Dradka的最近内容

  1. Smithing breaks the game

    Is not an exploit, it's just how exp works now and is true for all capped skills, to the detriment of character min/max and fun alike.

    I am well aware of how the exp works and even said how it works. It is being exploited since people are gaming the system for the purpose of farming character levels through smithing. You can generate 5+ character levels in a few in game days just by smithing up a bunch of items that give high amount of experience making it the most efficient way to generate character levels with little time lost in game. Smithing isn't just a cash farm but also an experience farm with the character level progression change. So when people are using smithing for the purpose of farming a metric crap ton of experience in a short period of time it is an exploit as that is not what was intended.

    So having 50 javelins on call to pay for anything is fine for the economy?

    The economy is already broken to begin with realistically. The problem is they are using your typical RPG game economy in a game that should be more focused on trying to pay the bills then keeping the highest tier gear locked behind a pay wall for game play balance. Since they are trying to balance the economy between keeping the bills payed style and your epic fantasy rpg style the whole thing is falling flat on it's face. They should just scale all of the gear down in price and just focus on the keeping the bills payed play style.

    While you can turn the tide of battle yourself that doesn't mean you can do everything yourself. Legitimately being able to fight 1v1000 or even 1v100 with none of your troops spawned while not impossible is extremely difficult to pull off making it improbable enough that it is near impossible for average gamers. This makes it so that even if you do have earlier access to the higher tier of gear that doesn't mean you can just completely forsake rolling around with troops. Then there is the chance of a choice between buying warhorses to upgrade your cav or buying that sweet piece of gear.

    some wise man once said. If the material acually where worth as much as the thing you where smithing. Personally i would say a little bit more 20% and more depending on your skills... since you have the handy craft to that you charge for. However then we actually have the balance of the game that is weapons for sale price to your character so maybe you should spit out different types of weapons from an scale of good and bad depending on your skills and rng .So ex a sword that only cost 2 crude iron 1 coal will become a cheap piece of **** sword for lets say 230 something denars which can go up or down depending on the condition and stats along with skills

    There is a system in place that alters the stats to be less if you have a level less then the difficulty and more from some smithing perks. Personally like I said above I say just scale all gear down and focus the economy balancing around keeping the bills payed style, not this hybrid one that is going on.
  2. Smithing breaks the game

    You can't use smithing at all with out it ****ing you over, it not an exploit it's just ****ed up.
    The #1 issue is this: If a player decides they want to level up smithing and unlock parts and get the +attribute perks they will flood all shops and tournament prizes with "Crafted item", they will further more rapidly inflate their character level a stunt their growth in other skills. This is not an exploit this is just smithing. It causes problems in the game and makes the game worse.

    Issue #2: Is the player making money easily via smithing, this is something the player can opt out of but it's a much lesser issue then 1st one, which is unavoidable if you smith weapons.

    I think they should remove crafted items appearing in the world and also remove the learning speed reduction form character level.
    At least then people could do what they want and use the smithing without ruining their character thinking "oh boy I'm going to get +1 vigor and +1 other stat....

    So the exploit that is being talked about is where people are using smithing to power level ones character while putting no attribute points in endurance and no focus points in smithing. So they cap their smithing out something super low like 25 or under but since the character leveling system uses the unmodified experience towards character level they can rapidly level their character level to 20 while keeping smithing at the 25 or less range. Basically using smithing to generate character experience without actually leveling smithing

    As for actually leveling smithing on a character that is a character development flaw that isn't unique to smithing at all just most people don't have a high opinion on smithing on your primary character. So this isn't an issue with smithing as it is character development as whole being a separate issue.

    As for crafted items being generated in shops and as prizes that is an issue in how the crafted items are stored and the system that is used to generate shop inventory and prizes which could be solved in a couple different ways. Storing the crafted items data on a separate table/list or adding a crafted sw that the game looks for being allowed as a generated item. So this is an issue but not related to the exploitation mentioned above with is the premise of what was being discussed.

    I do agree that crafted items being part of the list of items that can be generated is a bit of an issue specially since I am pretty sure every crafted item generates a unique item id regardless of the fact that you can craft two items with the same everything including stats. So over time if you craft a lot of items which isn't uncommon seeing crafted items appear is going to be more and more likely just due to percentages but a separate issue from exploitation of smithing.
  3. Smithing breaks the game

    Not that you deserve a serious response, but under your recommendation a char would have to STOP smithing after hitting the skill cap, which means not making good weapons for the main char or companions.

    And if all companions are skill capped, the only way to get rid of already crafted weapons would be to remove them from inventory entirely, since selling them or smelting them would be "abuse."

    This is ignoring the fact that any decent gamer will use the tools available at their disposal to win. Unless it's purely RP...

    What a ridiculous argument you have made... just say "it's early access bro" next time.

    If you are using a mechanic in a way that isn't enjoyable for you then don't use it that way? If you want to abuse a mechanic in the game go right ahead and abuse it all you want. You just won't get any sympathy from me when you make a decision to abuse a mechanic in a way that kills your enjoyment. There are consequences for your actions. If you did it unaware of what would happen sucks but lesson learned. Either roll back a save or just continue and don't do it again. The damage done on plenty of mistakes in the game over the long term can be mitigated plus you have to expect to make mistakes if you didn't look up how something worked ahead of time. Besides you kind of have to go into some play throughs with the expectation that you will probably learn something about the game that would have caused you to make different choices.

    There are plenty of decent gamers out there who don't use every tool available for many different reasons. Some do it for additional challenge and others do it because they are well aware that it will kill their enjoyment of the game. You have a choice in what tools you will and will not use which also includes mods/console commands. Really this argument is invalid as you are also using a generalization and I highly doubt that you have any hard evidence to back up your claim in this.

    Actually the argument is valid just the logic that you are using is that the stove top is hot and burned me. The people who made the stove top needs to make it so that it doesn't burn me.

    As for your "it's early access bro" well quite simply there have been and are going to be plenty of changes to be made to the game. Some of those changes will also end up causing some new issues as they interact with other aspects of the game in a way that wasn't a problem before.

    Okay dude. It's so insane to me that you actually believe a Mount & Blade fan is unable to show self-control in cheating when we have had open mods and open cheat menu options since the first iteration of the series.

    In VC if I wanted to respec I'd literally just export the char and open the file in notepad. You could type ANY numbers in there...

    When the longbows on horses perk wasn't working in Bannerlord I'd just edit the spitems xml file to allow it...

    If I'm going through a fresh playthrough on the hardest settings of course I'm going to try various in-game approaches to min-maxing the clan. I came across this naturally, as many comments have pointed out my finding is nothing new to the forums. How can it be both an intentional AND unintentional exploit?

    How is the user supposed to know that you get infinite level ups through an ability that is already skill capped? Your argument is that it's totally fine and not broken? How about trash crafted items showing up in tournaments, barters, all over the place? Or staying in a town's inventory permanently?

    Ummm isn't part of the premise of the argument you have been making the fact that there are people that don't have self-control in cheating which is why this aspect of the game needs to be changed? I mean if you have the self-control to not use game breaking mods or console commands then you should have the self-control to not exploit a game mechanic in a way that isn't enjoyable for you right? After all it sounds like you are saying here "just because you can do it doesn't mean you have to or should do it" which was the whole premise of what they said originally so it sounds like you are agreeing with them here. In which case you are being argumentative.

    It is actually quite easy to be both an intentional and unintentional aspect to the game. The designers intentionally put this in the game with some expectation you would try to make some coin off it by producing better quality weapons to sell or for use. They unintentionally made it super easy to make a ridiculous amount of coin which is in a way a defect of the games economy. If you were to compare the prices of your crafted weapons to the prices weapons in game, the price tag does make sense then. So really when it comes to making gold off of it you should take it up with how they set up the economy in the game where the prices of armor and weapons is just super inflated at the higher tiers.

    As for the easy leveling I am not sure how long you been playing the game for but this has to do with the change in the character level system. Since before character level was based on skills up this wasn't an issue but now that it is based on your unmodified exp gain from your skills the whole power leveling a character from 1-20 in like a hour has become an issue. So this is the "it is early access" argument comes in since there was a fundamental change to the game the created other issues that weren't issues before. Fundamental game changes like this do create unintentional aspects to the game since they are working on quite a few different things game balancing these changes sometimes doesn't make it on the list of priorities or cross their minds as they have 50 other items to deal with as well.

    How is the user supposed to know that you get infinite level ups through an ability that is already skill capped?

    Hey look you learned about an aspect of the game that you didn't before. Chalk that up to expect to learn new things about the game in each of your play throughs if you didn't decide to read up on how the game worked. The more in depth the game the more you need to expect having a learning the game play through if you don't look these things up ahead of time. Also this isn't a fault of the smithing system as it is a aspect of the character progression system which smithing is just the easiest skill to use in exploiting this aspect.

    Your argument is that it's totally fine and not broken?

    No, that isn't always going to be the argument. Smithing does need to be reworked but some of that brokenness isn't a fault of the smithing system. There are other systems in the game that are at fault and all smithing does is highlight that fact. If you are using smithing to exploit those systems and it killed your fun well that is on you. Same as if you used console commands and it killed your fun. If you unintentionally ruined your game where it is now unplayable because you didn't know how the game works well that really sucks but you did learn something about the game. It is a sandbox type of game so kind of have to expect that is a possibility without doing research ahead of time.

    How about trash crafted items showing up in tournaments, barters, all over the place? Or staying in a town's inventory permanently?

    I am not seeing the relevance of these issues to the the exploitation of the smithing system and all you are doing is creating a straw man argument. So this is just purely trying to be argumentative.

    Like I said just say "early access" instead of making such absurd arguments. Obviously we're all in it for the long haul and patience has been part of the equation for years and years with this game...

    The arguments made aren't absurd at all just that the view point is exploiting a game mechanic is equivalent to using console commands/cheats and are using the same logic. Just because you can use it in that fashion doesn't mean you have to use it in the fashion. You can use it as how it was intended and still win the game. Just like you can play without god mode on and still win the game.

    This is the thought process of the argument being used.

    Reading your original post it sounds something like:
    "So I did this thing beyond the original scope of what it is for that killed my enjoyment of the game. So now I would like the game developers to change it so that no one can do this thing because I don't like how it makes the game way too easy even though I have the option to not use it that way."

    Which sounds like:
    "So I used console commands to cheat the game which killed my enjoyment of the game. So now I would like the game developers to disable them so that no one else can use them as I don't like how it makes the game way too easy even though I have the option to not use them."

    Just because some people abuse a mechanic doesn't mean it should be removed when this is a solo experience and all you are doing is hurting yourself if it kills your enjoyment.

    It is early access so there will be plenty of issues that crop up or become highlighted as more systems are changed and implemented. Like the change in the character development system is causing the exploitable interaction between smithing and leveling up which wasn't a problem with the level up based on number of skill ups system which changed somewhere around the 1.5.0 branch. Don't remember which one it was exactly. So as some systems become more refined interactions like these will become less of a game breaking thing.

    The smithing system does need to be reworked but not because it is exploitable. Since the exploitation of smithing is really exploiting the interaction with character progression system and economy/wealth philosophy of the game in a way that highlights some flaws of how they are now. Personally I say those aspects are what need to be fixed not trying to prevent smithing from being exploited because of other flawed aspects in the game.

    They know their playerbase so they should know they have to idiot proof every mechanic. If it isnt dummy proofed it will get exploited. So dont throw shade at the people repeatedly exploiting a mechanic and then complaining about it. TW should prevent it.

    L;DR "Please make the game harder better for everyone because I many players chose to exploit use certain mechanics and it trivialized one of the only strategic parts of the game(money) and undermined the character skill system by stunting their skill growth."

    Personally I am of the mind set of you reap what you sow when it comes to exploitable mechanics that you have to actively use but as for mechanics that you can unintentionally use and not realize it till it is well past the point of no return. Well those probably should be tweaked a bit though of course sometimes that isn't always possible when it is an intended game feature.

    Also just because you make a game more player friendly and/or a single player game less exploitable doesn't mean that it is always going to be better. It wasn't uncommon for game developers to leave in exploits or game breaking mechanics in because you are responsible for what you do in the game. Plus it actually enhanced the game for some people and since it was your choice in if you used it or not there really isn't a need to remove them.

    As for fixing a flawed system or interaction between systems that is a different story so long as you are fixing the cause and not the symptom.

    not anymore.
    my biggest gripe with smithing, and athletics for that matter, is a bonus of attribute points. basically if not for those i would never touch smithing at all. i really hope a developer would reconsider such an approach and would give us books to increase our stats.

    There is a mod out there that does unlock all smithing components. I use it because I really dislike how the pattern learning system works since it is so rng heavy. Even more so with the fact that I can't narrow down the possible patterns I could learn to try and target a little bit more.

    no. it has a price ~40k+ and considering the sad state of Sturgian economy throughout the game it's highly unlikely that you can find and afford war razor polearm on your first week in the game.

    Voulge has a price ~ 1k denars and it is available from the get-go, which is what Dr-Shinobi is concerned with. We can have a weapon of mass destruction early on in the game without breaking a sweat acquiring it.

    Yeah, the whole economy really needs some reworking since part of the smithing issue is the fact the the economy is pretty screwy. The developers try so hard to keep you on a razors edge financially that it makes it really easy for these kind of exploits to show up. It is not like we won't be finding ways to spend our coin in the game or that they can't add in coin dump features to the game that mechanically don't do much but are still cool. Plus once you start getting into the later stages of the game coin really shouldn't be an issue for you at all except in the more extreme cases like trying to keep all of your garrisons filled to the max count.


    P.S.

    On a side note for the polearm discussion I prefer using a smithed version of the Executioner's Axe since I can make it as long as a few of those polearms and can cleave through enemies killing several of them in one blow. Plus since it is an axe nice damage bonus against shields and objects.
  4. Should we be able to marry Rhagaea

    I am voting no. The whole basis for Rhagaea's power is that she's the widow of the dead emperor, running things on behalf of Arenicos's blood heir.

    It makes zero sense for Rhagaea to be willing to get married, because it would jeopardize her claim to power. She might be willing to let her daughter get married, but that's a different story. She wants someone sensible to marry Ira to be a good influence.

    You say no but brought up a point of why it should be yes. Rhagaea is realistically only the regent of the Southern Empire with the death of her husband. Her getting remarried wouldn't hurt her claim at all on the bases of why she is the empress just that her new husband and children would have no claim to the throne as Rhagaea did not gain the throne by blood but marriage.

    What does hurt her claim to the throne is the fact the Ira is very much of age and therefore should be ruling since it would be her right through blood. What makes no sense is how they have Rhagaea as the empress and not as an advisor to Ira. So really it would make sense for Rhagaea to be willing to get married again on the bases she actually has not claim to power but would want to have more children as bargaining chips for political marriages.

    I do hope that they broaden the marriage mechanics to make it more interesting then to simply generate additional clan members. Like allowing you to marry into clans instead of them always marrying into yours. Being able to marry Ira to take over the Southern Empire would be nice to have as an option.
  5. Let the player be able to influence AI opinions

    Never really was a fan of the influence as a currency to do anything thing. If it was more along the lines of say a currency to tip the scales in your favor I wouldn't mind but I should at least have a chance to influence kingdom decisions without it. Just joining up with a kingdom with perfect relations with all of the clans of the kingdom but still having no ability to do anything at all is just kind of dumb realistically. Like the fact that I am the best of friends with all the clans should give me some sway in kingdom decisions.
  6. How to make castles matter

    Since in the game castles are closer to military forts there really needs to be more militaristic benefits to them to off set the lack of economical benefits to them.
    - Make it so that the villages bound to the castle produce noble troops more and they increase in quality faster.
    - Castles and their bound villages tend to have more higher tier militia as well as a higher base militia.
    - Units inside of castles gain a good amount more experience.
    - Castles give other surrounding friendly towns and villages more higher tier militia and base militia.

    Would also be nice if garrisoned troops had reduced wages without perks to correlate to the reduced danger they face.
  7. Learning rate diminishes way too much!

    I wouldn't mind so much how the leveling systems currently works if it wasn't for the fact that your learning rate eventually hits 0 well before 330 if you haven't invested any of your points to increase it. Like if they wanted to keep the 330 cap for skills that is fine but the learning rate decrease should be proportional so each level lowers your learning rate by 1/330th of the unmodified learning rate or something like that. I would even be ok with a level based learning rate reduction for really high level characters like once you hit level 30 you will start to lose .01% learning rate for each level beyond that or something like that.

    I am fine with different skills having different rates of progress since that is realistic I just don't like it when we have a really low forced skill cap that we can't get beyond.

    Smithing makes this issue worse because people can easily shoot up many levels just grinding out javs and 2handers. They turn around and they've killed their growth without gaining anything helpful.

    I do have to agree with you at with how smithing currently is even more so since the perks that can help you in areas other then smithing are really deep in the smithing tree. If you could make your own armor, bows and crossbows as well as the other weapons then it would help to make leveling smithing worth it a bit more.
  8. How to make castles matter

    Making it somewhat risky to completely drain a settlement's garrison, even in the safe interior. I already played around with Captain Oct's fix for it, where the AI focused on closest settlements, and you could cheese the AI pretty hard by jam-packing a frontline castle with about 300 garrison + militia, while running your interior holdings with minimal (or no) garrisons.

    That is just the thing, it shouldn't be risky to keep the more interior garrisons running on minimal strength because it is stupid to send a massive army deep into enemy territory like how it is done in Bannerlord. The only troops that should ever be garrisoned in the interiors would be just enough to deal with raids, enforcement and protecting the lord. Basically a police force anything beyond that the value to cost ratio starts dropping off rapidly.

    IRL a bunch of border castles wouldn't stop an army 12,000 to 20,000 strong from prancing across the countryside for months on end. People just don't like the way it looks or plays out in Bannerlord.

    In open battle sure but there are much better ways to go about stopping a force that is significantly more powerful then yourself.

    First off armies don't/can't go carrying around a year plus of supplies while they are marching like in Bannerlord.
    - It slows them down and limits travel routes as you can only travel through places that will allow it. With each additional supply wagon slowing you down more then the first.
    - If you are bested on the field of battle all of those supplies are now your enemies so the more supplies you send with the army the greater the loss.
    - More supplies makes for a bigger target to raid and also makes it much easier to destroy larger amounts.
    - Food does eventually go bad so you only carry around enough to feed your men for so long.
    - Larger food stores attracts more rodents which carry diseases.
    - It takes time to make and gather up supplies which you generally didn't have a very large stock pile of.

    So instead you create a supply line so that you are constantly getting supplies in to replace those that were used. You only had 2 methods of transportation land and sea. Eventually though it will come by land which has it's own problems.
    - Far easier to attack the supply line then the army itself and hungry soldiers aren't as effective as fed soldiers.
    - It doesn't take a very large force to cause havoc raiding your supply lines which means you can kill off an army by starving it with very few men.
    - The larger the army the more supplies it needs which makes it harder to live off the land for extended periods of time making them more reliant on those supply lines.
    - It takes far more men to deal with an issue then it does to eliminate it before it becomes an issue.
    - Due to the amount of time it takes for messages to travel to a location you had to be preemptive with emergency requests since more often then not it would have be too late.

    For these and other reasons not mentioned realistically you wouldn't see that tactic working very well long term anywhere in history before the airplane. It isn't just about taking a city it is also about how do you hold and supply it. How do you continue to supply your army as it moves on, how do you protect your supply chain as you get deeper and deeper into enemy territory. How do you protect your army's back so that you don't get caught in between two or more enemy armies.

    Many military campaigns ended simply due to the fact that they could not maintain proper supply chains. The only way for 12,000 - 20,000 to prance around in enemy territory for months on end is if they split up into many smaller forces that could survive off the land and what supplies they got from raiding like common bandits. Which is already what the AI does naturally and look how well it works in the game.

    To actually represent how it would work in real life armies would only be running around with 1 week worth of food. They would have to have caravans running between friendly cities and the army to supply more food. Guess what would be the most efficient way to deal with armies then. That's right raid those caravans or just prevent any of them from reaching the army so they eventually starve. You only need like 40-50 troops to accomplish that and you could take out an army of 1,000+ in the game then.
  9. how are you supposed to take your first settlement?

    i dont fink they take troops from garrison. its just script that automaticaly add x amount soldiers to his party. and i want to remind that when y create companion's party he start without any troops and 90% of time get insta captured by bandits. very very fair.

    Either way if you wipe them out a few times eventually they will only be coming at you with mostly tier 1 troops.
  10. how are you supposed to take your first settlement?

    @mexxico isn't gonna fix this :razz:
    The only issues I have are the extreme proximity allowed by retreat. It should be more like warband where you need to be out of combat range, or suffer some knockouts. Repelling their first charge and then retreating is a fine strategy and rewards actually using placement, formations and MC interception.
    But being able to ninja-vanish at a moments notice is silly. However there are so many unfinished and missing things that need to added for a "fair' or honorable battle to be considered that I don't think retreat abuse matter ATM.
    Why can't I make an army as independent?
    Why can't I firmly control the troops my clan mates carry?
    Why can't I have arrow barrels at the back line?
    Why does the AI get so many damn troops back so easily?
    Why can't I make better formations myself and save them?
    Why can't I place before battle?
    And on and on and on ??

    I do agree that the proximity of retreat is pretty silly allowing for you to just teleport out of combat while being completely engaged with no additional loses. I will still do it anyway since there really isn't a good system to allow for the usage of guerrilla warfare tactics when I want to use them.

    There would need to be many more systems in place that would help either even the odds even before engagement through preparation and to conduct guerrilla warfare tactics before adjusting retreat abuse which is the only way you can perform such tactics.

    Being able to have your party scatter or split up and regroup at a designated location.
    Setting up ambushes/hide party mechanic.
    Not being set as defender even when you were trying to engage them first.
    Having a battle option that is specifically designed as hit and run.
    Being able to camp and build some minor fortifications in an area.
    Being able to select not only the map but your starting location and which way the enemy will come from when you choose to defend an area.
    Little more control over your other parties that allows you to utilize them more strategically not just letting them roam freely.

    Basically just being able to have more strategic and tactical options available that I can use even before combat starts or to avoid combat all together.
  11. how are you supposed to take your first settlement?

    Yeah that abusive mechanic needs to go ASAP. IMO if you retreat - you retreat and most of your troops should get rolled by autocalc, while the fastest (mounted) and perhaps some lucky footmen could escape with you.
    @mexxico ?

    I don't see a problem with it as that is called guerrilla warfare. Unless they added in a better system for it then I don't see why it should be taken out even if it is abusive because it does correlate to a real world tactic. It is a legitimate tactic for fighting a superior force that you don't have any hope of defeating in straight up combat which is why it was used and still used today. Now if there was a system in place that caused you to lose influence with clans or get a dishonorable reputation for using such a tactic I would be fine with that as a reasonably realistic thing that happens.

    The option of trying to escape really won't help if the force coming after you is faster so they would just end up depleting your forces anyway but theirs won't be affected at all. Plus if you are no where near any settlement to hide in like in Khuzait or Asarei territory that have large patches of nothing then it is really the only viable option for you.

    Really what it comes down to player choice to fight with honor or using every tactic available to them to win and since this is in a way a war simulator usage of dirty/exploitative tactics that has a real world correlation should remain in the game. If you don't like it then don't use it but that choice should be left up to the individual player in how they wish to play.
  12. Because I move too fast, I have eliminated all bandit groups...

    No broh, I like combat too, I meant instead of grinding bandits there should be another way. Just remember what happens when you want to train troops other than horse archers, and you have to chase a looter party for days

    I just had an idea. Say we use that tactics skill to arrange a mock battle with your troops. They form two teams and fight with non lethal weapons. Then depending on your tactics skill they get more or less experience. You do this once a day. I think it's a good compromise

    I had actually thought of something like that was well were you can talk to the other party leaders and ask if they care to participate in a mock battle. Would also make it where if a faction got its army demolished would be able to build up their more experienced troops again.
  13. What (Realistically Implementable) RPG Elements Would You Like to See in Bannerlord?

    I think one of the biggest problems is that villages are no longer fiefs you can own and manage anymore the lowest tier of settlement possible is the castle another thing is bring back monthly finances idk why the devs made finances update daily.
    another thing that would be cool is to create murals inside your castles. Like, imagine if you could use a series of stickers representing you and your troops conquer land and tell a story. or your companions and family members can offer to build special buildings like hanging gardens for characters with high stewardship which lets the caste produce fruits that go into storage that could be used for sieges.a eagles roost allowing you to see the surroundings of your castle wherever you are on the map and get alerts whenever there is an army larger than the garrison. also, make castles/cities harder to take and get a hold of I feel kind of disappointed that I only got a castle after winning a couple of tourneys and stuff. or throw away the ideas of castles and villages being separate altogether and have every village have a defensible "stronghold" of sorts.

    I would also like to see villages being unattached from cities and castles. It would make starting your own kingdom much easier since taking over a village is a much simpler matter then taking over a castle or city.

    I would also like to be able to build forts in strategic locations like say at a bridge. Make is so that if an invading army wants to get through to your lands find another way or fight at the bridge.
  14. So now i understand why Khuzaits are so powerful

    The AI almost never sieges anything that is even remotely a fair fight. Usually more than 3 to 1 and frequently something silly like 10 to 1 as far as the power bar goes.



    With walls upgraded they already do. I'm not exactly sure how much, but even crap militia can slaughter huge numbers of max-tier troops as long as they are behind intact L3 walls in autoresolve.

    I actually haven't been observing that at all in my last play. Most of the sieges I have seen 1.5 to 1 on the high end with the Khuzait taking maybe 70ish% casualties at most if there were some higher tier troops garrisoned in it as well. This could also be partly due to the fact that this was also really late into the game where the attacking army is filled up with a lot of tier 4s and 5s and the defending faction couldn't muster an army to come close to matching in power. Early in the game where factions are closer to even in power with each battle ending with a bit higher loses would require a even greater force to take and hold. The death spiral hasn't set in yet I can see the AI doing closer to 10 to 1 as a deterrent for another army coming in and attacking them.

    Meanwhile, if you play that battle out manually, it's gonna be a cakewalk for the attackers.
    .

    As for playing it out I am very much inclined to believe that it is a cake walk as I find so long as you have even a minor degree of skill you can do enough damage to turn the course of the battle in your favor drastically. I never auto resolve battles I care about for this reason since it ends in higher loses and more likely chance of defeat. I have won siege battles as the attacker with 1 to 1 or less then odds.
  15. So now i understand why Khuzaits are so powerful

    There are a few different things going on that just makes it hard for the other factions to deal with the Khuzaits.

    Map speed: Since they are mostly a mounted force and their cultural perk increase mounted speed they are able to pick and choose engagements much more freely then the other factions. Due to this they are more likely to engage in fights they can win or run away from fights they can't win.

    Auto Calc bonus: Since they also get a 20% mounted auto calc bonus in every including sieges on top of their cav heavy force this just makes it so you have to go at them with a slightly larger force which won't happen since due to their map speed they will just out run you. If your force is equal to or less then theirs they will try to engage you which running away really isn't going to happen cause again their map speed. Since the game does cap out your force size it will be really difficult to generate a force that was superior enough to overcome that auto calc bonus.

    Sieges: Khuzait still get their 20% auto calc bonus for sieges and the auto calc for sieges is all kinds of messed up right now for how it actually should be. When you are attacking a heavily fortified position like a castle or city you need closer to 3 times the force of the defenders to have a chance at winning. So even with that 20% bonus the Khuzait shouldn't be able to take castles or cities with equal numbers since the defenders should get at minimum a 100% auto calc bonus. Even if the Khuzait were to dominate the open field they should have a much harder time at sieges even more so since calv units during a siege really aren't all that effective so they shouldn't get their 20% bonus. So sieges need to be fixed so that the defenders get a pretty big auto calc bonus.

    Snowballing: The snowballing effect has been curved a bit but it is still there. As the Khuzait gain more territory they are more likely to have clans from other factions join them which increases their power even more since they will gain more parties to roam and join armies. Then you also have the economical benefits of each new fief as well as recruiting bases while you are at war with another faction. As your faction becomes large each fief loss is a much smaller loss in the overall power of the faction. Any faction that is attacking you has to work much harder at causing damage to you which means they end up paying a bigger price for everything they take from you vs the price you pay to take it back or take something from them.

    Death Spiral: The more you lose the faster you lose. Losing one fight means you lose all of the troops you had so you have to start over from scratch. Since you are more likely to have lower tier troops the next time around you are even more likely to lose plus now they have some higher tier troops from their previous fight with you. The loser loses everything will the winner loses only so much, gains enough to counter what they lost or even gains from the battle. As more and more members of a faction lose battles they need to replenish their troops which they do so by recruiting. Since everyone is recruiting from the same places it keeps all of the troop levels low as everyone is fighting for the same recruits. This just makes it so that a good portion of their forces end up being peasants that need to be trained but will get slaughtered if they go up against the enemy that is probably now stronger then the last time. Now you could always take the more experienced troops out of the garrisons but that just leaves those fiefs even more vulnerable to sieges as you have reduced the overall fighting strength of that fief. Which in turn means that the enemy doesn't suffer as many loses when trying to take it. There is no guarantee that you will be able to actually win the next fight making the stakes much higher for if you lose.

    Dumb AI: The AI can be really dumb at times. Like instead of trying to making peace with a faction that has twice your fighting strength from the start they wait until they have lost at least one fief before calling for peace. Instead of attacking when they have a equal force to a siege force plus reinforcements from the fief they just sit there watching as the siege force takes the fief or don't at least try to break through the siege lines to reinforce the fief for that tactical advantage. When they are rolling around with a peasant army and should be on the defensive they just go roaming around raiding villages, then proceed to get wiped out by a roaming party.

    Lastly there is not system in place that keeps the factions in check so if one starts to snowball other factions will start declaring war and press them. This would in fact be a logical reaction by other factions to a faction gaining too much power to form an alliance against them. I am around 800 days in a game and the Khuzait have taken over the Northern and Southern Empires for quite awhile now. The only faction at war with them is the Aserai and Northern Empire which is basically a merc company now. Right now Sturgia, Battania and Western Empire should be going to war with the Khuzaits to push them back but aren't. Only reason I didn't include Vladia is because they have that buffer of Battania and Western Empire. This makes it really difficult for a player to take the time to develop their character skills before getting into the kingdom stage. There are some skills that are difficult to develop if you are trying to keep the Khuzait in check all the time. It is also difficult to join one faction as a vassal to level leadership and keep the Khuzait in check.
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