Gabbek's Replies

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Viewing 9 posts - 1 through 9 (of 9 total)
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  • in reply to: Game crash – unable to load the save (ironman) #16813
    Avatar photoGabbek
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    I found log file and savefile. Here they are :)

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    in reply to: Question regarding small fan program #6802
    Avatar photoGabbek
    Participant

    Thanks for the answer, now I understand everything :)

    in reply to: Before the new big step forward #6704
    Avatar photoGabbek
    Participant

    The best comparsion which comes to my mind would be Battle for Wesnoth – you usually own 12 (often much more) units at the same time and rely heavily on RNG. The biggest different, in my opinion is that you’re able to defend your precious units with your meat units – so if RNG is not in your favor, you can always throw some more “shields” to protect your important units. Here – you eventually want to have all of your guys on level 11. Early-mid game you can develop team of X veterans (8 or so? Even more if you’re reloading/playing very carefully) and have few battle brothers who are merely there to protect your important guys. It often helps to mitigate RNG in that way, by having some characters who aren’t all that important to you who can save your more experienced guys lives, if it’s necessary. Forgive me for my english.

    In the end it all comes down to two major ways: embrace it, or hate it. If you embrance RNG and learn how to play around when you’re feeling insanely unlucky – the game will become very fun to play (xcom, for example). If you really dislike it… then probably RNG-driven games aren’t all that good for you.

    in reply to: ranged Melee attack doesn't work at night #6698
    Avatar photoGabbek
    Participant

    The minimum vision range is 1, thus if your battle brother has -6 vision and base of 7 vision his vision is 1 (which by the way can’t be ever lowered than that). It’s not a bug, it’s working as intended – he can’t see enemies 2 tiles away from him, so effectively other battle brothers can’t “help him out” to spot the target.

    in reply to: Camera tracking on world map #6691
    Avatar photoGabbek
    Participant

    You can press shift and camera will follow your battle brothers! :)

    in reply to: Super Awesome Ninja Goblin Fun Time! #6673
    Avatar photoGabbek
    Participant

    Goblins are very tricky early on, but shield wall and some range defense does the trick very well. Crossbow is much better than bows against them – you get +20% chance to hit, as well as spears (especially early on) are very effective because you will find it easier to hit them. You can fight them easily at night – their archers are much less effective, so all you need is decent shield wall and some reach (range 2) weapons for your success. I’m playing on deadly self-imposed ironman difficulty and I find them very fun & challenging, especially early on – you’ll probably lose some fresh meat, but you should do fine! They wear you out more than they kill you, in my opinion. Usually the recovery time due to poison and all the damage they inflict takes long time. Overall I would rate them highly, but in my opinion they are not as scary as early orc warriors / orc warlord.

    in reply to: Before the new big step forward #6666
    Avatar photoGabbek
    Participant

    Pillar of Eternity suffers because of it, in fact. You have to min/max a lot because otherwise your character ends up doing nothing in combat (mainly because of flat damage reduction instead of %)

    in reply to: Bug report. Generation of tactical map. #6657
    Avatar photoGabbek
    Participant

    Had the same situation once, but with orcs on top – two of them couldn’t reach me for the first 6 turns or so. It was quite funny because half of them got split up.

    in reply to: Abuse Or Intended – A discussion about possible exploits. #6620
    Avatar photoGabbek
    Participant

    Regarding shield bash perk – I think it’s not so bad, actually. Especially early game when you have no Rally The Troops perk. The strenght of it lies in reduced cost of fatigue as well as increasing fatigue for enemies. It is very effective when combined with bludgeon weapons to cause fatigue damage to enemies. Reduced fatigue makes it very useful if you fail the first one and want to use knock back once again to get additional chance to knock back someone (if it’s very important). Usually the “problem” about Shield Bash perk is not it’s weak bonuses, which to me are quite useful and I will sometimes pick it. I think increased chance to hit (10%) on perk would actually suit it more than dealing damage as you increase the value of your shield bash in a way that it becomes more reliable if you’ve chosen the perk. Maybe improved version could ignore shieldwall bonus instead? It’s just a suggestion, as I don’t really find this perk all that troublesome and I’ll sometimes use it.

    Regarding AP idea on shield bash perk – I think it would become too much like stun, stun is unique because of how it works, it wouldn’t be a good perk design for lots of people, I think. Mostly because if something works entirely different based on weapon of your opponent – it is usually very hurtful for new players.

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