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Messages - E. Albright

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16
Other Games / Re: SALES Thread
« on: June 30, 2023, 02:38:52 pm »
Anyone have strong opinions for or against Wasteland 3? I loved WL1 to pieces. I liked WL2 but never finished it. WL3 is currently on sale for 80% off, and I'm tempted... but I already bought My Time in Sandrock and One Lonely Outpost during this sale...

17
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 27, 2023, 05:38:57 am »
I'd say I usually get a positive outcome from inoculation events, and since that's permanent but the negative is temporary, I've always been willing to give it a chance.

18
Play With Your Buddies / Re: Shadow Empire PBEM round 2: game on
« on: June 13, 2023, 11:01:19 pm »
Aye, thanks to all three of ya for playing. Quality grumbling and whining all around!

IIRC w/o booting back up, I would have been deploying them on my next turn and shooting them the turn after. I would have been deploying them during the final turn I played, but I got a garbage roll with my MilSci director that turn so I had only 95% completion on my launcher design.

Not surprising about the overstacking malus. It really did feel like your troops in the south were pushing me around effortlessly, and it didn't really make sense why. OTOH, the No Retreat posture let me hold on by throwing wave upon wave of bodies at the problem...

The long solo startup phase does seem to be detrimental to multiplayer games - it's a long time before you can tell with certainty how unbalanced a map is. The best option, I think, would be an accelerated start with 3 zones at tech level 5 on a mid-sized world. The more resources everyone starts with, the more balanced your starts are likely to be b/c randomness is reduced. I know this is not a popular take with a lot of the existing MP player base, though -they all argue for as few starting resources as possible, which tends to magnify initial imbalances, but is gratifying for players who like the idea of their victories being entirely skill-based. They also don't like playing on high difficulties, though, so they miss out on the most abhorrent of kaiju and have unreasonable rosy notions about how alone and scared your troops should be on the frontier...

I think Oceania might work better for MP games as well, just b/c it constrains expansion more while also giving more and earlier opportunities for remote player interaction. IDK, though - I only played it SP. I may revisit things if I somehow find myself with free time in the next couple of years (ha!) if and when Vic adds player-controlled navies as he's said he intends to. He'd also stated that he wanted to do a major recon overhaul this year, which could also make things a lot more interesting.

19
Play With Your Buddies / Re: Shadow Empire PBEM round 2: game on
« on: June 13, 2023, 08:05:03 pm »
Yeah, that's the stuff I was talking about forgetting. I'll try to remember, but some forgetting is more-or-less inevitable after several months of playing nothing but Guild Wars 2 and Satisfactory - I might have slightly burnt myself out on SE [and other 4x/wargames] between our game and (mostly) the beta testing.

Remembering to attach them to brigades was one ah-ha moment, as was making sure the brigades were in a posture like Blitzkrieg for Attack and AP bonuses. Not taking them back out between turns even though it made them safer was another - that costs you a lot of readiness. For the first 10-15 turns, I was shuttling around one commander in Blitzkreig to be present at every nuke launch regardless of whether they were on the north or south front, but then I'd detach the nukes during your turns to make them safer and make it less obvious what I was doing b/c you didn't seem to be using similar postures for your artillery. That not only denied them the AP bonus from the posture, but also cost them readiness from detaching and attaching the subunit - and IIRC readiness directly translates to a modifier to your attack value, so the difference b/tw 20% readiness and 80% can easily be "I killed one guy" and "I killed one stack". Besides not swapping in and out of formations, just taking a turn off was often useful for actually being able to hurt my targets. Nukes weren't getting full readiness recovery between turns, but (if I can be forgiven for using made-up but broadly indicative numbers) regening 20% per turn from, say, 10% to 30% each turn meant the unit was never going to be worth a damn but if they took a turn off, gained 20% while using none, and then and then regened 20% from 50% to 70%, they could maintain the same rate of fire while being twice as strong. Again, these numbers are made up but the idea holds - and this really compounded with the aforementioned lost readiness from constant reassignment.

At least one later ah-ha moments was the depressing realization that unlike real heavy artillery, the best kill ratios in SE come from areas where troop deployments are very thin. Concentrated troop deployments protect the troops from getting hurt by spreading out progressive defense decay as non-lethal hits wear down surviving units rather than being spread across the many troops piled up within the blast radius. This is 100% a factor of how SE treats artillery as a series of weaker successive attacks that randomly hits something in the hex each time rather than a strong AoE attack that hits everything there (or a portion of everything there) with a single blast. That arguably makes sense for artillery, up to a point - artillery operates in barrages even if this still makes bigger stacks safer from artillery than small ones. However, nukes are just one really big blast, so  this doesn't even work conceptually. This inspired me to stop trying to blast large stacks of troops unless they had something really weakening them, b/c otherwise I'd barely scratch them. The units with compositions I wanted to blow up basically laughed off nukes in my tests, while the units I did vaporize would either be really weak, momentarily vulnerable, or only a couple of troops. It's why the times I managed to sneak a nuke into range of your HQ units they were vaporized - well, that, and the fact that HQ units don't get the leadership bonuses their subordinates do, so their subunits would be like 10x weaker than subunits in the line units I couldn't scratch. You may have noted I had all my command units in huge piles, often with pure garbage militia, but also line units held back from the front - this was why. Soaking up artillery subattacks made the concentrated stack harder to wear down - and keeping the line units there helped avoid cascading failures as readiness/morale/fortification/etc were gradually reduced, subunits died, and the remaining attacks were concentrated on fewer and fewer, weaker and weaker troops.

The last ah-ha I can remember was that nukes in particular aren't great for weakening entrenched units prior to an attack - but they're absolutely devastating in wiping out routed units after a victory, even if the victory basically just pushed the defending stack back w/o killing much of anyone. The loss of fortification combined with morale and readiness loss would be the difference between a nuke killing 1-2 subunits and then the conventional attackers pushing them back with slightly fewer losses taken and slightly more inflicted but most all of the defenders alive to fight another day... and the conventional forces needing to fight harder to push the unit back but the nuke then destroying 80-100% of the retreated troops. The nuke going first makes conventional hits more likely and nuke hits less likely, while reversing them swaps those - but of the two, only nuke hits have an autokill chance. This is also why making a bloody but unsuccessful push with conventional forces followed by nuking the victorious defenders usually worked better than softening the defenders with a nuke before attacking.

Put together, you end up with some really counterintuitive outcomes. Nukes are terrible against massive formations of fresh troops in fixed positions... but they're great at wiping out small, sparsely-deployed formations or large amounts of scattered, mobile troops. The same things are true of artillery & aircraft, but they don't feel quite as ridiculous b/c those are at least multiple munitions over a period of time causing multiple strikes within the AO.

I'm pretty sure I've forgotten at least one other tricky bit gleaned from testing & in-game experience, and verified by subsequent usage. If it randomly comes back to me, I'll pass it along, but I'm not optimistic.

20
Play With Your Buddies / Re: Shadow Empire PBEM round 2: game on
« on: June 13, 2023, 06:31:05 pm »
Oh, god, at this point I'll have to set myself on a grim track to determine what my secrets were. I kinda think I remember, but it'll take me some time to get back into the headspace to fully remember the nuance of them - some parts may have been lost forever.

21
We're living in the Golden Age of plastic waste. If I still did tabletop miniatures, I could probably find no less than one novel-shaped piece of junk plastic packaging that could readily become terrain, vehicle add-ons, or suchlike per week for the foreseeable future, without even looking. E.g., there's a type of Swedish ginger snaps I like whose tins come with an interior plastic sorter-thingy that I could see making a decent vaguely-gothic firebase if I cared to reinforce, base, decorate, and paint it as such.


Which is just to say, don't limit yourself to balsa wood and cardboard. There's SO much fairly-durable but easy-to-cut plastic packaging, bottles, etc. out there - much of it with odd and interesting shapes when paired with 28mm heroic-scale miniatures - that there's no reason to deal with materials that are harder to assemble or might warp when painted, etc.

22
Other Games / Re: The Alpha Centauri (SMAC/SMAX) thread
« on: June 11, 2023, 10:18:38 am »
I wonder, is there any other 4X in which the WMD is as impactful and powerful as the Planet Buster from SMAX ?

It's arguably more wargame than pure 4x, but Shadow Empire's nukes are pretty gamechanging when you get them, just because of how important proper logistics are, as well as the impact high levels of radiation have on troops. When you shift from tac nukes to ICBMs and can suddenly make your enemy's capital not just empty, but also unlivable AND much harder to defend, you're going to rapidly have downstream effects on their ability to support troops on the front as well.

23
"Hate" is perhaps a strong word, but I certainly didn't think I'd rack up hundreds of hours playing Satisfactory. I'm not sure* it'll have replay value unless it gets a lot more content between now and when it's "done", but it's surprised me with its ability to make me want to do operations-research-lite as a "game". It being rather pretty and having a nice world to explore certainly helped, but I doubt that would do it if not for the, well, satisfaction of making complex systems operate smoothly.

*As in, I really don't know - part of me is very convinced I could stand to do a playthrough where I'm a lot more deliberate and don't have industrial machinery built in open fields, or crazy spiderwebs of conveyor belts, even if I know how everything will end up and have a pretty good grasp of what all is in the world, and where.

24
Other Games / Re: Epic Free Game of the Week
« on: May 13, 2023, 09:39:57 am »
Sims 4 Daring Lifestyle bundle. It may or may not come with the base game?

The Sims 4 base game went free last October.

That said, I think they may have included it in the bundle. I had previously it added to my Epic account, and had no other Sims content on said account, but when getting the bundle, Epic said that it contained something I already owned.

25
Other Games / Re: So OpenX-Com...
« on: May 04, 2023, 02:30:20 pm »
It may be worth noting that Looter armor is a full diving suit as well, albeit a walking suit with limited field of vision. It's honestly the most versatile armor you've got for a lot of the game and lets you sneak ubers with a pile of gear slots into some missions that otherwise only allow humans or very limited armor types.

26
Other Games / Re: Free Game List
« on: May 04, 2023, 12:40:49 pm »
Note that Sims 4 is permanently free on the EA store (without expansions) but no idea if expansions obtained on the epic store can be used on a game obtained on the EA one

Sims4 basegame is also permanently free on Epic (and Steam, for that matter), so while IDK about cross-platform compatibility (and given this is EA we're talking about, I'd tend to be pessimistic), anyone who gets those will be able to use them.

27
Other Games / Re: No Man's Sky - NEXT is out!
« on: April 27, 2023, 11:19:08 am »
My experience is that if you pick a direction and fly in it at max speed as soon as you're attacked, they won't be able to catch up and meaningfully attack you before your impulse engine comes back on line. Admittedly, I generally shoot them down whenever I run into any (regardless of what kind of ship and armaments I have, but I've got ~800h logged so it's probably safe to say my time wasted translated into some competence at space combat), so if it's changed recently and you can't outrun them any more, I might not be aware of that. I DO know that "pick a direction and fly for your life" still works on Sentinel interceptors, though. I'd also add that in my experience, this works if you're starting to lose as well.

One question, perhaps insultingly obvious, but since I never knew to do it for a very long time it seems worth asking... are you recharging your ship's shields during combat?

28
Other Games / Re: The "Recommend me a game" thread
« on: April 22, 2023, 01:34:32 am »
Wow, you weren't kidding about it being more saccharine than the original. Just... wow. OTOH, it kinda looks like you have a longer parenting run, which suggests you can send a 5yo out into the wilderness to mug monsters & bandits to earn her keep.

Some aspects of it look more like some of the later PM games, but I'm basing this on reading reviews, seeing screenshots, etc. b/c I only ever played PM2.

29
Other Games / Re: Free Game List
« on: April 19, 2023, 11:47:04 am »
It's a decent little game. I haven't played it in years, but I remember it being a very fine example of the "coffeebreak roguelike" genre...

30
I wouldn't really call the style "anime". It's a style that has more in common with animation or comicbook art than illustration, though, whereas the wizard portraits are much more detailed and stylized. Buildings and mechanical-type units (cannons, ships, golems, etc) border on cartoony, and really look like the least impressive of Thea artwork. The other unit portraits are hit-and-miss; some cleave closer to the wizards, and some cleave towards the animated style. It varies by race, to a certain degree; Goblins are better than ships & buildings, but are very Thea (I don't think this is a coincidence, either); Gnolls, Lizardmen, Orcs, Beastmen, and Trolls are a bit better but also a bit flat; Dwarves are generally decent outside of the mechanical units, as are Halflings, Draconians, and (surprisingly) Klackons; all sorts of humans and elves are probably the best of the lot. Summoned units are all over the place, but tend towards the lower, more-comic-bookish end of thing. They're generally a bit better than Age of Wonders 1, but they still invite comparison to those...

MuHa has had issues with inconsistent art quality in the past. They did an update to Thea 1 at one point that added a bunch of character portraits that they ended up rolling back in a later update after they received complaints about quality. I've always gotten the impression that they're a small developer on a tight budget, and they try to cut corners on art and writing from time to time - not consistently, but periodically. If they could have managed the same level of art for all the units that they did for the wizards, I'd have been very happy with it, but that's probably outside their budget.

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