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Messages - windhound

#61
Reg Discussion / Feb 2021 Round Results
February 28, 2021, 08:05:50 PM
Redwall: Warlords
9 of the 14 Warlords in the game are considered active.

36 Warlords have been destroyed, and -36 Warlords have been abandoned.
0 accounts have been disabled by Administration.
There are 0 active Clans.

1. Melvin Capital (#7)
$715,141,874 with 34,995 Acres

2. Up in this dog like a fetus! (#9)
$595,665,810 with 8,238 Acres

3. Telstar (#5)
$436,986,701 with 114,368 Acres

4. Crimson & Clover (#8)
$276,800,493 with 26,130 Acres

5. The Obliterator (#10)
$144,495,571 with 8,692 Acres

6. RSS WAP2 (#6)
$99,192,899 with 7,057 Acres

7. Skarsnik (#13)
$37,971,333 with 17,121 Acres

8. Land Farm (Free Land) (#4)
$22,258,034 with 13,863 Acres

9. Krowdon (#11)
$7,841,909 with 6,110 Acres

10. Trey Varin (#14)
$2,443,869 with 3,496 Acres

11. Robinhood Investor (#12)
$129,911 with 250 Acres

12. Daughters of Delor (Admin) (#1)
$436,848,323 with 26,386 Acres

13. Shadow (Admin) (#3)
$43,222,017 with 16,494 Acres

14. windhound (Admin) (#2)
$10,547,496 with 249 Acres

Most Rats
Telstar (#5)
73,589,237 Rats

Most Weasels
Melvin Capital (#7)
67,073,131 Weasels

Most Stoats
Melvin Capital (#7)
62,097,149 Stoats

Most Skiffs
Melvin Capital (#7)
42,175,539 Skiffs

Most Food
Up in this dog like a fetus! (#9)
19,002,952,605 Food

Most Cash
Land Farm (Free Land) (#4)
4,198,787,137 Cash

Most Leaders
Melvin Capital (#7)
9,242,475 Leaders

Most Loyalty
Crimson & Clover (#8)
84,644,081 Loyalty

Most Land
Telstar (#5)
114,368 Land

Most Total Offenses
Telstar (#5)
978 Total Offenses

Most Total Defenses
Melvin Capital (#7)
493 Total Defenses
#62
Spa Room 101 / Re: Last Word
February 26, 2021, 06:31:03 PM
oo, neat

hard to believe it's been 5 years...
#63
Spa Room 101 / Re: Last Word
February 22, 2021, 08:27:20 AM
Quote from: JesterAverageJoe on February 20, 2021, 10:49:48 PM
I feel like audiobooks are the sort o' thing where it's oh-so important to have a good narrating voice, say, if someone like the late, great Tony Jay had more audiobooks under his belt; I'd be all over it.
It is, and it's super disappointing to find that a person who did a great job on a series you just finished doesn't have any more.   

Jim Dale is another example, excellent job with all the Harry Potter books but basically nothing else. 

Audiobooks are basically how I 'read' these days..  though I listen to podcasts more often
Been meaning to track down the Discworld audiobooks, read them a long while ago and it'd be fun to return
#64
Spa Room 101 / Re: Last Word
February 12, 2021, 10:16:32 AM
Cyberpunk is fun. 
I figured it was going to be overhyped and it was, but most of the severe criticisms come from last gen console players where it apparently isn't running well at all..  to the point where Sony took it off the store, which is crazy. 

I'm playing on PC, albeit a few years old laptop so everything is on low and I've got a desk fan blowing on it in a vain attempt to keep temps in the 80's.  Getting a solid 30-40fps which is playable, given the min specs it's better than I expected (GTX 1050Ti mobile)   

Bunch of minor glitches, a handful of quest-breaking glitches, the NPC AI is overall just dumb, the police system is just bad, but really I'm having fun with it.  Even on low graphics it's a very pretty world.   A good percent of the side quests are unique and fun, there's some fetch / go and kill this guy generic side quests but even those are fine as there's usually a bit of unique lore attached in the mission briefs and info 'shards' scattered around.   The main quest is interesting with decent character building.

CDPR got away with dumb NPCs in Witcher 3 because it didn't really matter.  It's more obvious in a large city setting, and we're six years on with other games doing it much better, so it's just .. yeah.   
The police system is truly half baked, I can break into a cop car and drive off two blocks and they'll forget all about it.  Kill an NPC in the middle of nowhere and police will spawn on top of you, but again drive (or even run) for a few seconds and poof.  It's all good.   

But yeah, huge open world games traditionally have a bunch of launch bugs just because of their scale.  And Cyberpunk 2077 was definitely rushed out the door, despite being pushed back by months.  They have an improvement roadmap with free DLC's so we'll see how it goes. 
Suspect they would have had a much better launch if they hadn't released the severely broken last-gen console editions. 


I played FO76 for a bit pre-NPC launch.  It just seemed kinda..  empty. 
Been meaning to go back after the NPC launch but haven't yet.  Based on ESO's launch I'm not surprised FO76's was a bit rough as well, glad they're improving it. 

ESO runs on mac :)
#65
Reg Discussion / Re: Current Strats
February 12, 2021, 08:26:16 AM
On the Race Chart "Green = beneficial, Red = harmful" is based on what the assumed strat would be 

ie, for indy-tuned races like Rat higher merc prices is a boost because they'll be selling more often than buying.   
For the leader-tuned races high merc prices hurt 'cause most of the time you're buying. 
#66
Reg Discussion / Re: Current Strats
February 11, 2021, 09:27:54 PM
Quote from: The Obliterator on February 10, 2021, 10:49:10 PM
I think with it being a leader mission that has to be done it makes sense that it has increased output. However it does run the risk of being OP being able to have leader defence and massive production of troops.

Mind you I have always thought that leader strikes were overpowered and had an unfair advantage against Indy or forager strats. You just can't defend especially when they can open unlimited attacks on you and basically poison and murder. I know this is a massive change but what if there were separated troop and leader attacks. Opening troop attacks would work in the same way but opening leader attacks would involve using a troop mission like chaos (no idea what most of these do anymore anyway, it's been a while, I just drive out of habit). It's seems like that would give Indy players a bit more of a defence especially against a concerted attack. Cause at the moment it's raise defences and hope for the best XD.
Yep, reasonably sure Pressgang has had at least one nerf since it was added.  Probably why loyalty costs are so high for it now. 

Leader missions have indeed always been a bit one sided, but sack/capture evened the board a bit as those missions heavily favor those without leaders. 

iirc there was another promi that made maxing on the attacker's side instead of the defender's, which I thought was a bit clever. 
So there wouldn't be a problem with land-fat empires being maxed out, but you had to more carefully use your own remaining attacks.   
Been a while since I ventured into the attack code, but in theory that shouldn't take too much effort to implement.   Could try it for a round if there's interest. 

Quote from: Ryu on February 11, 2021, 01:47:17 AM
Passive ability- Pressgang: Workers are converted into horde for 'x' amount of hours. (Allocation based on management settings). Keep the tent gimmick.  This would remove the leader turn cost altogether.

Or double the output of workers into horde with press gang mission. Reduce loyalty cost. Likely the easier change.
Interesting.  So basically a wildcat would spend their turns cranking out workers, then passively gain troops between runs. 

I do think I'd prefer it to be an active step like a mission, but will think on it. 

Thanks for the input guys

#67
Spa Room 101 / Re: Last Word
February 11, 2021, 06:31:35 PM
Agreed that Bioshock 2 is worth a playthrough, and the entire Bioshock series is currently 75% off on Steam btw   
Looking at the list I'm not sure I ever went back to play those DLC's, esp Infinite's 
's been over five years since I last played that series, crazy...  worth another playthrough for sure.   

Just have to finish Cyberpunk 2077 first, I'm determined to clear all the zones and being a ~responsible adult~ keeps getting in the way of game time. 

...on a side note, Elder Scrolls: Online, Standard Edition is 60% off on steam           
Almost all overworld content is doable solo, and there's almost seven years of content to explore.   Poke me if you sign up, I'll make you training gear :P
#68
Spa Room 101 / Re: Last Word
February 10, 2021, 07:48:24 PM
Aw, hope you're doin' better

Bioshock is a great series, I need to put it back in my game queue for a replay.  Been a while. 
iirc I didn't pick it up til I saw it for cheap during a steam sale and gave it a try, glad I did
#69
Spa Room 101 / Re: Last Word
February 10, 2021, 02:22:24 PM
Same tho. 
Book adaptions are always a toss up, esp children's book movie adaptions. 
With the Over the Garden Wall guy on board we have a better chance tho...  if you haven't watched that miniseries you should, it's great. 
#70
Spa Room 101 / Re: Last Word
February 10, 2021, 02:19:28 PM
Wow Krowdon, it's been over five months since your last post

Thought you'd forgotten about us
#71
Reg Discussion / Re: Current Strats
February 10, 2021, 02:17:36 PM
Quote from: Ryu on February 10, 2021, 10:30:50 AM
Interesting offer Windy. Regarding Wildcat: The main issue it has is pressgang being a mission. If it costed 1 turn this would bump it's production value 100%- 8 rats per tent with pressgang. But the mission itself is quite expensive. Pressgang has x3 loyalty
cost of Raising Defences. So it needs to run huts and earn loyalty in mossflower every so often. My main suggestion would be to change it from mission to passive ability instead.

I believe cities are 1000 tents and 500 camp? Perhaps doubling that tent value could help Wildcat and Magpie.  They are quite an expensive investment however especially in the first half of the round-The food cost specifically.

Hm..  so what's your idea with PressGang being a passive?  Increase troops produced by barracks by a set percent?  Say an extra 5%?  iirc that's doable with the race chart values..       
As long as Pressgang is a mission imo it should take two turns, but I'd be willing to tweak the output and reduce the loyalty costs.   
As always it's a balancing act, but as it's currently so nerfed that noone uses it we can give it a mild buff and see how it works. 

Same with cities.  I'm game to double the tent and camp buff, maybe add a line so that they decrease troop resource costs, though I'm a little hesitant to start messing with cities too much; iirc that code is def a little half baked, the 'take city' mission in particular may still be iffy.   
#72
Spa Room 101 / Re: Last Word
February 10, 2021, 09:13:19 AM
https://variety.com/2021/film/news/netflix-redwall-movie-tv-show-brian-jacques-1234904865/ 

Neat.  Over the Garden Wall was excellent, so I have reserved hopes for the movie at least. 
#73
Reg Discussion / Re: Current Strats
February 10, 2021, 08:26:12 AM
A little weird seeing only half the board running leaders, but nice to see some diversity. 
Two Martens, two Ferrets, a Rat and a Wolf. 

Do the Ferrets with their 1 hut not fear being poisoned / murdered, esp at round's end? 

If yall want to try rebalancing a few of the races to make them more competitive I'm game
http://www.redwallwarlords.com/reg/rwl.php?action=help&section=RacesGuide 
#74
Reg Discussion / Jan 2021 Round Results
February 01, 2021, 10:09:35 PM
Redwall: Warlords
7 of the 15 Warlords in the game are considered active.

36 Warlords have been destroyed, and -36 Warlords have been abandoned.
0 accounts have been disabled by Administration.
There are 0 active Clans.

1. Eroica (#9)
$813,771,718 with 39,902 Acres

2. Ao (#10)
$349,851,226 with 10,757 Acres

3. W0LF (#12)
$238,541,903 with 11,972 Acres

4. Anti-Material Rifle (#5)
$203,618,529 with 73,624 Acres

5. Weeblstough (#8)
$42,289,276 with 53,713 Acres

6. Land Farm (Free Land) (#4)
$16,193,189 with 9,039 Acres

7. VolcanoKhan (#6)
$5,340,318 with 3,513 Acres

8. Eira (#15)
$129,911 with 250 Acres

9. GitGudScrub (#7)
$67,551,469 with 4,186 Acres

10. Snaggerlat (#14)
$11,075,303 with 4,214 Acres

11. Sir John Chandos (#13)
$4,359,438 with 6,503 Acres

12. DeGoster (#11)
$4,359,438 with 6,503 Acres

13. Daughters of Delor (Admin) (#1)
$436,848,323 with 26,386 Acres

14. Shadow (Admin) (#3)
$17,582,621 with 13,729 Acres

15. windhound (Admin) (#2)
$10,547,496 with 249 Acres

Most Rats
Eroica (#9)
47,445,528 Rats

Most Weasels
Eroica (#9)
58,149,575 Weasels

Most Stoats
Eroica (#9)
56,941,372 Stoats

Most Skiffs
Eroica (#9)
58,701,607 Skiffs

Most Food
Ao (#10)
11,426,179,642 Food

Most Cash
VolcanoKhan (#6)
2,837,175,381 Cash

Most Leaders
Eroica (#9)
8,599,824 Leaders

Most Loyalty
W0LF (#12)
108,270,220 Loyalty

Most Land
Anti-Material Rifle (#5)
73,624 Land

Most Total Offenses
Anti-Material Rifle (#5)
986 Total Offenses

Most Total Defenses
Anti-Material Rifle (#5)
757 Total Defenses
#75
Help / Bugs / Re: Land Grab Calculation
January 18, 2021, 05:08:16 PM
Hm. 
So Drive gives a 1.1x modifier

The land loss calc is:
$loss = mt_rand(1, ceil(($enemy[$building_type] * 0.07 + 2) * $modifier));   

So if the enemy had 10,000 acres all in huts an attack has a chance to take between 1 and 772 acres.  The Drive modifier is applied to the max possible, not the amount taken (...I'd make an argument for it being applied after the calc, but I didn't write it). 
Basically the same as QMT, RNJesus was not on your side.