cRPG

Strategus => Mercenary Recruitment => Topic started by: okiN on September 11, 2011, 11:39:17 am

Title: Village test attack
Post by: okiN on September 11, 2011, 11:39:17 am
Okay, so chadz just accidentally deleted the first thread because he was using his phone to read it. :rolleyes:

Anyway, my team is full now, first come first served kind of thing. However, I'd like to ask again that if anyone I've hired isn't sure he can make it, please unsign and let someone else take the slot. For the others, feel free to keep applying, I could use some backup signups in case anyone cancels.

If anyone missed it, we're testing a new neutral equip buying script and how it works with a given amount of gold. All the info you need is in the battle message.
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 07:13:31 pm
Made some new hires to replace cancellations, please check your status!
Title: Re: Village test attack
Post by: Rikthor on September 11, 2011, 08:46:55 pm
I thought it was a nice step up in equipment for neutral villages, with the gold nerf it should make taking villages at the start of strat more challenging.
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 08:48:07 pm
Okay, the start was a bit rocky, because apparently after players' battle sizes were made dependent on army sizes, nobody had the idea to reduce hiring limits for fiefs. Good thing we caught that, and chadz luckily made it possible for us to get some more players after the battle started, so that made it go more reasonably. :)

What I'd like to hear now are comments from defenders about the gear types. As you noticed, there is now separate melee/ranged armour, and most weapon types get two bought for more variety. I understand infantry armour ran out a little earlier than it should have because apparently archers were also using it a lot, and there were quite a few throwing weapons left over. Is there anything else I should know about? Was there too little/too much of any other item types, should more gold have been spent on one type of item and less on another, anything like that?

Also, the siege equipment bought for the villagers, was there too much of some of it? Obviously since you fought outside the village no ladders were used, did anyone build the healing tents?
Title: Re: Village test attack
Post by: Kalp on September 11, 2011, 08:49:43 pm
Hunting Crossbow   blehh  :(
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 08:50:55 pm
You can't expect more than that from villagers, crossbows are very expensive. They used to buy none at all!
Title: Re: Village test attack
Post by: Lt_Anders on September 11, 2011, 08:53:25 pm
Ok As I said over chat:

We had 53 bows remaining. The most of any weapon type(Behind thrower).
2 consites and only 46 material. Not enough to make more than 1 healing tent. Slightly increase it to 50 material please!

Make village buy scythes!
Title: Re: Village test attack
Post by: Kazak on September 11, 2011, 09:00:39 pm
For defenders it would be nice to have 2 types of shields with >2 and <2 shield skills.
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 09:04:09 pm
Ok As I said over chat:

We had 53 bows remaining. The most of any weapon type(Behind thrower).
2 consites and only 46 material. Not enough to make more than 1 healing tent. Slightly increase it to 50 material please!

Hah, chadz told me healing tents were 20 materials. :P

Ok, so should I also reduce the amount of bows a bit? Currently it's at 20% of tickets, which is the same as it's always been. I only increased ammo, buying of crossbows and throwing as far as ranged goes.

No issues with the amounts of melee weapons/shields? I mean totals, doesn't matter if the more expensive weapon of the type ran out first.

Make village buy scythes!
For defenders it would be nice to have 2 types of shields with >2 and <2 shield skills.

It's not this specific, I guide the AI but it chooses the items itself based on a number of variables.
Title: Re: Village test attack
Post by: Lt_Anders on September 11, 2011, 09:10:52 pm
I used an xbow a lot. For the most part, the melee weapons worked out well, we still had 40 1h and like 20 Poles left at the end. 2h ran out right at the very very end. Melee seems to be done pretty well.

Perhaps drop bows a few % points and increase 2h's a few % points.

PS. Also remember the variable that people have different build's. What might work this battle, if played again might fail with a different set of people.
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 09:11:34 pm
Increase pole? Or you mean increase 2h?
Title: Re: Village test attack
Post by: Lt_Anders on September 11, 2011, 09:12:36 pm
Increase pole? Or you mean increase 2h?

Edited XD
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 09:13:22 pm
Right. So a healing tent is 25 materials? Can you tell me how many a catapult is? Need to check it for sieges.
Title: Re: Village test attack
Post by: Lt_Anders on September 11, 2011, 09:18:50 pm
It goes:
5 for weapon rack(Broken)
25 for healing tent
45 for catapult
60 for SMALL siege tower(Broken)
80 for siege tower
Title: Re: Village test attack
Post by: Kalp on September 11, 2011, 09:19:56 pm
You can't expect more than that from villagers, crossbows are very expensive. They used to buy none at all!
Yes, I know  :wink: but for dedicated xbowman it is terrrible feelling. I killed more people with 2h than xbow [shot efficiency about 50%].

But equipment wasn't so bad  :)
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 09:39:57 pm
So do you guys think this would be an appropriate amount of gold for villages to start with? It's a step up from what they used to have, but I think it'd actually be nice for them to be a bit more of a challenge. Or should it be a bit less? A lot less?
Title: Re: Village test attack
Post by: Lt_Anders on September 11, 2011, 09:41:55 pm
Considering we killed 657 or something I say it's good. Just tweak the percentages. Want a good test? Have equal player numbers both side.
Title: Re: Village test attack
Post by: Rikthor on September 11, 2011, 09:43:22 pm
So do you guys think this would be an appropriate amount of gold for villages to start with? It's a step up from what they used to have, but I think it'd actually be nice for them to be a bit more of a challenge. Or should it be a bit less? A lot less?

I think its a good amount.
Title: Re: Village test attack
Post by: BADPLAYERold on September 11, 2011, 11:06:08 pm
Maybe make the weapons a bit more varied, polearms had 2 spear type weapons and 1handers had a blunt weapon and a pierce weapon.
Title: Re: Village test attack
Post by: okiN on September 11, 2011, 11:14:01 pm
It's not this specific, I guide the AI but it chooses the items itself based on a number of variables.

The variation is ultimately based on price range, it picks what it can afford given certain parameters. I can't directly influence the specific kinds of weapons it buys, just the number, value and class. I've added some variation by making it buy the same weapon/armour types at different amounts and prices, when previously there was only one of each item type at one price.
Title: Re: Village test attack
Post by: Keshian on September 11, 2011, 11:14:18 pm
Considering we killed 657 or something I say it's good. Just tweak the percentages. Want a good test? Have equal player numbers both side.

Yeah, but in normal startegus, the neutral fief hires only show up 2/3rds to half the time so it ends up equal numbers if you allow them to hire more.  And yes ranged should be about 18% as they are more easily reusable than any other weapons, but along with that they shoudl have 4x to 5x amount of ammo to ranged weapons because theya re sued over and over again to conserve them.  It hink its good that villageers are this much of a challenge, in Strat 1 it was more like this where it tooka  few weeks before people could handle taking on a village.  This will add to the gameplay, thank you.