There are consequences, they are just soft. How often does an army roll up on you when you’re sieging?Supply lines + Party AI overhaul and commands + Unfriendly territory is my dream combo in bannerlord for now, it is improving the strategical gameplay soo much instead of the mindless armies attacking deep into enemy territory without consequences that is vanilla.
Drop the smugness, you cherry pick cut out the part that noted there needed to be a re-balancing of the AI formulaMany, many times. I was once in Seonon with only 200 men and a Derthert army of over 1000 passed us by for a castle that had 300+ (garrison and militia but no army) ...
Is that really my fault?
it seems the only way to take part in a siege defense is if you're guaranteed to lose idk.
You've completely missed the point friend.
The issue here is the fact that taking part in defensive sieges as a player is far, far too rare as evidenced by the numerous people who have expressed that problem.
It's not us... It's how the game AI works.
Though nice to see someone on these forums defend the AI in this game. You, sir, are a rare breed indeed.
But maybe it should be in some ways, which is the part worth discussing.I agree with Terco.
For all we now Ali left for personal reasons beyond his control; besides bannerlord development is not in the hands of one man. I don't think this is worth discussing.
This is somewhat your responsibility though. What 90% of people complaint on this front keep asking for is dumb AI that throw themselves at a lost cause.I bought this game 10AM EST on release day... I've played it as recently as yesterday, and I have yet to experience a defensive siege battle.
It’s hilarious you post this, only because a handful of people were griping that’s rebuilding a party should be easier after a lose hahaha+1
Despite all the additional mechanics TW tried to implement, the game is just a battle simulator. I personally would recommend to slow down the war pace. Maybe make recruiting harder and resource dependent. Rebuilding of parties should take lot longer. The recruits are not clones after all. Villages are raided people killed where does those new recruits all come from
Unfortunately there is nothing meaningful to do in peace time. Yet, I think the majority of the players likes this fast pace and the other game mechanics are not interesting for them.
So there's nothing left for me to do, just hope someone will someday create a game with similar battle mechanic with proper economy, technology and kingdom management/world diplomacy.
This has always been up to you to keep them safe when a battle breaks out. Making them horse archers with their own unique number assignment can keep them away from the fighting.I don't really understand why companions even need to fight. The only reason I have them is for the bonuses they give to medicine, scouting etc. Does anyone actually recruit the companions that only have combat skills? There should be an option to have them accompany the party but not onto the field of battle.
If I can miss a living target and only have a limited amount of time to down them, then absolutely there should be XP.You really shouldn't be getting any weapon or any experience (maybe roguery?) for chasing after and slaughtering the retreating soldiers who never fight back at all. And the group that retreats should disappear from the map, as they melt way into the hills, so to speak. So there's no regrouping of 1-2 dudes who suddenly feel brave enough ten minutes later to face your fully reorganized army?
People keep saying this, but there WERE mainland celts that hadn’t quite been gobbled up yetWell the adjacency is why I'd like to see some elephants. It'd be quite nice, and nowhere near as ridicolous as Lizardpeople. The whole historicity argument just doesn't make sense in this particular case, as it also isn't very historical to have Celtic peoples in that part of the continent adjacent to Norman knights from the 11th century.
The other thing you guys can do Mexico is have bandit spans sync with security, so the lower the security of a castle or town, the more Bandits and Looters show up.I think we should remove loyality and security variables from castles because they do not go rebellion. I said this last week to design team but these two variables have several more minor effects too (if security is less than 25% tax is decreased by 10%, which is not good design imo because alredy loyality effects tax and security effects loyality)
current situation :
loyality effects rebellion
loyality effects tax
loyality effects building speed
security effects tax
security effects loyality
If loyality and security is removed from castles production can always continue and tax (which is so low compared to towns) can always be collected. These will not create any problems.
Of course this is my preference it can change person to person. I prefer getting rid of nearly useless variables and reduce complexity if it does not add positives to gameplay. I am not aganist complexity but if we create complexity it should add something to gameplay.
Well I’m glad you like their style, but keep in mind that I never questioned your humanity, as you have mine, and only your maturity about the complaintthis post had nothing to do with game being difficult i was talking about a feature i liked that they removed
complaining about something in a game doesn't make one having trouble in life, as u paid money for this game i did too and if there is something i don't like i will say it that's why there is a forum u dont like it u can just exit the page being a **** to others u don't agree with wont help anyone .
there are allot of people before u in this post who either agree with some parts or disagree with it all but they are respectful and i respect there ideas even some had same ideas u mentioned but they did it as humans