I Wonder if Every Castle Will Actually Be Unique?

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72 field battle scenes are done out of 148
About 38 town scenes are done out of 52
About 24?? castle scenes are done out of 64
Towns and castles - I get it.

Where have you taken the battle scene numbers from? Have I missed devs telling the actual number of battle scenes they're gonna make for the game?
 
Count for yourself. Looks like 80 to me, ignoring the benchmark scene.
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The one's with the biome numbers are the new ones that have a one to one relationship with the same numbered map index location on the campaign map.
 
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I do like variety top have for these castles and towns, however, what is the point in having each of them unique? There is nothing to do there, it's a waste! Wish they could do something, like special events, more quests within these scenes, etc. I'm sure lots of you guys has suggested these things.
You are wrong. As much as how battle terrain system is important, this is as well. Don't you forget where the siege battles take place? Sieging different towns & castles will add variety for battles.
 
You are wrong. As much as how battle terrain system is important, this is as well. Don't you forget where the siege battles take place? Sieging different towns & castles will add variety for battles.
Ok sure, sieging different castles and towns are different and I appreciate that, however, on the outside they are unique but once inside the walls, the battle is basically over, waste of time of making these scenes.

It would be nice if they made sieges in stages, so that we can attack in the streets, and defenders would be positioned to defend it, almost last stand.
 
Hi guys,

Back in the swirling mists of time, TW said that they aimed to make every town and castle completely unique.... But these days, I have been wondering if this will actually happen. I mean they still haven't made every town unique right? Never mind every castle.

So my question is.... do you think this will ever be achieved? ...... or is it just another abandoned TW promise?

My personal hope is that once the scene creators have finished with the 'Battle Terrain System', then they will switch their focus to things like castles.

(Castles for me are SO central to mount and blade and need so much work in my opinion .... but that's already been talked - and ranted about - a thousand times).
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I can absolutely guarantee you that will not happen. No offense but I have serious doubts they'll even finish the battle terrain system at this point, which in my opinion is far more important to complete. It's going to really suck if you try to fight a battle using a bridge as a strategic chokepoint, only surprise there is no bridge, just that random map again! I'm willing to bet we'll see a lot of re-used maps, much like it is now.

Honestly Castle variety is good enough. Feel like Towns is where it's most obvious in regards to a lack of unique scenes and those are about the only ones players will really visit anyways.

Battle Terrain is a great idea, but it's really not something that should be implemented the minute before midnight. This should have been the plan years ago and included at the start of EA.


Seriously we're going to see maybe 2-3 more patches like 1.7 in terms of content, one of which I pray includes some kind of character overhaul so all the NPCs aren't simply mindless warband leaders. Diplomacy, message couriers, etc. would be nice too - but again I have my doubts.

I just want the game to have a definitive version, so the people who are actually passionate about this game can make the mods they want without them being constantly broken. I fully expect some of the larger mods projects to put vanilla Bannerlord to absolute shame.
 
I am learning Bannerlord scene design and I have participated. @TengriBless the thing you suggest is... a bit more complicated than that. It is actually very hard to make Bannerlord scenes because the new editor is very advanced. It can be compared to a full-time job. I've spent 6 months for a relatively small but detail-rich village and it's been two years of editor practice that I'm only getting somewhat confident with it. Only a fraction of submissions would qualify for a vanilla Bannerlord design standarts (mine scene excluded lmao). As for your suggestion, it is 1)partially done for modding OSPs, 2)rather tricky and 3)would probably make more sence to TW to directly approach individual scene artists with job offers.
That's still better than nothing. It's better that some peasant modder puts in the effort even if it takes him thrice the hours because then developers could actually work on aspects that are beyond individual modders' scope. And also because it presumably takes considerably less time to test and approve a map than it does creating them.
Whichever way you look at it it's right daft not to exploit the hundreds (although nowadays it's dozens at best) of sweaty lads on their computers willing to do a part of your work free of charge, or a pittance anyway. It's also about sending a message as much as it is about anything. "Yeah fine you made maps, great, **** it take this and never speak to me again" is an attitude less inviting than directly engaging the community, actively communicating with them, discussing why and why not some ideas would work (as opposed to the usual "wAs cOnSiDeReD bUt uLtImAtElY rEjEcTeD") and making the modders feel like they're genuinely, actually helping make a game they're invested better.
 
That's still better than nothing. It's better that some peasant modder puts in the effort even if it takes him thrice the hours because then developers could actually work on aspects that are beyond individual modders' scope. And also because it presumably takes considerably less time to test and approve a map than it does creating them.
Whichever way you look at it it's right daft not to exploit the hundreds (although nowadays it's dozens at best) of sweaty lads on their computers willing to do a part of your work free of charge, or a pittance anyway. It's also about sending a message as much as it is about anything. "Yeah fine you made maps, great, **** it take this and never speak to me again" is an attitude less inviting than directly engaging the community, actively communicating with them, discussing why and why not some ideas would work (as opposed to the usual "wAs cOnSiDeReD bUt uLtImAtElY rEjEcTeD") and making the modders feel like they're genuinely, actually helping make a game they're invested better.
Occasionally you should listen to modders like @Nordous who know what they're talking about rather than indulging in wishful conjecture.
 
Occasionally you should listen to modders like @Nordous who know what they're talking about rather than indulging in wishful conjecture.
Well, I do not know him as well as you might to embrace his opinions without critical affirmation - he could be extremely knowledgeable, he could also be clueless, I don't know. So instead of basing my convictions on who this commenter could be I instead directly addressed his statements - without inquiring into his person - which I found (as far as my own knowledge and logical thinking will of course allow) didn't excuse TW's aversion to collaborating with the modding community, as the intent of his post may have been. My intention was never to shut him down and I don't think that you could've inferred such malice so you and him both are more than welcome to correct what issue you take with my response, keeping it within the bounds of constructive argumentation and outside of appeals to [perceived] authority.
 
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:grin: :grin:
I understand that you want all cities to be legendary, but there is not a single activity to be done in them. So it's an empty topic...
Bannerlord ?
Definitely my lord!
Bannerlord, which comes out 10 years after Warband, will not offer us what it should in any way.
 
Very pretty. Don't see what you're getting at with this though. As I'm not attacking his person, there's nothing for you to prove. And it seems you haven't read the remaining two thirds of my comment:
So instead of basing my convictions on who this commenter could be I instead directly addressed his statements which I found didn't excuse TW's aversion to collaborating with the modding community, as the intent of his post may have been.

THAT would be a sit down, fold your hands and shut up moment for me
Cool.
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Remind me not to expect good faith from you.
 
And it seems you haven't read the remaining two thirds of my comment:
I've read your comments. I've never assumed malice or that @Nordous needed defending. I merely posted my original comment because this post of yours was so far off the mark:
That's still better than nothing. It's better that some peasant modder puts in the effort even if it takes him thrice the hours because then developers could actually work on aspects that are beyond individual modders' scope. And also because it presumably takes considerably less time to test and approve a map than it does creating them.
Whichever way you look at it it's right daft not to exploit the hundreds (although nowadays it's dozens at best) of sweaty lads on their computers willing to do a part of your work free of charge, or a pittance anyway. It's also about sending a message as much as it is about anything. "Yeah fine you made maps, great, **** it take this and never speak to me again" is an attitude less inviting than directly engaging the community, actively communicating with them, discussing why and why not some ideas would work (as opposed to the usual "wAs cOnSiDeReD bUt uLtImAtElY rEjEcTeD") and making the modders feel like they're genuinely, actually helping make a game they're invested better.
Modders aren't peasants sweating to reduce the developers workload, they have their own goals and creative freedom from TW's design constraints and professional standards. I'm also certain that professional developers would prefer to make their own scenes from scratch as opposed to salvaging those submitted by hobby sceners. There are no subliminal messages here. TW want to support modding. Most modders want to create something other than vanilla Calradia. TW can and will reject player suggestions outside @armagan 's vision or too complicated for low spec PCs or consoles. Modders will happily build their own vision, ignoring contrary player views and TW's commitment to a console port.
 
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Modders aren't peasants sweating to reduce the developers workload, they have their own goals and creative freedom from TW's design constraints and professional standards.
That peasant thing was a quip on my part but besides, it is pretty much common sense that modders would rather have total freedom in shaping their work than not but we are talking about the promise of having real impact on the game and I'm pretty sure that means a lot to a good number of the community, and they would jump on that opportunity, even if, say, some rudimentary lore like for instance "there's a river that meanders in this direction, or a hill up there, or a cultural landmark there" or something was to be established. Those restrictions seem arbitrary when contrasted with the possibility that your efforts will be showcased to thousands of players. It is a bizarre generalisation that modders always refuse to work under any conditions short of utter freedom. Even in mods developed by groups of modders, when the campaign map editors decide on a settlement location, the scene makers are confined to their decision. Even if the percentage of candidates who would adequately adhere to the standards firmly predefined by TW is as low as you suggest, well then we'd have to estimate how many would partake, if a somewhat conservative estimate is around 100, and ten percent of the proposals are to the developers' liking, that's ten very decent options TW has — with little to no effort on their end.
I'm also certain that professional developers would prefer to make their own scenes from scratch as opposed to salvaging those submitted by hobby sceners.
Again, who wouldn't? But then it's a question of efficiency, as I mentioned in the first post. Unless there's a division of scene makers in TW specialised in mass producing perfectly adequate maps in record time (then, well, where are they?) but since there clearly isn't one, it can hardly get any less productive from here. Makes me wonder all the more what exactly you're trying to defend or prevent here.
There are no subliminal messages here. TW want to support modding.
If you're referring to my point about a direct collaboration with the modders being a message towards larger community involvement, then the existence of modding tools alone doesn't exactly fulfill the same purpose.
Most modders want to create something other than vanilla Calradia.
Going off a wild assumption to claim they would be at least as enthused to directly partake in the state of the end product. Hopefully this will be the last time I'll bring up this point.
TW can and will reject player suggestions outside @armagan 's vision or too complicated for low spec PCs or consoles. Modders will happily build their own vision, ignoring contrary player views and TW's commitment to a console port.
And this is likely supposed to be an admission to settling with mediocrity. There is no point then, is there?
 
Another reason not to have Modders support scene making is accountability and bad precedent to slim necessary improvements by the base game development team and pass it on to modders. This has already happened in Arma series -they started off by first hiring good mission makers -whose results were shockingly bad, and now run a policy of Modder only built DLC which are generally sub-standard as compared to their in-house built DLC some years ago.

The point being - a developer will almost always take the path of least resistance and if that means less work for them, a responsibility they can dish off elsewhere while still hovering on mostly favourable (read:profitable) reviews on STeam -they'll do it. Future plans will involve less inhouse pressure on themselves yo deliver a polished end result product as it is something they can rely on modders to do post EA release.
 
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