D0c1
Knight at Arms
but with the old keys one didn't have to click as many times as current implementation to give a command...The keys won't change however.
please reconsider
but with the old keys one didn't have to click as many times as current implementation to give a command...The keys won't change however.
I'm looking into solutions for this that will also not complicate things on the backend.but with the old keys one didn't have to click as many times as current implementation to give a command...
please reconsider
1.5.6 patch today?I'm looking into solutions for this that will also not complicate things on the backend.
Yeah when is the next patchI'm looking into solutions for this that will also not complicate things on the backend.
very nice ideas!Speaking of back alleys: I wonder, if it were a good idea to be able to place a rogue companion in a city to 'protect' the masses.
Benefits:
- he could gather rumors
- he could generate some small money
- he could generate some 'items/goods' that were 'secured' from warehouses (get them at night before the gates with a chance fighting vigilants)
- he could train recruits for you (maybe you could drop off criminal units for him to build his gang) or just keep the thugs for having more 'power' in the city
Negatives:
- might/will upset other influential citizens
- could be captured by authorities
- could be kicked out of town by other gang leaders
Additionally, I think this feature might come in handy as well:
When Lord of a fief, especially holding a castle, could it be possible to tell your village peasants WHERE to deliver their goods?
I have the current situation that my liege Rhagea has conquered two castles around Husn Fulq. I own shops in the imperial city north of the castles (Danustica). Yet, they deliver their goods to Husn Fulq where for me it would be better if they reach Danustica. Sure, I could buy the stuff myself and get it there on my own...but I am a lord of two castles and not a errand boy
I mean, as their liege and master you should be able to tell your villagers which cities to trade with and which are off-limits. And you could influence the economy a bit.
You realise the game is early access right? It’s not been technically released as a full version yet, you bought a beautiful, immersive masterpiece-in-the-making, not the finished article... why are so many gamers impatient haters these days?... after all you haven't been able to add ANYTHING for the past half a year, only fixes and more fixes for a broken game...
You realise the game is early access right? It’s not been technically released as a full version yet, you bought a beautiful, immersive masterpiece-in-the-making, not the finished article... why are so many gamers impatient haters these days?
literally just go >>here<< and scroll down and read the “why early access” section.
I’ve played all the mount and blade games and genuinely there isn’t another game that really hits the spot quite like it. Ck3 has great diplomacy but you rely on retarded npcs to fight for you and have no ability to control the outcomes of battle with strategy or skill, total war series is great but the level of customisation is very low, Skyrim is one of my favourite games but it was even buggier than Bannerlord when it came out and the war has only two potential outcomes.Normally id agree with you and i tend to defend developers if its simply a time issue -meaning if they really are planning awesomeness but miscalculated time and are even years off -im patient. If on the other hand they let you know they have little to no intention of developing really fricken important parts of the game ever again especially in the name of 'accessibility' or 'thats modders work'...well then thats a whole nother story
Any news on the gangs that were supposed to be implemented. Feels weird going to the back alley and never being able to do anything with it
i agree. also, i think fights should be until a side breaks and routs not almost to the last man that we have now.When armies are defeated, it would make some amount of sense for some number of the troops that escaped from the edges of the map to disperse across settlements of their culture or form mercenary bands/raiders. It would help make the tactical outcome of battles more consequential strategically- an army scattered rather than decisively destroyed presents opportunities for the losing side when rebuilding their parties and makes territories in conflict more dangerous for everyone. It also lets the devs ease off on exogenous sources of high-level recruits and bandits. Hardly a priority, but definitely contributes to a narrative.
i agree. also, i think fights should be until a side breaks and routs not almost to the last man that we have now.
morale must be much more significant.
deafeated lords will retain much of their troops and build on them if it were done this way. also, to give them a chance to escape, disorganized state should only be applied to the winning side.
mexxico cracked why khuzaits are OP. once they implement the fixes. they'd be the same as any faction.Interesting suggestion. I am currently arguing about this in the snowballing thread because I have the feeling that the current system is making snowballing much worse.
The problem is the single parties still being able to catch bigger armies easily, but your suggestion about disorganized state only being applied to winner side could help.
EDIT: thinking more about this, it could make Khuzaits even more OP than they are now...