- Nov 3, 2018
- 231
- 151
Well... "They're made for breeding"... *runsAt present, you have absolutely zero reason to deploy short stacks because regular goblins just perform better.
Well... "They're made for breeding"... *runsAt present, you have absolutely zero reason to deploy short stacks because regular goblins just perform better.
I'm sorry if I'm misunderstanding your message, but if I'm understanding correctlyThanks to the sacrifice Mod, I had the opportunity to enjoy the game without the unevoidable death trough enemies crashing my castle by using Cheat engine.
So the main focus was on breeding and collecting my harem/army.
Got some goblins with 4-5 perks and so the girls. Didn't figured it out yet, what really triggers the transfer of the perks to the offspring. Like mating Goblin and woman with high perks and still got offspring with lower/lesser perks.
How much triggers the breastfeeding? Should I also let them breastfeed from slave/shortstacks in order to give them an advance in their stats, or is this just a thing between father and mother?
Nonetheless, this was my longest playtrough yet. I messed up at the end by just skipping the day to often and then got overrunned by the enemies, which couldn't destroy my castle, but killed my whole squad.
Lucky me, I have save spots before I've messed up big time.
You can't without modding the game. Either you do the messy thing of changing all women/sister to monmusu, which causes them to be unable to breed with Zombies, or you do something like what I did and drop a script into the script folder/rewrite the .dll file to allow slaves to join the fight.still have no idea how to use the slaves as a unit to help the gobs fighting
Even though we did, people still seems to be missing it, OFTEN. So now, I've MADE IT BIGGER.
The greatest sacrifices require the strongest wills.Even though we did, people still seems to be missing it, OFTEN. So now, I've MADE IT BIGGER.
The problem with a simple deployment cost change is that they are still effectively identical to the ranged goblins. They are both single-target ranged damage dealers, with the only differences just being basic numbers. This means that there will always be an optimal choice between Shortstacks and archer gobbos.If we are discussing fetish related things like shortstacks, how about a toggle to prevent them from deflating over time? That way, people who dislike it can simply disable it, and people who like it can keep it without having to devote time to upkeep.
What I do really want though, is adjustments to the deployment costs. We'll have to see the changes that are coming in the next update, but the deployment costs feel a little skewed. At present, you have absolutely zero reason to deploy short stacks because regular goblins just perform better.
Having a jump attack for orcs would then allow them to be weaker in a straight up fight than an equivalent deployment of goblins while still being balanced. Players could choose between maximising their direct combat power with goblins, which then runs the risk of taking a lot of damage against ranged enemies (doubly so if they come with heavy knockback, although you can breed resistance to that), while orcs would be weaker in a melee slugging match but would be a more effective as a counter against ranged units. Having a choice between a jump attack vs raw combat power makes for an actual tactical choice as they would be better in different situations. Ideally, you would want all units to actually be useful, rather than being obsoleted by other units you get later.Wouldn't leaving at the orcs having their leap render Melee goblins almost completely obsolete? The only advantage to them over Orcs would be deployment cost, but depending on stat distribution, it might not matter. The only solution I can think of would be the ability to switch specifically goblins between Melee and Archery. That way, you can keep Melee goblins for the early game, but then switch off to archers when you get Orcs while not leaving a potential third of your units obsolete.
However, the point is that the values are simply numerical and not even to the point where it pushes things to weird extremes to create new niches. Even if the devs were to fudge the SS numbers to keep them viable once the inbreeding modifiers start, they would still be very much occupying the same strategic niche of a simple ranged damage dealer. For a given amount of breeding, there will always be a singular optimal choice between ranged goblins and ShortStacks for a given amount of deployment cap.Also, comparing shortstacks to archers isn't a 1-1. The shortstacks fire more slowly than regular archers, but have better stats. But a shortstack is more likely to flinch before they can shoot, meaning that they aren't as good as archers since regular archers can fight back in Melee combat.
I suppose it was a "single devastating shot" type situation, but the gain isn't worth the cost when well bred archers can fire just as hard, and also fire faster.