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Palcontent
Mar 23, 2010

It's not as necessary as it was before they added a fast-forward button to the strategic map, but cheat engine lets you apply a speed hack that also applies to tactical battles (make sure not to install the yahoo toolbar). 1.5x-2x is extremely nice to have once there are two dozen units in play.

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Palcontent
Mar 23, 2010

Broken Cog posted:

Fighting 30+ sized undead hideouts is still incredibly boring.

Should probably be in the OP or something because it always bears repeating: if you play a lot of this game download cheat engine and double the game speed.

Palcontent
Mar 23, 2010

Ironman, beginner economy, expert combat is by far my favorite way to play this game and I wish I'd tried it earlier.

Palcontent
Mar 23, 2010

FYI peasant difficulty scales up to 14 bros, so you really only get two extra and not four. But company size only affects contract difficulty, and by endgame your hardest fights are mostly going to be non-contract camps.

Palcontent
Mar 23, 2010

Back Hack posted:

Just had the most miserable barbarian run I've ever experienced. Every settlement in the non-hostile kingdom is a keep except for 4 isolated small trade hubs, but they were at least 2-3 days from each other. Every mission given has literally been an escort or courier mission, but because of the vast distance between the trade hubs, I make no money on them. Because of all the keeps, and there are vast armies that roam the countryside, there no bandits or monsters to fight. Day 60 has rolled around and everyone is still still level 1, with the exception of the barbarians who are lvl 4, and best armor and weapons I have is the barbarians' starting gear.

Anymore got a good seed I can use? :negative:

EUDGGTYFVM is a great raiders seed. 10 southern cities, plenty of plains and bandits. Only downside is no hunters cabins in the south.

Palcontent
Mar 23, 2010

No, it is 35. Three stars is 45.

Palcontent
Mar 23, 2010

eXXon posted:

Someone claims to have run the RNG function outside of the game and found it to be fair but I am still suspicious because even though the game shows all rolls in the encounter log I don't think there's any way to save or copy them to check.

For anyone curious:

quote:

Okay, so I made a small mod that hooks into the exact function the game uses when attacking an enemy. Instead of checking the hit chance once, I made it check 100,000 times and write them to the log file. Then I played the Hoggart battle with a 12 drunks and cripples and got almost 6.7 million random numbers.

As for as the overall distribution, the numbers are uniformly distributed. That is, no roll was significantly more likely than any other. This is as expected.

As for streaks, I did a simple streak test looking for either high or low rolls in a row. I broke the 6.7 million numbers into about 1.7 million runs of four rolls each. Looking for streaks of rolls greater than 95 or less than or equal to 5 (i.e. the 5% edges), we'd expect roughly 21 such runs in the data. There were 17. Looking for streaks of rolls greater than 90 or less than or equal to 10, we'd expect roughly 335 such runs in the data, and there were 319. If anything it's less streaky than we would expect.

I know there are fancier statistical tests that can be run, but really there aren't any obvious flaws in the random number generator that I'm seeing.

I also read through the code looking for sources of bias and only saw the following: 1) on easy difficulty, there's a hidden +5% bonus for the player and -5% penalty for the AI, and 2) the Lucky trait can turn a hit into a (hidden?) miss 10% of the time.

Palcontent
Mar 23, 2010

Donkringel posted:

So I just got the spider fire event. I was pretty shocked with the outcome and sped through the follow up prompts because I was so surprised. After checking my roster I saw that I didn't suffer any consequences from the event. I checked the steam forums to see what the heck just happened and apparently I'm not the only one who lacked reading comprehension for that event!

That event's cool cause it's there to make ironman cheaters like me alt-f4 immediately

Palcontent
Mar 23, 2010

I don't fire anyone early game until I'm at 11 guys (not 12 so I can still get the ambition). Like a lot of people I used to think it was better to keep your numbers down early, so that the men you did have were better on average given the scaling. But since then I've completely come around to the idea that it's better to go big fast. More enemies means more loot and more xp. Having more men, regardless of their quality, means better AP economy and smooths out RNG. It also forces you to learn good positioning. If you have say 3-5 guys you want to live out of 10-11, you can learn to guarantee their survival. More bros also means that you can take more fights in a row, and getting ahead of the curve means taking as many fights as possible.

Also scaling only kicks in at 6+ bros, so there's never a reason to have fewer.

Palcontent
Mar 23, 2010

Giving everyone descriptive names/titles is super useful. Though all my guys go by their background until level 7. If they make it to nimble/BF they get their actual name back lol

Palcontent
Mar 23, 2010

Weebus posted:

What would be the best 2 handed weapon for someone with brute? The generic 2 handed flails don't seem very impressive and my guy probably won't have the fatigue to make good use of berserker chains.Does brute apply to head damage from the split attack with greataxe?

Mace and axe are statistically the best weapons to use with HH/brute. Split man rolls the primary hit like any other attack, and only gets bonus damage from brute when it's a natural headshot. So no, brute doesn't have any additional effect.

Palcontent
Mar 23, 2010

Monks are probably the single nicest background to have

Palcontent
Mar 23, 2010

JustaDamnFool posted:

Feeling vaguely annoyed that monks can't be recruited by peasant militia.

drat I never would have guessed that. Never played militia, because while they're certainly one of the most powerful backgrounds I already find large fights a little tedious.

Yeah militia are excellent recruits, especially when they spawn without expensive weapons or armor. Hardly ever hired miners before because of the bad fatigue, but I didn't know they could get some back from an event. They have the same max melee attack as comparable backgrounds like farmhands (57), but they do have a higher min roll. Still not convinced that I want to put up with the poor fatigue while waiting for an event. I suppose for a polearm user it doesn't really matter, but it's not like polearm guys are hard to find.

Palcontent fucked around with this message at 02:53 on Sep 5, 2020

Palcontent
Mar 23, 2010

Militia can hire militia lol

And yeah thieves are incredible. That starting mdef + initiative makes them almost guaranteed dodge tanks

Palcontent
Mar 23, 2010

rideANDxORdie posted:

Having less then six people EVER after day 1 or 2 (outside of gladiators/lone wolf) is asking for it IMO

This is completely correct because scaling doesn't kick in until you have more than six bros. One man or six men you're facing the same number of enemies for a contract mission. But if you have the money for it there's no reason to not hire more people until 11 (until you get the 12-man ambition) unless you just don't have weapons for everybody. They will pay for themselves in extra loot/xp. Just be cognizant of the people you want to keep, either putting them in the back line or making sure they stay out of trouble.

Palcontent
Mar 23, 2010

800peepee51doodoo posted:

Not sure if I've found a bug or if there's something I'm missing about how the "Have a roster of 12" ambition works. I got that ambition with 11 guys on my team and immediately picked up a cheap brawler but the ambition wouldn't trigger. I ran around for like 2 days and nothing. I happened to check the Recruiter in the retinue and it indicated I had only recruited 10/12 which is weird. Now, I'd picked up a couple of guys in events earlier but they were trash and either got killed off or stripped naked and dismissed in the desert with 10 gold and vague directions to the nearest town. I've definitely recruited more than 10 guys by this point. I picked up two more recruits and the ambition triggered instantly with my 14 man crew. Oh, and I'm doing a Northern Raider start, so its not an issue of a 16 bro roster for peasant militia or manhunters. Its super weird and kind of annoying but maybe there's some reason for it?

Ambitions don't complete immediately after you fulfill them. Sometimes it takes a couple days to trigger. If it's bothering you you can sometimes trigger them by repeatedly camping for a second or two. That seems to do it more often than not.

Palcontent
Mar 23, 2010

800peepee51doodoo posted:

I kind of wonder if that guide author is just a bit contrarian because he also had some hot takes about rotation not being necessary if you just, you know, play good

Ehh, I think he's right about that. If you play perfectly you should never need it, but I can't play perfectly so I still put it on 2-3 tanky bros. To my surprise I haven't had any trouble rescuing people when necessary, and it frees up a lot of perk points across your offensive brothers.

Palcontent
Mar 23, 2010


Mostly agreed about bullseye, but I'm pretty sure the penalty is multiplicative.

Personally I've sidestepped the whole question by never making pure archers anymore.

Palcontent fucked around with this message at 04:04 on Oct 5, 2020

Palcontent
Mar 23, 2010

Archers/throwers have some of the highest damage potential in the game, and they can focus fire to start killing multiple enemies from round one. If there are no unshielded targets then you don't really need archers, but it also doesn't matter because shielded enemies are harmless and the fight's trivial anyway. IMO late game hexen are the only difficult fights made much easier by sniping high value targets, but aren't important enough to warrant a dedicated perk. OTOH southern armies with a lot of gunners might be another use case for bullseye, which would make it more valuable.

Palcontent
Mar 23, 2010

Dodge is great but because a point of mdef is more valuable the more of it you already have, it's best on bros with high base defenses. I still use it to patch poor mdef cause what else are you gonna do, but it isn't ideal. A frontliner with <30 at 11 probably isn't long for this world, dodge or no dodge.

Recover is something that's useless in 80% of fights, but that other 20% includes all the most difficult encounters. It's obviously not necessary on every build (like stam neutral 2h), but I would never skip it on anyone that's gonna use adrenaline, indom, aoe-beserk, or secondary attack spam. I always put it on archers but nearly all my archers also throw, and are typically firing three times per turn.

Palcontent
Mar 23, 2010

I've never played more than two crises because I like the early-mid game best, but for anyone else it might be worth knowing that camp scaling stops at day 266, and random party scaling at day 1000 (who cares?). So if you play past day 266 you can take your time because the pressure is off.

Palcontent
Mar 23, 2010

I started checking the unexplored map option so I can't obsessively reroll and I'm much happier this way.

Palcontent
Mar 23, 2010

Yeah you can never have too much HP. And I concur with the recommendation that most of your first 12 bros should be going nimble. Nimble + dodge is OP (don't level init though). BF kind of sucks until you get 300/300 armor. I hold off on even thinking about building a BF bro until I find a set of good armor, or until I'm willing to purchase some for a godly recruit who'd be wasted otherwise.

And early-game it's generally better to have 2-4 shield guys and the rest double-grip/2H, though the unshielded guys won't really be 'safe' until they have colossus and dodge. Only time I ever bust out shields on the whole frontline is when I'm going up against a bunch of bandit marksmen. Double-grip is better than it sounds (+25% damage) since it often results in bandits dying in one fewer hits. You can still do fine with a shieldwall ofc, 90% of the game is tactics and positioning.

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Palcontent
Mar 23, 2010

Yeah they tried to nerf that (at least the fatigue-neutral version) without messing up hybrids by making QH swaps cost 2 fatigue. But because of the way the game handles current fatigue when making an equipment change that affects max fatigue it would sometimes appear to cost 3 fat instead, so they just axed it. Glad they opted to do nothing instead of potentially breaking quickhands. The polearm in the pocket meta is OP but not crazily so like the old indom cycling.

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