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Post by Marx-93 on Mar 1, 2016 3:29:54 GMT -8
P/S - ...and now Marx is going to kill me for taking liberties with physics This is a bait isn't?! This is a bait?! Then I won't answer! somehow forgets the same act of saying this is the same as falling for it
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Post by Marx-93 on Mar 1, 2016 3:28:15 GMT -8
So, after using shdfly and moving the shield of the Liberty at least once and then finishing the mission, it will no longer appear as if the Liberty actually had a shield from there on. It's not a super-big problem, as you can always use Shdfly to put anywhere in the map, but for example on the first turn the Liberty will have no shield if you don't use that command, and specially dangerously the shield itself no longer appears on upgrades: Have to admit I'm surprised this skipped by testing until now (unless is somehow a lot more complex than I thought)
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Post by Marx-93 on Feb 29, 2016 12:19:15 GMT -8
Well, luckily I have that day free too, My second semester is quite lenient compared to the first one. And it luckily seems like somehow I will end my 12.4 full playthrough just in time. Be late in one thing to be early in another, they say!
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Post by Marx-93 on Feb 28, 2016 13:53:19 GMT -8
I just find it kinda interesting to see how different shows handle this - in "Nadesico" for example the energy for the Aestivalis units only lasts for five minutes (I see a pun towards NGE here, but maybe that's just me), while oxygen lasts for less than eight hours. "Sidonia" however takes the crown with stored oxygen, food and water for ten days in the Guardians. Sadly I can't remember any other shows - barring that various Gundam series have consumables for at least 1-2 days on their titular mecha. I think it's just that the tactical use of the mechs varies wildly in each case, and the fuel/provisions/oxygen they carry can thus vary wildly. In nadesico, the focus is only around the Earth and surrounding planets; with no warp and no terribly long distances, there's no need to focus on range. Furthermore, needing ships/etc to supply and land basically means there's also plenty ships focused on traveling on that already relatively small distance. Thus a big range for the mechs is simply not needed nor efficient In Sidonia however, not only they don't have much of "motherships", but the entire human race lives in moving colonies, and Guardian are used to both protect and scout the places they're moving to. Not only that, even when sent on expedition the colonies are likely moving, and thus the travel back can be larger than the going, etc. There are ground for a very big number of issues and they are constantly on uncharted territory; while in Nadesico they are at war, the war doesn't change places constantly. Sunrider is more of a mixed ground, but tending more towards Nadesico, as the lack of warp drives means that when there is a Ryder there will always be either a bigger ship or a base (well, with counted exceptions like Icari's booster). At the same time though it's likely for Ryders to cruise around Stellar systems with several planets given that you can't warp directly on gravity wells. I would personally put the range of a Ryder at around 14-16 hours at most, maybe 6-8 when in combat.
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Post by Marx-93 on Feb 28, 2016 11:39:41 GMT -8
Well, if the information is low from the beginning is not like we can make miracles with the wiki...
We know Ryders are used as scouts: that actually seems to be the PACT's mook main function (besides being cannon fodder and anti-Ryder. The Phoenix had a specialized booster to warp and I suppose it had extra reserves of fuel and everything else, but for the rest all Ryders need a specialized craft to travel with as they can't warp (mooks can travel with cruisers, and I think Samu-kun implied that more than carriers smaller navies tended to use destroyer-sized ships to transport them). Without being able to warp, I suppose the maximum they can do is fly around a system to scout the place you've just warped to, but that's better than nothing.
For not knowing, we don't even know if warping itself costs fuel or if it's simply uses energy (and then ongessite is used only by cruising around).
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Post by Marx-93 on Feb 28, 2016 2:50:10 GMT -8
A fully equipped and fueled Union Battleship? 3000 credits
A set of 2 rockets and filling the MIRV upgrade form? 8600 credits A Union Battlehsip "mining" an enemy Battleship into dust through its gravity gun and giant saws? Priceless
There are some things money can't buy. For the rest, Mining Union Card.
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Post by Marx-93 on Feb 27, 2016 14:37:52 GMT -8
Rance games are.. special. Well, they're probably the most solid RPG series of eroge, and Sengoku Rance one of the best Tactical Turn based games, but they're very rapey (normally with a very dark humour, but sometimes playing it straight too; they squirt the line between very comical and surprisingly dark) and have very heavy H-content. Not for everyone. Also, very hard; makes Sunrider in Captain look easy.
Oh, and as I see mention of the trails series again, I want to repeat that both Trails in the sky and Trails of cold steel are very good (still haven't finished the latter though, damm backlog...). If you want a traditional RPG with (and above) Visual Novel level storytelling, go look for them.
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Post by Marx-93 on Feb 27, 2016 14:23:55 GMT -8
'Tears of Ava' anyone? Like I told you before before, I'm always ready to heed the call! We'll have an Ava route!... It just will be too hard for anyone to complete (of course, only captain and above will be allowed to reach a good ending, absurd flak degradation like in 4.0, Ryders will again move and act on the same turn they appear from carriers, specially made reinforcements waves, more escort missions; you know, so that Drath finds it hard enough on Admiral)
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Post by Marx-93 on Feb 27, 2016 11:40:02 GMT -8
Wow, thanks for the work, Nemjen ! (and to you Drath for making it easier for vaen later!) It seriously seems like a slippery bug! And the MIRVs are already good enough to add automatic replenishment. Well, good to find that I am not crazy and somehow used imaginary rockets...
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Post by Marx-93 on Feb 26, 2016 15:04:25 GMT -8
Now I have to think about genderflip!Icari and genderflip!Kryska going on a date.
Yes, I'm rotten. ... Quick, they have infiltrated us! Sound the alarms! Prepare the check-ups! Quick, force them to see Gundam Wing and Free!, we can detect them through their (gleeful) reactions! Wait, what do you mean they were here all along-Aghhhhhhh!!
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Post by Marx-93 on Feb 26, 2016 9:04:29 GMT -8
We know it will be at least more than 10$ (for that is the minimum amount that will get it to you at Patreon). I think, it will be around 20$, like Nemjen says.
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Post by Marx-93 on Feb 26, 2016 0:44:18 GMT -8
Well, once you get to a certain level of Japanese seiyuu, they can pull off almost anything (I've been surprised more than once). But yeah, we should always aim higher you can always use the anime seiyuu that do NSFW under a pseudonym, which aren't that rare, and any for the males considering the don't have NSFW, but that would cost a pretty buck.
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Post by Marx-93 on Feb 25, 2016 12:50:03 GMT -8
I think it may be related to my previous run, somehow mixing the saves in a strange way, as it happened juts after I replenished my rockets in my first save (then I saw my money, and thought "oh well, I can add 300$ to that" and redid the battle and found my rockets magically replenished).
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Post by Marx-93 on Feb 25, 2016 8:33:34 GMT -8
Yes, it only happened to me after upgrading the torpedo storage. Oh, yes, absolutely on everything you say about mission 5. In SW it should be close to impossible to clear everything in one turn; in captain is already very hard with the Summon battleship order (in fact, I think you may end without it being technically possible, though only because the mooks). Using some gravity and the vanguard may have better results, but it would be too much.
An yes, if mission 3 is skippable (I admit I thought another excuse would have been used if you didn't save the diplomats to do the mission) then it's pretty balanced as it is. The short turn thing is juts something I've done since the old betas, so i still think about it a little, even if it's not meaningful now.
It's just though that after mission 2 gave me a very hard time, I've been cruising through the rest fairly easily. Not that I mind though, if everything would have been as hard as mission 2 was, I would have doubted of my capacity to end the game on hard, haha.
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Post by Marx-93 on Feb 25, 2016 5:43:01 GMT -8
So, I've encountered with a relatively strange phenomenon. Some of you may remember that I talked about finishing the 4th mission the same turn the falcon appears? Well, I continued that save for a while (including doing some upgrades and refilling my rockets), but soon my optimizing nature forced me to redo the battle from a save I had in a slightly less wasteful way (basically, used 2 rockets instead of 3, and took one turn more, but drawfire meant the damage I took was almost 0). The problem is that, when I went to the store later, instead of that single rocket I saved, it said I had all three of them. And without spending a buck.
So yeah, I knew about trying to incentive rockets a bit more, but I think automatically refilling them is a tad much
(also, while I haven't tested it, I think the fifth mission can also be done in one turn, and I think you don't even need rockets! I hope the reinforcements are a bit tougher.)
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Post by Marx-93 on Feb 24, 2016 13:09:34 GMT -8
It's amazing how you're able to go further and further with a strategy game in a visual novel engine. Also, did someone say mod? Always, specially an azure mod! Can you do any miracle with the log, or is that beyond even you?
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Post by Marx-93 on Feb 24, 2016 13:08:02 GMT -8
map animations? new character sprite system allowing for thousands of different combinations? much improved art in general? animated segments? japanese full voicing? and new OST? buffing completely overhauled? new R&D and store screens? lots of new abilities, upgrades and units? lots of balance changes and improvements to existing abilities? battlemap moves to show what's going on? hotkeys? lag reducing optimizations? (instantly countered by having 50 units on screen at any one time) AoE damage in general? boss mob with custom AI? show multiple rockets move on screen at the same time? ... achievements? no? okay. I meant the gameplay... and the new R&D screen is hundred times worse than the one in 7.2, so no mercy from me...
Oh, well, the new system of intel and R&D needs a proper explanation. Most of the new units are very straightforward though, so it's not like the tremendous wrench that were the Supports or the Assault Carriers on their time. I applaud the new skills, balance and the OST continuing being good, but the cam on the battlemap is a little wonky (more than once it has moved me to see a unit I could perfectly see before, resulting in the next unit being attacked being completely out of the screen), and the loss of animation means the lag should be close to 0 (in this one I feel mercy though, because the number of units has only gone up). I've still not reached the new boss, but if it really has Custom AI we have really improved.
And thanks to Drath for putting it all very nicely, but I admit I didn't even knew there was a patch note page on the wiki (you can see it if I have touched the page if it was updated around 4.2). Overall though, what I meant is that while there have been tons of changes in the gameplay, I think it has not been greater than the changes from 4.2 to 7.2, so the basic combat pages should barely need updating.
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Post by Marx-93 on Feb 24, 2016 2:02:40 GMT -8
Yep it's too close to release to make major changes so I can see where Sam's coming from. It's good if this is given a post release patch though In the meantime, I think a wiki update on mechanics and major changes in Lib Day and encouraging people to start playing from First Arrival will help ease new players into gameplay. There's been a major change though? I mean, limiting the CP is the only major thing I can think. For the rest, is basically the same as 7.2, no? Stacking buffs can be pretty OP when done well, but this is kinda an advanced technique (in captain I've only used it once, and it was more of "how far can I get" than of need, and while in Admiral is probably a lot more needed I don't think anyone trying Admiral really needs that kind of help), and the new units have some neat tricks to it, but the base is the same. Splash damage is also very straightforward too.
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Post by Marx-93 on Feb 23, 2016 2:40:47 GMT -8
Can't we do what we did in earlier betas and simply ask azure for help...? No...? Oh, well
All in all, looking forward to a functional log.
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Post by Marx-93 on Feb 23, 2016 1:18:07 GMT -8
Well, the principle is not bad, but I think giving almost 0 reward for enemies created is kinda bad too. Specially in missions where, in the way the level is designed, it's implied that the Ryders unloaded by the Carrier are part of the threat (I think in mission 2 and 3 is shown well a pair of times)
I personally would be okay with using a more exponential line: for 2 turns (the standard "normal life of a Carrier" if it's not your priority) follow the beta 12 pattern, but drop suddenly after that, when it's clear people want to farm.
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Post by Marx-93 on Feb 23, 2016 1:08:51 GMT -8
With just over a week to go though, is this sort of feature realistic? I get the feeling that it is a bit too late (at least for now) in the project life cycle to re work a system feature as this would trigger a need for additional development, testing and optimising which are already quite tight. Not saying it is a feature that I would not like see, heck I would much prefer a traditional log that is separate from the how Renpy uses save states but at this time it is technically an enhancement and the game should really be starting to enter its final stable state. Saying that I might be proved wrong, Samu-Kun may actually feel as though there is time to look into this before the launch but that would be down to his discretion. Post launch I am sure I read somewhere that the LiS team is considering future enhancement patches (and no not the neko DLC ) which technically this could be something that is bundled into, I am sure those of us lurking around here would have no problem helping with the testing before public release if this was something they decide to do. Did you read the "(at least for the unavoidable 13.1 or 13.2)" part? 7.2 needed more than 6 months to reach us. I know it won't be ready for the 4th (though I think that this release date is overeager, specially with very big amount of issues found in in Beta 12).
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Post by Marx-93 on Feb 22, 2016 14:04:40 GMT -8
To be honest, while Renpy's rollback feature is very nice, at this point I think a proper log with a "repeat voice" option would definitely be the best option (at least for the unavoidable 13.1 or 13.2).
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Post by Marx-93 on Feb 22, 2016 14:01:45 GMT -8
Oh, that's actually very good idea. I suppose that more than using the log, I would prefer a nice little message screen (where Ava would say the typical "it's hopeless Captain" too instead of the weird thing now, etc), but at this point beggars can't be choosers.
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Post by Marx-93 on Feb 21, 2016 12:02:59 GMT -8
Have to confirm this, though I'm a tad unsure on the second part. In my case I was often unable to go back after I spent a suitable amount of time and resources in either the store or the upgrade, which, while avoided the problem of unknowingly undoing your upgrades, it kinda destroyed the log option which is kinda a must for Visual Novels.
In any case, I think it's kinda important, specially with how much of "game feel" has shifted to a more "Visual-novel like" experience.
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Post by Marx-93 on Feb 21, 2016 11:34:59 GMT -8
On the rocket issue. Having used rockets extensively, I can say that they have their use, but in general the game suffers a bit from a lack of a common "elite-battleship" and that makes rockets mostly unpractical on most units: The Assault Carrier was heavily nerfed in the 7.2 and Lib Day, and with all the later upgrades you don't really need a rocket to take down anything else quickly (in contrast to First Arrival, where Rockets were the only reliable way to take down one battleship quickly).
On limiting the MIRV, I actually disagree, but mostly on the cost issue: right now the MIRV costs 8.000 credits, which is most than anything else on the store except the Vanguard upgrade. It's powerful enough to warrant this, but at the same time it's basically useless in most fights simply due to not being worth it. Battle 4 is one of the few in which is plenty useful, and if you strip that out of it then it pales to the point even I would probably not buy it (also, battle 4 is very doable even without it, it just makes it a 3-turn cakewalk if you're ready enough, which I don't find bad per se; the Nightmare situation in 7.2 was similar in regards to upgrading shields and using All Guard, and like here is simply rewarding an unorthodox way of doing things).
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Post by Marx-93 on Feb 21, 2016 3:49:47 GMT -8
Command Points have always been a tricky issue, and while I think there is some over-inflation right now, it's probably very balanced for the normal user Resurrection and drones are pretty niche. However, something that you may want is to use a combination of All Guard and Full forward more often: it saves you damage, and while repairing is good, avoiding the attacks gives you more money.
Also, there's some others unlockable orders that look fairly neat, and I tried Summon battleship once and it was fairly cool too, even if it looks expensive (I agree more than 1 summon per battle is OP though). Overall however I would say that if you're doing it well it should be normal to have ~4000 CPs. Now that they don't affect the plot, the idea is just avoid you being able to cheese the game using the Vanguard Cannon and Resurrection every other turn, and that is done with the hard cap. Also, shouldn't the VG not give you any CP no matter the enemy destroyed? It should be very hard to destroy so many ships (4 Capital ships gives you "only" +2000 CP) in one turn to get +4000 CP, and if you've done it, I think you well deserve it.
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Post by Marx-93 on Feb 21, 2016 3:37:49 GMT -8
Oh, so the multiplier for the destroyer is 0.75? I thought it was 0.5, like the Sunrider, that explains my impressions.
Also, remember what i said about the falcon? Scratch that, I can actually finish it off in one turn with all the Nightmares. Even I was impressed: buff stacking+MIRV rockets+improved storage does magnificent wonders... (now I'm wondering if to continue with my plan to have use only 2 rockets and at least fight the boss for a while, as perhaps there are reinforcements, or just say screw it and kill everything in one turn).
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Post by Marx-93 on Feb 20, 2016 15:40:47 GMT -8
Eh, don't bother, it works well with my MIRV rockets, I checked. I probably missed something. Seeing as Drath is being pounded by Torpedo Destroyers he probably would have noticed it if something was amiss.
BTW, do you plan to add the possibility of starting the mission without all the units deployed? Without the skirmish feature it's kinda bothersome to always set up some checks, and it kinda makes sense to avoid using all merc units if you thing they won't be of much use and can get destroyed, or simply want an extra challenge.
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Post by Marx-93 on Feb 20, 2016 14:50:36 GMT -8
The splash code is in the classes file. if you search for class SuperRocket you'll find all relevant code in the fire method. I'm not aware with any issues regarding the splash reduction counting for all hexes though. As for getting Cosette on your team, you get an option at the start of LibDay to kill Cosette in exchange for the wishall. No small price. I wonder how that would play out later then I swear that I only saw half the damage on my units... can it be that it was aimed at an empty hex? Hum.. going on mission 4, and well, I'll test it tomorrow (gotta go sleep) with a little bit of luck. But I kinda see a way to drop 3 nightmares out of the bat, leave the leftover with less than a 1k HP and the Falcon with less than half its health in basically 4 moves. Ah rockets, I missed you. MIRV rockets are indeed pretty cool. Now, hope that vaen didn't include something like "null flack off" on bosses...
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Post by Marx-93 on Feb 20, 2016 8:28:22 GMT -8
Agreed on the PACT destroyers. Let one live to check what it did, and he basically blasted everything. Though Vaen, if you don't mind me asking, where the splash effect is determined in the code? I've found a splash multiplier of 0.5 for some weapons with the central hex doing full damage, but in the check I did the PACT destroyer did 0.5 damage to everyone.
Also, no need to worry about the extra items (though I admit the cloaking field sounds nice). While the extra order would be nice with all these CP (even the maximum of 5000 ends small), I kinda want to aim for the MIRV and the super Vanguard Upgrade. Though morals, heh, I actually think that decision is one of the more devious you can take, purposefully sabotaging Admiral Grey's political career. In exchange I kinda want something rocket related for supporting Grey in (bluffing) the nuke of Ongess.
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