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Messages - Wanderer_joins

#31
Sure, it's linear ( the 40% is the jump from savage 1.55 to merciless 2.2). But when you play at higher difficulties, it's harder to make silver, you've more deaths, and adaptation weight less, all factors which tend to reduce the threats.

For example you can have a look at the " fun points" on my graphs (adaptation), they are almost halved at the start of one of the ship sequences. I had one or two deaths, then the storyteller gave me a 50% discount on raids. If you try hard not to lose anyone during the ship defense (or save scum) it's much harder.

You can have a look at these graphs in devmod, debug graph. It's a strong incentive to have one or two rookie fighters in the frontline, ready to die for a purple heart...

Once again, in my view you're fighting merciless level raids. The next step will not be combat but mood management.

But with this discussion i think the soft cap of adaptive cassie should be vanilla.
#32
There's a large overlap between difficulties. The psychic ship in your screenshot is worth my merciless ships, and beyond.

The different level are mostly relevant early to mid game, then it depends how you handle wealth and deaths.

Merciless is a flat 40% modifier, here your wealth is 100% higher than in my examples and each of your colonists weight 80% more than mines since their value is tied to wealth too. You end up dealing with significant harder threats on savage than mines on merciless.

Plus you didn't die, so adaptation must be high and savage weight adaptation more than merciless, paradox of lower difficulty.
#33
The key to playing high difficulty is wealth control. I end up ship built around 250-300k wealth. You also need to develop slowly and invest in your colonists to turn them into bionic soldiers with good equipment:
graphs
graphs

Flat map boreal, taking advantage of marsh and body of water:
base example

Cassandra hardcore pushes this strategy to the extreme, and don't get me wrong, i praise Tynan for keeping the end game challenging.
But in order to play open maps with high wealth and caravaning, without being hardcore and cheesy, the storyteller has to be more adaptive. It's harder to make a simple graph for adaptive cassie since it's based on population / time, wealth points are changed etc.. but i will make a model based on your pop graph and time on recruitment and compare it to your data point. I want to check whether it doesn't get too difficult (ie much harder than vanilla) over time in the best case scenario (0 deaths).
#34
Right? You need killboxes at some point in the end game, and cheesy tactics like trap mazes artificially reduce the threat scale.

Actually you can play merciless without killboxes, but at the cost of losses, heavy micro and a combat oriented playthrough.
I like merciless for the mood management and other challenges, but the AI constantly pushing makes it really hardcore without cheesy tactics like traps or chokepoints.

That's why adaptive cassie is intended to keep these challenges and to give you significant breathing room if you accept losses.

I'll analyse the additional files this w-e too, thank you.
#35
Hi, thanks for the save file, it'll help a lot. Actually it's interesting to have a file with 0 death / save scumming, since one of the purposes of this storyteller is to create different difficulties over deaths. Here you would have explored the hardest path.

That said it's relative, it's harder compared to a story including deaths but i'll have to explore your save file on my labtop next we to see exactly how it does compare to vanilla (my phone is dieing trying to open the file). There is a random factor on experienced gained by colonists.

That said the screenshots showed you had a great fun and a very nice base design with a killzone not relying on a maze trap, i approve.

I'll edit this message when i've analysed the save, it's a good example of mature, successful colony.

One of the other goals of this storyteller, is to help people play with an active defense ( like yours) being more lenient and "rewarding" risk taking and deaths.

Play rough, take risks, go caravaning and embrace the story!
#36
Population, time of recruitment, potential deaths come into play. But i tried to make a balanced storyteller, so it's a progressive increase. You can always try in game for one raid and switch back.

To have a good idea of the modifier best would be a save file otherwise a screenshot of your population graph and your wealth could give an idea.
#37
In the situation of 6 kidnapped out of 9, raids should be much lower. In vanilla, the issue is wealth at low pop.

People kidnapped = people killed.

For people downed, they don't count.

If you go a long time without dying, you risk tougher raids, yes, because you're doing well. But it's progressive, and that's why i wanted more save files. But from models, it should take some times before overcoming vanilla, and still, since i correct for high population, it should be under control.
#38
It's vanilla. But hidden in save file and .dll.
#39
General Discussion / Re: Military Aid
September 14, 2019, 12:14:47 PM
I must agree the timing of friendly raids is bad most of the time.

I would rather have this option available but limited. Like you could call for an exceptionnal aid but under strict conditions.

#41
General Discussion / Re: Military Aid
September 14, 2019, 06:12:29 AM
We've had this discussion during the public testing of 1.0. Basically "friendly raids" are a free out of jail card. "Military aid" is a fixed 800-1000 points strength military aid.

It's easy to stay friendly with factions sending them stuff, so you could game the system if "military aid" scaled as "friendly raids".
#42
@Hjkma thanks for the save, i appreciate it. There is a lot of mods though, so i'll have to download the list before being able to load the save and check for this error (i can't reproduce it in my saves). Meanwhile i've scrolled through the file, and i can see that you've been through tough times, 30 killed, max pop 21, year 3.
3 colonists are relevant for my storyteller: Diver, Perry and Dorian. How many colonists do you have at this point? Are these ones the most experienced in your colony?
In this situation adaptive cassie should be more lenient than cassandra classic.


@Ink. it means when an experienced colonist die, the raid discount is more important than when a rookie dies. An experienced colonist may weight as much as 3 times as a rookie colonist. They gain experience in battles.
#43
It's the same formula. There is a wealth buffer which is quite large (14000), then it's the same formula which factors in creatures, the value of which increases with installed bionic parts.

Both (items and creatures) are weighted 1, buildings 0.5.
#44
It's because installing bionic parts used to be a wealth sink. In 1.0 installed bionic parts increase wealth.
#45
Hi, i've released Adaptive Cassie Storyteller, which works as intended based on a suite of playthroughs i've done. Even though i've extensively tested it, the more the save files, the better i can adapt it.

The idea of this storyteller is to give players an incentive to fight raids actively, play permadeath and go explore. She'll adapt much more significantly to the death of experienced colonists or when your best shots are on the roads, wealth is less the main driver of raids size and increasing the number of colonists will actually helps you defend your colony (instead of proportional threat increase).

In order to test it in the most extreme situations, i'd like more saves, of flourishing colonies, but of collapsed/ failed colonies as well.

Players should be able to come back from ashes.

Thanks,

Edit: save files can be vanilla, i just need to check the threat points with the stotyteller