Recent content by manekemaan

  1. manekemaan

    SP Native Realistic Battle Mod

    Great mod, can't play without it anymore.
  2. manekemaan

    SP Native Antiquity Ludus - Gladiator Schools

    Just wanted to +1 your mod. Great work, if I have any ideas ill definitly ping you.

    Cool thing in my game, there are quite some few gladiators running around just outside of the empire's border in Battania. And they are acting as a patrol force significantly culling the bandit population.|


    Is there any reason why you didn't make the gladiators upgradeable by themselves? Would be cool if those gladiators on the run could become power houses over time and exact some revenge on the empire.

    Not that I dont have slaves, but they are happy :p
  3. manekemaan

    Taleworlds, use your community to grow.

    Thanks for your reactions!
    Despite voice of forum, TW can always convince themselves to not hear by the concept of Slient Majority, those who I doubt their existence.
    That's very possible. But I do hope they realize that for every 1 voice they hear, thousand of others have the same idea/problem/frustration/need, but don't say it.

    After Taleworlds took its cut, expenses and an even split of the profit among the team, one of those teams got what amounted to a minimal monthly salary for the time they worked. Despite their DLC being a massive success.
    You really need to love game development to do it for a living.
    True, thats why I mentioned that the modders won't be able to make a living out of it, but it might increase the amount of donations because more players are appreciating their content.

    Such a funny suggestion
    Thanks :smile:
    Both Viking Conquest and Napoleonic Wars DLCs to Warband were created by two mod teams. Now again, I don't have any details about economic compensations. However, I think TaleWorlds are clever enough realizing they'd gain more than enough money from just allowing free mods to be created on their platform as there are going to be potential customers who'll buy the game just to be able to play a mod they're interested in. That being said, there's always going to be incentives to make money from anything as a company in a capitalistic society. However, the only experience TaleWorlds has is paywalls and not encouraging the community by throwing money at it since it creates mods nonetheless.
    I also have no idea about the economics and I agree with your points. But the least I can do is try. I enjoy the game and want to see it evolve.
    While it's a nice idea TW won't go for it. They haven't listened to the community in the past 8+ years why would they start now?
    Thanks! Never too late to change, let's try anyway.
    TW already uses modders to make their game playable and they don't have to pay anything at the moment.

    I don't see a company like TW ever trying anything like this as incredible as it would be. They already rely completely on the modding community to make up for what they can't do
    That's true, though we indeed have the mentioned examples of Viking Conquest and Napeolonic wars.

    The main point I want to make towards them is if they invest even a little into the modding community, the quality and involvement of the modders will increase. This in turn will increase the activity of the communities around the mods, which will lead to more sales and improved positioning on important gaming sites like Nexus Mods.
    It is a very good idea and I'd love to see them even adding it even in a non-toggable way. But as others have also mentioned TW is just not the kind of company to do such a thing.
    Thanks! Well we can only try and hope they take notice.
    I wish the world worked like this but I'd eat my neighbor's hat if TaleWorld even considers this seriously. Besides, the game is still in a rather troubled EA so this is not the time for something like this.
    I get your point, but in my opinion it's just the time to do so. It's pretty clear to us, they don't have the resources required to get the game to the point where it has to be, to where we all believe it can be. But those resources are out there in the community. The modders aren't just adding new stuff. They are also improving basic gameplay aspects which will definitly be added to native at some point.

    They could even go a step further and ask modders to build a specific aspect of the game for them, for a econmical compensation offcourse. But that is a different topic. Let's keep our focus here.

    The best thing TW could do is to start listening to their community to see what we want like:

    Have control over your allied parties/vassals....as one example....but it´s to complex, best we´ll get is to set them on some kind of stances as I´ve heard....which would even be fine if the AI would work, but it doesn´t.

    IF we even get this and it´s not broken as hell as most stuff.

    Or placing your troops before an open field battle starts, like the perk offered they silently removed....

    They have a strict roadmap (internally) and they just follow it, no matter what, that´s what I think at least.

    Even their own devs (not their community manager...their commuity manager can just post patch notes here) have said things like "Yes, your suggestion X makes sense and would improve the game. But I don´t think the management will add it.".

    There are so many threads here with well thought out suggestions/feedback and 9/10 of them are just ignored. They don´t care. So don´t waste your time making other good suggestions, it doesn´t matter.
    I wouldn't say that the current game is broken. It has met my expectations of what the company we knew would provide. It's simply said a rough diamond that needs refinement.

    And I do agree with you that they don't always seem to listen to their community, but we can always try.
    But... we already have mods as a toggleable feature, thanks to the steam workshop. What I would like to see is full integration into the game, not a curated list of mods.
    True, but they often get out of date and have compatibility issues. My last run was with 35 mods I think, but it's not something that all players have the time of patience for. If we make it easier for them more mods will be used.

    The optional part is convenient for Taleworlds as they can easily reward based on usage, which gives them quite some security.

    And offcourse the normal mods would remain as they are, free for us to choose and add to our experience.
    Game is dead lol
    That's definitly not true. They bring out regular updates and new mods are being released daily.
    They can barely keep their own game together right now and integrating many different player designed mods would probably require a great deal of effort. There would also have to be strict quality control to prevent liability issues. The best case would be for Taleworlds to let modders make a dlc for the game, similar to NW in warband.
    A DLC is a pretty big project to begin with. It's true they did this for Warband, but that was at a later more stable stage.
    In the begining you could already support the small mods. There are, as an example a lot of mods that improve things that are most likely on Taleworlds' roadmap as well. They could have access to more resources. Quality control is definitly needed, but there are a lot of mods that already achieve a high stability. As I mentioned earlier, I've had stable runs with about 35 mods, and I'm picky. The potential is huge for them, if we can open their eyes. I'm also quite sure that they if they hire, lets say 1 Q&A guy, he could be able to test quite a bit of mods for errors, balance, etc. Assuring a good experience for us.
    You can also support the modders with donations, most of them have like a paypal link or something like this.

    I´ve done it several times for the mods I really enjoy, not only for Bannerlord.


    I´m not even sure if they trust their own code :wink: .
    Indeed, so have I. But i want to increase the awareness of modders. Now mods are something you see a warning message about in most games, telling you they might cause crashes etc. I'm convinced that the first gaming company that really embraces the modding community, wil write gaming industry history.
    Yeah, they wont trust code from other people.

    They would look at this as an idea and say that the necessary quality control would take too much time and effort.

    Nevertheless, I like your thinking and it IS a good idea.
    Thanks for the compliments. I don't expect much of this, but by keeping the discussion alive it might work. We can always try.
    TWs Management would say that they lost 5000€.

    The modders are already doing amazing work for free why should TW support them in any way?

    Don´t get me wrong, I like your idea but TW will never do this.

    They also don´t really listen to the community. You won´t get any reply from TW in this thread from TW not even a "Thanks for your feedback, we´ll think about it." or anything like that.

    We´re paying beta testers for them, not more. Also most mods make the game more complex, that´s what most players want but TW isn´t a huge fan of complexibility. Also they need to test each mod they "officialy" add (even as a option). And at the moment they can´t even get the unmodded game stable. So....
    I admit, its less revenue for them. But if you look at this as sales you normally would have had, it's not a cost.

    I think i have given my view on most of your points in my previous reactions. But as I said there, I do agree, I just feel like we should definitly just keep trying. The more we keep these kind of discussions alive the more chance that they will take notice. Every post here means hundreds of people might have that same opinion, but don't take the time to give feedback.
  4. manekemaan

    Taleworlds, use your community to grow.

    Being a fervent and long term Mount and Blade player and a Product Manager by trade, an idea came to me about how you could connect with your community and grow the game, together. The concept is simple, you use and reward the work the community does. Take a look at all the mods out there...
  5. manekemaan

    1 year in singleplayer?

    I see what you mean those are all good points.
    Rarely seen on forums, love it :grin:
  6. manekemaan

    Companions randomly Bartering castles for me?

    Hey, you made him governor. Can't blame him if he's undertaking.

    No but in all seriousness, I noticed the same issue, but at the time I didn't make the link for the fiefs. I did think it was strange i sometimes randomly had fiefs that I hadn't assigned myself. But my kingdom was on a conquering spree, so I thought that was the cause. This makes more sense though.

    It's not even related to the perk than, as none of my companions have high enough trade to do this. I do though.
  7. manekemaan

    Economical inbalance and prospority/food problems

    Capping prosperity feels so unnatural. Isn't it then easyer to create a buffer zone like I described? A time where no real growth nor reduction takes place so stock can be created etc.
  8. manekemaan

    Economical inbalance and prospority/food problems

    There is a huge potential to this game's economy, but today its broken. I've been doing a lot of hours in this game now, and have been looking closely at my towns and kingdoms prosperity and food stocks. You probably have seen me post about it here and there. I fully understand and appreciate...
  9. manekemaan

    Infinite army cohesion with own party

    You don't have to disband the army. You can simply increase cohesion with them inside the army. It only costs you influence if there are parties that cost you influence.

    Your own clan is your ticket to high leadership :wink:
  10. manekemaan

    troops also retire from being in the garrison

    True, there are some mods that help with this though. Try tweakerlord, it increases both the max food capacity as the possible food production.

    Be warned though, only a stable economy in combination with a larger storage can provide you an actual permanent solution. Increasing production is a temporary fix but will stop having effect with higher prosperity. As the bonus in production doesn't scale with prosperity.

    Also this will increase the general amount of militia and garisson in the average town/castle. I do like this part. Though increasing food stock should also have this effect in locations where the economy is stable. Having a more realistic effect and still making economic sabotage a viable option.
  11. manekemaan

    World stuck on a very short (a few days) peace/war loop

    yes, but then for Vlandia and Battania. It's pretty annoying :p
  12. manekemaan

    Resolved Companion's party deserters

    oh... that's very possible. I thought it was mostly because I kept pummeling them + I didn't seem to receive this message with my Spouse, Ira. She never seems to have deserters.
  13. manekemaan

    Guide: Skills

    so not sure if this still holds true but it defiantly used to be the case. with trading in order to make a skill gain u must buy low and sell high. it counted total profit so when u make ur sells do not "buy back" anything when ur selling cause u wont get the most denar change to happen. also if u load you game alot while ur trading u won get any skill increase. i found this is the reason alot of people prolly dont see trade skill gains. u must not save scum if u want to increase trading. tyral to oysteria is a good run
    AHA

    That must have been the problem for me. The saving. Indeed when I did a focused trade run (no saves/loads) i did gain a lot of XP. But when I normally do it, I generally have some saves and loads in between.

    Should be seen as a bug though.
  14. manekemaan

    SP - Economy Suggestion to improve the food and prosperity growth of a town

    Hey all! So i've seen quite a few people complaining about the food in towns and castles. Now I do realize that this is a very much needed feature to keep all towns and castles from becoming insanely rich. So here is an idea I had that might keep the restraining effect on growth, but solve the...
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