Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also Initiative is calculated by using agility AND perception (AGI bonus + PER bonus)/2
Because that formula includes a die roll.
I checked the battle chat but could not see anything in it.
It is defintly not fixed because my Commissar as more agility and perception and he is still going after the ennemies with lower agility+ perception.
Initiative roll is = d10 + AGI bonus + (PER bonus) / 2.
Random part (d10) is that screwing everything. But try to set 200 PER & AGI to yourself with ToyBox and you will see that enemies will always have a turn after you.
This will allow you to control turn order for the entire game.
you could have 100 agility and still never go first cause of the rolls.
initiative is absolutely god awful in this game and the only way to control is with officers ans GS
a) all your party - then enemies
b) officers/GS - enemy1 - your char - enemy2 - your char (and so on).
There is no rule for "alternating" sides in combat. Just the Initiative roll + special rules (like Seize or boss abilities).
That's not how the system works at all, please don't listen to that users explanation. The player and enemies don't "alternate" in groups; the only groups are groups of enemy chaff to speed up how long enemy turns take.
The correct answer is post #8 by corisai, since it has the actual formula in it.
so, if you have two Grand strats, you will forever lock out your other members from going before others.
https://steamcommunity.com/sharedfiles/filedetails/?id=3128950914
https://steamcommunity.com/sharedfiles/filedetails/?id=3128944228
There are 16 participants in this battle; six friendlies, ten enemies. Refer to both screenshots to see the complete order, since they don't all fit on the screen at once.
The turn order is:
Friendly
Enemy
Friendly, Friendly
Enemy, Enemy, Enemy, Enemy, Enemy
Friendly, Friendly
Enemy, Enemy, Enemy
Friendly
Enemy
Nothing about this order matches the idea that the two sides are being clumped into groups of any size larger than one, or that any alternation of sides based on those clumps is taking place.
I don't know where you got your information, but it is incorrect.
Edit: Added a second screenshot so the entire order can be seen.