Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Turn order
I feel a bit weird about the turn order. My characters have like 50 agility and they still play after ennemies with 25 agility
Is there something that I am missing to determine turn order? Like there is a roll I am not seeing and I am just being unlucky?

Thanks if someone as the answer to it.
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16-26 van 26 reacties weergegeven
Origineel geplaatst door corisai:
Origineel geplaatst door Kixaster:
bro are you okay ? You literally just posted the formula to determining each characters own Initiative stat even though the post you quote is clearly talking about what Initiative actually does a k a what happens AFTER your initiative is determined, since you may notice this thread is called "Turn Order" and not "initiative"
Because that post was wrong. Yes - similar enemies are merged into groups to speed up combat, but NO there is no "switching sides in combat rule". By playing with initiative you could get:
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).

Origineel geplaatst door Zsrai:
Origineel geplaatst door Evil Badger:
Oh thanks that is much more clear. I will check that again in game.

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.
The "alternating groups" is actually how its explained in-game if you right click on "initiative" (right click Agility, then Initiative from there)

Directly from the game:
At the start of each battle, all characters in combat are seperated into allied and enemy groups with 2 to 4 characters in each. An allied group's turn alternates with an enemy group's turn. A character's initiative determines which group of allies or enemies they are assigned to. The higher a character's initiative, the higher the chances of being added to a group that is closer to the start of the initiative tracker, therefore allowing them to act first in combat. The first to act is the group whose average initiative (total initiative divided by the number of characters in the group) is the highest.

Initiative is calculated using the following formula: (Agility bonus + Perception bonus / 2 + (from 1 to 10))
Laatst bewerkt door Sotanaht; 1 jan 2024 om 15:04
Origineel geplaatst door Sotanaht:
The "alternating groups" is actually how its explained in-game if you right click on "initiative" (right click Agility, then Initiative from there)
If that is how it is supposed to work then either there's a bug preventing it from working as intended, or they changed how it is intended to work without changing the description.
Laatst bewerkt door tempest.of.emptiness; 1 jan 2024 om 15:06
Origineel geplaatst door tempest.of.emptiness:
If that is how it is supposed to work then either there's a bug preventing it from working as intended, or they changed how it is intended to work without changing the description.
IMHO just a bad wording.

Devs are trying to say that they create a bunch of slots and alternate enemies with your allies & chars (so slot for allies > slot for enemies > slot for allies). THEN it place every participant in one of those slots based on his Initiative roll.

That also leading to ability to exploit that system - by deliberately keeping 2-3 chars with very low Initiative. And I could confirm that such exploit is working really well :)
Turn order is alphabetical, thats why Argenta always go first and Yrilet last. Thats also the reason why Aurora is so dangerous and Zarakynel a pushover.
Laatst bewerkt door herr_dechse; 1 jan 2024 om 15:17
Please tell me more about how I'm wrong even though I copied the ingame explanation omfg guys you have literally NEVER opened the Corpus Valancius where every single system is explained, I can tell from how you can't even recognise the correct information if its in front of you.
Laatst bewerkt door Kixaster; 1 jan 2024 om 15:47
Origineel geplaatst door Kixaster:
Please tell me more about how I'm wrong even though I copied the ingame explanation omfg guys you have literally NEVER opened the Corpus Valancius where every single system is explained, I can tell from how you can't even recognise the correct information if its in front of you.
I don't need to tell you more, I showed you a screenshot of a turn order from the game that doesn't match what you said. However, if it is any consolation, it isn't you that's wrong (because you just quoted what the game says) but rather the game that is wrong.

It is definitely wrong, though.
Origineel geplaatst door tempest.of.emptiness:
Origineel geplaatst door Kixaster:
Yo! The game first creates an allied and enemy team using every participant in that fight then both teams get be broken up into groups of 4 based on initiative. Finally these 4-man groups get ordered with the a the teams alternating. So first an allied group then an enemy one etc.

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.

https://steamcommunity.com/profiles/76561198016869574/screenshot/2278324186519372672/

Of course you don't know where I got my information from because you never even been close to opening the codex
Origineel geplaatst door Kixaster:
Of course you don't know where I got my information from because you never even been close to opening the codex
I'm not questioning your ability to quote what is written in the game. When you calm down and stop throwing personal attacks perhaps you will comprehend what I am saying.

The codex entry is wrong.

Either there's a bug that is causing it to work differently than described, or they changed how it works but did not update the codex.

You can clearly see from my screenshots that first one friendly acts, and then one enemy acts, and then two friendlies act. If the game was putting them into groups of 2-to-4 then you would never have just one person on a side act... and yet, that happens twice at the start of combat.

Level five party, no officers, no extra turns, no guaranteed first turns.

The codex entry is wrong.
Origineel geplaatst door Kixaster:
Origineel geplaatst door tempest.of.emptiness:

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.

https://steamcommunity.com/profiles/76561198016869574/screenshot/2278324186519372672/

Of course you don't know where I got my information from because you never even been close to opening the codex
Your 6 people will

Bro look at your own screenshots ffs. A group has 2-4 characters. Your 6 people get broken up into 3 duos, enemy 10 people split into 5 duos. Now these groups are alternated so 1 group from one team and then. Now obviously if if you 3 of these and 5 of those, you cant sort them without the organise our team and grupin but if have 3 duos in your team and we takre the 10 enemies and split them into also into 3 groups Then yeah basically the turn order on your screenshot is almost perfectly the pattern.
Origineel geplaatst door Kixaster:
Your 6 people will

Bro look at your own screenshots ffs. A group has 2-4 characters. Your 6 people get broken up into 3 duos, enemy 10 people split into 5 duos. Now these groups are alternated so 1 group from one team and then. Now obviously if if you 3 of these and 5 of those, you cant sort them without the organise our team and grupin but if have 3 duos in your team and we takre the 10 enemies and split them into also into 3 groups Then yeah basically the turn order on your screenshot is almost perfectly the pattern.
One person is not a duo.

This is what 3 duos and 5 duos would look like:
Friendly, Friendly
Enemy, Enemy
Friendly, Friendly
Enemy, Enemy
Friendly, Friendly
Enemy, Enemy, Enemy, Enemy

... or perhaps:
Friendly, Friendly
Enemy, Enemy
Friendly, Friendly
Enemy, Enemy, Enemy, Enemy
Friendly, Friendly
Enemy, Enemy

See the difference?

Here is the actual turn order in another form:
Group of one (1) friendly
Group of one (1) enemy
Group of two (2) friendlies
Group of five (5) enemies
Group of two (2) friendlies
Group of three (3) enemies
Group of one (1) friendly
Group of one (1) enemy

So no, the order on the screenshot isn't almost perfectly what the codex entry describes. If it were, there wouldn't be groups of one, because one is not in the range 2-to-4.
Here's another example from the same party a few levels later (level 8):
https://steamcommunity.com/sharedfiles/filedetails/?id=3129722076

One enemy goes, then my entire team, then a friendly npc, and then the rest of the enemies.
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