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Author Topic: Crown of Conquest - Browser RPG - now with improved automation  (Read 34152 times)

morlicar

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idk but Zazmio mentioned having the same issue and he had to seize and cede the castle multiple times to get it to work. I'm pretty certain you have to move the garrison out of the way to seize it. then you'd try ceding it, wait a while and repeat if it doesn't stick. put the garrison back there after it's worked.

What do you think of as the ideal garrison unit build? It's very different to the ideal main party build.

I had by far the most trouble taking down archers when fighting Kronk's garrisons. mages, priests and Warriors seem to be too easy to take out by a determined player. when attacking player garrisons, I focus-fired everyone on characters in that order (warrior, mage, priest), while hitting the archers with entangles. The offensive classes go down so quickly that they hardly get a chance to inflict any damage.

Defense is weaker than offense in this game. Archers serve the best chance of slowing down an attacker. They drag the battle out. And remember, it's the attacker who spends the effort and turns for the battle, not the defender. So dragging out the battle makes great sense for the defender.

So my current go-to build is an archer. 25 CON, 10 Int, the rest in Agility. 3 skill points in mettalurgy, 3 in fletching, the rest in beserker. Get plate armor. The encumberance doesn't matter at all since they won't be moving around. Pump 2-3 levels of armor upgrades in there too, so they should have armor 30+ as well as any AGI bonuses.

Similar, but some of my garrisons are catch as catch can (to save money, I will hire warm bodies and try to make them work).  I also tend to put at least one priest per garrison.

When I'm flush, I train elven archers(they are perfect for garrisons) and start them at 10Int, 18Agl and 18Con, level them in Con to 30 and pump the rest into AGL.  Equipment...varies, I tend to pimp them out when I can with plate w/ 3-4 upgrades,   but I'll also slap an indestructible leather (not on many, & mostly on the ones further away from my core area) on 'em with 4 upgrades; no much better than unbuffed plate, but no repairs needed and I've had trouble finding plate armors with decent durability.

Ive been putting 2 metalurgy and 2 fletching & as much Berserk as they have levels for on most of the characters and havent had to do much maintenance.  Was thinking of bumping the metalurgy & fletching further for those with max berserk.

I also put a minimum of level 5 runes in place.  When I think about it I bump them up further.

In your opinion, is the 5 con difference between our builds worth reconsidering on my part?

All the above said, I still am tempted to use warriors, since i find a fair number of indestructible melee weapons to upgrade & equip then with.  I wish ranged weapons with the indestructible trait on them were  a bit more common :)
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wereboar

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How do you replenish mana and heal naturally?
What is the best way of using spells?
Should I put my guys in the inn when out of turns?
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Reelya

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The problem is that warriors die really easily when it counts - when a determined player attacks you. They'll hit hard but won't get many attacks in if the other guys knows what he/she is doing. I focus fire on them first, then mages, the priests.

Some quirky builds could theoretically be interesting in a garrison. e.g an all-AGI warrior would have the defense of an archer, but more HP. they won't do much damage but they might well mess up an enemy's plan when they just aren't expecting this warrior to be near-indestructible. you can give them a highly upgraded indestructible weapon to make up for their lack of STR. Another possibility would be a pure-agility priest. sure he wouldn't get the 200 heals a day that a level 20+ dedicated priest gets, but he will be able to heal, fight with an indestructible sword, and have insane (an unexpected) defense.

25 or 30 CON, I don't think it makes a huge difference across the range of levels that exist in the game. +5 Con doesn't seem to add a whole lot extra per level, but it would add up. I'm thinking that much probably adds up to 1 extra HP per Level according to numbers other people discussed. So it's maybe an average of 30 extra HP vs 5 more in both attack and defence.

I'm planning to get some better data on CON => HP conversion rates now that money isn't a limit. This is my plan. Make two stacks of rookie archers, 8 with 3 CON and 8 with 18 CON. Leave both stacks in city garrisons for a few weeks, track how they go once they hit higher levels, see what difference 15 CON makes to their HP once they get to higher levels. Averaged over 10+ levels and between two sets of 8 guys, the results should be pretty accurate.

After getting that data, I can give a really good estimate on how much HP different strategies yield. This still won't 100% resolve whether the extra HP is worth losing +5 on defense and attack for an archer, but it will at least let us plan a bit better

Reelya

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How do you replenish mana and heal naturally?
What is the best way of using spells?
Should I put my guys in the inn when out of turns?

There's no mana, it's a daily spell memorization thing.

Make sure to have two priests, put all spells in healing, and use the town healer liberally to extend your ability to fight. Once you're level 5 and ready for dungeons, give the priests at least 1 portal spell each, you want 2-3 portals ready to go. plate armor that's upgraded can reduce the need for healing a little, but you should use the opportunity to take on more powerful enemies instead. So you still need lots of healing.

There's not point going to the inn, characters in the inn don't get any special bonus. just leave your party in a town overnight.

For turns, just learn ways to save turns. One trick when exploring dungeons is to explore to a dead end, then portal back to the entrance, go back down and explore in another direction. Get +CON or +MOVE items, these will make wilderness travel faster. get +TURN items and they can give up to 250 bonus turns a day.

wereboar

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Will I get in trouble if I leave the party in the dungeon overnight?
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Reelya

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You could get your guys wiped, but it's very unlikely. It really depends on whether you're able to comfortably take on the biggest stacks in that type of dungeon. It can be some nice free XP / extra battles if you're not in over your head. I wouldn't make a habit of camping out in dungeons but it's not a huge threat. You might end up having to pay to ressurect 1-2 people.

morlicar

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Now that I'm expanding the number of my garrisons more slowly, I can afford to train rather than pick up existing characters and I'm leaning heavily on archers.

Though I like that idea about an AGL heavy warrior/priest.  I may experiment with that idea.
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pondicherry

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Thanks Reelya... I'll do just that

(can I get pass to the bay12 map viewer?)
« Last Edit: May 10, 2015, 09:14:56 am by pondicherry »
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"Begin at the beginning and go on till you come to the end: then Stop."

Reelya

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Well, my test archers are level 3 now. I made two groups of 8 elf archers, half with 3-CON and half with 18-CON. To rule out the effects of luck rolls (if any) on HP gain, all of them have maxxed-out Divinity.

The ones with 3 CON are at 19,20,13,18,19,16,16,13 HP, and the ones with 18 CON are at 18, 20, 21, 17, 21, 19, 21, 16 HP. HP totals are 134 for group 1, and 153 for group 2. That's an extra 19 HP across all 8 characters after 2 level-ups, or 19/16 extra HP per character per level, for having an extra 15 CON. Assuming extra CON adds a linear extra amount of HP,  then 1 CON is currently worth an extra 19/16/15 =~ 0.08 HP / Lev bonus. If this is the true rate, then after 20 levels, an extra +5 CON would only add 8 extra HP on average. +8 HP after 20 levels would be clearly worth less than the +5 Agility for the archers.

EDIT: Level 4 now. The 3-CON's total 167 HP, and the 18 CON's total 196 HP. So, 29 HP / 8 chars / 3 levels / 15 CON = ~ 0.08 again.

EDIT^2: Level 6 now. 3-Cons total 243 HP, 18 Cons total 277 HP. +34 HP  / 8 characters / 5 levels / 15 CON = ~ 0.0567 HP / CON / LEVEL

Having 15 extra CON added a grand total of 4.25 HP / character by level 6.

Well, I'll report again how they're going at a higher level. To be 100% sure I think I need 25-CON and 30-CON test groups as well.
« Last Edit: June 03, 2015, 05:05:36 am by Reelya »
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Reelya

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Working on script improvements. These elements are to be implemented.

(1) Automated blacksmith data.
   DONE: extract blacksmith data and append it to main town screen.
   FIXED: not getting data if no blacksmith.
   TODO: upload updates to the server.

(2) Auto-extract coach network information.
   DONE: extract coach data, add it to main town screen. (this is temporary)
   TODO: server, create record structure for coach links, coach link overlay (using same graphic system as the waypoints)

(3) extract basic info on shops
   DONE: extract list of shops, number of shops, shop panel lists
   TODO: create number of shops field for cities, Update number of shops to server.

(4) extract information about for-sale items
    DONE: Tally up materials for sale,
    TODO: create server fields for materials for sale,
    TODO: update amounts to server
    TODO: extract list of magical items
    TODO: make magical items section in database
        NOTE: http://crownofconquest.com/item/tooltip?item_id=2575724
    TODO: sortable table of magic items for sale on website

(6) Extract trade hall item data.

(7) Extract Quest Data.

(8 ) Extract recruit data.

(9) Automated level up point spending + automated spell selection.
    - Probably based on putting "char build" codes in your character names, then it does some scanning of the available characters.

(10) Waypoint integration between map and game
    - Simplify password system.
    - Send waypoint data to user's game
    - Integrate waypoint data into game display

« Last Edit: May 17, 2015, 07:37:56 am by Reelya »
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Reelya

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Plug-in version 1.03 completed, and uploaded to the map server as a proof of concept.

The new script is the first attempt to modify the actual game itself while running. When you enter a town, the script now extracts the blacksmith data automatically and adds it to the main town screen. This is useful as you no longer need to open the blacksmith page to see how good they are. Though it doesn't automatically update that information to the server, yet.

morlicar

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Trying 1.03.  I haven't noticed any issues and I like having the blacksmith info on the town screen.  Kudos for a good job.
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Reelya

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Here's script version 1.04. I made it separate to the one on the site because it's a bit experimental.

The blacksmith data should upload to the map automatically as you walk around now, and I integrated it into the game's display better (the full details are a tooltip on the Blacksmith link).

I also simplified and fixed some issues with how the cities were colored on the bay12 map. Any city not checked in 30 days will be red now, ones that were "none" before will stay blue until then.

A new feature is reading shop info in the background. It tallies up the available building materials in the shops at your location and sticks that at the bottom of the window. This part isn't linked to anything on the server yet, but it will tell you at a glance how much materials they have in the city. Later, I plan to use this to automatically create lists of what magical items are for sale (so you can find good ones without needing to mouseover everything).

jgame.net.au/kingdoms/crownofconquest.104.user.js
« Last Edit: May 19, 2015, 07:59:29 am by Reelya »
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morlicar

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Staberinde took (87,25) and (87,5) from the kingdom and (93,13) and (91,15) from IPC Advance Squad A

There was no garrison at (87,25) so I've retaken that and receede it.  I haven't checked the others.
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Reelya

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He's creeping in taking rows of cities in the south too, but there's not much we can do about that since the active players are at their city limits.

We need more people to hold cities BTW, any semi-active players could really help out by just logging in to manage one city. Takes very little time.

I won't be able to hold that far north row of fortresses, since it takes too long to travel south to north then back, i just don't have the real-life time to handle that. BTW (61,5) doesn't have a garrison anymore, (96,5) was dislodged a while ago. I've been thinking of moving those guys back south for a while. It's probably only viable for me to consider holding stuff in the southern 50% of the map.

Are there garrisons at the ones he took from IPC Advance Squad A?
« Last Edit: May 25, 2015, 06:15:59 pm by Reelya »
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