting system is designed, hoarding rare materials isn't as useful as it is in some games.

For example, pick up the 1-handed blade recipe as one of your first techs and pump a few chunks of mithril (I got some from the tutorial) into a sword. A mithril sword + any old shield is a pretty solid all-rounder choice, and mithril blades are light. Decent in the front line, and all that shielding can be used from the support line.

Later on, I've found crossbows to be a decent investment. While bows are often so weak as to be dead weight, crossbows aren't much heavier and help flesh out the support line (in combat, ranged attack is used by the support line to buff the attack of a combatant). Can be reasonably cheap, too - iron & string yields 50 weight, 7 ranged attack. Works well buffing a blunt weapon user, as the ranged attack buff becomes blunt damage.

Don't be afraid to use the non-lethal options, and when using non-lethal don't be afraid to use autoresolve (as long as you're not playing iron man, I suppose). The autoresolve is pretty iffy in regular combat, but the lack of wounds/casualties from non-lethal options means you're fine as long as it wins (and it's not too bad about winning).

I've found focusing on 'Cheap' to be a mistake. Every item made makes research points, make expensive items for more research points for better items...

bu then that's why I always rush gatherers...

11
Other Games / Re: Thea: The Awakening
« on: November 25, 2015, 08:27:14 am »
They list this as a feature:

Rewards and unlocks that carry on to the next playthrough, encouraging replayability

Any examples?

You select a god when starting a new game, and when you end a game this god gets experience that unlocks permanent benefits for your tribe the next time you play that god.
I can only see a few abilities, so I don't know how powerful they become, but my two starting gods are ok different and I expect they become more specialized with additional unlocks.

I think the unlock system works very well in this game. Mistakes can be crushing, - but this way 'loosing is fun' and you are encuraged to start a new game.

Higher level bonuses include things like different starting villagers, better equipment, bonus moves during certain times of day, bonus buildings, changes to creature behavior. That combined with the ways different gods alter how faster you do certain things or gain in power alters how yu play each god, by a fair amount.


12
Just noticed that lava counts as "nearby fire" for cooking. Neat. Guess I'll have to build a base near this lava chasm. Later on. After I can take on the few thousand zombies near it. And it is harder than it sounds to get them trudging through the lava.

Be aware that it also counts for light...Zed's can see you near lava at night.

13
Other Games / Re: Text-based Sword Dudes Game -- Trawling for inspiration
« on: October 28, 2015, 07:21:05 am »
I would also strongly recommend a book called "courage and cold steel". It's a 1900 era saber manual.

14
Other Games / Re: Thea: The Awakening
« on: October 16, 2015, 09:39:45 pm »
So Thea just got a major upgrade, with changes to worker management and resource distribution. Worker activity is now project based, with one lead and assistants helping, rather than a multitude of individual tasks.  and you're no longer guaranteed vegetables and wood at your starting location, which makes expeditions much more important.

15
Other Games / Re: Thea: The Awakening
« on: October 08, 2015, 09:26:27 pm »
Eh, you can check footage of the combat. It's... not really a card game -- there's no randomness, drawing, etc., so far as I could tell -- it's just using cards to represent characters. Presumably to give a simple visual representation of turn order and whatnot, without having to bother with fancy graphics.

... which is probably the reason why card-based stuff is common nowadays. It's generally a lot easier to make art assets for 'em. Plus you've got built in expectations (booster packs, etc., which thea at least seems to mercifully lack) you can pattern (some of) your monetization options off of. They do tend to be lazily implemented, but that's kinda' true for... whatever, card based or not.

Having played it, the random part is who's actually fighting vs who is supporting. Basically you can't use a few tanks to cover for weaker party members in challenges, which I like.


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