LTG的最近内容

  1. Stashing elite troops in garrison

    I am sure that kind of micromanagement will not be accepted. So we have 2 option.

    1-Allowing clan parties to take men from garrison like how it is now (text can be added when they take)
    2-Disabling this feature so clan parties will not take men from garrison (we can make this only for player clan, other clans work as they work now)
    Hey mexxico,

    The first thing I always do when visiting the forum is checking everything you post because it's interesting and I learn something about the game's mechanics from it. I can't wrap my head around this post though. I see this type of assumptions almost daily in my work, and while I don't know TW's inner working and you do, I do feel this will not lead to the "right" solution.

    In this instance: what's keeping you from offering 3 options? The third, the preferred, being: 3-Pick allow all/allow clan/disallow (or something like that). Even if that does gets put down - at least it's been on the table and the "right" solution as least had it's time to be considered.

    Assuming it just won't be accepted (even if you're probably right) should not be a reason to not offer a solution you yourself (backed by community members) prefer.

    I'll get off my high horse and crawl back into my ivory tower now. :wink: Keep it up, you're doing great!
  2. Resolved Army Formation

    Probably happens when leading an army, right? The "commander" is on horse, so it spaces out like the entire group is on horse. Tell the group to dismount and after a few secs you can set a "normally spaced" formation.
  3. Food Shortage

    Thanks for the elaborate update! Looking forward to trying this.

    Just wondering if it's intentional (and if so, final) that we can't just bring/store food and such in castles though. Could you shed a light on that? Can't find any info on it.
  4. Who thought it was a good idea to have party leaders donate tier 6 troops to other peoples garrisons?

    Hi -would you mind telling us what mod that is?

    While the question is not directed at me, I find using Party AI Overhaul and Commands works like a charm. Can stop your parties from donating troops, give instructions on what they should / shouldn't do (don't raid villages for instance) and can tell them which kind of troops to recruit - and more. :smile:
  5. Beta Patch Notes e1.4.1

    Can anyone confirm if every time you save and load a game, new wars/peace traties are declared every time?

    Tried to reproduce (new game started on latest 1.4.1 patch), thusfar it doesn't happen in my games.
  6. Community Mod Crashes Game on Startup

    Did you pick the right file? There is one for 1.4.0 and below and one for 1.4.1.
  7. Resolved Army lords not joining siege defense

    I am still having this issue with 1.4.1.

    Me too (1.4.1). If you disband the army right before the siege starts they all defend... But they like to just watch when in your army. :wink:

    Savegame available if needed.
  8. Beta Patch Notes e1.4.1

    Recruits from foreign territories could be outfitted with the gear of the faction that recruits them. Ingame translation: Sturgian AI lord recruits from Battanian village, the game checks that an AI lord is doing the recruiting and the recruits become Sturgian.

    I would prefer a different scenario: option to upgrade <recruit A> to <recruit B> where B is the party leader's (and/or kingdom's) culture (or just progress in the tree of culture A of course).
  9. Why Sturgia often grows weak, Khuzait often grows strong

    Started a new campaign in beta 1.4.1, went intentionally to Sturgians to join them as a mercenary (so I could see their kingdom stats). The most influential clan in the whole kingdom has 311 influence points (LOL), the ruler clan has ~100 points (ahaha). Because of that every army getting dispersed way before they reach any target on the map. They barely have any money, they have wars with 4 factions (South Empire, Vlandia, Khuzaits and Battania) and peace proposal support with any of these factions is about 11% for each. My assumption is that they will be wiped out again.

    Regarding the influence: could you list which policies they have enacted? In an other thread about this subject I posted something similar (here). Started another playthrough (1.4.1) since then - in this one Sturgia has not enacted a negative influence policy (yet) and is doing much better (even in continuous war against 3-4 other kingdoms, because you know, 1.4.1).
  10. Sturigans is more weak after update?

    Just anecdotal for now - so wondering if more people have seen this: I (think I) noticed that Sturgia (and probably other kingdoms as well) is (are) doing better depending on which kingdom decisions they take. If they only have Trial by Jury they appear to be lower on influence and their armies disband faster. I've seen Sturgia with just this decision in almost all playthroughs they get steamrolled, without it (or with other decisions) they appear to be doing better.

    That said, I'm just adding this to the discussion, not saying this is the one and only issue - nor do I say it's the most important one.
  11. "Whole Seller" perk no longer working on Beta.

    Yeah, they "fixed" a related bug with profit markers and trade XP gone after loading a game...seems instead of fixing that, they broke it completely now.

    Well, they did fix that tradehistory is remembered with save/load in 1.4, so there's that. :wink:

    There's also a Bug Report on the Tech Forum btw, see here.
  12. "Whole Seller" perk no longer working on Beta.

    95% of perks are broken right now lmao. Literally about 5% of them work as intended.

    Ok. Not sure why that's relevant since this one did work in 1.3, but not anymore in 1.4.
  13. Resolved [Beta 1.4] Mark Profits Trade Skill no longer functions

    Same here. Started multiple new games om 1.4. Tradehistory from save/load does work now (so that's fixed), coloring of profits/losses sadly doesn't anymore.
  14. 1.3.0 (Beta) Companion issue

    Can also confirm, started a couple playthroughs on 1.3.0. None of the later generated heroes have an encyclopedia entry. You can only recruit them if they are generated AND hired during 1 playing session (so, after loading a game they are still there, but dialogue does not give hiring options).
  15. AI Lord crawling over the map with 318 wounded in tow

    1.3.0? ...if yes then it's a known bug.

    Ah yes, should've added that. Beta branch indeed.
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