Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Why is "masochist mode" on by default?
Why is "masochist mode" on by default?[message #339508] Thu, 19 February 2015 02:27 Go to next message
Eyestabber is currently offline Eyestabber

 
Messages:25
Registered:February 2015
OK, I know I've said that I love 1.13, but some "design choices" are simply baffling. Namely: counter attacks. DCA was actually fun to deal with. But massive counter attacks, after a while, become a sad overused joke. Conquered a SAM site? Cool, have some 60 guys to celebrate. New city liberated? Here's 82 guys joining the party. Yo, remember that city you took 4 hours ago and maxed out the town militia? It would be a shame if the garrison had to face 93 guys, wouldn't it?

I don't care how "realistic", "hardcore" or whatever they are. There is a thin line between making the game more challenging and turning it into a form of virtual masochism. Honestly, JA is a GAME and it's supposed to be FUN. Sloggin through endless battles on maps that I've conquered 3 hours ago is NOT fun. Btw, I don't mind facing tougher defenses, but having to fend off wave after wave of idiotic counter attacks is really boring. I've already got a job where I can do repetitive boring stuff, don't need my games to do the same, no thank you.

Aggressive AI shouldn't be ON by default, this is just silly. I've already found it on the INI and disabled it, but it seems like I have to start a new game for the changes to take effect, which I will NOT. GABBI ftw, and I ain't even gonna pretend to feel bad about using ALT + O to skip the masochistic borefest.

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Private 1st Class
Re: Why is "masochist mode" on by default?[message #339509 is a reply to message #339508] Thu, 19 February 2015 04:15 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Does it really have anything to do with the settings? There are going to be counter attacks in any case and they always cause more militia casualties than enemy losses. That's why I defend my cities with one merc in a bunker per sector... a lot less trouble, better result.

[Updated on: Thu, 19 February 2015 04:15]

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Master Sergeant
Re: Why is "masochist mode" on by default?[message #339510 is a reply to message #339509] Thu, 19 February 2015 05:37 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Y'know, winning every battle isn't necessary. As well, if you know 90+ Enemy are outside the gates then that means there are lots of lightly defended -other- places. The Queen has a finite amount of troops unless you're playing Insane mode. Let her have the counterattack. Don't defend. Sprint past her hugew force and capture something in the rear . . . Grumm, for instance, and get a truckload of heavy weapons . . . then let her have Grumm and go for somewhere else, all the while whittling down her forces. She is always reactive so you always have the edge on her -- if you use it. Once she counterattacks in force at a particular site, and then leaves, you can go back and take it for keeps.

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Sergeant Major
Re: Why is "masochist mode" on by default?[message #339511 is a reply to message #339510] Thu, 19 February 2015 09:48 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
What do you expect the queen to do? Sit and watch? Like Vincent said there are always counter attacks. That's why I always use some of my mercs to help out militia. Just put some mercs in a good defensive position and when the army attacks it will be like turkey shooting. Keep mortar ready if you have one. big grin



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Why is "masochist mode" on by default?[message #339518 is a reply to message #339511] Thu, 19 February 2015 23:40 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
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FYI, AGGRESSIVE_STRATEGIC_AI can be turned off during a campaign - the attacks are created upon completely liberating a town. However, counterattacks on SAM sites are not a part of this. The queen has always sent a team to retake the SAMs, since vanilla, though 60 seems a bit much - you sure you didn't fiddle with some settings there?

A city sector is not attacked until a 'grace period' is over (DifficultySettings.xml):
...
GracePeriodInHoursAfterSectorLiberation : This is a delay between the player taking a sector, and the queen being able to decide to attack it.
												  A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GracePeriodInDaysAfterPatrolDestroyed : This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
											    A longer grace period causes defeated enemy patrols to reappear less often.
...
Even the default settings for insane is 6 hours, so I just wildly assume you are either using a mod with altered settings, or you altered those settings yourself.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Why is "masochist mode" on by default?[message #339521 is a reply to message #339518] Fri, 20 February 2015 03:49 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
It can still happen before that grace period is over, that a roaming team of enemies tries to move THROUGH a city sector and thusly attacks you, happened to me within minutes of conquest once.

Also 60 in the DCA is very possible if Enemy Reinforments is enabled for all sectors and there were hostiles in adjacent sectors.

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Master Sergeant
Re: Why is "masochist mode" on by default?[message #339536 is a reply to message #339521] Fri, 20 February 2015 14:05 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
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I didn't say that 60 was unlikely in a CA. I merely said that 60 was unlikely for a SAM attack - I added no counterattacks for those, and the vanilla attacks against SAMs are just one platoon.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Why is "masochist mode" on by default?[message #339556 is a reply to message #339536] Sat, 21 February 2015 14:36 Go to previous messageGo to next message
JA2 Fanatic is currently offline JA2 Fanatic

 
Messages:40
Registered:February 2005
Location: Vienna/austria
the counterattacks are great, i like em. make you utilize everything you have. place every mine, use every rag you can grab, scramble together everyone around to take part in the battle. its a monumental effort to defeat ~100 enemies attacking from several sides.
how you do it depends on the team, the location, you fight em all in one sector? you defend ahead and use divide and conquer methode to reduce the force before they arive all at once? you need to exploit every force multiplier you can get and find creative ways on a very demanding level. i like it a lot. some CA´s are hard some are easier but still take a long time to play.

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Corporal
Re: Why is "masochist mode" on by default?[message #339559 is a reply to message #339556] Sat, 21 February 2015 17:09 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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@Ja2 Fanatic -- Exactly! It makes you think strategically as well as tactically, and makes you explore every option and utilize every resource. And, most importantly, it gives a real feeling of accomplishment when you win. As Ira says, "Take that!"

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Sergeant Major
Re: Why is "masochist mode" on by default?[message #339609 is a reply to message #339559] Mon, 23 February 2015 06:01 Go to previous messageGo to next message
Eyestabber is currently offline Eyestabber

 
Messages:25
Registered:February 2015
Well, it's just that the CONSTANT waves of counter attacks quickly manage to turn the game into a CHORE. Sure, I learned that I can tackle a big CA by taking advantage of the fact that the AI can only have 32 guys on every sector, so a counter consisting of 3 stacks of 20-32-20 can be dealt with with 2 attacks and 1 defense, thus avoiding a single battle against 72 guys. But that's beside the point! I wanna advance the plot, not play whack-a-mole!

Also, from my experience, I would NOT call the Queens's troops "finite" at all!

Anyhow, I just managed to beat the game. Will provide some feedback and thoughts on 1.13 latter on, if that's ok with you guys. Something like "1.13 as perceived by a guy who started playing JA2 in 2015".

Also, I'd like to thank everyone who answered my (SEVERAL) questions along the way. The Bear's Pit is probably one of the most helpful communities around, of that I'm pretty sure.

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Private 1st Class
Re: Why is "masochist mode" on by default?[message #339610 is a reply to message #339609] Mon, 23 February 2015 12:04 Go to previous messageGo to next message
JA2 Fanatic is currently offline JA2 Fanatic

 
Messages:40
Registered:February 2005
Location: Vienna/austria
well how strong the queen pushes against you is up to the settings you play, you can turn all that off and have a walk in the park or go in between, or have all that aggressiveness options on. you can turn the whole counterattack thingy off if you want.
you can crank up the AI to max 64 per sector, in case 32 are not enough for you ;)

from the numbers you mention you play expert difficulty? in a novice or experienced game the CA´s are smaller i think.

however, the point is, all this features to make the queen more aggressive and not run out of troops is made for people that are tired of the walk in the park game. i like the whack a mole game, cause i was bored by the queen doing nothing basically in vanilla mode. i do not play the game to advance the plot the XXth time, or to kill the queen the XXth time.
i play the game to have a enjoyable campaign where i can manage and plot against a "active" AI, that does not use wit but at least brute force to get my attention.

depending on how tough your settings are you need to tweak the militia to where you like it. for example, you can allow up to 32 militia in sectors, with reinforcements it would mean the attacker need to fight 64 or 96 militia in the first auto resolve battle, depending on if they can reinforce from 1 or 2 sides.
with such a setting, you A. have more militia to use in battle when you trigger the CA and B. the militia can defend your city against regular attacks on a difficult setting, like up to 30-40 guys without a sweat. only when the huge attacks come in(in my game around 100 with 25%extra elite) you need to be present to avoid total destruction of the militia. for everything else but big attacks the militia will loose troops but you just retrain them, dont rly need to be present unless you want.
if your 20 militia per sector get raped by a harder difficulty setting, it would mean you need to beef them up.

so if that was your first game at all, you did go in balls deep big grin but i would have recommended to turn off the extra aggressive AI and the like, and play on "excpirienced" setting. that would have totaly stoped the need to GABBY and ALT-O you through the harder sections.
with all the aggressive settings "on" the game does produce insane difficulty spikes at times, give you that. however if you ever get in the situation where you replay the game for the XXth time, you may also look for that extra layer of difficulty big grin

[Updated on: Mon, 23 February 2015 12:14]

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Corporal
Re: Why is "masochist mode" on by default?[message #339620 is a reply to message #339610] Mon, 23 February 2015 17:36 Go to previous messageGo to next message
Morbo513 is currently offline Morbo513

 
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Registered:February 2015
Location: West Yorkshire, United Ki...
Generally when dealing with counter-attacks, I'll concede the sector they're going for, then sweep around the outer sectors cleaning up the troops that would reinforce if I were to attack the sector that was just taken. Divide and conquer.

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Corporal
Re: Why is "masochist mode" on by default?[message #339621 is a reply to message #339620] Mon, 23 February 2015 18:07 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
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I just turn off reinforcements. It's just silly having enemies pop up from behind you.

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Master Sergeant
Re: Why is "masochist mode" on by default?[message #339625 is a reply to message #339621] Mon, 23 February 2015 18:56 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I don't understand why that is "silly" -- I mean, guarding your rear, as well as your flanks, is an example of good tactics. There must be a reason to guard your rear then. It's not like the territory behind you is controlled by a supporting company. Of course, you could do it that way, manually -- by capturing the sector behind you and stationing a squad there to protect your rear . . . but if you don't then why wouldn't the enemy come up from behind you? Don't you try to get behind the enemy sometimes?

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Sergeant Major
Re: Why is "masochist mode" on by default?[message #339626 is a reply to message #339625] Mon, 23 February 2015 19:43 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
What's silly is, that it takes two hours to walk from one sector to the next, 5 min in cities. But reinforcements get there in 3 turns (which equals a number of seconds). Now THAT is plenty silly.

[Updated on: Mon, 23 February 2015 19:43]

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Master Sergeant
Re: Why is "masochist mode" on by default?[message #339633 is a reply to message #339626] Mon, 23 February 2015 22:39 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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You can fiddle with the time and numbers that arrive in the INI file. That said, yeah, if you consider that the enemy is static and not moving while you are advancing. However, if you consider that they know you're aproximate position and are hunting for you that's another story. It may still be silly, but it adds a dimension to the battle I like. Of course, the options to turn things on and off, and to tweak this and that, are there so each of us can have the gaming experience we want.

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Sergeant Major
Re: Why is "masochist mode" on by default?[message #339637 is a reply to message #339633] Mon, 23 February 2015 23:32 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Absolutely. I wouldn't want those features removed for a second. I just choose not to use them.

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Master Sergeant
Re: Why is "masochist mode" on by default?[message #339650 is a reply to message #339637] Wed, 25 February 2015 11:25 Go to previous messageGo to next message
Zulu63 is currently offline Zulu63

 
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After I find a play a stable, completed version. I have GOT to learn how to change the settings!

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Private 1st Class
Re: Why is "masochist mode" on by default?[message #339651 is a reply to message #339650] Wed, 25 February 2015 12:20 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
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It's quite simply, in your game folder their is a file called "INI Editor.exe" - there you can change all settings and there is usually a brief description for every setting. Some settings you won't find there but in-game instead. Some things you can only change when starting a new game (e.g. difficulty settings, whether your mercs need food, etc.) and others you can change in the in-game options (like displaying tree-tops, etc.)

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Master Sergeant
Re: Why is "masochist mode" on by default?[message #339664 is a reply to message #339651] Wed, 25 February 2015 23:38 Go to previous messageGo to next message
Zulu63 is currently offline Zulu63

 
Messages:33
Registered:February 2015
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Vincent J. Claymore wrote on Wed, 25 February 2015 18:20
It's quite simply, in your game folder their is a file called "INI Editor.exe" - there you can change all settings and there is usually a brief description for every setting. Some settings you won't find there but in-game instead. Some things you can only change when starting a new game (e.g. difficulty settings, whether your mercs need food, etc.) and others you can change in the in-game options (like displaying tree-tops, etc.)



Thanks Vince
I started again the other day knowing that I can only do the first few towns so I activated the Food & Water option.
I always play with trees enabled unless I lay someone prone and then I flick it off for a quick look.
( I try to role play my Characters and game as much as I can )
But I would like to muck around with the settings a bit later on.

Every now and then my three boys and I pick a character each and do Missions. Controlling our own bloke and working together.
It's fun but painful.
The new Multiplayer option should be awesome for that!

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Private 1st Class
Re: Why is "masochist mode" on by default?[message #340123 is a reply to message #339664] Wed, 18 March 2015 09:46 Go to previous messageGo to next message
Tiger87 is currently offline Tiger87

 
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Are changes in the difficultysettings.xml savegame compatible?

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Private 1st Class
Re: Why is "masochist mode" on by default?[message #340665 is a reply to message #340123] Wed, 22 April 2015 17:34 Go to previous messageGo to next message
Redrust422 is currently offline Redrust422

 
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Registered:December 2004
He's right. Drassen counter-attack, ambushes, militia/enemy reinforcements, and misc. other features should be off by default. If, as someone new to the mod, you just load up 1.13 and start a game you won't know how much you might hate these features until you've sunk in enough time to conquer Drassen airport (usually the first sector I take) and then learn to your dismay that it's suicide to train militia there and try to defend it early game. And then what? Now you feel like the game just took a giant dump on you. It sucks the fun right out of it for some, unless you like "masochist mode" of course. Sorry 1.13 dev's but it's a poor design decision to leave some of these features enabled by default.

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Private
Re: Why is "masochist mode" on by default?[message #340668 is a reply to message #340665] Wed, 22 April 2015 19:39 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Redrust422 wrote on Wed, 22 April 2015 16:34
He's right. Drassen counter-attack, ambushes, militia/enemy reinforcements, and misc. other features should be off by default. If, as someone new to the mod, you just load up 1.13 and start a game you won't know how much you might hate these features until you've sunk in enough time to conquer Drassen airport (usually the first sector I take) and then learn to your dismay that it's suicide to train militia there and try to defend it early game. And then what? Now you feel like the game just took a giant dump on you. It sucks the fun right out of it for some, unless you like "masochist mode" of course. Sorry 1.13 dev's but it's a poor design decision to leave some of these features enabled by default.

"Someone new to the mod" doesn't start the game on insane difficulty and if he does it's his fault if he is overwhelmed by the amount of troops. The high amount of troops the OP mentioned don't show on experienced let alone easy difficulty. So he is not "right". He just made a bad decision by selecting a high difficulty level without thinking of the consequences.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Why is "masochist mode" on by default?[message #340674 is a reply to message #340668] Wed, 22 April 2015 20:23 Go to previous messageGo to next message
Redrust422 is currently offline Redrust422

 
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Registered:December 2004
silversurfer wrote on Wed, 22 April 2015 12:39
Redrust422 wrote on Wed, 22 April 2015 16:34
He's right. Drassen counter-attack, ambushes, militia/enemy reinforcements, and misc. other features should be off by default. If, as someone new to the mod, you just load up 1.13 and start a game you won't know how much you might hate these features until you've sunk in enough time to conquer Drassen airport (usually the first sector I take) and then learn to your dismay that it's suicide to train militia there and try to defend it early game. And then what? Now you feel like the game just took a giant dump on you. It sucks the fun right out of it for some, unless you like "masochist mode" of course. Sorry 1.13 dev's but it's a poor design decision to leave some of these features enabled by default.

"Someone new to the mod" doesn't start the game on insane difficulty and if he does it's his fault if he is overwhelmed by the amount of troops. The high amount of troops the OP mentioned don't show on experienced let alone easy difficulty. So he is not "right". He just made a bad decision by selecting a high difficulty level without thinking of the consequences.


I agree if he started on "insane." But even on experienced the options like the massive counter-attack are enabled I believe. I always turned it off because I read up on the options before I ever played 1.13. If the massive counter-attack is much less massive on lesser difficulty settings then that's different. But still it's just my opinion that some of the more deadly features should be disabled by default for people who may be installing the mod for the first time. I'm not sure which of the settings I mentioned in my previous reply can be toggled in the middle of a game and don't require a new game to see the effect. That's the biggest drawback in my mind is that you may find that you really don't like a certain 1.13 feature further into the game and have to start a whole new game losing all your previous progress.

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Private
Re: Why is "masochist mode" on by default?[message #340746 is a reply to message #340668] Sun, 26 April 2015 12:55 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
Registered:May 2012
Location: France
silversurfer wrote on Wed, 22 April 2015 18:39
The high amount of troops the OP mentioned don't show on experienced let alone easy difficulty.


The DCA and aggressive AI on by default is a huge mistake IMO.
My guess is even playing in Novice setting a new player will feel raped by these options with the huge spike of difficulty coming from "nowhere".

Anyway i'm very interested by what you said, i like a lot the idea of counter attacks/DCA but i disable it everytime because the amounts of troops is way too big for my taste (i play on Expert).
Can someone give me a rough estimate of the amounts of troops of the DCA/various CA i would fight respectively in a Novice and Experienced setting ?

The idea would be for me to play on a Novice or experienced level with agressive AI/DCA on (with an extensive ini modification to adjust the Novice or Experience setting to the Expert settings, lot of things to change and i should be very careful not to miss anything) in order to have "small" CA (the only "difficulty thing" that is hardcoded as far as i know) in an actual Expert setting.
The ideal amount of troops in CA i would enjoy is between 16-32 max.
Edit : also where did these troops come from ? (taken from the queen's pool quotas or added to it ?)




[Updated on: Sun, 26 April 2015 12:59]

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Corporal
Re: Why is "masochist mode" on by default?[message #340749 is a reply to message #340746] Sun, 26 April 2015 20:06 Go to previous messageGo to next message
silversurfer

 
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I don't remember the numbers exactly but DCA in my current playthrough on "experienced" had around 3 or 4 teams of ~12 soldiers. By the time they hit Drassen Mine I had trained ~6 green militia to help my team.
I have some settings that are different from default 1.13.

Ja2_Options.ini:
NEW_AGGRESSIVE_AI = TRUE (1.13 default is FALSE)
AGGRESSIVE_STRATEGIC_AI = 2 (same as default)

DifficultySettings.xml:
<PercentElitesBonus>10</PercentElitesBonus> (default is 0)
<QueensInitialPoolOfTroops>250</QueensInitialPoolOfTroops> (default is 200)
<BaseDelayInMinutesBetweenEvaluations>300</BaseDelayInMinutesBetweenEvaluations> (default is 360)
<GracePeriodInHoursAfterSectorLiberation>48</GracePeriodInHoursAfterSectorLiberation> (default is 96)

I'm also playing with a modified weapon selection which enables SMGs for soldiers and militia early on. This increases difficulty even more but also helps the player once he acquires enough SMGs in good condition.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Why is "masochist mode" on by default?[message #340759 is a reply to message #340749] Mon, 27 April 2015 20:05 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
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Ok, thanks for the info.
Damn it just comes to me i think i read somewhere the size of the CA are in fact dependent of the various pool's queen data such as "QueensInitialPoolOfTroops"and not the difficulty setting
If that the case, my solution would not work.

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Corporal
Re: Why is "masochist mode" on by default?[message #340761 is a reply to message #340759] Mon, 27 April 2015 20:19 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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You can read more on how those troops are spawned here on this thread: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22556&goto=339557&#msg_339557


Edit: Just noticed you were in on that thread . . . not sure

[Updated on: Mon, 27 April 2015 20:22]

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Sergeant Major
Re: Why is "masochist mode" on by default?[message #341046 is a reply to message #340761] Tue, 19 May 2015 07:01 Go to previous messageGo to next message
Anthropoid is currently offline Anthropoid

 
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Seems like, as long as there is a significant difference in the difficulty of the counter attacks between Novice, Experienced, Expert, and Insane difficulty then there isn't much of a problem here.

I like that the game is challenging but I have to say, the Queens troops sure are good shots compared to my mercs ;)

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Sergeant
Re: Why is "masochist mode" on by default?[message #341556 is a reply to message #341046] Wed, 01 July 2015 01:47 Go to previous messageGo to next message
DC_da_big is currently offline DC_da_big

 
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Difficulty level influences army pool size Deidranna has. Aggressiveness of AI are separate settings in INI file. There are several setting regulate this.

Drassen counter attack didn't came to me as a surprise, because I've spent like a couple of hours in INI Editor.exe. Before I changed many settings the way I believe was right, I've played one "probing" game (up to my victory at Drassen counter attack) with default settings.

Roaming militia just killed me as all 3 teams I trained followed my mercs to top-right corner of the map and stayed there (in two sectors, actually, as 20 militia per sector is allowed by default). I was looking for Skyrider. And mobile militia prefers to follow mercs and stay in sector your mercs occupied according to default settings. I just couldn't root them out of those sectors!

Also, selling weapons to locals at 10% price is not realistic at all. Hamburger costs $20 in bar and PMM costs $33 when sold to locals? C'mon, it will never happen. Wise locals would fight each other for a chance to buy guns from you. Then they would sell guns to store owners for huge profit. And the more locals would know about such easy money the more will buy from you all the guns you can sell. Locals are mostly unemployed, remember? High demand from them would definitely increase the price of guns they buy from you. I'd estimate fair price around 60% of local store price. The rest would compensate risks and logistics. So I've changed sell to locals price to 33%, just to keep game challenging. I need all the money I can get to train militia!

Regarding counter-attacks. It is fairly simple. One should be a tactician. One sees a counter-attack build up. Enemy forces moving into positions. So one should destroy each attacking group separately! Have militia reinforce your attack. Militia will have losses so re-distribute militia from other sectors after each of your attacks so that you have complete 20 men squad of militia as reinforcement for next attack.

You have several days or hours of cool-down period after you capture each sector. See INI Editor.exe. BTW, "insane" difficulty is for masochists, indeed. 800 men army pool size by default, 8 hours of cool-down time...

So, while you have your cool-down, you should train militia in last sector (you have already trained militia in other sectors, as you don't proceed with attack without your rear secured). Also, get a shipment of land mines and tripwire rolls + grenades from Bobby Ray. As many as you can afford. Have them set up.

Put your mercs into windows of several buildings, check their lines of sight, have them overlap to get good fire coverage.

Also, there must be a way to build fortifications in this game. I know it as I saw "empty sand bags" and there is a "construction" trait. I just didn't figure that out yet.

All these preparations make up a huge and very interesting part of the game.

[Updated on: Wed, 01 July 2015 01:53]

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Re: Why is "masochist mode" on by default?[message #341564 is a reply to message #341556] Wed, 01 July 2015 13:47 Go to previous messageGo to next message
Ablomis is currently offline Ablomis

 
Messages:34
Registered:July 2014
For me the biggest problem is constant attacks by the enemy.
- I'm fully ok with huge counter attacks
- i'm tired of attacks happenging to often (even if they are small) - it leads to you being stuck at one place defending continuous stream of attacks (considering that militia by default can't fight them off efficiently - it becomes tedious)

What i do: i increase militia strength to make sure than can wistand the enemy with moderate casualties, i just don't feel ok to fight 10 times in a row in the same sector...

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Re: Why is "masochist mode" on by default?[message #341567 is a reply to message #341564] Wed, 01 July 2015 15:42 Go to previous messageGo to next message
DC_da_big is currently offline DC_da_big

 
Messages:11
Registered:June 2015
That doesn't coincide with my experience of Build 7609. I played two games with default settings, one on Expert, second on Experienced difficulty. Either way regular militia defeat attacking ~14 redshirts or ~8 greyshirts without single dead on militia side. Militia casualties were ~3 "wounded" and once even 1 was "dying".

You may experiment with INI Editor.exe, search for "autoresolve".

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Re: Why is "masochist mode" on by default?[message #341613 is a reply to message #341567] Mon, 06 July 2015 15:03 Go to previous message
DC_da_big is currently offline DC_da_big

 
Messages:11
Registered:June 2015
Yesterday I've had a fantastic time preparing for and repelling Drassen Counter Attack. Deidranna planned to hit with 93 total soldiers, 40 of them - greyshirts, 53 - redshirts. Preparation was obvious, so I've attacked one group of attackers consisting of 20 men before all was set for their attack. When I attacked these 20 men, army called 13 men from adjacent sectors as backup. So I've had 8 mercenaries and 4 bloodcats against 20 soldiers from the beginning and 13 soldiers coming during fight as 1st group were moved down by my team.
http://i.imgur.com/Fw2v7ox.png
2 enemy soldiers were killed by bloodcats.
Forest from where my team acted provided good cover from enemy fire, while enemy had to cross river and then open space between river and forest to engage my team. My casualties: none. Ira was shot in shoulder once (losing 4 points of dexterity) and another merc (I don't remember exactly who it was) got a scratch.

I then spent ~3 hours real time training agility for all my 8 mercs with one of bloodcats, which for some reason didn't participate in a fight from the beginning. I found it by chance while pursuing last wounded redshot who tried to run for his life. After bloodcat training I had a team of 7 level 5 mercs with agility 95-98 and Ira with agility 100, who just didn't want to level up from level 4.

My team then went to Drassen mine, and after ~5 minutes of game time (barely enough to sort out spoils of war and take places for defence) main DCA began. It went very well for me thanks to 4 Mk2 defensive and 5 mini grenades I was able to collect from first group of enemies. I didn't use them all. Agility helped a lot, too, as APs were many and restored fast. My team consisting of 3 mercs occupied wine store building in the west (against 20 enemies) and the rest of my team was on roofs of 3 buildings in the east against 40 enemies. Though I didn't kill a single enemy with a grenade, many of them were savagely beaten by explosions (I've tuned up explosion damage twice in INI Editor.exe). Because enemy didn't have a chance to spread up, being pinned down by fire from my green militia and my mercs.
http://i.imgur.com/GpZMJiQ.png
Screenshots above were taken 3 days (game time) after DCA, in the process of training militia to light blue shirts. I even still have some money left! Light blue shirt militia costs me $1500 per team (I've increased cost twice using INI Editor.exe).
It was real fun. And I didn't abuse save-load this time at all. Drastic contrast with my previous run, when I had only 7 mercs, 3 of them were Ira, Barry and MD. And I didn't have grenades that time. Though only ~68 enemies attacked in that run, I've spent an hour real-time save-loading though that battle. It was not very fun. But I was unprepared and it was a test run anyway.

[Updated on: Mon, 06 July 2015 15:05]

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