None taken. I would like it if this question simply let me ask the possible location of someone instead of having to go through the encyclopedia. I think that is what was done in Warband, oh glorious Warband.
I have a question....never mindI am Happy over every new feature in the game even if it's only a "Warband" feature. The problem is it won't change the meaningless of the game. The game doesn't lack at war, fighting, sieging and other stuff. It lacks at important things to give you the immersive feeling of a Lord in this times. There is no real interaction with your family members, no diplomacy, no real friendship with other npcs, no real weddings, nothing to do except fighting, no real conversations. At the time it's just a battlefield simulator with some extras, nothing more.
Even though I find e1.6.0 a successful patch and clearly see they changed the approach in a good way... I will mostly agree with the above statements, but... mechanics and AI just should not work stupid or that stupid.
It just looks very stupid (temporary lack of synonyms) watching archers turning their backs to the enemy when moving back or being distracted by one cavalryman. For the sake of realism, I can see 1-2 units being dragged away but not the whole formation. So I'm also hoping they will not spoil it accidentally and do what you suggest as a side effect.
P.S. They actually did it with the order's ban when enemy forces are retreating. I cannot see any reason for this. Distance? You still can order units from the extreme edges of the map, but not after the enemy is running away. Leave it up to players whether they want to slaughter those voxels or not.
P.S.2. I miss those kick-ass Khuzaits who steamrolled the map with their speed bonus. That was a challenge - to stop them. In principle those little faction inequalities are ok. The same way I find Battania 'realistic' without having archer units as base recruitable... instead we get highly trained and relatively hard to obtain juggernaut of some sort - Fian. That in numbers can grind far larger armies. But you have to learn how to play them...
I found the same thing happening in my current play through and usually i quit by now but i want to see how this all works out as far as army power goes. I broke off from the Western Empire to start and I have recruited some nobles to my side and I am actually doing really well in this play through but I need to recruit more nobles all the time. How did you recruit the rebel noble? I can't figure out how to do that and they just run around my map attacking looters. Is there a dialog option i am missing? Then i thought i would attack the towns that are rebelling but it doesnt come up as an option when i get to their town. I go to the diplomacy screen and there is no option to wage war. What am I missing?Nah this is fine. (/end sarcasm)
I've been thinking of making a post like this myself. So this is the state of the Southern Empire, the only Kingdom I've joined, as of 1106 in a current playthrough with no reloads. So I haven't really skewed the results in my favor. Also I have not committed any Executions.
*Note I got one Khuzait Clan to join SE as well as a former Rebel Faction. Also Ira apparently gave her Mom the middle finger and married into the Western Empire (so much for inheritance LOL). A few characters from SE have died of old age, but majority are battlefield deaths.
Southern Empire (excluding my Clan):
Now here's Vlandia, a kingdom I've had 0 war interaction with basically. Only deaths are from old age.
And while yes I do inflict a fair amount of character causalities on neighboring Kingdoms, if the game eventually comes down Vlandia vs. Southern Empire - Vlandia is going to have a huge advantage being able to field way more parties. While I may be able to defeat my neighbors by grinding them down here, in the end, by participating in battles I've effectively handicapped my Kingdom being the Grim Reaper.
I realize the current battle death rate is going to be knocked down to something like half of what it currently is, but it needs to happen sooner rather then later. Anyone playing now with it enabled is going to have a very skewed save file - which is not helpful for any future testing.
It is absolutely imperative that deaths be enabled in A.I. battles, otherwise as OP stated, you're going to create real snowballing problems late game - if not outright make the game unplayable.
Granted the rate should be fairly low - but it's a really bad move to punish the player for actively playing the game. Sure the player enjoys some advantages, but the A.I. has its share of cheats too.
In all honesty I believe this is so horribly skewed that I should stop playing altogether as none of these saves will be viable for much.
Nevermind the fact that all Clans will eventually become Tier 6 as is too. There really should be some Renown loss implemented for losing battles. Having every Clan/Character being able to field huge Parties is also going to damage the Late Game experience in its own ways. I realize balancing food production, etc. is difficult but Characters/Clans should be relatively straight-forward. There's no excuse for its current inception, especially when it's been months here already.
Nice! This is a solid list of quest ideas. Hoping someone from TW takes note. I like it because it brings what is happening in your particular playthrough into the quests. I was playing the other night and I kept running into the same lord and beating him but our interaction was really no different before battle. I thought that was one thing that made the game Shadow of War cool, I just can't remember the feature name (Rival?).Another solution would be to generate more quest based on the situation on the world map so they alway make sense. Some examples:
- village has been raided: gather wood, grain, etc to help the villagers rebuild.
- a village has been raided: get quest to capture the perpetrator, kill the perpetrator, demand retribution or raid 2 of his villages
- an army is besieging a town: bring grain, fish, etc to the commander
- an army is besieging a town: get quest to bring a force to the defence of the town
- a lord has been captured: break him out of prison, pay for his release or capture a relative of the capturer for a prisoner swap
- a kingdom is at war with a far richer kingdom: get missions to destroy as many caravans as possible
- a kingdom has lost territory, but is in no position to declare war on the current owner: get mission to a incite rebellion
- a lord is boosting about his tournament wins: get a quest from a rival to make sure he doesn’t win the next tournament.
I am not sure if the hideout missions, protect caravan missions and the forced labour missions are generated this way, but that would fit well.