Dev Blog 29/03/18

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[parsehtml]<p><img class="frame" src="http://www.taleworlds.com/Images/News/blog_post_33_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Built in strategic and highly defensible locations, castles enabled lords to exert power over the surrounding populace and protect their lands against any would-be invaders. Towering parapets gave the defenders vantage points from which to rain down a hail of missiles on anyone foolish enough to try a direct assault, and thick, sturdy walls provided ample protection for those within.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/53
 
i dont mind if they use that big crossbow ballista but it will be better if they improve/change it to the real one though (as i mention i dont know much about siege engine, so i dont know is that big crosbow ballista may actually exist in real life or not).
the same with other siege engine mentioned by innocent flower that it look rough and have a big gap hole, it will be better if they change or improve it or turn it into a unique feature for different faction culture or a result from bad siege engine skill.

and i dont see this ruin fun either, it just change the graphic or animation not gameplay, just like when tw improve the tree, which no one really care with the old one either, except one person nitpick and we end up got the beautiful believable tree, or the real mongolian horse actually look like.
 
hiul said:
i dont mind if they use that big crossbow ballista but it will be better if they improve/change it to the real one though (as i mention i dont know much about siege engine, so i dont know is that big crosbow ballista may actually exist in real life or not).

the classic ballista could be quite big and throw big rocks, but at the game timeframe with the mangonel and trebuchet it wouldn't be in use. The smaller ones (anti-personal) would, the ones for spears/darts. If you visit a source like Wikipedia you will notice they are quite bad as a reference, they mix names and pictures for weapons like the scorpio and ballista, and the earlier greek versions.

Wikipedia pics
Bal_BBC1.jpg
^ huge ballista (pre mangonel), not in the game

441px-Hecht_090710_Ballista.jpg
^ small ballista

800px-Ancient_Mechanical_Artillery._Pic_01.jpg
older versions like the crossbow like version (has it own name Gastraphete), that could be mounted similar to the one in the game

Web has conflicting pictures for similar weapons. A complication of ancient designs, lack of historical references, and the variety used on different nations and centuries.
oxybeles-drawing1.jpg

image001.jpg

they could had used the Roman version for this weapon (small ballista with springs), but not a big deal IMO. The biggest issue with the game model is if it does too much wall damage, it would work better as a anti siege weapon (burn towers) and anti-personal (kill soldiers no matter if they have armor and shield).
 
Remember, siege engines can only destroy merlons and crenallations on the walls, not the actual walls themselves in the battle. It's only on the worldmap that damage to the walls themselves is possible
 
Roccoflipside said:
Remember, siege engines can only destroy merlons and crenallations on the walls, not the actual walls themselves in the battle. It's only on the worldmap that damage to the walls themselves is possible

So I've heard, but this makes me wonder why they would bring trebuchets in as a in-battle model if we can't destroy walls with 'em, seeing as how that's its chief purpose.
 
I definitely agree there. Perhaps they are more effective at destroying the destroyable parts, i.e. one hit from a trebuchet takes out what it would take a mangonel 2-3 hits and a ballista 5. Additionally, I would think having a trebuchet would speed up the wall-destruction process on the world map, but that's something we'll have to wait and see about I suppose. Another possibility could be, as the trebuchet's payload would be bigger, heavier, etc. it would have more of an aoe effect rather than a spear from a ballista, which would only hit one, maybe two enemies. Hopefully, it won't be too much longer before we can figure all these nuances of the game out for ourselves.
 
Mithril♡Souls said:
So I've heard, but this makes me wonder why they would bring trebuchets in as a in-battle model if we can't destroy walls with 'em, seeing as how that's its chief purpose.

Roccoflipside said:
Perhaps they are more effective at destroying the destroyable parts, i.e. one hit from a trebuchet takes out what it would take a mangonel 2-3 hits and a ballista 5.

in the siege video we saw they had fixed spawn points. We dont know if mangonel and trebuchets have different range, a key factor if you want to keep them away from the defenders own weapons range.

they also didnt talk about using them against the gates (instead of relying only on battering ram).  Something common in Total Wars series.
 
kalarhan said:
in the siege video we saw they had fixed spawn points. We dont know if mangonel and trebuchets have different range, a key factor if you want to keep them away from the defenders own weapons range.

Dunno if the maps are going to be big enough for that to be a real problem. I guess we'll just have to see... Gah, these kind of questions are what should have been addressed in this damned blog, instead of just telling us the friggin obvious. T_T
 
kalarhan said:
hiul said:
i dont mind if they use that big crossbow ballista but it will be better if they improve/change it to the real one though (as i mention i dont know much about siege engine, so i dont know is that big crosbow ballista may actually exist in real life or not).

the classic ballista could be quite big and throw big rocks, but at the game timeframe with the mangonel and trebuchet it wouldn't be in use. The smaller ones (anti-personal) would, the ones for spears/darts. If you visit a source like Wikipedia you will notice they are quite bad as a reference, they mix names and pictures for weapons like the scorpio and ballista, and the earlier greek versions.

Wikipedia pics
Bal_BBC1.jpg
^ huge ballista (pre mangonel), not in the game

441px-Hecht_090710_Ballista.jpg
^ small ballista

800px-Ancient_Mechanical_Artillery._Pic_01.jpg
older versions like the crossbow like version (has it own name Gastraphete), that could be mounted similar to the one in the game

Web has conflicting pictures for similar weapons. A complication of ancient designs, lack of historical references, and the variety used on different nations and centuries.
oxybeles-drawing1.jpg

image001.jpg

they could had used the Roman version for this weapon (small ballista with springs), but not a big deal IMO. The biggest issue with the game model is if it does too much wall damage, it would work better as a anti siege weapon (burn towers) and anti-personal (kill soldiers no matter if they have armor and shield).

ah..... from the example pict i guess tw ballista is part of the oxybeles type right ? i guess its still part of real siege then, sorry for the mistake then.
 
bjorntheconquerer said:
FBohler said:
This devblog was great, thanks for it TW!

PS.: The game has the right amount of realism in it, don't listen to the "ultra realism" bandwagon, they're just a loud minority.

Sometimes, I want a realistic feature. Sometimes, I hate people who are paying attention every tiny bit of detail and saying it is not realistic. But what you are doing which is generalizing people and calling them loud minority every bloody time REPEL me.

Too bad for you if you're REPELLED by the truth.

Realism bandwagon is a loud minority, period.
 
aged3 said:
LOLOLOL.

Next weeks blog is about how they developed and created grass

You say that as if it is a joke and something that would never actually make it inot a blog... wait and see fella.

Maybe not this blog, or the next, maybe a blog in 2020 (because we all kniw this **** ain't being released in the next year or 2), but one day you will see a blog in some stupid **** like grass and bushes
 
I think it's important to remember that Bannerlord is being built for the game engine.  The official content will just give us the chance to dip our toes.  We can mod, to our hearts' content, to make the game as we please.

 
Personally I don't love the idea that creating wall breaches on the campaign map creates casualties for both sides as, at least in Warband, the AI casualty calculations are always ridiculous compared to actually being able to fight a battle.

Still, might just happily use battering rams and ladders and leave the fancier stuff to the Romans Calradians.
 
Mithril♡Souls said:
So I've heard, but this makes me wonder why they would bring trebuchets in as a in-battle mo :party:del if we can't destroy walls with 'em, seeing as how that's its chief purpose.

No, that was not its chief purpose. The chief purpose was to launch stuff over the walls. Spread diseases and stuff, make the defenders surrender. Destroying the walls was both hard, inefficent, and quite dumb since you'd then be open to attack by anyone once you took the goddamn castle. Not to mention that the rubble would effectively still form a wall.

There are very, and I mean very, few accounts of trebuchets ever breaking down walls. One account that exists states that even though they managed to break the walls, the rubble still protected it well enough and the castle was won by starving the defenders out in the end. The hole didn't do crap.

So actually, this part is pretty realistic. Yay for realism :party:
 
oh interesting tw need to make new ammo then, like the poo or corpse as aoe maybe affecting enemy moral too.
 
hiul said:
oh interesting tw need to make new ammo then, like the poo or corpse as aoe maybe affecting enemy moral too.

It would have to be for campaign map sieges, because in battle, I doubt the morale would dissipate that quickly. Flinging disease was more a waiting game then an actual offensive maneuver. You just flung some dead stuff or fecal bits, waited for disease to kill a bunch of people and wait and see if the survivors surrendered.
 
OOOH NOOES they gave trebuchets a fatal flaw in design. Either one of two constructions is necessary:
  • The weight has an extra joint when joined to the arm, this allows it to swing
  • The Trebuchet has wheels and can freely move forward and backwards.

The reason for this is that the massively unbalanced weight of the arm creates a counter force on the frame of the trebuchet. If there is no space for free movement to catch this counter force, the trebuchet will topple over. There are YouTube videos about this. But either of the above solutions solves this problem.

I guess the devs won't read this post so we'll have to fix this with mods afterwards....
 
Cpt. Nemo said:
Mr.EmjeR said:
I guess the devs won't read this post so we'll have to fix this with mods afterwards....
If they read, and acted upon, the tree concerns, you've got a shot.

Aye but I've probably offended them with my general disdain for their orkish carpentry.


I'm not sure how one could implement biological warfare. Flinging **** and corpses is cool and all, but that creates a context where diseases and sickness are in general a mechanic. It's not a rewarding mechanic, especially when roaming parties like the player's are going to be huge carriers of disease. Medieval diseases weren't really an issue you could just throw coins at to cure.
 
Innocent Flower said:
I'm not sure how one could implement biological warfare. Flinging **** and corpses is cool and all, but that creates a context where diseases and sickness are in general a mechanic. It's not a rewarding mechanic, especially when roaming parties like the player's are going to be huge carriers of disease. Medieval diseases weren't really an issue you could just throw coins at to cure.

Well yes, there's that too. Although the ability to fling dead soldiers, yours or your enemys', would be fun.
 
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