TarquinGaming的最近内容

  1. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Bugs, itemization:

    All the mail/plate gauntlets that have a -3 to Power Draw/Throw tooltip are not applying the debuff.
    itm_ga_swa_a4_plate
    itm_ga_swa_a6_plate
    itm_ga_vae_a5_mail
    itm_narf_demi_gauntlets
    itm_narf_finger_gauntlets
    itm_ga_pla_a5_iron Plate_Gauntlets

    Both Gold Cloak armors reduce Power Draw/Throw by 2 but lack the tooltip on the item.
    itm_westerland_goldcloak
    itm_westerland_goldcloak_cloaked

    Two Chain Mail Hauberks do not reduce Power Draw/Throw by 2 or 4 as the other armors in their class do.
    itm_narf_chain_mail_1_hood
    itm_sellsword_heavy_leather

    Possible bugs, itemization/unit design:

    The Great Helmet (itm_he_khe_t5_neck_a) has 45 armor, but I think 51 armor would be a better total for it, taking it into line with things like Armets.

    The chest armor for Elite Sisterman Spearmen is 48/21 armor. Upon being upgraded, the Sisterman Household Guard gets worse armor, at 37/20 armor, though it still requires 20 Str like a top-tier armor would (itm_sisterman_plate_1 Reinforced_Leather_Armor). Having a unit upgrade into worse armor than before, while not getting something like a horse or ranged weapon out of the bargain, could be a design choice, but I figured I'd point it out in case it was not intentional.

    Similarly, the armor itemization for early Reach troops is all over the place. Their second tier troops, Reach Pikemen, get 45/18 armor. If upgraded into Dismounted Reachmen Squires, they get 28/11 armor. Veteran Reachmen Pikemen get 8 different armors some of which are worse than normal Pikemen's armor, some the same, and some far better - this seems like a design choice, and I like varied armors and armor qualities in a single unit's tier, but I think it may make more sense to have the Squires have the various gear and make the Veteran Pikemen more uniform.

    Bug, units:

    The unit Mounted Skirmisher does not have any Power Throw skill , leading the javelins on its back to be useless (needs 4). This makes battles with Essosi armies/bandits/caravans play out dramatically differently than they otherwise would. -edit: Sometimes they throw javelins, but they almost always don't? It may be that only some of them spawn with javelins and only some of the ones who spawn with the weapon elect to use them, I admit to not testing this heavily.
  2. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Azsouth 说:
    Sergio_Morozov 说:
    EDIT: More scene bugs.
    Grassfield keep is a "tower" siege, but the scene is "ladder" siege.

    not sure if you mentioned it already but Rosby has the same issue, also not sure about if there is wood piles and if they get stuck on them

    I went searching the other day, I think I found all of the tower/ladder siege bugs, reposting for visibility:

    Severe Siege Bugs:

    Blackhaven, Brightwater Keep - Defenders do not stand close enough to destructible door, Player Character will have to break the door themselves (on offense or defense) or position defenders next to the door in order to make the siege progress

    Horn Hill, Rosby, Rook's Rest, Grassfield Keep, Iron Holt, Hellholt, The Gates of the Moon, Strongsong, Vaes Anogar, Fort Eryas, Torturer's Deep - Siege Tower AI on a Ladder Map, AI won't charge

    Tolerol- totally impassable scene, no tower/ladder exists
    Harvest Hall- totally impassable scene, siege tower looks burned-out and is non-functional
  3. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Grank 说:
    If it's set to Disabled on default, it's either intended or a bug. What is it like to play on Medium? Like normal gameplay? I'm hesitant to change mine to medium because when I did, my enterprises went downhill right away. Maybe it just needs time to get back to normal economy but I don't want to risk it in my serious playthrough.

    Low:

    When trade occurs between towns, the benefits are split between the buyer and the seller, instead of just the buyer. (The rationale for this is that in Native, there is no incentive to export goods.)
    Merchant caravans take into account distance when deciding the most profitable trade route, as well as any mercantilistic policies imposed.
    Reduce price convergence caused by NPC travelling merchants (from 30% in Native to a random percentage with an average of 15%).
    Increase food prices in towns under siege.
    When the player surrenders, depending on who accepted his surrender and other factors, they may not loot his personal equipment. (This is to deal with the problem that when permanent stat loss is not possible, there is no way reason to ever surrender, since you lose the same soldiers and items either way and if you fight at least you can reduce your opponent's army.)
    The available gold at merchants changes with town prosperity.
    You receive slightly better prices selling items to the correct merchants.
    The rate of food stock replenishment for a castle depends on the prosperity of its village, and is stopped while the village is raided.

    Medium:
    When promoting a companion to a lord, modify their starting gold (which is supposed to represent their accumulated share of the loot) by their Trade and Looting skills.
    When calculating player enterprise profit (both for real and estimated) don't just use the price of the raw materials, but also whether they are actually available. If there is no locally-available supply, the good will have to be imported, and the effective price depends on the prices of the town's trading partners and the frequency of caravan traffic with them.
    Food consumption at both castles and towns increases with garrison size. The average starting garrison size is the baseline. Troops beyond that eat more, although the change is less important in percentage terms for towns. Food consumption at towns increases with prosperity.
    If a faction is run by the player (and so no one receives the weekly bonus gold that the faction leader would normally receive), and the player is married to a lord, the player's spouse receives half of the "king bonus."
    Like NPC lords, the player loses gold when his fiefs are raided. (Only gold in your treasury managed by your chamberlain can be lost this way: the gold you carry with you is exempt.)
    When the player party is defeated, take into account the Looting score of the victor when calculating the gold lost by the player.
    If an NPC-owned castle or garrison has more troops than a certain minimum and it lacks the wealth to pay wages, it can suffer attrition.

    High:

    When a lord loses gold due to a village being raided, the loss is first subtracted from uncollected taxes at the village before being applied to his personal wealth.
    As kingdoms are eliminated, the "king/marshall bonus" for all the remaining kingdoms increases, so the total amount of gold given out remains constant.
    If a lord has an excess of gold, he might distribute some of the extra to any of his fortresses that have low wealth (and don't have oversized garrisons).
    When prisoners are "sold" from NPC-owned towns and castles, a small amount is added to the fief's wealth (unless it has an oversized garrison).
    Mercenary party sizes increase with the player's level, the same way that lord party sizes increase, to make them stay relevant as the game progresses.
    The higher the player's honor, the greater the honor loss from misdeeds.

    source:https://floris.fandom.com/wiki/Economic_Changes
  4. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Grank 说:
    Can you guys go to your Camp -> Mod Settings and see to what option your "Diplomacy Economic Changes" set to? Mine was disabled by default. I figured that's probably the reason Fairmarket was staying poor. I changed it to medium and now my enterprises are yielding -1k per week.

    Mine is disabled, and AI changes set to Low. I don't think I changed the settings, though I'll possibly turn them all the way up for my next playthrough.
  5. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Sergio_Morozov 说:
    I wonder, what are calculations for peace accepting - somehow factions with 1 walled fief and few lords demand things from me, despite my faction's 6k host being totally above their 300 garrison and 0 field army...

    (Things like 200k coins...)

    If you turn on Debug Mode through the Mod Options, you can see how some of these political calculations are made. A new menu opens up under Reports, if memory serves, where you can get a lot of info about factions and their plans.

    I don't think they get "intimidated" exactly by your army, but the more you defeat their armies and take their castles, the more controversial the war will become and the more damaging the war is perceived to be by their faction. Short wars, it seems like they will not want to accept a quick end to things (which makes sense) but after beating some more of their lords they'll accept an end to hostilities. Alternately (this is cheesy and I do not recommend doing it) you can take a castle, then let your foe take it back, repeatedly. It'll make their faction "think" they are losing tons of castles, when in fact they are trading just one lightly defended castle back and forth, but that'll be enough to establish more favorable terms for peace, typically.

    Bugs, non-recurring:

    I was taking Nightsong and the siege went fine, went to claiming my share of the loot, then the game glitched and the sound of money clinking into my coffers went on repeat and I was unable to progress past my frozen inventory screen. I was able to go into the Notes tab, however, and it just showed a very large amount of deposits being made, forever. Had to reset, didn't happen again when I took Nightsong, haven't had this issue in any other siege resolutions thus far.
    n65wJSs.jpg

    b4yKrhI.jpg


    I was sieging The Weeping Town, had to back out because I got knocked out. Went to continue the siege, my vassals didn't come along, so I backed out once more. Tried to re-convene the siege, got locked out of entering or abandoning the siege. Script Error on opcode 501: Invalid Part ID: -1; Line no: [Throws an error for 2, 3, 9, 10, 14, 15, 53, individually]

    hjQHNca.jpg

    I've got video of the bugs as they occur, if that would be useful.
  6. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Sergio_Morozov 说:
    Blackhaven castle exterior scene does not allow besieging troops to reach the defenders:
    • AI navmesh takes agents through the gates, but they are blocked by, surprisingly, the gates (unbreakable);
    • The alternate "back over the wall pathway" allows the player to reach the courtyard, but there is no AI navmesh on the pathway for AI (and if there was, agents would still prefer the shorter blocked path);

    The issue is that the AI defenders for Blackhaven are standing too far away from the breakable door. The AI will swing at and break a door, but only if an opponent is just on the other side. Brightwater Keep also has this same style of bug. While the player character can still break down the door (or order allied troops to stand on the other side of it, triggering attacks), this is relatively fine for attacking but unacceptable for defending, since you have to choose to break down your own door or else just let your archers kill them forever, which is not sporting.

    edit: List of bugged sieges tentatively completed.

    Severe Siege Bugs:

    Blackhaven, Brightwater Keep - Defenders do not stand close enough to destructible door.

    Horn Hill, Rosby, Rook's Rest, Grassfield Keep, Iron Holt, Hellholt, The Gates of the Moon, Strongsong, Vaes Anogar, Fort Eryas, Torturer's Deep - all have the Belfry issue, where the siege tower does not exist on the scene but enemy/friendly AI will not auto-charge their attacking troops at a breach because they are waiting for a tower that does not exist, leading you to have functionally invulnerable castles. This is present on any castle that requires "building a siege tower" but on which scene a siege tower does not appear.

    Tolerol- has the Belfry issue, but also has no way inside the castle whatsoever. The other castle with belfry issues could have the troops ordered to charge, rendering attacks possible for the player at least, but Tolerol has no ladders and so is utterly impassable.
    Harvest Hall- totally impassable siege tower/ladder (looks like the ramp just...isn't there, troops unable to breach walls in any way)

    Rhyos- A large tree in the path of the attacking army blocks ~50 troops out of 110 for an extended period of time. After 5-7 minutes they mostly unclog themselves, and the amount of men blocked by the tree is reduced to 10 or so, a few minutes after that they mostly fix themselves with about 5 stragglers left. The reinforcement wave does not get stuck on the tree.

    Duskendale- With an attacking force of about 110 on the map, ~25 troops spawn trapped behind/beside the tents. After 10 minutes or so, half of them become unstuck. Some of these unstuck guys run in as normal, but 1/4 of them just run forward twenty paces or so and then stand there. Reinforcement waves do not have this issue.

    Greenstone, Sharp Point, etc.- This scene is used on several castles and the AI presents the same issue in each case. With an attacking force of about 110, 25 will get stuck on the broken down wagon/fence just past the bridge by the stream to the left of the spawning point. After about 5-7 minutes about half get unstuck. Reinforcement waves run into the same problem each time, but tend to get unstuck a little faster than the first wave does.

    (ACOK 7.1, all battle sizes 150)
  7. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Alright. This is ALL assuming that the damage calculations have not changed in the last 12 years since a post by Armagan, a Primary Developer, where he gives the formulas as follows:

    Reduced damage = base_damage - (armor * [soak]) = 10
    Final damage =  Reduced damage * (1 -  (armor/100 * [reduction factor]))

    So, without further ado, here are some number crunches for theoretical damage. I did the wrong calculations for how much power strike effected damage, but that only effects how relevant the chosen values are. I rounded these numbers a little, but it should not matter overmuch. I also included very high damage attacks to simulate the hits you'd get while charging on a horse for Cut & Pierce damage (the high damage blunt weapons are not usable from horseback), and Pierce damage comparative to the Blunt/Cut damage points to compare the damage types without consideration to the weapons that they're stapled on. Negative results become 0 damage.

    Against 80 armor:
    50 blunt = 4
    100 blunt = 24
    120 blunt = 32

    43 pierce = 0
    86 pierce = 20
    100 pierce = 28
    120 pierce = 40
    200 pierce = 88

    50 cut = 0
    100 cut  = 7
    120 cut = 11
    150 cut = 17
    170 cut = 21
    200 cut = 27
    300 cut = 47

    Against 50 armor

    50 blunt = 15
    100 blunt = 46
    120 blunt = 59

    43 pierce = 7
    86 pierce = 40
    100 pierce = 50
    120 pierce = 65
    200 pierce = 125

    50 cut = 5
    100 cut = 30
    120 cut = 40
    150 cut = 55
    200 cut = 80
    300 cut = 130

    Against 30 armor

    50 blunt = 27
    100 blunt = 65
    120 blunt = 81

    43 pierce = 19
    86 pierce = 60
    100 pierce = 68
    120 pierce = 85
    200 pierce = 153

    50 cut = 18
    100 cut = 53
    120 cut = 67
    150 cut = 88
    200 cut = 123
    300 cut = 193

    Against 15 armor

    50 blunt = 37
    100 blunt = 82
    120 blunt = 99

    43 pierce = 30
    86 pierce = 70
    100 pierce = 83
    120 pierce = 101
    200 pierce = 175

    50 cut = 32
    100 cut = 74
    120 cut = 91
    150 cut = 117
    200 cut = 160
    300 cut = 244

    If the formulas are accurate and my math is good (neither assumption is certain), we see that for the mid-late game Pierce is the superior damage type, pound for pound, as it outperforms Blunt at every armor breakpoint. At lower damage totals, Blunt damage will outperform Pierce, but Blunt's advantage wanes as characters do more damage. At no point is an equal amount of Cutting damage on a weapon superior to either alternative, as expected. A 60c weapon is probably fine, balance wise, and I don't think I'd use it over the Halberd.

    Since the Balanced Halberd is the finest Piercing weapon, though, and clocks in at 43 damage raw compared to 50 for the Masterwork versions of the alternate choice, it comes in second in (theoretical) raw damage to the 2h Mace - it comes down my to preference for speed and reach over damage. I no longer think that it's unquestionably the best weapon in the mod, but I kill a lot of horses and I value weapon speed a lot, since defensive actions can be much more crucial to success than offensive actions, so my vote is still for the Balanced Halberd.
  8. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Grank 说:
    Blunt ignores armor more than piercing. The benefit of piercing weapons is that they can kill, unlike blunts. Piercing weapons also tend to be faster and longer than blunt weapons to balance them out.

    From the Module.ini:
    # You can modify the damage system by editing the following values:
    # The first three values determine the amount which will be directly subtracted from damage due to armor.
    # The next three values determine the percentage reduction from the damage.

    armor_soak_factor_against_cut      = 0.8
    armor_soak_factor_against_pierce    = 0.65
    armor_soak_factor_against_blunt    = 0.5

    armor_reduction_factor_against_cut      = 1.0
    armor_reduction_factor_against_pierce    = 0.5
    armor_reduction_factor_against_blunt    = 0.75

    I'm not positive on the practical side of this, but I'm pretty sure that as your damage increases, the benefit Pierce gets from a soak of 0.65 and a reduction of 0.5 is better than what Blunt gets for 0.5 soak and 0.75 reduction.

    edit: I've got work today but afterward I'll try and hunt down the formulas used to calculate damage. I still feel confident in not respecting Cut damage, but depending on where the multiplication happens (and how many times), I may need to reevaluate Blunt damage's place in the hierarchy. I'd still go for the Halberd I think, just due to the greater speed.

    This last part is most likely false, but I feel like piercing weapon benefits from speed bonus more. As in, you get more damage pushing a spear down someone's throat on horseback than you do with a sword. Maybe it's just an illusion.

    If the formulas pan out like I'm expecting they might, this is going to be the case. The Speed bonus would increase the raw damage in the calculations, and at equal damage numbers we already know that Piercing is flat out better than Cutting, so it would magnify the difference. Blunt damage would be in this position too, except most blunt weapons you can use from horseback are very short, so you're unlikely to get the good speed bonus % while using them.
  9. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Silver Wolf 说:
    I agree with you, but I think that greatswords offer much more versatility in case of mounted combat while also having longer range than the two-handed mace.

    Totally fair. My personal style (which is modified by the fact that I'm using a halberd, naturally) is inclined toward only using my horse if I'm cutting through a line of archers. The Greatsword is definitely better at attacking for prolonged periods from horseback. Usually I'll just ride up to an infantry clash and dismount, since I'm a lot more effective on the ground- but I remember in past playthroughs where I spent a lot more time on top of my horse, and I used swords then. I think the Curved Greatsword is probably better than the Westerosi styled Greatswords from horseback, since so you rarely will want to use a Thrust attack.

    clock4orange 说:
    hmm, what about curved great sword (from Essos) with bonus against shield and war cleaver also with crushing trought blocks?
    both fast (100 speed) and long (124-120), 45 cutting, no trust?

    Crushes through Blocks is more important as a modifier than Bonus Against Shields is. The War Cleaver is a very good weapon, but Cutting type damage is flat out inferior to Piercing, so it's worse than the Polearms that I detailed. It is almost certainly better on foot than the Greatswords, but not as good as the Maces.

    As for the Curved Greatsword, there's a strong case to make for it as a weapon to be used from Horseback. It's a little less versatile than the Westerosi Greatswords, which won't matter as much on horseback but will definitely be noticed once you're on foot.

    As others have said, you'll 2 shot just about everything with most weapons if you hit their head armor late-game, but in the mid-game, the Pierce damage of the Halberd truly shines in the many situations where you have to try and kill Heavy Knights through their body armor. If you need convincing, watch what happens when ANYONE charges Dragonstone. It is different than what happens to any other army in the game. The cavalry just...die. It's marvelous. That's the power of the Halberd. Northern Vanguard get halberds too, but there are not too many of them relative to the army size, whereas Dragonstone will be more than 50% halberdiers. The Valemen get halberds, but those troops spawn with shields, so you have to micro them away from shields if you want good damage out of them, which the computer will never do.

    On a related note: I strongly believe that the Balanced modifier is better than the Masterwork modifier, since you net 4 Speed (masterwork reduces Speed by 1) going with the Balanced modifier. For Halberds, you don't get a choice, but for something like the Greatsword, you are going to gain ~4.5% Speed on your weapon at the expense of a similar amount of Damage. Swinging faster is typically going to be better, since in the endgame you'll be at breakpoints with your enemies, where they die either in 1 or 2 or 3 hits. If you could do enough increased damage to make them die in one less hit, then it's worth it, but if not, it's better to go with a faster weapon. By the time you hit Power Strike 10 and around 300 weapon skill, another 5% damage on your weapon is probably not going to get you to a breakpoint.

    Since I've just said that speed is better than damage, I should note that if there was a Polearm that was faster than the Halberd and did proportionally less damage, I'd be using it. I just don't respect Cutting as a damage type. I haven't gotten into experimenting with the values much, but my impression is that a weapon would need around 60c damage for me to consider using it over a 45p weapon if I needed to kill anything but peasants.
  10. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Azsouth 说:
    still trying to figure out what weapons are best

    Allow me to share my opinion.

    The best weapon in the mod is the Balanced Halberd.

    The Halberd is so good that I wonder if its stats are an oversight. It is even available to equip at only 10 STR!

    The stats of the Balanced Halberd are 43p on a Swing and 35p on a Thrust, 93 Speed, either 180, 181, or 190 Reach. It has the two most important weapon modifiers: Crushes through Blocks & Bonus Against Shields. Additionally, it is a Polearm, which gives it bonus damage against horses. It can be used on horseback or with a shield, but you'll never use it with a shield because that will neuter your damage.

    Most Polearms in the mod have a Swing with high Cutting damage, and then a Thrust attack with lower Piercing damage. This is because Cutting damage is greatly reduced by armor, and Piercing damage is minimally reduced by armor, with Blunt damage falling in the middle of the two as far as damage reduction goes.

    The Halberd has Piercing damage for both types of attack- almost no melee weapons with high damage numbers do Piercing damage for the Swing. Swinging attacks are much easier to get full damage from- Thrust attacks will often clink harmlessly off of armor if you are not exactly the right distance from the enemy. The Halberd does an overhead strike with Piercing damage, and it does it incredibly quickly, and it'll go right through a block so often that you'll wonder if your enemies are blocking at all. Overhead swings do not require as much space to extend the weapon strike as right or left swings do, so the long Reach of the Halberd is often not so much of a problem. I frequently kill the knight closest to me on a ladder, then the knight that was standing at his shoulder with the next swing, without having to move an inch.

    The Two Handed Mace is a powerful item, but it is much slower than the Halberd, and Piercing is the better damage type. Though Blunt damage will sometimes knock your opponent down, the Halberd just kills everyone is 1 or 2 hits with high Power Strike, so it doesn't need to knock them down. The mace also does not churn through horses like Polearms do, and cannot be used from horseback. It does have the two important weapon modifiers. It is not as good a weapon as the Polearms, but it is a solid choice. The Two Handed Warhammer has a longer range than the Two Handed Mace, but is slightly faster, and is a decent alternative pick if you want to use Blunt damage to take prisoners.

    There are 4 Greatswords, 3 of which have higher Swing damage (C) than Thrust damage (P) (these are especially bad, since they do not even have a bonus against horses- they're like slightly bad Glaives). The high Thrust damage Greatsword (Balanced would be 42c 45p 99 speed) does as much damage on a difficult to achieve Thrust attack as the Halberd does on Swing attacks that are easier to land. It is somewhat faster than the Halberd, but does not Crush through Blocks or have Bonus Against Shields. I haven't tested it on dummies or anything, but I've killed a lot of stuff in this mod, and I think that the Greatsword is probably half as effective at killing armored units as the Halberd, and only as good at killing totally unarmored units if they're not blocking or using shields, and it is not a polearm. It is a drastically inferior weapon.

    The Voulge and Bill are similar to the Halberd in damage types and weapon characteristics, but are considerably slower.

    The Hooked Glaive cannot Crush through Blocks, so it is strictly worse than the other Polearms mentioned above, and almost certainly worse than the Two Handed Mace, though still significantly better than the Greatsword.

    Times when the Balanced Halberd is not the best weapon in the game - in sieges where your men have you pressed up against a wall/breach/ladder and you can't back up to fully extend the swing, or you are inside of areas where walls/ceilings obstruct your ability to fully swing. These are moments when shorter weapon Reach is highly advantageous, and the Two Handed Mace shines in comparison.

    Times when the Balanced Halberd is the best weapon in the game - every field battle, every 1v1 duel, every moment in a siege when you have freedom of movement and blue skies over your head.
  11. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Grank 说:
    How hard is it to increase a town's prosperity? I got Fairmarket, and while it's now in a very safe position far from war and raiding, it's very poor and it's nothing but a money drain at this point. I've tried doing a lot of quests and selling raid loot to them, but it doesn't even go up to Poor. Should I just give it up? Especially since I was granted Tumbleton recently.

    I'm running King's Landing, and it'll go from Very Poor to Rich in less than 3 weeks through no special effort of my own. It drops when I get sieged, but bounces back very quickly. Could be a special case though, I've yet to take any other towns.

    possible bug, ACOK 7.1:

    Enterprises are occasionally returning more than the initial investment as a weekly revenue, i.e. a Dyeworks paid out 11.5k coins, Ironworks paid out 5k coins, etc. My Dyeworks at my home city frequently pays out 1.7k or so, maybe the enterprise payout is a function of city prosperity in some way? I'm not sure how exactly enterprise values are calculated, and normally mine are in the ranges I'd expect (or else they go negative).
  12. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Bug:

    When defending Rosby, the attacking troops... basically never attacked. 1k Riverlanders against the garrison, brought in about 100 troops. They did the slow walk up to the moat/stream in front of the walls, stayed there for a little while, then walked up to the walls, then nothing. I re-positioned all the archers and troops away from the breaches (there are two ladders) because I thought my troops might have been bugging the AI. Didn't work. After about 30 minutes, no more than 5 enemy troops came up the ladders, and one of those I had to bait by running all the way down the ladders.

    Battle Size settings: 150, version 7.1
  13. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Regarding the economy:

    There are still many profitable trade routes. The primary ones I use:

    Maidenpool to literally everywhere - Gold Chalices
    Draconys, Norvos, White Harbor, and Weeping Town to Kayce or Hull - Jars of Oil
    More than half of the cities in the game to Stoney Sept, Maidenpool, Lannisport - Tools
    Norvos and Planky Town to Hull - Iron Bars

    Just go to any market and assess the local prices with Maron in your party, he starts at Trade level 4. Find anything with a greater expected margin than a couple hundred coins, and buy the higher quality versions of that item. Don't sell or buy too much at a time, as transactions temporarily warp the price of goods. Profit. It may not be as cut and dried as "Buy a ton of salt at Saltpans, sell it everywhere" but it gets the job done.

    By the way, what do you guys think about the Riverlands Troop Tree having only 1 tier of archers? I have never personally tested them. Are they good enough to fill their role?

    Even elite crossbowmen struggle to get results against anything but the lightest armored of units, since crossbow attack power does not scale with character stats.

    Basically, if it's called Crossbowman or Archer, I don't believe in the efficiency of the unit. Once archers become Longbowmen, you start getting good value. I'd rather have a base level Longbowman than an elite Archer (like Dragonstone's forces have). Crossbows are only good if you can't spend the stats on a hero for Power Draw or Throw, I see no reason beyond flavor/lore to take troops with those weapons in your army. The discrepancy in power becomes extremely apparent during sieges, where 300 elite archers inside a castle would be terrifying (depending on the structure of the scene) while 300 elite crossbowmen would just mean that a bunch of spawns would be taken by units that didn't pull their weight, making it easier to get inside the walls.

    I haven't gone into many of the troop trees, but I suspect that The Westerlands has the best setup if you don't mix and match. Stormlands is pretty cool but doesn't have an elite tier longbowmen. Riverlands, Reach, and Vale are underwhelming because of the Xbows, haven't messed with the North, Iron Islands, or Dorne too much. Dragonstone suffers in ranged combat but their halberdiers are absolutely nuts and get great value in both sieges and in the field- they don't have shields, but you better hope you kill them before they get to you, and they chop up cavalry like it's nothing.

    Possible Bug

    The "Masterwork" prefix on trade goods gives less of a price multiplier than the "Well Made" prefix.

  14. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Meistershank 说:
    Hey, I was wondering if for The Horn and the Necklace quest if Vargo Hoat appears anywhere else if Harrenhal has been taken by another faction, or if he still is inaccessible whenever The Westerlands isn't holding the fief.
    I haven't been able to find any updated information regarding this for ~400 pages or so, so I figured that I'd ask.  Thanks.

    If he's not at Harrenhal, he won't be anywhere else. This behavior of quest NPC's is changed in 2.0 , so it no longer will matter which faction holds the fief.
  15. SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    darklordhawk 说:
    How are people already speaking about 2.0 from experience?  Was there a beta released that is now not available?

    A few others and I have been bugtesting. If you want to check out some beta gameplay, here's the link to my playlist- https://www.youtube.com/playlist?list=PLWj_9-YuGMpo_5YfFuZKLbq0iBLCMjOFQ
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