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Author Topic: Chapter Master - In the name of the Emperor!  (Read 798938 times)

Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1110 on: February 07, 2015, 06:12:19 pm »

Quote
The very next game I started after making that post, I got a full three or four worlds loaded with Tau.

I am made intensely joyful.

Yeah, shooting filthy aliens in the face always makes me happy as well   ;)

Too many of them for me to do that, unfortunately.

I do look forward to seeing whether I can diplomacy with them or not, since I don't know how to 'meet' one of their commanders besides, presumably, engaging in combat with them.

MAYBEBUGREPORTEDITNOTSURE: With Biomancy psyker powers selected, my Psyker Chapter Master (EDIT: My chief librarian actually, it seems like, though my Chapter Master being kept at '75%' health did still happen) keeps using Regenerate, but not attack powers(this may be due to him being farther back in line), and it seems to actually be reducing his health to 75%. Not sure why(other note: I put my Chapter Masters on bikes cuz' I can, so that may or may not be part of it)See below. As well, when I kitted him out originally with Force Weapon and Plasma Gun, it gave him a Master-Crafted Plasma Gun instead. This had the same statline as the Master-Crafted Force Weapon, rather than being an actual Plasma Gun ranged weapon and whatnot.

ALSOPROBABLYNOTABUG: Planetary Governors always hand over artifacts without asking for compensation, and it may skip a text-box, from the flickering. Not sure.

LESSBUGMOARGLITCH: Based on the way I think HP percentage is calculated/given, they don't line up. His health is being reduced to 100, presumably because that's the typical max health for a marine, and the way it finds percentage health left seems to be based on how many points below the maximum it is; thus, with max hp of 125, he 'heals' himself to 100 HP, and it shows as 75%, because it's 25 points lower. Not having exactly 100 health may be why he's using regenerate instead of something useful, as well.\

NOTABUGSTILLANNOYING: Planetary disposition rises painfully slowly, and only if there's something on the world for me to kill for the populace, it seems like; after purging a Heavily Infested world of Tyranids, the disposition went from 4 to 6; presumably one point per Raid. Ungrateful bastards.

OTHERBUGPROBABLYALREADYKNOWN: When systems are fully purged of Xenos filth, if there are no surviving Imperial Worlds, it remains colored as the Xenos designation. As well, the one everyone's probably encountered, the dreaded Lava World Warp Gate; Worlds with zero population can still boast spawning Cultists. And while this last is far less of a problem, and most likely one of the most difficult to solve; when a planet has 0 population, and I bombard it to reduce Tyranids from Extreme to Heavy, there're just cultists and genestealers and limosines and whatnot. It just seems off. The possibility for rampant Tyranid infestation might be good to, as I've never even once seen a Hive fleet, and even Extreme Tyranid hordes can be Attacked without too much trouble, if you have around half your chapter there.

Finally, question/curiosity: Programming, at least for something like this, boils down to a series of long, complicated, and interlaced IF:THEN statements, right? I'm just curious, because I typically think this and am wondering if I'm just talking out of my ass.

Okay, so, not finally, I guess. Still using this for bug stuff. I think it's a bug anyway: The Tau fleets aren't actually doing anything with the worlds they're hovering over, which are filled with Tyranids and Orks respectively.

Oh, and, uh, apparently Company Champions don't show up under each Company's heading for the Chapter Management overview screen.
« Last Edit: February 07, 2015, 07:23:00 pm by Rolepgeek »
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DukeFluffy

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Re: Chapter Master - In the name of the Emperor!
« Reply #1111 on: February 07, 2015, 07:10:43 pm »

EVENMOAREDIT: I thought I remembered Duke saying something about ??? disposition worlds no longer starting at super low numbers. I've observed this is not the case, as it still occurs for me. And some worlds remain ??? even when I'm in the system. Which might be on purpose, I dunno.
I should have been more descriptive in the patch report.  Worlds can still start at very low numbers, but that is based upon your current standing with the Imperium at large.  The recent fix meant that if you have good relations, save and reload, further discovered planets will no longer start at like 1 or 2 disposition.  Formerly, the 'average planet disposition' variable could not be saved, which returned a very low number after loading a saved game.

????? disposition worlds are working as intended.  If a bunch of xenos are in the area and preventing normal planetary activities, or the governor is dead, that is the number you should be seeing.


Somehow didn't see page 75 of this thread.

ALSOPROBABLYNOTABUG: Planetary Governors always hand over artifacts without asking for compensation, and it may skip a text-box, from the flickering. Not sure.
LESSBUGMOARGLITCH: Based on the way I think HP percentage is calculated/given, they don't line up. His health is being reduced to 100, presumably because that's the typical max health for a marine, and the way it finds percentage health left seems to be based on how many points below the maximum it is; thus, with max hp of 125, he 'heals' himself to 100 HP, and it shows as 75%, because it's 25 points lower. Not having exactly 100 health may be why he's using regenerate instead of something useful, as well.\
NOTABUGSTILLANNOYING: Planetary disposition rises painfully slowly, and only if there's something on the world for me to kill for the populace, it seems like; after purging a Heavily Infested world of Tyranids, the disposition went from 4 to 6; presumably one point per Raid. Ungrateful bastards.
OTHERBUGPROBABLYALREADYKNOWN: When systems are fully purged of Xenos filth, if there are no surviving Imperial Worlds, it remains colored as the Xenos designation. As well, the one everyone's probably encountered, the dreaded Lava World Warp Gate; Worlds with zero population can still boast spawning Cultists. And while this last is far less of a problem, and most likely one of the most difficult to solve; when a planet has 0 population, and I bombard it to reduce Tyranids from Extreme to Heavy, there're just cultists and genestealers and limosines and whatnot. It just seems off. The possibility for rampant Tyranid infestation might be good to, as I've never even once seen a Hive fleet, and even Extreme Tyranid hordes can be Attacked without too much trouble, if you have around half your chapter there.
Finally, question/curiosity: Programming, at least for something like this, boils down to a series of long, complicated, and interlaced IF:THEN statements, right? I'm just curious, because I typically think this and am wondering if I'm just talking out of my ass.
Most of this is working as intended other than the Chapter Master health and biomancy thing, and control of planets, but much of it I will be taking a look at.

A large part of programming so far as I understand is interlaced IF:THEN statements, but too much of that is considered sloppy, and an equal or larger portion is made up of REPEAT functions that mess with arrays.  The actual display of the UI and art doesn't use many IF:THEN statements either.
« Last Edit: February 07, 2015, 07:16:54 pm by DukeFluffy »
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1112 on: February 07, 2015, 07:48:07 pm »

Alright.

More bugs I noticed: When saving over a previous save of the same game, it deleted the saves in the slots above it and shifted up. :(

I've been noticed that worlds have been starting at 2-6 Disposition, while my relations with the Imperium are at 42, and with the Inquisition between 16 and 24. :/

Also, a true glitch I believe, when I zoomed out to see what stuff would be going on while my entire Chapter was on Crusade, and was cycling through turns, the game 'froze'. Not as in crashed, but as in I think an event of some sort happened, and since I was zoomed out, hitting space or hitting t, or enter, or anything like that, nothing would make it work and do anything. Luckily, I'd saved a few turns before the Crusade call, but I was sad because I'd hoped to see how Crusades were now.

...What does 'Test' do, for trading with Tau?

Also, I've noticed a lot of other bugs, mostly just report errors like Selective Purging say it's reduced Corruption to 0% when that's bullshit, and the like, but I'm not certain what causes them, so...

EDIT: Stars always seem to jump off the map when the Inquisition gives me a Radical Inquisitor mission.

And Heretic Fleets produced by Corrupt Forgeworlds don't seem to fight with the Imperial Fleets above the same worlds.

Also, when sending a suicide escort to a system communication had been lost with(aka 'Nids), it tried to fight again the turn after it died. Which meant that when I hit Fight, it went to the screen with the shittingly ridiculous number of Tyranids, then faded to black and ceased to do anything anymore. :(
« Last Edit: February 08, 2015, 12:49:35 am by Rolepgeek »
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1113 on: February 08, 2015, 02:39:51 pm »

Double post because I now have questions.

Are Daemon Worlds the ones with 500+% Corruption?

Is there a 'sweet spot' for how many marines you can send to a Crusade without having them die in droves? When I sent my whole Chapter, lost basically everyone, including my Chief Orator(Librarian, playing a loyalist Word Bearers chapter, didn't have everything fleshed out for how they'd work yet), Master of Sanctity, Forge Master, and Chief Apothecary. Everyone remaining had between 160 and 230 Exp, on the other hand, save for the single scout who survived with 110 Exp. The other crusade, to which I sent like four empty ships, came back with an artifact, on the other hand. >.>

Needless to say, I loaded from an earlier save, since I was too sad at the loss of my Command staff.
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1114 on: February 08, 2015, 02:42:31 pm »

I sent over 300 Marines on a Crusade, including the 10th Company, and lost 62 guys. This was before Duke said he toned down crusade losses. So...maybe what crusade it is is under the hood, determining how many you lose. Be nice if that info was stated on the Crusade request. (Where, what, ect...)
« Last Edit: February 08, 2015, 02:55:12 pm by nenjin »
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varsovie

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Re: Chapter Master - In the name of the Emperor!
« Reply #1115 on: February 08, 2015, 02:47:35 pm »

Worse is when you send the whole chapter, then wait 10 turns with a single returning techmarine stranded on your homeworld, and returning chapter with only a 3rd of its initial strength. Although to be honest with optimal play it's the only time you loose something.
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1116 on: February 08, 2015, 03:22:39 pm »

What I kinda want to do is get like four recruiting worlds, set it to Frenetic, then send legions of Scouts on Crusades to level them up into badasses.

The problem is how unreliable they are, how long it takes to get to the point where you can do that with recruits, and how pissy the Inquisition will be in the meantime.
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1117 on: February 08, 2015, 03:24:33 pm »

I don't seem to recall my 10th Company making a shitload of experience from the Crusade. After 65 turns of cleansing the Imperium and sending them out, I still only had a couple that were ready to upgrade.
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Cautivo del Milagro seamos, Penitente.
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When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1118 on: February 08, 2015, 03:34:11 pm »

I think it depends on the lethality of the crusade. Like I said, my sole remaining scout after losing 487 out of 540 or so marines had 100+ exp, whereas before he had like 8.
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1119 on: February 08, 2015, 03:53:45 pm »

Yeah, more crusade info would be nice. Like, what the target is when it's announced, the expected scope of the campaign (small, medium, large, grand.) And at the time of embark, it tells you roughly the amount of forces that came together. Even something as simple as "less than expected" "average" "more than expected." To give you an idea how crazy it might get and if you might already need to start upping recruitment.
« Last Edit: May 27, 2015, 12:31:51 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

DukeFluffy

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Re: Chapter Master - In the name of the Emperor!
« Reply #1120 on: February 09, 2015, 03:53:18 pm »

Over this week, and probably onward, I'm going to be tackling a lot of the strange bugs that you've all been reporting.  Thanks for the help.


0.6533

Major Changes:
Added in a new Debug Log that has events written to it as they occur, such as ground and space combat, random events, etc.  Upon a crash, or experiencing weird behavior, this debug_log.ini file should be sent to the usual email.  And probably deleted afterwards for a fresh version.

Other Changes:
Some heavy ranged weapons have been increased in price.
Fixed the 'explode string' crash on game launch.  I think.
Post fleet combat 'ship_lost' crash has been fixed.
Added a couple more colors to chapter livery.
Captains are now assigned Bolt Pistols instead of Bolters by default.
Some Chapter Advantages and Disadvantages are mutually exclusive once more.
Finished Paragon and Reverent Guardians advantages.
Psykers can once more use their weapons between casting to tear shit up.
Built Land Raiders and Land Speeders now have their default weapons included.
Fixed combo space battles; they should now be able to occur.
Gene-Seed tithes are now a thing! :D  You automatically hand over 5% of your Space Marine gravy every two years (minimum 1), or if unable, take a small Loyalty hit and build up an IOU.
Trading away or selling Gene-Seed can have repercussions now.
You can no longer select marines from several companies, as this was not intended and doing nothing but causing errors.
Planets should no longer jump off the screen at the end of the turn.
You may no longer Attack Space Hulks.  Raid and Bombard should be the only options.
Malcador Spyrer Web Spinners now use a more complex formula for incapacitation.
Some missing dialogue has been added.
Planetary Governors will no longer ask for help if player forces are already present.
Planetary Governors can no longer ask for help the same turn the enemy forces are removed.
'Daemon Binders' changes power text violet rather than the normal blue.

Other:
Messed around with the Marine Damage Resistance formula a lot and determined that it works fine as is.  Variants tried involved different Damage Multiplier, removing half the armor from the starting damage and end damage, and so on.  If anyone wishes to mathhammer it themselves and try to find a better formula it currently works as follows:
-Damage Multiplier: 0.7 - ((Marine Experience * Marine Experience) /40000), minimum of 0.25         Displayed damage resistance is ((1 - Damage Multiplier) * 100)%
-Damage Result: (Damage * Damage Multiplier) - Marine Armor

ConscriptFive

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Re: Chapter Master - In the name of the Emperor!
« Reply #1121 on: February 09, 2015, 04:05:45 pm »

Just d/l the new version.  Anybody else getting an immediate crash on trying to open companies on chapter management?


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_controller:

DoAdd :: Execution Error
at gml_Object_obj_controller_Step_0
############################################################################################

DukeFluffy

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Re: Chapter Master - In the name of the Emperor!
« Reply #1122 on: February 09, 2015, 04:07:00 pm »

Just d/l the new version.  Anybody else getting an immediate crash on trying to open companies on chapter management?

What type of chapter were you using?  Fleet-based?

Nevermind.  Found the issue.  Hold up on trying out the new version for like 20 minutes, everyone.

Fixed patch is out.  Enjoy.
« Last Edit: February 09, 2015, 04:26:33 pm by DukeFluffy »
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JohnieRWilkins

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Re: Chapter Master - In the name of the Emperor!
« Reply #1123 on: February 09, 2015, 04:30:36 pm »

Using your formula you reach the maximum damage reduction at 134.16 experience. While the 40,000 is great in there that's pretty low by space marine standards. I'd prefer:
.7-experience^2/160000 with a minimum of .10. That way you'd max resistance at 309.84 experience. The curve looks nice too.
100exp: .6375
200exp: .45

e: please nerf power fist

Alternatively use .7-experience/experience/100 with a minimum of your choice for diminishing gains with more experience. (you'll have .15 resistance at ~3k experience)
« Last Edit: February 09, 2015, 04:35:43 pm by JohnieRWilkins »
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DukeFluffy

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Re: Chapter Master - In the name of the Emperor!
« Reply #1124 on: February 09, 2015, 04:37:31 pm »

Using your formula you reach the maximum damage reduction at 134.16 experience. While the 40,000 is great in there that's pretty low by space marine standards. I'd prefer:
.7-experience^2/160000 with a minimum of .10. That way you'd max resistance at 309.84 experience. The curve looks nice too.
100exp: .6375
200exp: .45

The problem with a max 90% damage resistance is that almost no weapons at that point can scratch your marine.  Some of the highest damage weapons in the game are Maulerfiend Claws (300 att/arp) and Daemon Melee (250att/300arp).  If a marine had 90% damage resistance and Termie armor, both those weapons would be entirely ignored.  I'm kind of hesitant about increasing the exponent experience squared divisor, too, since this would greatly reduce the damage resistance of most 1st company and so marines.  I'll be taking more of a look at this, soonish, and thinking over your proposed weapon changes.
« Last Edit: February 09, 2015, 04:43:06 pm by DukeFluffy »
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