but he's saying that they said that features that already existed in warband is too complex now.Can't be arsed to dig up the quotes right now, but the official response to the scrapped settlement feature was exactly that that it was "too complicated the program"
Can we still build castles in villages we own?
We had to drop that feature. At some point in development, fief management became too complex, with towns, castles and villages each having their own specific management screens. The ability to build castles in villages also gave rise to complex rules. For example, demolishing the castle in a village could potentially revert the village to another kingdom and we had to add complex logic to handle that. Overall, we felt that the design had become too bloated and unappealing.
i would be ok with this if your children can have stats as other lords.Those nobles have had the best possible educations for 20 years.
You on the other hand are the orphaned child of sheep herders or town guards.
In this respect, I think the disparity of traits is reasonable. You're a late bloomer. I find that after 10 years in game my list of traits starts to match and even in many cases surpass the NPC character traits.
Any desire to have easier trait gain, or lower noble capabilities is pure communism and that's 1000 years ahead in game time.
ppl are never happy with what they have.....only thing i kinda dislike in the game, is the fact everytime we go to a ally town/castle our companions dump the troops on it, making impossible to get them back.other then that game is amazing...
and they're limitless supply of money because battle loot gives too much gold.It isn't the loot or the fiefs that's the problem. The problem is armies aren't an expense, they're a limitless supply of money.
m&b doesn't really take into account equipment. it's part of the troop upgrade cost and it's too little.This game doesn't account for the time and money it takes to supply the army with equipment, food, horse feed, lodging, and the economic impact of a country losing the majority of its work force....
how will they bank money if their income is only 66% from fiefs? they won't be able to support higher tier troops for war.If you put a monetary cost on raising and keeping an army in the field, it would allow small defensive kingdoms to bank money while they aren't at war.
maybe it can prevent the start of snowballing because they have more or less the same amount of towns.Increasing fief income does not help factions lost territories or player who build his kingdom new it helps kingdoms with lots of fiefs.
most of their troops. ~75%.Yeah but they escape with how many men?
sieges will be the most important and kind of deciding because the garrison can't rout.Will these mean that there is never deciding battle?
currently, lords get ~20-25% of their party filled for free (or do they get 20-25 troops? can't remember which). the rest they have to go about and recruit like the player.When defeated defender would respawn with free troops and could mount counterattack
photo 1Thanks mate.
@mexxico I think I have detected something really weird with Khuzaits. I have added tons of elite Cataphracs in AI lords party templates, and removed the Khuzaits cultural bonus, but for some weird reason Khuzait parties are still faster. Please check this:
Save game (I was using cheats to teletransport so all parties should be the same in thew save game):
those are good suggestions. please post them in the suggestions section. it seems devs do go through them.Castles should do at least some of the following:
Reduce the wages of the garrisons in them by default.
Train the troops inside them much faster.
Allow you to recruit noble troops from them.
Automatically recruit troops to fill the garrison from the surrounding villages.
Automatically send out troops to defend nearby villages from raids or aid nearby armies in battle.
Send out small patrols to wipe out any bandits.
Serve as a hideout for smaller armies and parties fleeing from bigger ones.
As they are right now they don't have any value at all, as most of their value comes from villages that the AI can easily raid no matter how amazingly upgraded and staffed your castle is.
please add to your post and ask about a special scene for when an army comes to relieve the besieged.Hey @Dejan
do you guys have any plans to develop mission scenes for sally out battles at fiefs?got any details on sally out missions?
Right now we just get a normal battle map, but it would be really cool if we got a mix of a castle/battle map where the attackers are surrounded and defenders of the castles/towns actually sally out like they do when attackers are retreating during a siege mission. I imagine this as a fight before the actual siege mission occurs, so it wouldn't need to have actual siege AI, if the defenders lose they should just retreat back into the castle to end the mission, then return back to the typical siege campaign screen to either prepare longer or start the actual siege.
Considering the design choice to not have AI lords enter castles to defend, all we every get for actual castle defenses in AI armies is battles. If the design choice is final that's fine but the result is rarely getting to defend sieges (although when it does happen it is epic). I'd prefer just siege defensives but given the design choice I feel like mission scenes of the sally outs are necessary to give us any feeling of actually defending castles.
Community do you guys think this is necessary or are the current battle fights for sally outs ok with you?
Edited: As @scarface52 points out they are planned