Dev Blog 13/06/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_94_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>During battles, hierarchies are of key importance: keeping the chain of command intact and knowing exactly who is in charge is vital… especially if that someone is you! That rang especially true in medieval times when the chain of command was also a reflection of how society was ordered as a whole.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/114
 
The blog is interesting and it raised some questions in my mind. Is the system assign ranks to the troops as well? If it doesn't it should. I'm assuming the highest ranked lord would be given more troops overall, as well as the troops given are high ranked as well (e.g. The highest ranked lord takes 15 cavalries, 10 huscarls as opposed to lowest ranked leading 4 farmers). I also assume the divisions in the army won't be consist of same types of units (e.g. Lord A will lead the cavalry and Lord B the infantry etc.) unless the lord negotiate to make it so. If my assumption is correct, is there a room for negotiation in the situation? Can the highest ranked lord trade his 5 huscarls for 2 more cavalries for example (the troops rankings comes into play in this)?
I'm not as knowledgeable as I would like to be in medieval history but from a gamer standpoint, the game's system determining which troops the player will lead without negotiating would be suffocating.
 
I also wonder who determines which divisions are made. I'd assume the high commander would do that but there is no clear answer.
I hope the player and the ai lords have the ability to refuse to share command and instead command their own troops maybe even having their own subdivision. This of course bearing significant political ramifications and causing significant distrust if the commander's reputation is high. Though if the commander is not respected it might be a more acceptable choice.
On that note, Will we be able to betray our allies and switch allegiance mid-battle? Large medieval battles were known for their politics with allies often being unwilling to commit to a battle until they were certain of victory and merchenaries switching sided mid-battle if they were offered more by their new masters.
 
Dear developers, please tell me, why do different people still have the same faces?
Maybe they are twin brothers?

%D0%9B%D0%B8%D1%86%D0%B0.jpg


I asked this question before. So much the worse, because it is still relevant.
 
This is a very cool feature :party:! The blogs lately  have been better than the feasts at Praven :fruity:!
It did give me a question: Does choosing no formation affect post-battle renown rewards and/or relationships with lords?
 
Cool feature, but it would make more sense to have a pre-battle planning meeting where commanders of various groups would be appointed by voting instead of hard-coded assignment. Historically, a group of high-ranking lords and the king would hold a meeting where the roles were assigned according to lord's significance. Also would add more to politics since both player and AI would have to work on their relationships. Since there was already a script on assigning fiefs in Warband I don't think this feature is that hard to code.
 
JuJu70 said:
Historically, a group of high-ranking lords and the king would hold a meeting where the roles were assigned according to lord's significance.

Isn't this essentially what does happen, as described by the blog? The "meeting" is represented by the menu in the screenshots, where the most significant Lords get first pick.
 
Terco_Viejo said:
I'm glad you're back.  :party:

Different groups of a unit led by different Lords is a fact which we can check in the videos that are available. Doubts appear as soon as we start counting numbers ... I do not get the accounts. What parameters condition the distribution?

https://tw.greywool.com/i/H7kv4.jpg

Nitpickery: If you take a good look at the blog images, the avatars are cropped with a questionable result (I understand that we are in wip - final retouches) and this remains unchanged from the video of the blog Ugurcan Orcun.

Thanks ༼ つ ◕_◕ ༽つ

I don't understand the numbers neither, so i re-watched the video, and now i assume you mis-matched 2 battles. In this video;

https://www.youtube.com/watch?v=BMeqj8WG0a8

There are 257 allied troops ready in the beginning (258 including player). And in the result page, i assume that sword symbol is "neutralised enemy number", aka total number of killed+wounded enemy (i may be wrong).

If you count skeleton symbol (our killed troop number), broken shield symbol (our wounded troop number), and standing green soldier symbol (our alive & ready troop number), we would get 258 (257+player). The last symbol, i assume, is the number of troops ready to upgrade. I also dislike that cut, but i'm pretty sure it will be the first thing to be reported in Beta tests  :mrgreen:
 
Davic said:
This seems like an interesting addition in terms of realism, but I wonder what it actually means for gameplay. Is there a difference between the performance and AI of a formation being controlled by the commander in a single lord's army versus a formation that is being directly controlled by a lord in a multi-lord army? Related, when the player becomes commander, are there any benefits from lords controlling your formations versus the player directly controlling them all like in solo battles?
There's no single lord army.
In BL an army is a pool of parties.
 
Varrak said:
Terco_Viejo said:
I'm glad you're back.  :party:

Different groups of a unit led by different Lords is a fact which we can check in the videos that are available. Doubts appear as soon as we start counting numbers ... I do not get the accounts. What parameters condition the distribution?

https://tw.greywool.com/i/H7kv4.jpg

Nitpickery: If you take a good look at the blog images, the avatars are cropped with a questionable result (I understand that we are in wip - final retouches) and this remains unchanged from the video of the blog Ugurcan Orcun.

Thanks ༼ つ ◕_◕ ༽つ

I don't understand the numbers neither, so i re-watched the video, and now i assume you mis-matched 2 battles. In this video;

https://www.youtube.com/watch?v=BMeqj8WG0a8

There are 257 allied troops ready in the beginning (258 including player). And in the result page, i assume that sword symbol is "neutralised enemy number", aka total number of killed+wounded enemy (i may be wrong).

If you count skeleton symbol (our killed troop number), broken shield symbol (our wounded troop number), and standing green soldier symbol (our alive & ready troop number), we would get 258 (257+player). The last symbol, i assume, is the number of troops ready to upgrade. I also dislike that cut, but i'm pretty sure it will be the first thing to be reported in Beta tests  :mrgreen:

Edit: Hi I'm Terco_Viejo and i'm stupid and I don't know how to do mathematical sums because I have dyslexia problems...today has been a hard day. All right then :lol:
:facepalm: Oops the results are swapped, my fault editing...Mmm let's see... taking the icons of skull + broken shield + green soldier:

Capture video sergeant vlandian:
(Start battle adds troops) 169 + 33 + 25 + 19 = 246
(Result)150+ 87 + 21 = 258
246≠258

2. Video capture archer on horseback khuzait:
(Start battle adds troops) 124 + 38 + 26 + 46 + 23= 257
(Result) 123+100+24= 247
257≠247

I still can't get the numbers

In the video of the PCgamer 2016 neither...perhaps it is for reason of restriction in the waves.
That video also shows a very primitive sergeant mode...
min 22:09
 
But you have swapped results again.. Replace 2 battles' results, and you have the numbers.. Reduce 1 from the results (player) to reach the beginning troop numbers.
 
Terco_Viejo said:
Varrak said:
But you have swapped results again.. Replace 2 battles' results, and you have the numbers.. Reduce 1 from the results (player) to reach the beginning troop numbers.

Because I'm an idiot  :lol:


Well, at least that got us a lovely new quote that's worth being distributed through the signatures  :iamamoron:
 
Tatari_okan said:
The blog is interesting and it raised some questions in my mind. Is the system assign ranks to the troops as well? If it doesn't it should. I'm assuming the highest ranked lord would be given more troops overall, as well as the troops given are high ranked as well (e.g. The highest ranked lord takes 15 cavalries, 10 huscarls as opposed to lowest ranked leading 4 farmers). I also assume the divisions in the army won't be consist of same types of units (e.g. Lord A will lead the cavalry and Lord B the infantry etc.) unless the lord negotiate to make it so. If my assumption is correct, is there a room for negotiation in the situation? Can the highest ranked lord trade his 5 huscarls for 2 more cavalries for example (the troops rankings comes into play in this)?
I'm not as knowledgeable as I would like to be in medieval history but from a gamer standpoint, the game's system determining which troops the player will lead without negotiating would be suffocating.

Everything I’ve seen in sergeant mod videos suggests Lords command pooled units of a single type (i.e. only infantry for example) in large battles as opposed to mixed units. This suggests that the sergeant ai has been coded for such simplified formations.

JuJu70 said:
Cool feature, but it would make more sense to have a pre-battle planning meeting where commanders of various groups would be appointed by voting instead of hard-coded assignment. Historically, a group of high-ranking lords and the king would hold a meeting where the roles were assigned according to lord's significance. Also would add more to politics since both player and AI would have to work on their relationships. Since there was already a script on assigning fiefs in Warband I don't think this feature is that hard to code.

+1 especially if coupled with different Lords proposing different standard pre-battle deployment plans based upon their level of caution or bravado. I’d love the option to vote for my preferred battle plan even if the majority decided on something else.
 
Terco_Viejo said:
Varrak said:
About 2 cavalry groups, i would speculate on that every lord should get one group of soldier. And if every type of soldiers have at least one lord, then next lord will get half of the cavalry. Then the next lord will get, half of the infantry. Then the next lord will get, half of the archers. Then, the next lord will get half of the horse archers.

Soldier type in this order may be different, but if the order is like this, then i dont like it. I would prefer infantry to get divided first, and then archers, and then cavalry, and then horse archers. Why? Because, most of the time, Infantry number will be higher than other types, and archer type would be second biggest number in the army. So they being divided first could be better in my opinion.

I'm glad you're back.  :party:

Different groups of a unit led by different Lords is a fact which we can check in the videos that are available. Doubts appear as soon as we start counting numbers ... I do not get the accounts. What parameters condition the distribution?

H7kv4.jpg


Nitpickery: If you take a good look at the blog images, the avatars are cropped with a questionable result (I understand that we are in wip - final retouches) and this remains unchanged from the video of the blog Ugurcan Orcun.


Do not look here said:
It does raise concerns about being a mercenary captain. I hoped they'd improve on that, but looks like my favourite playstyle is getting short end of the stick in favour of clan politics. Oh well, I'll still have my fingers crossed that a mercenary company can work in a same way clans do. Makes me wonder about NPC mercenaries as well, will they always be separate formation led by their captain? That would seem fair, imo.

Biggest question is how will the overall command work. Is it like Warband and the individual commanders play no role for player then, or is it more like trying to herd AI cats? The former sounds a bit disappointing on a surface level, the latter I can see getting really annoying really quickly. Maybe it's a mix, so that you have direct control over formation, but have to be aware that if left without orders the lords will try to gain fame on their own? That could depend on their personality, it would be interesting to have Lord Stickinbutt never move an inch without direct order and Lord Buttface charging forward with his cavalry the moment they are in position.

Hulagu said:
Rather than splitting same type units to the groups, to be able to assign commanders to them is great future. I am already splitting them groups such as shock cav. pikemem etc. in the Warband but it was becaoming challenging to command them at the same time when you have so diverse army. So if the AI comanders can command the these parties enough well by our simple commands, it would be great. Just imagine that you are splitting your horse archers to two party and sending them to right and left flanks to harash enemy while you are focusing to rest of your army and enemy.
I am sure sure there are things to be revail on this very crucial feature I hope press can experience it in Gamescom.

hansolo223 said:
Love this feature. How will this work with order disobedience? If you are the commander you command everything, but if you are not and disobey your commander's orders, shouldn't there be penalties? If AI always follow your orders when you are a commander but you don't, doesn't that break the "AI can do what the  player do" goal?

Good question, if you dissobey the commands of your general and battle is lost, this should bring some consequences. Definetly I would like to see that

Asking a few question:
1) Is that marshal have right to "Organization Structure Reengineering".
  on another word,  in the early and middle game,
  the lord with the highest rank may let a stupid NPC lords to control,
  in that time, mercenary captain (player) can't do nothing but say goodbye to his man...

  Is that marshal have no right to "Organization Structure Reengineering".
  on another word, in the later game,
  clever mercenary captain still control his man,
  in that time, marshal (player) cant splitting all horse archers to two party but a large number of unorganized structure...
   
2) Soldier belong to faction, NPC lords, mercenary captain?
  difference lord have difference village, difference village produce difference equipment, difference equipment let soldier weak or not, but hire a condottiere to control all mercenary captain is that must for big faction or just use his NPC lords?
  therefore, mercenary captain (player) cant join battle.

3) In the same faction, will NPC lords war each other for village uneven distribution just like Roman Emperor Constantine with domestic politics, idly plot and intrigue,
  in the later game, when NPC lord have small village, they just able to supply small share of solider to battle.
  as a result become no value,
  what will the action of king and other AI lords ?
  A) take away his village by force.
  B) let him still no value.
 
Do not look here said:
Accountancy isn't chief weapon of Spanish Gifquisition.

:lol: Absolutely... my tax advisor is benefiting from me.

TFK_Ted said:
Terco_Viejo said:
Varrak said:
But you have swapped results again.. Replace 2 battles' results, and you have the numbers.. Reduce 1 from the results (player) to reach the beginning troop numbers.

Because I'm an idiot  :lol:


Well, at least that got us a lovely new quote that's worth being distributed through the signatures  :iamamoron:

All for the sake of the community  :lol:

FBohler said:
Terco_Viejo said:
Nitpickery: If you take a good look at the blog images, the avatars are cropped with a questionable result (I understand that we are in wip - final retouches) and this remains unchanged from the video of the blog Ugurcan Orcun.

Stop the pick knicking!

nItpIcKErY fORevA!
 
Rabies said:
JuJu70 said:
Historically, a group of high-ranking lords and the king would hold a meeting where the roles were assigned according to lord's significance.

Isn't this essentially what does happen, as described by the blog? The "meeting" is represented by the menu in the screenshots, where the most significant Lords get first pick.

Not really since player is explicitly not allowed to vote
 
Also assuming strategy and tactic perks grants specialized advantages over some troop types,that  a lower rank lord maybe good cavalry leader with bonuses like cavalry morale, speed, charge damage, speciality in certain formation(maybe even unlocking)etc it's not wise to give largest troops to most influencial lords. And as mentioned game should measure level of of troops to consider strength. So as @Juju70 suggests, a system where king/lords decides when they meet up would solve the issues. People should chose and manage who'm would lead, facing it's consequences both in battle and in politics.
 
FBohler said:
Davic said:
This seems like an interesting addition in terms of realism, but I wonder what it actually means for gameplay. Is there a difference between the performance and AI of a formation being controlled by the commander in a single lord's army versus a formation that is being directly controlled by a lord in a multi-lord army? Related, when the player becomes commander, are there any benefits from lords controlling your formations versus the player directly controlling them all like in solo battles?
There's no single lord army.
In BL an army is a pool of parties.

By single lord army, I mean a single party. The terminology is kinda awkward, but I'm assuming Bannerlord still has battles where one lord encounters another lord and they fight using their own troops with each side being commanded by a single lord.
 
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