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jack1974
This is an old problem unfortunately... if you have a non-combat skill that can succeed or not based on a skill value and random, is common practice to reload. The only solution would be to have fixed requirements, like:

Unlock Door in Mission 99 Part 1 = Requires 5 Lockpicking skill

so that doesn't matter anymore if you load/save... however this eliminates completely the opportunity to randomly pass the check.
Graph_
This is an old problem unfortunately... if you have a non-combat skill that can succeed or not based on a skill value and random, is common practice to reload. The only solution would be to have fixed requirements[...]

I wouldn't say that, but any solution you come up with will make players anxious about things like the Bellamy quest Sneak check. :lol:



*As I mentioned before, you can store one or more rolls to be used ahead of time during previous skill checks, increasing the amount of backtracking that would be needed to change those values.



*You can make the requirements semi-fluid, such as: you must have at least 40% chance in order to pass the skill check, otherwise you can attempt to luck through it.



*You can use an equation that produces an upside-down bell curve effect. Basically you take the average of two numbers for the skill check, which should make high percentages higher and low percentages lower. I think it would produce an effect like:

90% becomes 99%

20% becomes... 4% or something

50% stays at 50%

...there should be an easy formula to calculate that but it's not coming to mind for some reason. I think some Fire Emblem games used this to put more emphasis on increasing hit and dodge rates, though it's a hidden mechanic and you probably wouldn't know unless you looked at the game code.



By the way, if you're still having trouble making skill check stats feel worthwhile in PS2, one thing I might suggest is to give players two kinds of points on level up, some which can only be used on skill check stats.
jack1974
Thanks, I'm sure Anima has some solution in mind already for non-combat skills :) and if I remember correctly he mentioned that he was thinking to have two type of skill points, one for combat and another for non-combat skills as you suggested.
Anima_
We can save the random checks for a playtrough in the persistent data. While you could delete that other things would be deleted as well. It should be inconvenient enough to prevent regular abuse.



There are also some different solutions. For example making the skill values a requirement for options and simply have the options have different side effects.

Or use a finite resource to make up for missing skill points.

A more labor intensive solutions would be to allow supporting skill checks. For example it's too difficult for character A to sneak past a guard. Have character B distract the Guard to lower the difficulty for A.



All these options change how the game feels, so it's not fundamentally a question of what is better. Instead the question is what do we want to achieve with the skil checks.
jack1974
Well considering I get requests of cheat modes, I guess that super-anticheat features aren't really required :)

About what we want to achieve, I think helps the immersion/atmosphere to have them during the mission, so people have more variety of choices and can "roleplay" better instead of just fighting. Another solution could be to just have some characters good at each skill, ie. Damien at lockpicking, Rebecca at survival, etc so who you carry with you in the mission would influence how you play it. This would mean more characterization for each character but also have the downside of having less level-up freedom !
Anima_
In that case it would be enough to simply make the skills requirements. Since that satisfies the goal. I just have the feeling that there is more behind it. :twisted:

Having fixed skills would fit Loren probably better, as far as I could see people really liked character customisation in PS1. In pratice that will happen anyway if skillpoints are scare enough.
jack1974
Well if every mission is designed so that you ALWAYS have two options:

1) a way using one skill

2) a way without

then we can use fixed skill requirements indeed. Like you're trapped underground, on one side a locked door, on the other an open exit but robots are coming to kill you: if you have any char with lockpicking 5, you can open the door and escape, otherwise you need to fight the robots to get out.

But probably makes sense to have separate combat with non-combat skill points to assign, since otherwise I think people would rather use them all in combat, since it will always be useful :)
lithkul
Hey, I don't know exactly where to post problems, but I bought planet Stronghold during the Easter sale, with the extra content. I have downloaded the pdf file, but I can not for some reason get it to say deluxe or that I have the weapons in my inventory or anything, what can I do to fix this. I have started a new game several times and it's not wanting to give me metal pieces or what I paid to have.



I have tried downloading the guide several times, this has not helped me at all, please help me.
Seloun

There are also some different solutions. For example making the skill values a requirement for options and simply have the options have different side effects.

Or use a finite resource to make up for missing skill points.

A more labor intensive solutions would be to allow supporting skill checks. For example it's too difficult for character A to sneak past a guard. Have character B distract the Guard to lower the difficulty for A.


I'd vote for finite resource as a good, relatively labor-cheap way of balancing this. Another alternative is to make most checks cumulative (or all mandatory checks), so that e.g. each turn the total lockpick roll is less than the goal may trigger an encounter. Both options could certainly be used.



The other alternative is to offer some kind of 'insurance', which is essentially the side effects option. For example, failing the roll might provide more experience than succeeding (or a greater skill increase); for this example it's still pretty tough to balance due to the fact the opportunity cost of reloading is so small. Deferring results is another way to make the opportunity cost slightly higher, making balancing the side effects somewhat easier.



I still prefer finite resource + skill, however, as it's less binary than just straight requirements (otherwise you get situations where individual skill points have wildly varying values). This is a pretty common solution, too (e.g. multitools in DX). A reasonable solution is to have an intermediate resource (multitool) which can also be obtained in infinite quantities at a slightly unfavorable rate by trading in another resource (credits). Something which is mechanically more difficult to ensure but helpful for immersion is if the result of the decision can be mostly known beforehand (otherwise, buyer's remorse->reloading).



Alternatively, if you just want to make each feel character special, you can use the Jagged Alliance type solution where individuals instead have traits, then mix/match 2-3 traits per character (effectively, this becomes skills with just 1-2 point maximums). You could allow some customization by e.g. having 2 traits be starting traits and have characters learn 1 additional trait partway through the game (more customizable => less special, though).
Franka
Hey, I don't know exactly where to post problems, but I bought planet Stronghold during the Easter sale, with the extra content. I have downloaded the pdf file, but I can not for some reason get it to say deluxe or that I have the weapons in my inventory or anything, what can I do to fix this. I have started a new game several times and it's not wanting to give me metal pieces or what I paid to have.



I have tried downloading the guide several times, this has not helped me at all, please help me.


Try registering a few times from the game's title page, it doesn't seem to go through properly the first time.
jack1974
Hey, I don't know exactly where to post problems, but I bought planet Stronghold during the Easter sale, with the extra content. I have downloaded the pdf file, but I can not for some reason get it to say deluxe or that I have the weapons in my inventory or anything, what can I do to fix this. I have started a new game several times and it's not wanting to give me metal pieces or what I paid to have.



I have tried downloading the guide several times, this has not helped me at all, please help me.

Is not the guide that gives you the bonus content :)

In the main menu it should say bonus content active, otherwise click register and type your purchase email again or the serial code.
jack1974

I still prefer finite resource + skill, however, as it's less binary than just straight requirements (otherwise you get situations where individual skill points have wildly varying values). This is a pretty common solution, too (e.g. multitools in DX). A reasonable solution is to have an intermediate resource (multitool) which can also be obtained in infinite quantities at a slightly unfavorable rate by trading in another resource (credits). Something which is mechanically more difficult to ensure but helpful for immersion is if the result of the decision can be mostly known beforehand (otherwise, buyer's remorse->reloading).



Alternatively, if you just want to make each feel character special, you can use the Jagged Alliance type solution where individuals instead have traits, then mix/match 2-3 traits per character (effectively, this becomes skills with just 1-2 point maximums). You could allow some customization by e.g. having 2 traits be starting traits and have characters learn 1 additional trait partway through the game (more customizable => less special, though).

Thanks, those are both great suggestions :) I like the finite resource + skill idea, though not sure it could be applicable for all situations, for example Charisma... even if being a sci-fi I guess we could come up with something (like a substance to temporarily increase charisma, or something else like that).

Traits are also good, since would give the player a hard time to decide which other party member bring with them in mission. It could be fun, and make players more attached to specific characters 8)
lithkul
Well, I finally got it thanks, apparently putting my e-mail would not accomplish it and I had to try the serial code several times, but now it finally works and I'm happy.
jack1974
Cool, I have no clue why that happens, when I try here works at first try :)
Graph_
Just got through my second playthrough, Nightmare difficulty in Deluxe like I said.



First off, actually saying something about the deluxe version specifically (like the thread title says? No way!). For most of the equipment, I thought the cost in scraps and the proficiency requirements were generally too high for what they do. That especially goes for the armor; a lot of them have defense values of 1 and 2 mostly, and many of your party members come equipped with armor that has 2s across the board. High-end armor from the shop has mostly 3s and maybe a 7 on one of the stats, and you start getting comparable equips starting from pretty early in wasteland exploration.



On the other hand, I have to give a special mention to one particular weapon from the scrap shop: The 'Yuza'.



http://i.imgur.com/HF5g3ev.png" style="max-width:100%">



Compared to the Sparrow, it trades 5% accuracy for a whopping 4.5 points of damage per shot on average, and has the same firing rate of 4 shots on Normal fire. Probably the strongest weapon in the game, and well worth the 850 scraps it takes to get it. I saw other weapons with comparable strength to the Sparrow, but by the time I save up enough scraps I'm pretty late in Chapter 5 already. (I didn't do many of the optional wasteland encounters though)



Oh yeah, those 4 starting weapons were pretty decent too. They were pretty strong until you can pull weapons from the barracks, and even after that I used the Psionic Omega and occasionally the Poison Sniper Rifle.



As for the difficulty, I think the jump from Planet Stronghold's Medium to Nightmare was actually smaller than Loren's Normal to Hard. Just now I died to see what game over looks like in this game... >_> It probably helps that it's a simpler game, but also because enemy defense isn't higher than before, so I never got stuck from simply being unable to outrun enemy HP regeneration. That's actually a good move for easier balancing of the game though; I've played commercial RPGs where enemies on the highest difficulty setting have so much defense that all your attacks are doing 1-digit damage, unless you're way ahead of the normal curve on equipment or levels... not much fun if you ask me!



I also tried pulling through without using Shock, which I saw as a broken lategame skill for not giving bosses a chance to move. I was concerned about enemies with powerful special attacks, like the final boss. However, it turned out that there's few enemies that can put a dent in a tank with good armor and Protect, so even if you get lots of status effects piled onto you, you can usually outlast enemy attacks just by defending. (Good thing too, since there's not much you can do about status effects outside of Cure)



Pretty much done with this one now. Judging from the production values and depth of the more recent Loren, I have no doubt that Planet Stronghold 2 will be even better. Looking forward to it!
jack1974
Thanks for the mini review. Yes I didn't want to put too much powerful items in the deluxe, though there are more interesting weapons and also armors.

I'm pretty excited for PS2 too myself, even if will still take some time, but will be much better than the first one 8)
SerTabris
Going to build something from scraps, it did this to me:

I'm sorry, but an uncaught exception occurred.



While running game code:

File "game\warchived.rpy", line 1074, in script call

File "game\data.rpy", line 1985, in script

File "game\data.rpy", line 2052, in python

Exception: ui.close closed <renpy.display.layout.MultiBox object at 0x0A8A3590>, not the expected <renpy.display.layout.MultiBox object at 0x0A8A3A10>.



-- Full Traceback ------------------------------------------------------------



Full traceback:

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\execution.py", line 266, in run

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\ast.py", line 646, in execute

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\python.py", line 1172, in py_exec_bytecode

File "game\data.rpy", line 2052, in <module>

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\display\layout.py", line 193, in __exit__

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\ui.py", line 332, in context_exit

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\ui.py", line 313, in close

File "C:\Program Files\Winter Wolves\Planet Stronghold\renpy\ui.py", line 130, in close

Exception: ui.close closed <renpy.display.layout.MultiBox object at 0x0A8A3590>, not the expected <renpy.display.layout.MultiBox object at 0x0A8A3A10>.



Windows-XP-5.1.2600-SP3

Ren'Py 6.14.1.366



I had just switched it from fullscreen to windowed mode, which might be relevant.
jack1974
Yes might be relevant, but of course it shouldn't crash when switching screen mode. I think will try to rebuild with the latest renpy build, trying to convert the old code to the new (I had other kind of problems before). Out of curiosity, does it happens everytime you toggle windowed/fullscreen ?
SerTabris
No, it's been okay other times I've done that. Also, it keeps crashing at that point even if I don't toggle fullscreen.
jack1974
Ah, do you have a savegame then? it would be helpful to me to try it myself :)