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Good Line Settings

Started by Zakilevo, July 24, 2016, 07:03:08 PM

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Zakilevo

Ever since Kurlock experimented with Rear infantry Front/Middle archers, the setting seems to be used by quite a few people. Must admit, when I used it for the first time, I wasn't sure if it was going to work but it worked like a charm and only got one dwarf killed. Now every realm with heavy archer armies are using it to maximize their firepower. During sieges, it seems to shine even more.

I've come across a couple generals who didn't want to use it but after witnessing the efficiency of the settings, they are now using it every time. It is getting old fast... Just like how archer opening was the way to go previously.

Do you use custom settings or marshal settings? What settings do you use and why do like them? What counters your setting? What requirement is there?

JDodger

unfortunately archers middle is just unexploitable. even cav cant reach them on the first round and infantry arriving in the second will take all the melee hits. its not the best line settings for every situation but it will never backfire. which i think exposes some very serious problems in the combat code.

Quote from: GundamMerc on October 01, 2015, 08:28:47 PMBy the way, would love to see you coordinate three realms without having an OOC teamspeak with everyone on it.

Zakilevo

Quote from: JDodger on July 24, 2016, 07:34:30 PM
unfortunately archers middle is just unexploitable. even cav cant reach them on the first round and infantry arriving in the second will take all the melee hits. its not the best line settings for every situation but it will never backfire. which i think exposes some very serious problems in the combat code.

There are few ways to deal with this. You only need to think about unit behaviors a bit and think outside of box.

Also, changing your army unit composition will help too. There are three ways to do this. Give incentives for people to switch over. Or you can ask people to change. Ask for volunteers for this though. Tell them your current problems and suggest to people as a whole that you need more of this or that. Lastly, you can just get rid RCs you don't want your nobles to hire. Extreme but efficient. Will cost a lot though.

GundamMerc

Quote from: Zakky on July 24, 2016, 11:36:47 PM
There are few ways to deal with this. You only need to think about unit behaviors a bit and think outside of box.

Also, changing your army unit composition will help too. There are three ways to do this. Give incentives for people to switch over. Or you can ask people to change. Ask for volunteers for this though. Tell them your current problems and suggest to people as a whole that you need more of this or that. Lastly, you can just get rid RCs you don't want your nobles to hire. Extreme but efficient. Will cost a lot though.

That'll stop you from exploiting it, sure. Then you will get roflstomped by everyone who hasn't.

Zakilevo

Quote from: GundamMerc on July 25, 2016, 12:41:02 AM
That'll stop you from exploiting it, sure. Then you will get roflstomped by everyone who hasn't.

I don't quite understand what you mean by getting roflstomped by everyone who hasn't? Who hasn't what? Adapted?

Victor C

 It's called tactics, Gundam.

Quotetac·tic
ˈtaktik/
noun
plural noun: tactics
1.   an action or strategy carefully planned to achieve a specific end.
synonyms:   strategy, scheme, stratagem, plan, maneuver; More
2.   the art of disposing armed forces in order of battle and of organizing operations, especially during contact with an enemy.
synonyms:   strategy, policy, campaign, battle plans, game plans, maneuvers, logistics; More
"The greatest leader is not necessarily the one who does the greatest things. He is the one that gets the people to do the greatest things." - Ronald Reagan

Anaris

First of all, I think it's important to remember that it wasn't really all that long ago that people were widely discouraging the use of archers because, supposedly, they were strictly inferior to infantry, and would never be as efficient in practice.

And in most cases, they were actually right, because of a bug in the combat code that stood unnoticed for nearly a decade, causing archer damage to be inadvertently divided by 3.

So if archers are, given some careful experimentation and favorable conditions, now proving strictly superior to infantry in practice...I think what that means is that we've finally managed to undo the damage to their reputations that years and years of actual underperforming will do. And all it took was buffing their damage several more times after fixing the aforementioned bug.

I will make a note to look into nerfing archer damage a bit in the near future.
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan

Gabanus family

Quote from: Zakky on July 24, 2016, 07:03:08 PM
Do you use custom settings or marshal settings? What settings do you use and why do like them? What counters your setting? What requirement is there?

Well the only place where I'm in charge of the army and it's extremely archer heavy, mostly because a lot of people kept losing their units time and time again and prob thought archers were safer. We fight our battles very differently because of it. In many cases I've actually used the "soften and charge" marshal settings.
New account active chars:
Garas: First Oligarch - Goriad: Astrum - Goriad II: Obia'Syela

GoldPanda

Quote from: Anaris on July 25, 2016, 01:46:35 AM
I will make a note to look into nerfing archer damage a bit in the near future.

Instead of nerfing archers, why not make them even more dependent on good weather? Give them a wider variance in combat performance depending on what the current weather is like. If the game tells me "there is no wind, archers will be deadly today", make them deadly. If the game tells me "we are fighting in a storm, archers will be worthless today", make them worthless.
------
qui audet vincit

Zakilevo

#9
Quote from: GoldPanda on July 26, 2016, 07:27:02 PM
Instead of nerfing archers, why not make them even more dependent on good weather? Give them a wider variance in combat performance depending on what the current weather is like. If the game tells me "there is no wind, archers will be deadly today", make them deadly. If the game tells me "we are fighting in a storm, archers will be worthless today", make them worthless.

This is what I've been thinking as well. It would be nice if we had different weather zones where in some areas archers are not good where in others they are deadly due to not having any wind etc. But that would require too much work. Just making damage more reliant on weather is probably a nice solution.

Or maybe instead of damage, weather can affect their range instead?

No wind = longer range
Storm = reduce all range to 1?

Anaris

Quote from: GoldPanda on July 26, 2016, 07:27:02 PM
Instead of nerfing archers, why not make them even more dependent on good weather?

I'm willing to look into it, but archer damage is already fairly strongly affected by weather, IIRC, and I'm hesitant to make changes that, at random, without any way of preparing for it, either make you super-deadly or super-useless.
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan

Victor C

Quote from: Anaris on July 26, 2016, 08:12:09 PM
I'm willing to look into it, but archer damage is already fairly strongly affected by weather, IIRC, and I'm hesitant to make changes that, at random, without any way of preparing for it, either make you super-deadly or super-useless.

Why not Divide areas like climate regions. Some Stormy, some dry, some windy, some not so windy. Not 100% etc, simply add a higher possibility of a certain weather occurring.

Coding wise, I'm pretty sure you just increasing the percentage or add a few copy and pasted variables. (That's just what I think, I don't truly know)

This will add a new strategy of learning the different climates and also require new
"The greatest leader is not necessarily the one who does the greatest things. He is the one that gets the people to do the greatest things." - Ronald Reagan

Anaris

Quote from: victor c on July 26, 2016, 09:06:17 PM
Why not Divide areas like climate regions. Some Stormy, some dry, some windy, some not so windy. Not 100% etc, simply add a higher possibility of a certain weather occurring.

Coding wise, I'm pretty sure you just increasing the percentage or add a few copy and pasted variables. (That's just what I think, I don't truly know)

This will add a new strategy of learning the different climates and also require new

Coding wise, it would be vastly more complex than that. Weather right now really is very, very simple.

I'm not really interested in messing with the weather system beyond very basic/necessary tweaks or bugfixes, unless it's to add a much more complete weather model, where you could watch storms roll across the continent (and, in general, could have at least some chance of predicting what the weather will be...).
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan

Vita`

Quote from: Anaris on July 26, 2016, 09:08:54 PM
Coding wise, it would be vastly more complex than that. Weather right now really is very, very simple.

I'm not really interested in messing with the weather system beyond very basic/necessary tweaks or bugfixes, unless it's to add a much more complete weather model, where you could watch storms roll across the continent (and, in general, could have at least some chance of predicting what the weather will be...).
Feature creep. I think we can hold off on a more complete weather model as BM is not a weather-based simulation and there are many other core areas in BM that could use loving attention before we add 'complete weather model' feature.

Anaris

Quote from: Vita on July 26, 2016, 10:11:29 PM
Feature creep. I think we can hold off on a more complete weather model as BM is not a weather-based simulation and there are many other core areas in BM that could use loving attention before we add 'complete weather model' feature.

I completely agree. :)
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan