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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
> imagine fighting 17 alps
11 has been most Alps I've seen post-Blazing Deserts.

edit.
LOL for 200 I am not even walking in the direction of a lindwurm roffles! Let alone fighting one.
I wish I could find just a single Lindwurm, instead of stacks of 5 or 6.
 
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Darth Canoli

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Perched on a tree
What do you girls think about the following Rotate tictac the AI employs (I dont think its planed...)?
A raider will step into your dude/line. Then a 2h wielding raider, whos turn is about to come, is being rotated in for an attack.

Now the key for us is that at 2 tiles distance our 2H is not getting an attack if he moves 2 tiles. But 1 tile works for a Swing or similar attack vs multiple opponents.
So our shieldbro steps into the enemy and rotates our 2h in, who swings. Instant action like that will only hit 2 enemies.
If the shieldbro waits a turn, there is potential for him to get surrounded by 3 enemies. Then our 2H gets to swing vs 3, potentially Adrenaline, swing again. And even rotated out to Recover?

How is the action economy on this? Is it worth it, if the 2h gets to attack 2 enemies only?

I don't know about the action economy but i always use shieldbros (when i have any) and the sergeant or the polearms guys to do just that when needed.
Having 2H bros strike just once more is worth every trick.


I used to run with >3, but in the new version they seem much less useful, since there is both a lot more RD and enemies against which they are ineffective, along with camp battles often pitting you against foes camped on a hill.

Replaced them all with throwing/handgonne bros, and it feels much more comfy. Throwing in particular is great in the arena against those bullshit MD enemies.

For what?

I think I'll only miss them in Goblin city, I'm liking handgonne/throwers far more vs everything else.

I'm playing with the legends beta, archers are absolutely useless against ifrits.
Then again, i'm avoiding them as much as i can, this is their absolute worst monster design so far, extremely bland and long fights...

On to the subject, one crossbow, one gunner and one archer feels quite right, still 2 guys to snipe the enemy banner-man, hexes, enemy archers and necromancers.
Guns do wonders against noble troops but i guess it's better when you have tons of shieldbros, with an almost full 2H team, they're less useful past the first shot.

Edit : about archers, berserk archers absolutely need fast adaptation to shine, and as much ranged attack as possible.
There's nothing like killing archers, hexes, goblin shamans/overseers or banner-men from the second row with rapid shots.

Also, with legends, crossbow-men with mind over body, high resolve, perfect focus and piercing shot can annihilate the enemy lines in one turn (well, without rest and killing overflow that's probably the only turn they will ever get)
 
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Unwanted

Horvatii

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563
Do you guys sell the golden goose? South city offers 3800 for it. Thats ~250 days of the meager 15 gold it shits, until it reaches 3800. And it occupies a slot, polluting the screen. No brainer to me.

Fought 11 frenzied wolves and 1 hexe - single one of them puts 3 times Overwhelm on you, geez.
You have to start in the backline if you want to use spearwall, they are fast. And then the hexe charms your nastiest bro, he turns around and kills the sarge :lol:


lost brothers from the same city, both rolled max matt, but one is more talented ^^
IcfeVsD.png
XuBzIIv.png
 

Takamori

Learned
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Messages
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Do you guys sell the golden goose? South city offers 3800 for it. Thats ~250 days of the meager 15 gold it shits, until it reaches 3800. And it occupies a slot, polluting the screen. No brainer to me.

Fought 11 frenzied wolves and 1 hexe - single one of them puts 3 times Overwhelm on you, geez.
You have to start in the backline if you want to use spearwall, they are fast. And then the hexe charms your nastiest bro, he turns around and kills the sarge :lol:


lost brothers from the same city, both rolled max matt, but one is more talented ^^
Unless I have some special armory or weaponry that I REALLY want from that city I hold the goose.
 
Unwanted

Horvatii

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What for? Those 15 coins are not gonna move the needle even a tinniest bit at day 300. Also, technically, it occupies a slot that could hold a tradegood/taxidermist_shit/oil that sell for ~90 profit.
3500 now though, thats a retinue member that straight goes to generating profit (since its own cost is paid by the goose), and the profit is highter than the goose. Shit, even the Scout potentially reduces upkeep (including food btw, which start to matter when you eat 35 a day) by 10 to 15% by moving faster.
 

AgentFransis

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Sell the goose at an allied city. You can reinvest that money in assets that will yield much better profit than the goose - be it trade, bros or gear.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Counterpoint:
The duck is passive income which keeps coming while you're exploring the far reaches of the map, trading needs to be managed actively for best results.
 

AgentFransis

Cipher
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The income is negligible and if you're exploring the far reaches of the map you're already in the late game and making vastly more from loot, keeping it just reduces your potential profit.
 

Murk

Arcane
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Jan 17, 2008
Messages
13,459
I sell it for 4500+ gold when I can (+/- depending on your starting origin if you're a merchant or discount witchers.)

You'd need to play for hundreds of days to match that, at which point I will probably have survived 2-3 end game crises and grown bored with the current company and moved on.

Also, a big burst of gold can help to purchase a very good famed piece of gear.

I don't rush to sell it though, I'll just wait for when the price is very high.
 

tindrli

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Jan 5, 2011
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Location
Dragodol
^
> imagine fighting 17 alps


9k for this, 55 a day. Would you pay it at day 50? He comes with a great axe.
Good mdef, ok fat.
For 4k I'd pay the price. But 9 is too fucking juicy. Great axe is not that interesting, its gonna drop at some point and I have 2h hammers already. And his 70 hp or 90 with Colossus is not that great with BatlForged...
All my money would be gone, its too much for day 50...
f1dd22m.png
xdzaFag.png

if he had 2 stars in fat, i would bite the bullet
i still think its a great char... probably that's why i don't know how to play this game
 

Darth Canoli

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I usually hold the goose at least 50-100 days, depending on how early i get it and then sell it for about 4K (or sell it earlier if i really need the money because or a "perfect" named weapon)

With legends, space isn't an issue and with the retinue, you can increase it even further now...
 
Unwanted

Horvatii

Unwanted
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Dec 15, 2019
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563
^ it is a great char, but moneyz... im confident that im gonna roll a similar one later, when 10k dont matter much

-edit-

if your upkeep is 200 gold, sell the goose, get the paymaster,
...
you just doubled your goose income!
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
So, uh, if you do Holy War and you side with the North...

Do all Southern stacks always come in with 6 polearmers and 6 handcannoneers
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Last edited:

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,065
Also, your mod is practically cheating. 15% hp regen? Da fuck you need more than 12 men for?
You can go Nimble and borderline solo the game...
.

Lol, some top level Jon Snowing here. he has -5 mdef, at max roll of 5 mdef he ll start at 0 and will hit a maximum of 34 at lvl 11. Add to that another 0 in ranged defense. 92 max matk without gifted. If you go full hp nimble that means you keep his fatique at obsolete 90 naked and negligible 65 with any sort of gear & weapons. He wont even be a top class nimblebro, let alone capable of soloing lategame camps. The three star hp is the trap here as far as utilizing his potential as a killer is concerned.

p.s. figured out the roster thing, thanks a lot to everyone involved!
 
Unwanted

Horvatii

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563
Looked into the script, what the Negotiator actually does:

Default contract nego is rolling a number between 30 and 60 and adding it up on each nego round. If it is bigger than 90, you fail.
If its not >90, you roll vs d100 and the payment becomes final if you fail. (you can 100% identify this on the response text)
So if your first roll is a 30, your chance to get another pay increase is 70%.
Every pay increase is between 3 and 10%.

And now comes the NEGOTIATOR. He drops the default rolls of 30-60 down to 15-30.
So, ideal case is 6 rolls of 15 up to 90. All increasing pay by 10%
1.1^6 == x1.77 increase.
Worst case is 1.03 and you fail in the first round vs d100.

DEFAULT
3-6 => 4.5 avr annoyance per roll
1 round, 4.5
vs d100, 55% chance for 2nd round
2 round, 4.5
final at annoyance 9+
3-10 => 6.5% avr pay increase per round
so, 6.5 and 6.5*0.55~3.2% together add to a generous 10% increas when pressing nego butans, top of the line blind blackjack gameplay!1

WITH NEGO RETINUE
1.5-3 => 2.25 avr annoy per roll
1 round 2.25
77% to 2nd round
2 round 2.25
55% to 3rd round
3 round 2.25
32% to 4th round
4 round 2.25
final
So, 6.5+6.5*0.77+6.5*0.55+6.5*0.32 is about 17% increase of contract pay with the Negotiator. Measly 7% more than by default.

At 1000 per contract, thats 70 more.
3500/70==50 contracts needed to pay the Nego base price.
If you do manage 1 contract per day, than the Paymaster matches this at about 500 upkeep *0.15==75. Though at that point, your contracts are not at 1000 anymore.
1 contract per day is too juicy though, 1 per 1.5 days is more realistic and still speedy.
Lets say 300 a day upkeep, 1.5 days is 450. 450*0.15 == 67.5. Paymaster matches the Negotiator now at 300 a day.
I now wish I bought the Paymaster instead of the Negotiator first...

/////////////// some defaults /////////////////////////
gt.Const.Contracts.Settings <- {
NegotiationMaxAnnoyance = 9,
NegotiationAnnoyanceGainMin = 3,
NegotiationAnnoyanceGainMax = 6,
NegotiationRefuseChance = 10,
PaymentOnCompletionMult = 1.0,
PaymentInAdvanceMult = 0.75,
PaymentPerHeadMult = 0.05,
IntroChance = 20
};

//////////////////////////////// NEGOTIATOR //////////////////////////////////////
this.World.Assets.m.NegotiationAnnoyanceMult = 0.5; // 1 by default
this.World.Assets.m.AdvancePaymentCap = 0.75;

this.Options.push({
Text = "We need to be paid more for this.",
function getResult()
{
if (!this.World.Retinue.hasFollower("follower.negotiator"))
{
this.World.FactionManager.getFaction(this.Contract.getFaction()).addPlayerRelationEx(-0.5);
}

this.Contract.m.Payment.Annoyance += this.Math.maxf(1.0, this.Math.rand(3, 6) * this.World.Assets.m.NegotiationAnnoyanceMult);

if (this.Contract.m.Payment.Annoyance > 9)
{
return "Negotiation.Fail";
}

if (this.Math.rand(1, 100) <= 10 * this.Contract.m.Payment.Annoyance)
{
this.Contract.m.Payment.IsFinal = true;
}
else
{
this.Contract.m.Payment.IsFinal = false;
this.Contract.m.Payment.Pool = this.Contract.m.Payment.Pool * (1.0 + this.Math.rand(3, 10) * 0.01);
}

return "Negotiation";
}

});
 

Infinitron

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Update 1.4.0.43

Another small update.

If you have a modded game and you encounter issues, remove your mods. Seriously.

If you still encounter issues, please report them here following the instructions in the sticky post.

Changelog for 1.4.0.43
  • Added some retirement texts for special backgrounds, as well as one new event for the 'Lone Wolf' origin.

  • Fixed food no longer being consumed after loading a save while escorting a caravan.
  • Fixed issue with events and contract twists that have you fight against factions which you're on friendly terms with not working properly.
  • Fixed issue with Watermill location potentially being inaccessible.
  • Fixed 'Grazed Neck' injury not being affected by 'Iron Will' potion.
  • Fixed issue with AI of Serpents sometimes not acting.
  • Fixed issue with AI of Gunners sometimes not changing back to their Handgonne after being engaged in melee once.
  • Fixed some other minor issues.
 

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