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Viewing 15 posts - 106 through 120 (of 366 total)
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  • in reply to: Suggestions (After 100+ Hours) #4541
    Avatar photoSky
    Participant

    A year is still 365 days long, it will still take hmm… a while…

    in reply to: Suggestions (After 100+ Hours) #4537
    Avatar photoSky
    Participant

    I hope you do realize that a year is 365 days, and for the age to actually have any effect it will take hmm… some time…

    in reply to: Frozen Time #4529
    Avatar photoSky
    Participant

    Well, this made me laught, thank you!

    The caravans had nothing to do with 3 way battles, it was about exploiting the npc units to your advantage even at the very start.

    The 3 way scout report, it definitely is a bug and should be reported. These two ss should be enought to show what’s wrong.

    The quote part. Here is a ss that should be put everything in place. It shows where the individual post number is if you want to quote multiple different posts, then where it goes when quoting, and how a quoted row looks like while still in editing. The red number 1 is the start, the number 2 the end of the quote and the line shows the quoted text.

    The spoiler plug-in is not installed on this forum engine, but is aviable if the devs decide to add it.

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    in reply to: Hotkeys #4524
    Avatar photoSky
    Participant

    Yep. You can see it when hovering over the end turn button aswell.

    in reply to: Frozen Time #4521
    Avatar photoSky
    Participant

    When you start a game you spwan next to a settlement that has always the tutorial job for destroying a bandit hideout next to this settlement. Now since it is randomly generated the positioning of this settlement, the road, and the hideout will differ. Usualy when a caravan is spawned and you attack this hideout the caravan will fight since it is in the support radius. Now sometimes the road goes next to the hideout and the settlement may spawn more than one caravan, you can catch em all in the hideout battle. Ofc just skipping turn and hoping for the most possible casualties on both sides. Just a small boost at the start. It is an exploit in my eyes and should be fixed, but untill then…

    Same mechanic goes for other near the road enemy camps, you can suck in the patrols and caravans into a camp ambush. Same exploit.

    Or you can simply follow around a strong caravan or patrol vulturing all fights even jumping in for a last hit exp steal. Same exploit.

    Now for the quoting. When you quote a message it starts with quote and the number of post(next to the quote button) while ends with /quote. All you have to do is place the same [ quote=xxxx] and [ /quote] around every chunk of text you want to quote separately.

    While playing now forgot to buy food, first time ever to have someone desert my ranks… Now the party was already beaten over and over having 4lvl 11 and the rest 1-4lvl. Ofc the only one who deserts is my lvl 11 main leader type guy… And he was a founder aswell. Why did he even participate in forming the mercenary group if he’s the first one to run… Not to mention his title was “Fearless”… What a lier. And if that was not enought he took all the gear with him. Heraldic mail, full helm, noble sword… I want to capture and murder him. Why is that not in the game.

    in reply to: Hotkeys #4519
    Avatar photoSky
    Participant

    “Enter” End turn in battle
    “Esc” Menu

    Forgot these.

    in reply to: Frozen Time #4518
    Avatar photoSky
    Participant

    All I want is the base to have a special radius.

    Units and bases already have a radius. Here is a dev video with turned on dev tool, it is an old one. Just watch it and many things will be more clear about the mechanics itself. That is why I think there should be no problem adding in reinforcement raidus or similar to the existing ones.

    This is a very good explaining video even if it is a bit outdated. For anyone. Many of existing aspects are shown and explained. Somewhere near the middle you can even see an orc party to form a new fort.

    Unfortunately the devs didn’t give out a testing version with enabled console and commands for testing purposes.

    Well, I prefer unrelated faction not to join the battle. No one does something which has no gain to them.

    The current factions are enemies of each other. And everyone is attacking everyone all the time, unfortunately mostly we do not see it. Usually such conflicts occure at the faction borders. Why wouldn’t an orc band attack the bandits? Same humans in their eyes. Why not the zombies? Easy prey. Etc.. There is always gain. If you see a bandit group fighting an orc group why wouldn’t you jump in assuming they both are too busy with each other and weakened. Same goes for any other faction.

    More 3 way battles? How do you enter a 3 way battle? Do you mean the co-op battle where militia and you fight against bandits?

    Having militia is still a 2 way battle since you are on the same team as them. You can enter 3 way battles by attacking the enemy that has a different enemy faction unit near by so it will be drawn into the battle. Or join an already ongoing battle between 2 enemy factions. Same goes for human patrools and caravans, you can draw them in even in fort attacks that are near the road.

    Easiest way to see this is at the very start, after accepting the quest and gearing up just wait for the settlement to pop out a caravan or depending of the road-hideout position even 2-3 caravans and attack, all of them will be forced to help.

    in reply to: Sky's bug heaven. #4515
    Avatar photoSky
    Participant

    11) Disappearing npc between battle
    Took a caravan mission, and it happened that we had to fight 3 fights in a very short time against orcs. At the end of the first battle there was a caravan hand and 3 guards alive, but when the next battle started there were only 2 caravan guards there. They both survived the second battle but at the start of the third there was only 1 caravan guard present.
    12) Caravan Frenzy
    When arriving to target and completing the quest, the caravan instead of entering town and upgrading it started to run off as seen in ss. Was standing at the blue circle and followed it. Did not see any enemy but it was night. Still it probably shouldn’t have done this evasion especially when my unit was around it.
    PS. There was an enemy unit, found it when we returned to settlement.

    in reply to: Cavalry #4504
    Avatar photoSky
    Participant

    Seems like there could be multi tile entities. Here is a SS of posts from other forums.

    in reply to: Sky's bug heaven. #4502
    Avatar photoSky
    Participant

    8) Quiver
    The cost of quivers is always the same independent of arrows in it. As seen in ss the quiver with 3 arrows can be sold and bought back for the full price, while the actual arrows to fill it cost quite more. Since there are 10 arrows in the quiver the price could be % based as the equipment where every arrow is a 10% decrease to the cost.
    9) Enemy Flee
    Two fleeing enemy ghouls ended up on the same tile, the blue one moved first.
    10) Helmet difference
    The only difference between them is 5 armor.

    in reply to: Frozen Time #4501
    Avatar photoSky
    Participant

    I expect that we’ll see a slight change in the AI behaviour eventually so that it’ll attack with multiple groups that are individually weaker than you, but stronger combined. This could result in bases sending out troops to help, if the AI feels like it would tip the scales.
    Territory isn’t really a concept in the game, though.

    That shouldn’t be hard to achive, since all the enemy groups enter the combat if you attack inside they aggro radius. Be they from same faction or different does not matter, they will be drawn into battle.

    Wish there were more 3 way battles and still looking to find a 4 way battle tho seems impossible.

    in reply to: Hotkeys #4500
    Avatar photoSky
    Participant

    Here are most if not all the keys that are active at this moment.

    “WASD” for scrolling (for some reason “Q” also scrolls left and “Z” up)
    “Space” to pause / in battle skip turns
    “F” end turn in battle
    “C” for inventory / “I” only in battle inventory and ground items
    #numbers for abilities
    “ALT” to toggle health bars
    “CTRL” to rotate the map in combat
    “SHIFT” to center your party on the worldmap or the currently active character in combat
    “+” and “-” to adjust camera height level in combat (ground levels)
    “F5” Quick Save
    “F9” Quick Load

    in reply to: Utility Skill Tree Discussion #4498
    Avatar photoSky
    Participant

    At that time it did seem to work for me just fine(enemies did tend to flee more often against the fearsome guys), but never did any specific testing so could have been wrong and it was just the usual morale damage.

    in reply to: Minor Usability Suggestions #4487
    Avatar photoSky
    Participant

    Yes I do agree with that, and it would be the right thing without a doubt.

    As for now just imagine a 1-2cm circle around your unit, that is your attack range and by clicking the enemy inside it the attack will start on your terms wall to wall, while if they attack usually the caravan will be mid and you to the side.

    in reply to: Frozen Time #4486
    Avatar photoSky
    Participant

    I know that the devs already said that many things are made considering a fast pace combat like having no need for facing of the units since to turn to an enemy takes mere secounds, same goes for lots of skills. For example the rally that is basically a horn blow, it would take few secounds to execute. That is the reason I wrote about 3 turns being an hour is way off, more like 30 secounds. Sure the extra long battles with tonns of undead could be an hour worth or a mechanic where the nearby enemy could reinforce. Tho it should take considerable turns, symbolizing a long exhausting battle in time equivalent. And it still is not a fast work to connect the battle to worldmap in a good way in any circumstance.

Viewing 15 posts - 106 through 120 (of 366 total)