Concomitant的最近内容

  1. Concomitant

    A bunch of petty complaints. I get mad every single game. I hate this stuff so much. I get so mad.

    I haven't posted in ages, and I logged in just to reply to this glorious post.

    Wow. You really hate these things, and yet I have a single question: Have you tried...getting gud? Really. Every single one of your complaints is...well, let's just say you can fix it by getting gud.

    I hate medicine.
    Just hire a surgeon until your skill is high enough. They're not that hard to find.
    Too many bandits
    Not sure exactly how this is a problem. Fighting at the beginning of the game is almost a complete joke (especially in realistic mode), and the smartest thing to do is trade early on. You don't have any troops, so why would you try fighting? You can make enough money early on by trading until you have enough troops to never have to worry about bandits. Just be sure to get enough horses to keep your speed up, and enough mules to raise your carry weight so you're not overburdened. I'm not kidding here, fighting in the beginning of the game is one of the worst ideas and will probably get you killed.
    if you start in battanian land you're stuck at the lake and when you try to leave it a cluster **** all over the outlet paths
    There are major trade routes here. Again, trade until you have the troops to not have any issues with bandits.
    Looters n hillmen have too many rocks
    If you're getting your troops killed by rocks, then you're letting them get too close. Get some archers and cavalry and force them to flee before they get in range. You only have to kill a few bandits for the others to retreat.
    Do you realize sea raiders are easier then looters
    Lol
    People get ran over by trucks and have less damage then a Cataphract getting BONKED in a tournament! It's Bananas, B-a-n-a-n-a-s!
    ?????
    The culture perks are bad
    They're really not. Each culture has ups and downs (except Khuzait, we all hate them)
    Steppe bandits are too fast
    They're meant to be. They have the fastest horses in the game, and you can be super fast, too, if you have better horses. Stop buying cheap horses (probably attainable lategame, en masse)
    It's too hard to kill you husband now
    Yes, this here, officer. But really, if I'm not mistaken you can just kill them on a battlefield...not sure why you...want to, though... :/
  2. Concomitant

    Beta Patch Notes e1.5.7

    This patch is phat. Almost 16 GB on Steam >:3

    Map conversations now support voice lines.

    Are there plans to have all conversations in the game to be voice-acted? Based on another comment, it seems like this is specifically for a single conversation with Istiana, but I'm curious about all conversations.
  3. Concomitant

    Resolved [e1.5.4 - Stable] Game crashes every time when besieging Medeni Castle.

    Hi! Forwarded to QA team for further investigation. In the meantime could you follow the steps here to solve your possible crash and launching problems? Thanks!
    I'll do all of that if they cannot replicate the problem. It's literally the only settlement doing this, so I would be surprised if it's on my end. Is this fair? Thanks for forwarding (:
  4. Concomitant

    In Progress [Major Bug] Troops don't know how to climb siege ladders.

    Summary: Troops ignoring ladders/not able to climb them. I know that this is a known issue, but it's completely insane. Possible Solution: Give all troops a "use ladder" feature where upon being within range and needing to climb to attack an opponent, they will do so. Instantly snap them on the...
  5. Concomitant

    Patch Notes e1.5.4

    Dunno what's going on, but nobles are just...teleporting around. One day Rhagea is in Onira, the next she's all the way in Lycaron? Impossible. So, I studied her movements and they repeated... so I did the natural thing. I just waited in Onira to find out if she was actually traveling there, and it turns out that she is apparently not on the map. I checked her card, and it said she visited Onira while I was there, left, and was in Lycaron the next day. Again, this is impossible. A similar thing has happened with Garios, but he's literally been in Zeonica for over a year, and yes, he is still alive. It even says he is winning tournaments. It appears to be happening with Unquid, as well.

    I'm in the part of the game where I have to talk to various lords about Neretez' Folly. I've essentially beaten the game before and formed my own kingdom, so I am well-aware of the protocol for this quest. But how am I supposed to actually complete this quest when at least three of the people I am supposed to talk to are just...not there.

    Is anyone having a similar observation with nobles teleporting around? This should not be happening.

    Campaign Settings:
    • Friendly Troops Received Damage: Realistic
    • Friendly Parties Received Damage: Realistic
    • Player Received Damage: Realistic
    • Recruitment Difficulty: Realistic
    • Map Movement Speed: Realistic
    • Enable Death: On
    • Auto Allocate Clan Member Perks: On
    I wonder if "enable death" being on is causing strange issues.
  6. Concomitant

    Resolved [e1.5.4 - Stable] Game crashes every time when besieging Medeni Castle.

    Summary: It doesn't matter when I siege it on this save-game, but it will always crash. I have tested this extensively, and the results are clear: that castle is infested with some kind of forsaken bug. Besieging another location and then coming back to Medeni Castle does not seem to squash the...
  7. Concomitant

    Beta Patch Notes e1.5.5

    Yeah also even small thinsg can make changes like instead of isntantly knowing everything and everyone there should be like some type of corier/messenger mechanic/feature where like
    1)instead of instantly knowing about event you instead learn it much later or bit earlier with some delay if spending money and asking in tavern
    2)to learn things much quicker there should be option to build outposts/messanger buildings that would deliver news faster but still have like few hour in game delay
    3)Instaed of knwoing everything and everyone there should be familiarity process of player only knowing the kings and some ofm its family members but not knowing about its vassals,mercenaries,small clans and to know them needs time to interact,hear/pay for rummors,via main/side quests that leads to player learning about the speicfic lord spmilar to 12TH mod for warband wich i realy like but sad cant get most updated version and probbaly was not work on
    4)feasts,wedding ceremonies,voting/voting for marshals/creating gathering war camp-making offensive/defensive decisions

    All of these features/mechnaics adds up to delaying and mitigating some of the snowbaling (if implemented porperly) bcs all of these features will take time in game hours/days wich would affect Ai as well as players and prolong/delay the snowbaling effect and atlest giev additional time for weaker factions to use all those to their advantage and build up/prepare for invasion/defence.Even this small time delays adds to the overall picture of delaying/balancing snowballing and adding additional time in a more so to say natural manner without needing to change stuff in the game bcs some of the features would so to say more naturaly ballance som easpetcs of the game (if done/implemented properly).Thats just my opinion that might be totaly wrong but thast what i personaly would do/direct to be done.

    I mean, in a sense, this is the entirety of the beginning of the game...

    You have to learn about this mythical battle and talk to 10 leaders. Depending on how you play the game, this is not a simple feat. Also, what difficulty are you playing on because if you play on "realistic" almost nothing in the game is easy at all. I've played the game on "easy" and had a major kingdom, moments away from clearing the map before being "forced" into a new save with several updates. Now I play on "realistic," and it's a completely different vibe to the game. Everything is much more difficult than it was, and I'm actually having a bit more fun because I have to be exceedingly careful on the field and with my resources as a leader of even a small group of men.
  8. Concomitant

    Beta Patch Notes e1.4.3

    Beta Hotfix (e1.4.3 - 18/08/20)
    • Fixed a crash that occurred when entering a settlement.
    • Fixed a crash that occurred while distributing loot after battle.
    • Fixed a game freezing issue related to sound stutters.
    • Fixed an issue with party troops changing to 0 after battles.
    • Reduced the rate of casualties when a party is starving.
    • Changes made to the campaign AI party logic to change target less during the preparation of sieges.

    I am absolutely overjoyed that you fixed these bugs!!! I'm glad my report helped you nail down the issue ?
  9. Concomitant

    [Suggestion] Army Supply Caravans

    The idea is quite simple, but hopefully it will quell some of the more tedious aspects of army management, such as food rations. Army supply caravans. These are recruitable/purchaseable (expensive per day) caravans which the player/AI army can get at any city. Ideally a huge army should have...
  10. Concomitant

    Resolved [e1.4.3 - beta] Vassal army (in personal kingdom) loses personnel very rapidly post siege (Game-Breaking Bug!)

    Yes, I've got the save file, thanks for the upload. :smile:
    Thanks for the reaponse. I've done some testing, and it seems to be based entirely on starvation. The save is quite late game so many cities and settlements are just not stocking enough food for massive armies. That, and armies tend to form on the border areas and those cities and settlements are rarely stocked at all. I have seen far fewer citizens, and caravans don't seem to sell very much at cities. I've been buying most of my food from caravans, and it works for me. However, my armies do not buy from them and tend to starve out.

    Finally, I noticed that things shifted significantly for player armies as for how food is handled. When I share food with my army, I share it with each party, and my personal food takes a hit now. I actually think that's great, and it makes sense; however, I have a suggestion for a feature based on all of this chaos with starvation. I am posting it here but might also post it in the suggestion forum.

    Army supply caravans. These are recruitable/purchaseable (expensive per day) caravans which the player/AI army can get at any city. Ideally a huge army should have 2-3 of these caravans, and they essentially just bring food which must then be purchased from the caravan. This, or the player can order what they want the caravan to bring (and some logic gives an ETA of how long that might take with some fluff of course). These caravans are targetable with unique names such as "Supply Caravan," so it is possible to disrupt enemy supply chains.

    This, paired with a large reduction of current starvation mechanics and an increase in food + villager + caravan effectiveness will in my opinion add a great layer of depth in army management and campaign strategy.
  11. Concomitant

    Resolved [e1.4.3 - beta] Vassal army (in personal kingdom) loses personnel very rapidly post siege (Game-Breaking Bug!)

    Forwarding this issue to the QA team for further investigation. Thanks for reporting. In the meantime, can you share your save files? You can upload it at upload.taleworlds.com. Please paste the link to this thread in the description box on the upload website so I can identify it.

    I've just uploaded the file. Can you confirm that it was received? I essentially copied all info in this bug report to the details to ensure it is easily identified. I also want to point out that there is some variance in how the army splits. I just ran the save again, and this time the same split happened, but no party sizes were marked. As such, I am unsure as to whether or not those parties exist in the game logic anymore. I will keep an eye on them as best I can (but they are just numberless parties now and hard to track). They do leave a "track" on the ground, however.
  12. Concomitant

    Resolved [e1.4.3 - beta] Vassal army (in personal kingdom) loses personnel very rapidly post siege (Game-Breaking Bug!)

    Summary: I noticed that several armies were disbanding even though they had a stable Cohesion (some were above 50), but then after besieging a settlement they would disappear from my kingdom army tracker. I witnessed what is supposedly happening: after a siege (and during?) the army loses...
  13. Concomitant

    Beta Patch Notes e1.4.3

    You mean ARMIES as in an army you're leading, army of you vassals you're not leading? Or do you mean companion parties or garrison'd units?
    I've noticed town food a little more rough after a siege then in 1.4.2 beta, I think they maybe changed it. I think it's workable though but I could not garrison more then handful of troops until grainery was built. If it hits the AI just as hard it's fine with me.
    Any ways you should elaborate the exact problem you're having .
    Here
    I did find an absolutely major bug, though. Right now, my armies are simply dying off. I watched an army of 1000 drop to 0 in about a minute after a siege (I am unsure if a siege is necessary, but it did happen after one); they were on their way back to a controlled city. I watched them to see what would happen. Upon approaching zero, the army splits up into individual lords which comprise it, and they have a unit count of exactly 1. So an army with 10 lords will split into those ten lords individually. I believe what is happening is the troops are becoming injured (possibly? due to starvation) but the rate at which it happened was absurd. Like I said, an army of 1000 went to null in less than one minute of real time.

    Now, I am not sure if it happened more times than this, but I believe it did because other armies seemed to disappear after sieges, but their cohesion was still quite high when they disappeared. So, I think the bug is that armies and possibly even just parties will rapidly lose men while traveling in the world after a siege, raid, etc. I think the same thing happens for raids, but I do not have confirmation of this.
  14. Concomitant

    Beta Patch Notes e1.4.3

    BUMP for visibility:

    My armies are dying RAPIDLY after sieges. Is this not happening to anyone else?! The game is in an unplayable state for me.
  15. Concomitant

    Beta Patch Notes e1.4.3

    Thank you very much for this long-awaited update! I hope you're all doing well and staying sane after the unnecessary raging from some.

    I have enjoyed this update so far, and I liked the family quest. It would be nice to be able to actually discuss events with the player's brother, though, and I am sure that will be implemented eventually as it's not a terribly high priority.

    I did find an absolutely major bug, though. Right now, my armies are simply dying off. I watched an army of 1000 drop to 0 in about a minute after a siege (I am unsure if a siege is necessary, but it did happen after one); they were on their way back to a controlled city. I watched them to see what would happen. Upon approaching zero, the army splits up into individual lords which comprise it, and they have a unit count of exactly 1. So an army with 10 lords will split into those ten lords individually. I believe what is happening is the troops are becoming injured (possibly? due to starvation) but the rate at which it happened was absurd. Like I said, an army of 1000 went to null in less than one minute of real time.

    Now, I am not sure if it happened more times than this, but I believe it did because other armies seemed to disappear after sieges, but their cohesion was still quite high when they disappeared. So, I think the bug is that armies and possibly even just parties will rapidly lose men while traveling in the world after a siege, raid, etc. I think the same thing happens for raids, but I do not have confirmation of this.
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