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617
Other Games / Re: Unreal World
« on: December 03, 2012, 08:49:11 am »Larger physical size, lower dex/agility/hearing/sight/etc, lower skill, carried weight, and injury all hurt stealth. If you haven't gone for stealth specifically from the get-go, then it's pretty tough to do any sneaking.
That's probably why my 6'6" character, despite having very high stats and low carry weight, always seemed to get detected. Apparently being big makes you a clumsy oaf that steps on sticks and kicks trees as he passes them even if you have maxed dex and agility. CRUNCH CRUNCH CRUNCH "I'M SNEAKING"
618
Other Games / Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
« on: December 02, 2012, 11:11:42 am »
Before the AA rocket nerf two of them would kill an ESF. With nerfing the AA rockets, flares stopping the rockets easily, and upgrades to air armor vs flak - G2A just isn't really a threat at all anymore.
Back in beta I would find another guy with the AA rocket launcher and team up, then we would sit on a building taking out scythes and mosquitos one after another. We'd pick a target, lock on, and fire. A few seconds later the mosquito that expected to get a bit of damage suddenly went boom. Sometimes the flares would stop our first volley, but if they were dumb enough to hang around we'd launch a second and take them out. Most of them didn't seem to expect the lock on warning to be two rockets coming simultaneously. The smart ones would zip away before we got a lock on and we'd have to switch targets, but most of them just ignored the lock.
How many AA rockets is it to kill an ESF now anyway? Three? And I imagine libs are like 10+ now? I haven't got the AA launcher in release since it's super expensive now.
Back in beta I would find another guy with the AA rocket launcher and team up, then we would sit on a building taking out scythes and mosquitos one after another. We'd pick a target, lock on, and fire. A few seconds later the mosquito that expected to get a bit of damage suddenly went boom. Sometimes the flares would stop our first volley, but if they were dumb enough to hang around we'd launch a second and take them out. Most of them didn't seem to expect the lock on warning to be two rockets coming simultaneously. The smart ones would zip away before we got a lock on and we'd have to switch targets, but most of them just ignored the lock.
How many AA rockets is it to kill an ESF now anyway? Three? And I imagine libs are like 10+ now? I haven't got the AA launcher in release since it's super expensive now.
619
Other Games / Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
« on: December 01, 2012, 11:14:07 pm »
I managed to flip my lightning while following a squad leader driving very recklessly in a Sunderer. Surprisingly I didn't blow up, I was just stuck there unable to turn back over. Even more surprisingly, the Sunderer tumbled down the same hill and managed to not only flip completely over, but land right side up at the bottom and keep going.
620
Other Games / Re: Starfarer [TopDown Sandbox RPG on Space]
« on: November 29, 2012, 11:11:42 pm »
Was playing this a bit. Started as assistant engineer/quartermaster and focused on tech skills. It gave me a Wolf to start.
That Wolf frigate is a beast. I've just been slaughtering all the poor pirates with it. Up to 8 mechanical engineering and computer systems, giving me 70 ordnance points with it. Have 5 capacitors, 10 vents, expanded missile racks (started with it), advanced optics (also started with it), advanced turret gyros, and unstable injector. Default weapon loadout.
I've just been setting all the tac lasers and the grav beam on auto and focusing on flying and keeping my nose pointed toward my target (for the grav beam) while manually firing missiles. With the speed boost at 0 flux (I just turn off the auto on my beams if I need to keep flux down for speed) I can outrun the long range missiles, and all the lasers + grav beam can take down shields on all the smaller pirate ships and carriers with ease. Then just peg them with some harpoons and they're toast. The harpoons make good quick killers for broadswords and piranhas when I need to take them out before they can get to the carrier as well.
Being able to take out pirate carrier groups with a very slightly modified starter frigate is kinda silly. Only pirate ship I can't kill is the Venture, and only because it has more flux venting than I can build up with the beam weapons. I still managed to kill a damaged Venture (it was part of a pirate fleet that had fought a hegemony patrol and won) by killing all its remaining escort with just beams and letting it shoot at me until its flux was really high and then rapidly firing off 10 harpoons at it. It overloaded after the first one or two, and the rest destroyed it.
That Wolf frigate is a beast. I've just been slaughtering all the poor pirates with it. Up to 8 mechanical engineering and computer systems, giving me 70 ordnance points with it. Have 5 capacitors, 10 vents, expanded missile racks (started with it), advanced optics (also started with it), advanced turret gyros, and unstable injector. Default weapon loadout.
I've just been setting all the tac lasers and the grav beam on auto and focusing on flying and keeping my nose pointed toward my target (for the grav beam) while manually firing missiles. With the speed boost at 0 flux (I just turn off the auto on my beams if I need to keep flux down for speed) I can outrun the long range missiles, and all the lasers + grav beam can take down shields on all the smaller pirate ships and carriers with ease. Then just peg them with some harpoons and they're toast. The harpoons make good quick killers for broadswords and piranhas when I need to take them out before they can get to the carrier as well.
Being able to take out pirate carrier groups with a very slightly modified starter frigate is kinda silly. Only pirate ship I can't kill is the Venture, and only because it has more flux venting than I can build up with the beam weapons. I still managed to kill a damaged Venture (it was part of a pirate fleet that had fought a hegemony patrol and won) by killing all its remaining escort with just beams and letting it shoot at me until its flux was really high and then rapidly firing off 10 harpoons at it. It overloaded after the first one or two, and the rest destroyed it.
621
Other Games / Re: Mount and Blade
« on: November 28, 2012, 11:53:05 am »Wow I developed a new hate for the brytenwalda mod. It seems when you're laying siege to a town or castle, or are in a camp, it doesn't give you your horse. The thing that gives you the biggest advantage over land troops. But it gives the enemy horses....
Repeat after me: There is no such thing as fairness in Brytenwalda. Almost all mechanics work against you. The AI is a cheating bastard, as usual.
Truth. Fatigue? Only affects you. Falling down when walking backwards? Only you again. The increased troop wages? You alone. Weapon breaking? You guessed it. "Realistic" troop upgrade? More xp for upgrading your troops, not the AIs. The increased arena difficulty mode? 2x damage for you, 1/2 damage for enemies. The only big change that affects you AND the enemy troops is the equipment penalties, that hurts their power strike and athletics just as much as yours.
I admit it would have been hilarious if the fatigue system affected NPCs. It's made in such a way that if you gear up in full heavy armor and march across a standard battle field you'll be completely unable to fight once you get there, so you'd have all the top tier NPCs falling over helpless by the time they marched to you.
622
Other Games / Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
« on: November 27, 2012, 11:30:14 pm »
I played for a bit yesterday and took heavy damage and landed and hopped out and a split second before my repair tool started working my plane exploded. Didn't kill me, but it hurt me pretty bad. I was then stuck behind enemy lines as a heavily wounded engineer. I made the best of the situation and put a turret up behind a position where they had a sunderer. I got at least ten kills before they managed to tag me in the head over the turret and kill me.
623
Other Games / Re: Mount and Blade
« on: November 27, 2012, 06:11:56 pm »
Haha, due to a bug in Brytenwalda I just found, when fishing (it apparently has you fishing when you sail around in a ship) it uses your looting skill instead of your foraging skill.
Loot the sea!
Loot the sea!
624
Other Games / Re: Mount and Blade
« on: November 27, 2012, 01:18:49 pm »
In Brytenwalda troops start at 15 and go up to 29 or 32 depending on the faction and upgrade path.
So you need to be at least level 16 before you can start training troops, and then only from tier 1 to 2. Troops are much slower to train. There are a few ways to get higher tier troops, though - hiring from villages that really like you can get you tier 2 or 3 troops fairly regularly. In 1.40 they only cost 10 denars, so with 100 relation you can often recruit ~50 tier 3 troops (which would cost you 8000 denars to train and upgrade yourself even if you had zero losses during the training period) for a mere 500 denars. You can also hire masterless men roaming around, although they can be quite expensive and lower your honor a bit. You can even get bandits to join you if you have low honor, they're 50 per troop. And you can pick up mercenaries in taverns, although they can be a bit expensive too - the higher tiers are fairly cost effective since the high tiers are expensive to upgrade anyway, but the lower tiers are way over priced.
In the submod I've been working on I adjusted much of the costs for troops, and have the training from your constable working so you can train some troops using the constable. It makes village troops cost what it would cost you to upgrade them to that level though, so you can't get super cheap troops that way (although you do still get the free training).
So you need to be at least level 16 before you can start training troops, and then only from tier 1 to 2. Troops are much slower to train. There are a few ways to get higher tier troops, though - hiring from villages that really like you can get you tier 2 or 3 troops fairly regularly. In 1.40 they only cost 10 denars, so with 100 relation you can often recruit ~50 tier 3 troops (which would cost you 8000 denars to train and upgrade yourself even if you had zero losses during the training period) for a mere 500 denars. You can also hire masterless men roaming around, although they can be quite expensive and lower your honor a bit. You can even get bandits to join you if you have low honor, they're 50 per troop. And you can pick up mercenaries in taverns, although they can be a bit expensive too - the higher tiers are fairly cost effective since the high tiers are expensive to upgrade anyway, but the lower tiers are way over priced.
In the submod I've been working on I adjusted much of the costs for troops, and have the training from your constable working so you can train some troops using the constable. It makes village troops cost what it would cost you to upgrade them to that level though, so you can't get super cheap troops that way (although you do still get the free training).
625
Other Games / Re: Mount and Blade
« on: November 26, 2012, 04:56:42 pm »
That'd make the mod too easy, though. Execute all the enemy lords and bam, no more enemies except for the occasional king party. You could neuter entire factions in a few game weeks.
If the game dynamically recruited more lords after a certain period it'd be OK to let you kill lords as much as you want, but they're in limited supply. Not very realistic for an entire faction to be crippled because you execute two or three guys, in reality they'd recruit new leaders and keep sending armies at you.
If the game dynamically recruited more lords after a certain period it'd be OK to let you kill lords as much as you want, but they're in limited supply. Not very realistic for an entire faction to be crippled because you execute two or three guys, in reality they'd recruit new leaders and keep sending armies at you.
626
Other Games / Re: Mount and Blade
« on: November 26, 2012, 02:42:57 pm »
I'm working on the Brytenwalda battlefield tactics AI a bit now. Adding a charge routine that makes them break formation and charge when the fighting starts, to get rid of the "Hey lets stand in a line while the elite infantry cuts a swath through our center!"
627
Other Games / Re: Mount and Blade
« on: November 26, 2012, 09:42:25 am »
Formations are a bit iffy in Brytenwalda sometimes. They never actually issue a "charge" order, they stay in formation no matter what. It works fine if it's two big lines of evenly matched troops battling it out, but a small elite force vs it and they'll just cut a swathe through it and rip em apart since they never go in to surround them.
Maybe I should change that, give it a charge order. I'm scared to look into the formations AI in Brytenwalda though, it's an extremely complex, confusing bit of code that I only half understand. Need to spend some time reading through it and finding out exactly how things work before I can change things.
I think the formations AI they adapted for Brytenwalda was actually better before it was modified by the Brytenwalda team, I played another mod (I forget which one) with the same formation AI and it worked good. Just one of the changes they made had the formations going in big sparsely spaced squares of troops if they had more than 46 infantry at once. I changed that and it made them do shield walls, but shield walls only really work well against shield walls. The AI is supposed to issue a charge order if they outnumber the enemy significantly, but I guess sometimes it fails to do so.
I think I'll dig through it and see if I can add a charge order when the troops are close together. Hopefully it'll charge while the troops are close then reform formations when they're apart again, heh.
It's fun to see two big lines clash though, I got in a freelancer battle of 500+ vs 500+ evenly matched troops and it was epic - each side had 150 men at the start (battle size 300). The two lines formed pretty much exactly the same and marched against each other. As they clashed in the middle of the field the two lines just kind of crushed against eachother, and within fifteen seconds or so about 200 troops were dead and the survivors on the enemy side were fleeing back to their reinforcements. Then our line marched across and hit them again, this time we lost since our reinforcements hadn't quite caught up to us. Then our reinforcements went back and reformed a big line with the rest of our troops and met the enemy that had been advancing about 1/3 across the field, and another bloody fight ensued. Then since no more enemy reinforcements came it triggered the mop up order and they broke formation and charged the rest of the enemy. The end result was nearly every enemy dead, a few routed, and two thirds of the friendly troops wiped out.
Maybe I should change that, give it a charge order. I'm scared to look into the formations AI in Brytenwalda though, it's an extremely complex, confusing bit of code that I only half understand. Need to spend some time reading through it and finding out exactly how things work before I can change things.
I think the formations AI they adapted for Brytenwalda was actually better before it was modified by the Brytenwalda team, I played another mod (I forget which one) with the same formation AI and it worked good. Just one of the changes they made had the formations going in big sparsely spaced squares of troops if they had more than 46 infantry at once. I changed that and it made them do shield walls, but shield walls only really work well against shield walls. The AI is supposed to issue a charge order if they outnumber the enemy significantly, but I guess sometimes it fails to do so.
I think I'll dig through it and see if I can add a charge order when the troops are close together. Hopefully it'll charge while the troops are close then reform formations when they're apart again, heh.
It's fun to see two big lines clash though, I got in a freelancer battle of 500+ vs 500+ evenly matched troops and it was epic - each side had 150 men at the start (battle size 300). The two lines formed pretty much exactly the same and marched against each other. As they clashed in the middle of the field the two lines just kind of crushed against eachother, and within fifteen seconds or so about 200 troops were dead and the survivors on the enemy side were fleeing back to their reinforcements. Then our line marched across and hit them again, this time we lost since our reinforcements hadn't quite caught up to us. Then our reinforcements went back and reformed a big line with the rest of our troops and met the enemy that had been advancing about 1/3 across the field, and another bloody fight ensued. Then since no more enemy reinforcements came it triggered the mop up order and they broke formation and charged the rest of the enemy. The end result was nearly every enemy dead, a few routed, and two thirds of the friendly troops wiped out.
628
Other Games / Re: Mount and Blade
« on: November 25, 2012, 04:10:59 pm »
I made a new version of my Brytenwalda submod if anyone's interested. Going to be posting it over here from now on.
Salt mine works a lot better now. Dishonorable lords could make a tidy profit setting up an operation there, as long as you keep it stocked with prisoners.
Salt mine works a lot better now. Dishonorable lords could make a tidy profit setting up an operation there, as long as you keep it stocked with prisoners.
629
Other Games / Re: Mount and Blade
« on: November 24, 2012, 07:56:38 pm »
Not sure about the troop levels. That would be a pretty major change and would affect a lot of things - I kind of like them being high level anyway, that way the player needs more experience before he can train troops. And trainer skill isn't useless on companions, you just have to level them way up first. In my game that I stopped playing when I started modding it I had my guys up to level 20 so that they could train tier 1 and 2 troops.
The salt mine definitely needed work. That thing was a mess. I rewrote the code for it and changed the menu so that you only lose morale if you go to the transfer troops menu to drop guards off there (the same way you lose honor if you go to drop off prisoners). It should actually be profitable to set up an operation there now.
I made some of the heavy armors medium (the frankish armor). I kind of like the heavy armor penalty too - all the troops are affected by it, so it's not just a player penalty. Fatigue system might need to be a bit more forgiving for heavy stuff though, trying to walk in a full kit of heavy armor doesn't work out so well - you might make it half way across the battle map before you drop. I've never actually looked at the fatigue system, but it only affects the player - and then only really if you're running around on foot. I just turned it off in my last game, since I felt encouraging players to use horses even more than M&B normally does was bad. If it affected npcs too it might be cool, although watching the enemy troops fall over and stand there unable to swing after chasing you around for a bit would be silly (and provide an even bigger advantage to mounted troops, lol).
Spears seem to do OK, their longer reach helps troops fighting in groups since they can often stab around the guy in front of them. And the pierce goes right through armor. Most of them do more damage on a thrust than the axes now, and they get a special bonus for attacking horses that makes them ideal at taking down mounted units.
As far as ranged units, I think the lack of large stacks of throwing weapons or highly effective bows is one of the features of Brytenwalda - it's more focused on hand to hand combat. The bowmen aren't completely useless, they just require micromanagement to really be effective. I've noticed the AI swinging archers around my flanks and shooting my guys in the sides and backs while they were focused on enemy infantry - that works well when a player does it too. In one battle with a Briton lord I lost more troops to his two dozen or so archers than I did to all melee troops combined because they managed to get around and shoot my guys in the back. The value of distraction can't be ignored either, when I gave a charge order to get my men to attack their infantry and ran in to fight myself, the next thing I knew a bunch of my men were running off trying to chase the archers (who kept moving away) and that split my forces.
The salt mine definitely needed work. That thing was a mess. I rewrote the code for it and changed the menu so that you only lose morale if you go to the transfer troops menu to drop guards off there (the same way you lose honor if you go to drop off prisoners). It should actually be profitable to set up an operation there now.
I made some of the heavy armors medium (the frankish armor). I kind of like the heavy armor penalty too - all the troops are affected by it, so it's not just a player penalty. Fatigue system might need to be a bit more forgiving for heavy stuff though, trying to walk in a full kit of heavy armor doesn't work out so well - you might make it half way across the battle map before you drop. I've never actually looked at the fatigue system, but it only affects the player - and then only really if you're running around on foot. I just turned it off in my last game, since I felt encouraging players to use horses even more than M&B normally does was bad. If it affected npcs too it might be cool, although watching the enemy troops fall over and stand there unable to swing after chasing you around for a bit would be silly (and provide an even bigger advantage to mounted troops, lol).
Spears seem to do OK, their longer reach helps troops fighting in groups since they can often stab around the guy in front of them. And the pierce goes right through armor. Most of them do more damage on a thrust than the axes now, and they get a special bonus for attacking horses that makes them ideal at taking down mounted units.
As far as ranged units, I think the lack of large stacks of throwing weapons or highly effective bows is one of the features of Brytenwalda - it's more focused on hand to hand combat. The bowmen aren't completely useless, they just require micromanagement to really be effective. I've noticed the AI swinging archers around my flanks and shooting my guys in the sides and backs while they were focused on enemy infantry - that works well when a player does it too. In one battle with a Briton lord I lost more troops to his two dozen or so archers than I did to all melee troops combined because they managed to get around and shoot my guys in the back. The value of distraction can't be ignored either, when I gave a charge order to get my men to attack their infantry and ran in to fight myself, the next thing I knew a bunch of my men were running off trying to chase the archers (who kept moving away) and that split my forces.
630
Other Games / Re: Mount and Blade
« on: November 24, 2012, 12:51:58 am »
Here's what I have so far.
Lots of little changes.
Haven't had a chance to really dig into it yet to see if I want to change more things, so I might make a new version of it later. Everything works, and in my minimal testing the sword wielding troops do a bit better against the axe wielding troops. But it's hard to really determine balance with the way their equipment is so random - one axe wielding guy might drop in one sword slash to the head because he's wearing a cloak instead of a helmet, while another shrugs it off because he has a helmet and kills the sword guy.
It's not fully save compatible (definitely not save compatible with the "unofficial patch" heh, that thing is rather buggy for a patch - it has a duplicate troop that throws things off and at least some of the fixes it says it fixed aren't actually fixed, never could find any issue with land income that it claims to fix). Might be mostly compatible with the base version though, I *think* warband actually updates regular troops straight from the files every launch - so you'd probably only miss out on the hero and lord changes.
Download here: https://docs.google.com/uc?export=download&id=0Bw4jSI5meNgsTTIzeFpwSjhqQnM
If anyone had suggestions of something they wanted to see changed in Brytenwalda feel free to say so, I might agree with you and do it
Lots of little changes.
Spoiler (click to show/hide)
Haven't had a chance to really dig into it yet to see if I want to change more things, so I might make a new version of it later. Everything works, and in my minimal testing the sword wielding troops do a bit better against the axe wielding troops. But it's hard to really determine balance with the way their equipment is so random - one axe wielding guy might drop in one sword slash to the head because he's wearing a cloak instead of a helmet, while another shrugs it off because he has a helmet and kills the sword guy.
It's not fully save compatible (definitely not save compatible with the "unofficial patch" heh, that thing is rather buggy for a patch - it has a duplicate troop that throws things off and at least some of the fixes it says it fixed aren't actually fixed, never could find any issue with land income that it claims to fix). Might be mostly compatible with the base version though, I *think* warband actually updates regular troops straight from the files every launch - so you'd probably only miss out on the hero and lord changes.
Download here: https://docs.google.com/uc?export=download&id=0Bw4jSI5meNgsTTIzeFpwSjhqQnM
If anyone had suggestions of something they wanted to see changed in Brytenwalda feel free to say so, I might agree with you and do it
