mgb519的最近内容

  1. mgb519

    Bannerlord is mis-advertised by the devs on Steam (yes, even taking into account Early Access)

    Guys, I bought ArmA III when it came out in early access. None of you know the definition of patience yet.
  2. mgb519

    You're doing it wrong

    I am also curious about fian champions, what is so special about them? I have also Kuzait marksmans and Palatine guards in my archer group.
    They have like twice the archery skill and bows that hit as hard as crossbows. They shoot further and faster than any other archer in the game.
  3. mgb519

    BL Coding Modify Main Agent Speed

    Apologies. I'm new to these here forums. That said, I wasn't the original question asker so that's my bad, not theirs, and I was just piggybacking along
  4. mgb519

    BL Coding Modify Main Agent Speed

    I suppose you're looking for this operation...
    Python:
    agent_set_speed_modifier                 = 2093  # (agent_set_speed_modifier, <agent_id>, <value>),
                                                     # Version 1.153+. Changes agent's speed. Value is in percentage, 100 is default, value can be between [0..1000]
    Okay, but how do you do that in Bannerlord?
  5. mgb519

    Modding Inspiration Thread (Brainstorm with me)

    Thinking about a more story centric total conversion mod of some sort. The bar for this was set pretty low in warband mods, but there's a lot of untapped potential there.
  6. mgb519

    Dev Blog 29/03/19

    VendettaBanana 说:
    This blog implies that fans of M&B care about stupid f*cking PvP.

    Most of us don't, do you even understand your own audience? Fix your **** and finish developing the game, or at least include some PvE or CO-OP gamemodes or else I will upload your game to thepiratebay so you get less money as we all play your multiplayer game for free.

    Speaking as someone who never really even played multiplayer that much, I'm left wondering if some of these folks are aware that Mount and Blade: Napoleon exists, and is quite popular? Or that a bunch of mods also include multiplayer, or are multiplayer only? I understand if you're not into multiplayer, but Warband has been around for ten years and the servers are still far from empty. Hell, there are multiplayer only games that haven't been around a quarter as long which don't have the MP community that Warband has. It's your prerogative to not care about multiplayer, but don't go speaking for, as someone else put it, "99% of the Mount and Blade community." when you can't be bothered to see how many people in the MB community play online.

    On an unrelated note, @Callum, even though I sincerely hope you don't need someone to say this, you're an awesome community manager. Keep it up.
  7. mgb519

    Dev Blog 18/10/18

    " Has their communication at times been lacking?"
    " Has their communication been lacking?"
    A) These are not the same sentence.
    B) Yes, based on what they have shown it's exceptionally commendable. They have an engine which can handle large numbers of NPCs at once, handling relatively in depth AI, an excellent physics model, all while looking pretty good and running smoothly. Go drop down 200 guys in ArmA and tell me how well it runs.
    C) Doom (2016) Took 9 years to develop. Rage took 7 years to develop. Team Fortress 2 took 9 years. There are plenty of great games that had lengthy development cycles. But those are AAA examples, and mostly weren't also forced to create an extremely specialized engine. You can say it's unusual to take quite this long. But don't start talking in absolutes like it's just a fact.
    D) By what accounts do they not have stable build? I  never got that impression from the Gamescom videos. That simply means they're not adopting the "publish now, fix later" mindset that is a PLAGUE on the game industry.
    E) A lot of games suffer from crunch time. I remember from way back when, when they had a photo from their company cookout. That tells me that Taleworlds is a company that values its employees. And if a company has slower development because it values its employees, that's a good thing. Period.
  8. mgb519

    Dev Blog 15/03/18

    Callum already said several pages ago that he's going to present information to the team on Monday. Give TW their weekend, guys.

    One thing to remember is that the developer side of things isn't always so cut and dry as "a lot of people say they want this." Players aren't always right, they just sometimes  know what they think is wrong. I'm not saying this about any of you personally. But Taleworlds has metrics that you don't have.

    Riot Games once released a blog talking about how one of their rotating game modes was extremely popular. They also mentioned that whenever it was brought out, the playerbase surged, but then dropped below where it was before. The takeaway here is that there are hidden impacts to game design decisions. They could put it back in and you would be happy, and then you wouldn't know if any of this stuff was going on behind the scenes. They could have a diminishing player count and you wouldn't know. I'm not saying this is the case (we can say that Warband multiplayer has dwindled, but that'd be age and anticipation for Bannerlord), just that there could be something like this that you don't know about.

    Nothing about this screams "dumb decision" to me. Might removing it be the wrong decision, or it might not. But this is clearly a measured decision, and I cannot imagine they simply said "battle is broken, let's shrink it down and fit in point control and call it a day." You know why? Because that's not a logical progression, and this is from a team of talented people. What that tells me was that coming to this conclusion was a process, and that they almost certainly made a bunch of hard decisions to get here. And NO, they don't need to tell you how they got there, every step of the way. This is where we are now, and you can try to talk them back. But repeatedly I see "removing battle is a dumb decision because a lot of us want battle." Not everything in game design is that easy.
  9. mgb519

    Dev Blog 15/03/18

    578 说:
    Preset classes are bad, no matter what you say. It limits freedom of choice and tactical upgrading.
    Classes force you to make tactical choices about who to be, because you have to be able to figure out what you need. It's not taking away choice, it's enforcing a system for making them. And hopefully, means there's less risk of someone being stuck in the shop not knowing what to buy.

    Out of curiosity, why 6v6 for skirmish? I can't speak to the particular map size but without that context it sounds like a pretty small team for what sounds like a zone control mode with limited respawns.
  10. mgb519

    Dev Blog 02/11/17

    Bloid 说:
    I don't see how you can dual wield with the keyboard-mouse combo and keep the same level of directional swing/thrust control. Games like Dynasty Warriors and Jedi Academy have preset animations and you can't really control the attacks at the Mount and Blade level.
    They could just make it happen in sequence, like you strike with one weapon and then your next attack or block is done with the other. Big advantage of having two weapons is being able to do more things at a time.
  11. mgb519

    Dev Blog 26/10/17

    OH MY GOSH I CAN ACTUALLY UNDERSTAND WHAT'S GOING ON WITH THE SCRIPT HALLELUJAH
  12. mgb519

    Dev Blog 07/09/17

    Question for next blog: Are any of the engine features moddable? For example, will we be able to manipulate or scale back the way running uphill affects movement speed?
  13. mgb519

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    yeap. Start by reading the basic tutorials (about 1 hour), then remove the code from your module_XXX.py files. Your game will crash when you launch it. Start learning about what is hardcoded (must be there), put that stuff back in, launch game.. crash... add stuff again... until it works.

    then when you hit new game it will crash again... more missing hardcoded stuff... fix that, and eventually you will have a very min modsys with a empty map that doesn't crash anymore  :mrgreen:

    from there you can build the world in whatever form you want. Most stuff is done on the modsys, so you can redesign the game rules freely. Hint: hardcoded menus and scripts don't need code, just the entry (name).

    (first time I did that it took me about 2 hours to have my min version of modsys, and I learned quite a lot on those 2 hours)
    Don't suppose you would be kind enough to share  :wink: ? I mean,  I can appreciate you choosing not to, in which case I guess I'll get back to you in like 2 hours. But I was mostly just hoping for some pointers about particular module files I should look at first, or files which I should presently avoid because they don't really have an impact on the game themselves. For example, not messing around with troops since troops are just templates.
  14. mgb519

    Modding Q&A [For Quick Questions and Answers]

    I have never used the module system before and it's rather daunting. Rather than slowly poking around native and making changes here and there, can I remove everything from the game and drop the player in a scene and slowly learn from the ground up that way? If so, what files do I actively need to change to make that work?
  15. mgb519

    SP Fantasy [WB] Echoes of a Bygone Age - Help Needed! (Formerly: Shattered Empire)

    The ammo seems a bit excessive, but maybe that's just me. Even if you reduced it to like 50 it'd be fine. Not so much from a realism perspective; I think realism should always be subservient to fun, personally. More from the whole "not having troops stand at 300 meters and fire at each other for an hour every time you start a battle." It's possible that having melee infantry in the mix fixes that, except then I can't imagine everyone needing like 100 rounds. Just a thought.

    And I'm guessing giving Wehrhilm steampunk power armor is right out.
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