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The ingame situation is that Engineer is a T1 Irregular and the Musketeer a T2 Archer who – without help – can shoot, but then has to EITHER reload the weapon OR engage hand-to-hand as an ALTERNATIVE.
There is no situation for a T1 irregular with 2 ranged attacks and the task to learn and later repair the heavy machines on the fly, where a MELEE damage increase would make the unit better in any way, because if there is one thing that unit doesn’t want to be it’s in a melee situation, except for finishing something off, and for that more damage is rarely necessary.
If the Engineer is a T2 Irregular, the melee damage increase isn’t necessary either, because there will already be Musketeers (that early they make an impression), and the Engineer will simply reload them on the turn they fire the first time. After that, it may reload again or use Flash Bang or Blunderbuss (or the Field Medic ability I gave them; my Engineers are a bit mor expensive as well).June 25, 2018 at 10:04 in reply to: Big issue with RMG/AI use of tunneling – please fix this #273941
If you check the screenshot you’ll see that the AI only need to dig ONE hex to the East, where the independent Dwarven town is located, to “get free”. I can also confirm that the AI has a Prospector and a couple of Firstborn.
The screenshot in this post is 10 turns or so later. As you can see the AI has Firstborn (and in the other 3 stacks there are more Firstborn und Prospectors).
The AI doesn’t do Builders. Also – consider, that for us human players, when we have a tunneling unit in a stack, there is a movement path through the diggable wall! So the path shouldn’t even show as blocked for the AI here in this case.
Of course, if it was an Orc town, the player (human or AI) would be in trouble and depend on getting a Dread hero.
I don’t think it should even be a question fo fix this, the real question is actually HOW to fix it.
Ideally, imo, the RMG (there is no RMG changing mod in use in this game) shouldn’t build something like that – but the snag here is, that what it built is actually valid, considering that the starting position in question is a DWARVEN one (I would consider diggable walls not a problem for a DWARVEN starting position), which means, it’s actually not clear whether the RMG would come up with a comparable starting position for any OTHER race than Dwarf. What IS clear, though, is the fact that the AI for some reason or other isn’t moving in this situation, and I consider this a serious, well, let’s call it a FLAW.
Also considering that the movement routines of the AI generally seem to be in need of adjustment (with a view on Planetfall), it might be quite useful to look at this.
- This reply was modified 1 year, 8 months ago by Jolly Joker.
Attachments:June 23, 2018 at 14:47 in reply to: Big issue with RMG/AI use of tunneling – please fix this #273900
It’s a serious bug, because it can cripple a game in SP – no opponent. It should at least be looked into.June 23, 2018 at 11:10 in reply to: Big issue with RMG/AI use of tunneling – please fix this #273895
The problem here is, the AI CANNOT get out without tunneling/digging, because there IS NO clear way out of this. The AI WOULD go, if it could, but it looks like it cannot – or THINKS, it cannot, tunneling being a blank.June 23, 2018 at 10:16 in reply to: Big issue with RMG/AI use of tunneling – please fix this #273890
Look at the pic. This is the throne city of the Dwarven Warlord player. I decided to check on things, because it’s turn 34 now in this game and turns start to take a couple of seconds now for the AI players – except for player 3, so I decided to take a look what was the matter.
The matter is, as you can see in the pic, that this player’s starting position is REALLY enclosed. The mine in the upper left corner is a dead end, closing the tunnel. There is a lot of diggable earth and an easy to dig exit in the east – but the AI isn’t going for it, even though it has the units to do so.
As a result, it’s turn 34 and the AI sits with 3 stacks in its one and only towns, doing nothing.
What’s that supposed to gain? It’s just the equivalent to water concealment.
An additional layer is adding different terrain and a different way to add to map size. For PF, a full Underground might make sense, if (some) resources could only or mostly be found there and/or if there were significant racial (dis-)advantages with this kind of terrain.
Otherwise, it makes sense, as mentioned, to have subterranean “complexes” – bunkers, research facilities, caches/storerooms and so on – that is, kind of “pockets”.
It wouldn’t be machines equivalent, but undead-kind-of.
It’s classic Shadowrun – or if you prefer, William Gibson: exchange enough “bioware” with “cyberware”, and you’ll lose what makes you a feeling being and become a cyborg devoid of feelings.
And the scavenging droids? So far is the first mention of a machine faction.
I believe one of the people from the PDX con mentioned them. Afaik they were the wealthy elite of Star Union society who used cybernetic augmentations to give themselves long life and more power but it backfired and they became “undead cyborgs” essentially. There’s some parallels with AoW3 Archons who fell from grace in a similar way. I think they’re called Paragon.
Classic Shadowrun idea.
Difficult to check, though. 🙂
I think, I disagree with the whole idea about balancing meaning to make things more tedious, because doubling the necessary XP means exactly that.
Giving a unit an extra long way to medals is not a satisfactory solution, imo, and I wouldn’t like to play with it. In the end, it would still have to be an option to go for, albeit a tedious one.
I remember that Scoundrels used to evolve to Assassins, and when it got an issue a new unit appeared. This might be possible here as well, but it would be a lot of work
Otherwise I still think, it might simply be too easy to keep Martyrs alive. I mean, if you can evolve too many (a) Martyrs too soon (b), than that means necessarily that you can afford to have too many and still take on everything without ever skipping a beat, which means, they are too strong.
Compare that for example with Engineers, which you dearly need as a Dread to repair damage your machines suffer from.
Also, you don’t want to make these rushes COMPLETELY impossible.
So the consequence is that Martyrs should do less for the combat strength of a stack (as with Engineers):
a) reduce their ranged attack range to SHORT; Engineers have their very own attack, and I guess Martyrs might have some short range spirit slam attack, like Flash Bang, just with shorter range – keep in mind that you can increase that damage by +3, by using Mark of the Heretic on stacks. Damage might be something like 2 Physical + 10 Spirit, Goblins getting +2 Blight or so.
b) they are too beefy / the damage reduction is too good. The damage reduction in connection with the “re-channeling” of the damage allows fun stuff, especially for melee-eager players/units (Orcs, for example) and determines in connection with the HPs of the Martyrs the ability to soak it up. So I’d try the effect of reducing HPs of Martyrs – after all, the more HPs they have, the less remarkable are their deeds (and the less deserved is their ascendence to Exalted status.
Engineers have just 32 HPs compared to the 40 of Martyrs, and you are STILL supposed to keep them alive and advance them to Elite, so a reduction by 5 HPs should be considered.
Since I’ve modded my game to my liking anyway, I’ll probably give that a go, eventually.
I checked again, and Martyrs do not get experience when they absorb (melee) damage for another unit.
That doesn’t make the evolve as such not op – it’s like that of any other unit, and Scoundrels evolve faster.
Spiders and Serpents also evolve to T3s – what I think is, that Martyrs have too many Hit Points. I mean, sure, they are SUPPOSED to absorb damage, but they also should run a risk at dying. Absorb Pain is basically a damage reduction, so the damage suffered depends on the damage the protected unit suffers.
Martyrs have solid HPs – you might try the effect of a HP reduction. It should be more of a problem to keep them alive – considering the reward, at least.
I did that for Spiders, and there it seems to work.
Actually, I think switching works fine. The problem with the unit is – you NEED it on Elite later, but you also must be very careful with what you do. When you have Musketeers already, the Engineers are quite cool – Musketeers are not as good as Cannons, obviously, but you have something to do for them: they can reload the Musketeer in your stack. For Musketeers themselves, being a T1 Archer is actually making them something like one hell of a Crossbowman, especially when you factor in Support via Engineer.
And if the Situation is right, Engineer can use Flash Bang or Blunderbuss.
I also gave them a 10 point once per combat healing ability.
Can’t work because Leaders get their CPs via Tech and buildings. So you probably have to mod a new tech – say, Draconian Arcane Lore – that´gives the CPs.
Since I started this thread …
Now, that I’ve modded the AI to become tougher opponents, I don’t play with Seals anymore (although I still think they are a good mechanic when more than 1 human is involved), because for the AI the seals are something to guard with strong forces most of the time, which has a paralysing effect more than anything else on AI players. You shouldn’t let your top troops wait around some map location.
It also takes the responsibility for war declarations off your shoulders, since they will declare on everyone who gets ahead in charges from a certain point onwards, which is also something you can abuse.
I’m currently trying the effect of the other alternative VC, and we’ll see how that works out.
Large has roughly 12.500 Hexes, XL double that figure, and that’s without UG. 200 Sectors with 40 Hexes wouldn’t be more than an Medium map which has roughly 7.000 hexes.
I would GUESS, that the number of SECTORS might be limited indeed to 200, but different map sizes might make SECTORS bigger as well.
- This reply was modified 1 year, 9 months ago by Jolly Joker.
No, I mean, PBEM is clear, but what do you have under the hood? It looks like you played Rogue and were smashed by a Theocrat who overwhelmed you with stacks of Exalted.
Did you play vanilla game? Or the PBEM mod of the Battlefield or something else?
In PBEM it is mandatory to maximize the experience gain you get out of each and every battle. If you play vanilla (and depending on the settings), this is really a lot of experience, and if someone knows what they are doing and follows a certain strategy it is abolutely possible to fast-evolve units.
In your case it seems the opponent not only evolved the Martyrs, but also got the evolved Exalted to at least Inflict Daze Medal (which also means more than the T2 value 55 HPs they come with.
Now, initially, your situation is equal – except, that once you have corrupted killers, you get +50% XP for your Scoundrels, which means, if you would follow the same strategy AND play on equal level of skills your Scoundrels would evolve faster, which means, you had stalkers earlier than he Exalted and/or more medals on them or more stalkers.
Also, it’s clear that if you play against a Theo, the Succubus is not a good option, except a few seducing a couple of useful neutrals, but not against the Theo and especially not against Exalted, which means, you can and should produce Assassins (whose Strike is pretty harsh).
Lastly, while Theocrat’s Cherubs give SOME map control, Rogue’s Crows are better in that regard, and a Rogue shouldn’t be surprise-attacked. True, a stack of Exalted is mobile and offers a serious threat that can’t be countered with hastily drafted rabble, but to me it looks more like a case of “I wouldn’t have thought it possible he would come at me so early so I was ill-prepared”.
So, again, the question is, did you play any mods, and which settings did you use? In PBEM withoud mods a good player can rip you to pieces within 20 turns (depending on map size and player number, of course), and you wouldn’t believe what is actually possible, when people know what they are doing. There are those players who don’t waste any time: find opponent and go for the throat. If you are not prepared for that and have not a rough idea what opponent can do how fast you are in a very bad place.
One thing is that Scoundrels get QUICK LEARNER via corrupted killers which means that they evolve faster.
The evolve comparison is between Exalted and LESSER Shadow Stalkers, because Shadow Stalkers evolve is something like a bonus.
What you can do or not depends on what mods/no mods you play. When you play NO mods, but vanilla game it’s a question of who can abuse the game better, not whose class is better. So on which “rules” is your experience based?
I don’t agree with that point.
You need a lot of units on the bigger map sizes, and one way to get them is to build MCU-boosted mid-level units. Even T1s as filler units. Make them mobile and give them an incalculable strength and they will bind a lot more opposing forces as they are worth.
In my opinion and experience it’s more a problem of finding a Wizard Tower that is in the right position for a town to build.
Right, thanks for that one.
I don’t think I like it because the synergy with resurgence and undying is so massive. Divine Justicars is really a big thing, and the effect it has when having a theo guest hero is big anough without adding supercharged summons.
It’s certainly interesting, though.
Seems a bit OP though, at least for Undying.
Makes Divine Justicars even better yet as well.
Could you test whether they come back, when the battle is won by the spawned Elementals, which is the important thing here. That is, if you send in supercharged units, lose ALL your units in the stack, the spawns winning the battle and disappear – will Resurgence work THEN? Although this is already a good confirmation.
I was just a bit perplexed that you said, nobody would read and answer a post that asks a balance question in a thread titled PBEM Balance Mod which has 11 pages and 310 posts by 26 different people, is all.
Ah, so you don’t visit the battlefield, for some reason, and this is actually a thread from Hiliadan for you to read that just has the wrong title. I see.May 22, 2018 at 11:25 in reply to: Some stupid things the AI do in auto-combat (and that would need fix) #272777
Autocombat is one thing. But if it comes to improving the AI, I think the part most in need of improving is “logictics”: how does the AI move their troops and – more importantly – how does it END. What must be avoided is leaving chains of units instead of adjacent stacks.
As it is, the AI makes itself very vulnerable in troop transition, especially when having units with different movement styles and different terrain abilities. That is where the material superiority goes down the drain because it allows piecemeal attacking.
It’s probably what we talked about – “Leadership”.
It might also just be another word for casting points.
- This reply was modified 1 year, 9 months ago by Jolly Joker.
Oh, and by the way:
You should bring that debate to the chat of the BF to get more feedback I think https://www.the-battlefield.com/aow3/index.php?page=community, here nobody will read and answer.
Well. If nobody will read and answer – why post your stuff here? Makes no sense…
Thanks for your opinion.
Ok, a stack of 6 Supercharged Wisps may be pretty disruptive – but if all Wisps are destroyed, even if the Elementals win the battle, they will still disappear.
It would be interesting to see how this works with Resurgence, that is, Elite Cherubs. Has someone tried that to your knowledge? I mean, Cherub gets killed, spawns lesser Elemental, Elementals win battle and all killed Cherubs coming back – not bad. 🙂May 21, 2018 at 13:28 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272685
Sure. In that regard they are not different from any “gang”. Violate their turf and it gets messy. Sometimes it’s enough, when they get the impression of one – and some just like the mess. 🙂May 21, 2018 at 12:42 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272677
The process as such isn’t too helpful, because you never get the complete document, but just parts. Usually, what you get first is everything that has to be recorded in a studio by real voices – and once those recordings have been made, changes won’t happen anymore. However, since you don’t have the complete picture at that time some translation choices may prove unlucky later, when you get the complete picture.
Bigger titles will be worked by several people (for one language) which brings their own problems – that are multiplied when it is a game with predecessors, since you need to keep things consistent.
Q&As are quite important, sometimes simply for gender (example: text says “villager”; fine in English, but not so in all languages that have different words for male and female villager), sometimes for amount (is somebody talking to “you” singular or “you” plural, for example), but quite often for UI things, buttons, and so on. A recent example was “loot” (the one-worders are the worst), that could be on a button you’d press in order to loot a body, but might have been just as well the header of a tab your loot was listed under.
Add to that time constraints – English is a very short and pregnant language – and in AAA titles even lip-synch movie sequences, and there may be a lot of head-scratching involved. It doesn’t help that the time schedule is always tighter than tight or that every console has its own trademark official vocabulary that you must adhere to – or that every game has it’s own special vocabulary.
And I mean, not only the game as such. Of course, when you do something like a Roman game, there’s a lot of historical stuff you have to get right, when you do a contemporary action game, you need to get the military stuff right, SF and Sci-Fi having certain standards as well that you better should know, not to mention, say, a sports game (where you have to know THAT vocabulary as well). No, there are games out there that are basically resting on a rich game history. Warhammer 40K, for example. Or PDX’s Battletech. Or Shadowrun…
Fun fact: I’ve been translating books for all three of those (still have a Levi’s Jacket with a serpent badge of House Kurita’s Draconis Combine), and all three started out as rpg games of the pen and paper variety, so when you translate books, and then, later computer games, that world is already exisiting, at least in some languages. There need to be some kind of consistency, because, even if something sucks, the fan community will tear you to pieces when you don’t get it right.May 21, 2018 at 10:46 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272666
@zaskow At least we made improvements in Planetfall to the localization system! Among others XML is now split up per language, so when adding a new language one doesn’t need to edit & mess with the base files.
Fun fact: Game localisation is part of what I do for a living. Of course there are games you just do and there are games you really WANT to do, but just when I had managed to get a good foothold with your last publisher and had high hopes of being part of the loc of your new game you got bought by PDX, who have their own teams with not much of a chance to come in as a freelancer. 🙂
It has to be said that the general localization standard within the industry is abysmal. for a variety of reasons, one being the process as such. It’s even difficult for localizators who are fans of the genre the game they localize is part of (and pity, when they are not).
I’ve been reading and playing my stuff more and more in English, since most locas have really cringeworthy parts. 🙂