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JaffaiParticipantI found out that using maces and stunning wolfriders is good way to deal with them. As wolf and rider gets stunned.
JaffaiParticipantR.I.P Gunnar :((

JaffaiParticipantIts possible if that bug only affects food and not money. I calculated my money so it wouldnt run out before I can escort the caravan.
JaffaiParticipantOnly +max fatigue u get from background and traits doesnt lower initiative. So it doesnt affect initiative if you put more points to max fatigue while leveling.
All your hedges are strong 42-(10+15)=17, if they werent strong, they would get 42-10=32 initiative penalty. Strong swordmaster would get 42-15=27. Wildman 42-20=22 and with brawny 42/2-20=1 and so on…
JaffaiParticipantAnother good thing about strong wildman combo is that he can wear 35 fatigue worth of equipment before it starts to lower his initiative.
JaffaiParticipantMy baby <3
22. June 2015 at 17:24 in reply to: Neither generalist nor specialist: A "Hybrid" approach to team building #4974
JaffaiParticipantScreenshot or it didnt happen :D. Base roll of generated character for melee is 45-55 before adding backgrounds and traits.
22. June 2015 at 16:34 in reply to: Neither generalist nor specialist: A "Hybrid" approach to team building #4968
JaffaiParticipantOh true, I guess you can only get 2 traits.
55 is max for melee and 105 is max for fatigue.
In attachment more math with weapons, I know how much devs like it.Attachments:
22. June 2015 at 14:06 in reply to: Neither generalist nor specialist: A "Hybrid" approach to team building #4961
JaffaiParticipantMax resolve = 45(Perfect roll)+10(Fearless)+5(Drunkard)+5(Cocky)+15(Background)+40(levels)= 120
With rally u get 120/2 = 60
With 2 of these you get 120 fatigue per round.
With 3 of these you get 180 fatigue per round.
Max Fatigue (With billhook) = 105(Perfect roll)+50(levels)+20(Background)+15(Strong)= 190-14 = 176
That is 9 attacks with billhook and perfect focus without taking any other perk in factor.
JaffaiParticipantI had 2 guys standing on even ground. Other used taunt and shieldwall and other just skipped turn. Orc attacked the one who didnt use shieldwall. So yes, taunt is useless as far as I know.
JaffaiParticipantKnow yourself and know your enemy and you will never be defeated.
Stalemate means you leave the field. I dont really understand how would you end up in that situation even.
Why would you end up on battlefield if neither of sides have nothing to gain?
As I told you already the problem with archers is with AI. They are always on attacking side even if they have more archers than you and they are sitting on treasure you want to take.
When they are always attacking you get enormous advantage with high ground. Even if they have 10 archers and you dont have any. Their melee will engage you. And their archers are in poor positions to support their melee fighters. After you wipe melee enemies out you can go after archers. They shouldnt engage your melee with their melee but protect their archers and force you to attack or just leave the field.
Im repeating myself but I think you missed my point. If you have any more questions plz be free to ask them.
JaffaiParticipantYes I think you are very very special guy Manaseed. /joke
Sorry if I didnt find your jokes funny, maybe I have bad sense of humour not laughing when someone calling me stupid.
If it was 1on1 and both sides are exactly same. I guess its a stale mate. Why risk your life for nothing. But if other party was sitting on treasure or something I guess you could try to go against odds if reward is high enough.
JaffaiParticipantMy purpose wasnt to insult you in anyway. When I was using “you”, I didnt mean you as Manaseed but like “us”. So there is no reason to be offended.
Its usually more rewarding to talk about the game balance if “you” think yourself commander for both sides. What if I do this, what are choices for the other army? And not, if I do this. AI will always do that.
As I said, I think archers are fine atm. But scripting needs work. Im not saying it would be nice to have AI calculating every possible move and be almost imposible to beat but I wish it gave more challenge to player and it wouldnt be so easy to learn its patterns. But in theory it might be bad idea to script AI to be too good with ranged men. It could be frustrating to some people to play the game anymore.
For example. The first battle. Other side has 4 poorly skilled melee guys and one archer. And other side has one swordmaster with heater shield, sword and leather armor. Which side is going to win the battle? Which ever side player is playing on. With swordmaster you can take high ground and just wait,use shieldwall and riposte to kill melee guys (as they will engage you) while AIs archer is badly positioned. If player is on other side just take high ground again and its easy win again.
I did the earlier example in one of my games. I kicked founding members and just hired one swordmaster and first battle was easy win. Which should have been imposible to win.
JaffaiParticipantAdvantage comes with numbers and quality. If enemy has more men with bows than you, you have to try to engage them in melee as fast as possible and if AI understands this it can take good position and make you fight for high ground. Now you can just take high ground and wait AI to come there, even if AI has more ranged fire power. Im just saying if scripting got better the party with more firepower has advantage. I think range should be increased and battle maps should be smaller.
I think the problem with archer is bad scripting for AI right now. If we could play multiplayer battle and had more archers you would have to attack me or I would shot you down with my archers. I know how to use them in the way that you cannot catch them. I would shoot you once and retreat to higher ground behind my melee. Higher ground bonus is bigger advantage than you having more melee guys.
This would make you having archers as tactical advantage not as damage dealers.
JaffaiParticipantAt this stage of the game the only threat are those heavy armored orcs. Ranged brothers are bad against those so I would say archers are useless. But dont get blinded by those orcs, I think devs have something nasty comming to us in future. So you will need those archers to win those battles.
But yea at current stage I dont put points in ranged attack. Tbh I havent had chance to try out javelins. And if AI gets better scripts and understands it has advantage at ranged combat they could just take good defensive positions and force you to attack. I would like to see some skirmish combat front of the lines to really make other party to be forced to attack or retreat. Mb increase the range of bows.
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