Quality info and between the lines I can clearly see a lot of passion for a well done work.
@emrozdemir This is a good idea, could something like this be done (if the data was being tracked)?This is an update I can say "Well done". Clearly explained with proper data and graphs.
Small Suggestion:
As far as I know, this data isn't included in the game's save files and therefore it's hard for you to track this behaviour when someone reports it. Perhaps this can be added into game's save files.
Or better, perhaps we can also have a visual overview of this type fo datain a screen like this
so that we can see what's happening and what to do and so on.
Wow that is a great idea Why can`t I think of theses things.This is an update I can say "Well done". Clearly explained with proper data and graphs.
Small Suggestion:
As far as I know, this data isn't included in the game's save files and therefore it's hard for you to track this behaviour when someone reports it. Perhaps this can be added into game's save files.
Or better, perhaps we can also have a visual overview of this type fo datain a screen like this
so that we can see what's happening and what to do and so on.
@emrozdemir This is a good idea, could something like this be done (if the data was being tracked)?
Exactly. Something like that would be useful for players and would provide nice statistics throughout the campaign.I also wanted to see this graph inside game (like age of empires do) not as strength but as fiefs and suggested one year ago before EA. It was not accepted these days. Maybe if community want this it can be reevaluated.
Something like this :
This is what I was thinking too! That is very disappointing to here it was rejected.I also wanted to see this graph inside game (like age of empires do) not as strength but as fiefs and suggested one year ago before EA. It was not accepted these days. Maybe if community want this it can be reevaluated.
Something like this :
Thank you Mexxico for being the most interactive single player developer. Your work is appreciated.
I see that AI-only tricks and ruleset keep increasing with each patch such as income sharing. It would be nice and informative to see the complete list of AI-only behaviors and mechanics.
Nice changes, I have one suggestion:
Make lords defect from strong factions if their relations with other clans are low.
So instead of just buffing weak factions, you also introduce destabilization of strong countries. This could become especially common when the faction leader keeps granting himself fiefs instead of giving them to the weakest and poorest clans in his country, Then those would just leave and join someone nominally weaker, even if their original faction is very strong.
he said if the community wants it can be revaluated, good idea to make a most and lets get the community on boardThis is what I was thinking too! That is very disappointing to here it was rejected.
I understand it likely isn't a high priority compared to other things, but there is nothing more that I love than being able to see the history of my gameplay laid out visually like AOE does.
Also its funny you bring up AOE, it has always been part of my description of Warband. Being essentially AOE, my favorite game before Warband, but you actually get to fight in the battles.
Now That is a great dynamic, it's somewhat out of your control, but very realistic, some clans just hate each other and dont want to be around themActually with these developments clans now also start to take relations with other clans into calculation. In 1.5.4 only relation with king is important but with 1.5.6 relation with other clans will also effect defections.
Yeah, very good analysis.
But the kingdom budget is something i struggle with. A healthy clan want normaly 3 Towns and 2M denars for joining me. A poor clan is happy that he get at least something. If a Clan can´t get poor, it will be alot harder to get vassals.
Weakened factions cannot make comebacks, you can see this from graph and datas. This make OP factions work easier when conquering half of world. When a faction go below 10 control points (something like 3 towns and 4 castles (3 x 2 + 4 x 1 = 10)) they cannot go up 15 again. This make game also a bit boring because you know that a weakened faction cannot save themselves from that bad situation. This is a bit related to financial problems they are having however when I deeply examined I see they also cannot form even armies. Because influence incomes are nearly all related to settlements they have. When a kingdom lose their settlements they also remain without influence. Then they cannot form even armies. To fix this problem I removed one condition at influence gain from supporter notables. Now supporter notables of a clan give influence to clans even owner of their settlement is another clan. So this is a good passive influence income for NPC clans. Even they lose their settlements they can gain influence from their supporters. After this change weakened factions become more resistant, they started to form armies and started to take get back their lost settlements.
I also wanted to see this graph inside game (like age of empires do) not as strength but as fiefs and suggested one year ago before EA. It was not accepted these days. Maybe if community want this it can be reevaluated.
Something like this :