Pandora's?Suggestion☠Box的最近内容

  1. Pandora's?Suggestion☠Box

    Pillaging sucks, don't do it.

    The periods of that history where they were not in civil wars I.E. conquest of Gaul (France) they did plenty of pillaging. You can only say they didn't much as much because such a time period was filled with civil war I.E. as represented in bannerlord same culture group.

    On the broader scope of history the threat of pillaging / sacking of a city was very much a threat to intimidate a city to not resist. On one extreme you can cite the Khan invasions where any resistance was met with scouraged earth, on the other you can cite late Western medieval warfare where once a fort / city had all its layers breached by cannon surrender was expected to avoid the worst of looting. But at whatever was the considered norm of too much resistance the besieging army expected some sort of plunder whether organized or otherwise.
    This is a culturally competitive game so you'll need to come to terms with that first I'm afraid. That's why universal constructs like pillaging for all cultures is not an appropriate dynamic. There's 3 major segments of an "empire" in Bannerlord so using one of the most iconic empires in our world history is completely valid and applies here. No need to obfuscate the obvious of the point made.

    What isn't valid are broad blanket statements, or in this case, game mechanisms which remain crude. This is beta after all. It implies all cultural conflicts are battles that require barbarian/horde/brute tropes. Empires gained more from adopting religions and customs of their conquered peoples or they risked a weak hand and a risky occupation. You'll never tap dance over that fact.
  2. Pandora's?Suggestion☠Box

    Recruit noble troops from castles only!

    Others have said this, but it deserves its own topic. This would give another strategic advantage to castles, it would make them more useful and interesting. 1 notable per castle maybe?

    Perhaps what we need is a small % chance that our castles birth wanderer heroes and a new castle project to help spurn types of wanderers like calvary/infantry/archers/etc depending on the single-project progress options like archery range/husbandry stables/sparring rooms/etc.

    These wanderers are taken on and generate a small backstory to assign a usefulness niche (especially when our other heroes have perished and the city-scape wanderers are not to our liking).

    But if no wanderer, a few elite troops might be neat.
    Thoughts?
    namaste_1.jpg


    Namaste!
  3. Pandora's?Suggestion☠Box

    Pillaging sucks, don't do it.

    Shouldn't it be the merciful trait? Generosity is more about how you treat your troops, not letting them pillage is actually not being very generous to your troops.

    Strongly disagree! Morale is already easy enough to maintain as it is.

    Morale is lost because they just risked their lives and saw their friends die to take a city and then they aren't allowed their playtime and chance to plunder wealth. Soldiers wanting to pillage cities is a pretty common thing in medieval history.

    I would personally like to see more humanity and dissent in my multicultural ranks, not mindless robots which follow you loyally no matter what.
    1. All traits should be refined before the game's release, obviously. "Cautious" is just a nice way of saying "Cowardice."

    2. Morale may be easy to maintain but 1 morale penalty afffect is not enough. Not letting troops pillage isn't a valid wheelhouse for this penalty either. There's far better dynamic suggestions for this.

    3. Pillaging has certainly taken place but it wasn't as common as you say it was. Even the Romans didn't much pillage at all after the marian reforms/late polybian reform era. Blanket statements really aren't necessary tbh and serve no purpose here.

    4. You may want to watch the human behavior experiments (a good documentary) which helps explain the overbearing affect of authority over a seeming individual (not even a troop). Mindless loyalty has always been lent to leaders throughout all time and too many are willing to obey authoritative commands without any reason (even today).

    Learning from history is usually the hardest for people. It often repeats itself after all.
  4. Pandora's?Suggestion☠Box

    Pillaging sucks, don't do it.

    Imo the fundamental decision for the player is whether they intend to gain the settlement in a kingdom decision to defend & develop it thereafter. If yes, razing should not make sense. If not, it may.

    I had a quick look around and it seems that the calculation is a bit bugged at the moment. This has a fix in the works. Once it goes out, the prosperity loss should be around 10-15 % with a small to average army (returns diminish as the army grows, 10% is reached with 200 men).

    So with 9500 prosperity (roundabout the first example) and a 10% loss of prosperity, the besiegers should get ~14000 denars.
    If a player chooses to devastate a target, they should pass up ownership and leave it to the original holder. This gives a player the option to keep playing rather than visit the encyclopedia to drum up the next talk on betraying a culture's lord. Devastate should also gain raw materials like silver, ingots, hardwood; basics of reasonable value from that destroyed infrastructure. 15k~39k denars seems to be an appropriate variable for this.

    ! Please note that although relation shifts should be hefty, there should also be the opportunity to identify lords who like your actions and not just lords who disagree or dislike what you've done. A disgruntled lord is a conqueror's best friend and it would be nice to discover friends in unlikely places. This in turn offers the player another reason to assault the target & install those odd bed fellows or move on with noteworthy results for later politics.

    (Yes, this also means that if you invest in a devious lord, they have the option to betray you later with the A.I. buttering up to your weakest link)


    If a player chooses to pillage there should be 2 distinct options: PIllage & capture / Pillage & raze. These two would allow the player to score minimal income for the assault while suffering less penalty when keeping the asset captured. It's also a chance to minimize your impact to relations while fishing for friends who like your actions. (Your only friends can't be lords who have no castles or settlements). We need tangible intrigue that can be taken advantage of.

    ! Please note that pillaging should be as strategic as the goods it sells and offer unlikely/unexpected items when caravans are caught within the city during a pillage. This should also include armors/weapons/etc regarding the current quality of troops stationed there in its defense. Penalties should also be afforded to the caravan owners as well.

    If a player chooses mercy, they may keep the infrastructure, gain a small boon and encourage the growth of the "generous" character trait. Generosity should attract honorable wanderers and create small draws of militia & better recruit options within your owned territories. It should also inspire pleas of assistance from desperate lords and ladies suffering under cruel and merciless zealots running their kingdoms.

    ! Please note that the morale penalty to your troops is unnecessary (and frankly not fun). Your tier 1~6 troops should agree with whatever decision you make. It is enough your actions can be called into question through your own captains. Less is more here.

    In addition, the generous trait should be employed & provide small passive effects for troop/recruit incomes but more so inspire other Calradian lords of similar virtue to be attracted to you, inspired by you or even offer assistance in their territorial domains. (This can also tie into "Daring" where lords of this trait who are agreeably within range have the option to jump into your battles late as a surprise ally in battles that last longer than 10 minutes in real-time).
  5. Pandora's?Suggestion☠Box

    Resolved Looters hunting

    Hello, can you please share a save file with us? You can upload the file to http://upload.taleworlds.com:8080/ address. Please paste the link to this thread as description so i can identify it.
    Even though the crafting items is a noticeable correlation worthy of note, there is also another important dereliction to be pointed out as well. Tournaments will sporadically spawn texture-blobs (as I like to refer to them). The items the opponents are wearing are not crafted items and tend to explode into spherical blobs of compounded textures which make gauging their distance and character movements impossible to see.

    Furthermore highland bracers for the Battanian attire have exhibited a similar texture issue for many weeks now and is likely a snowballing affect related to how items are stored/populated. The looters are likely attempting to prepare to be spawned and running into this issue as well when their respective virtual objects are being called when engaged by the player.
  6. Pandora's?Suggestion☠Box

    A Discussion About What CAN Actually be Done with Villages

    Let me underline the most important thing. I will go with a proper suggestion but this suggestion should be easy to implement (like adding new projects to castles which effects villages) and it should not damage existing mechanics. I see some ideas in forum which suggesting changing basics of game. What I know these kind of ideas have no chance. I will read all your ideas and join discussion when I find time. Somedays I cannot find time to write in forum. In a day I try to watch streams 2-3 hours (Italian Spartacus, lionheartx10 and even a Russian guy's (DreadzTv) stream at twitch to see where players suffer) and 7-8 hours development so not much time remains.

    Seperate village design had also its problems too it was not a perfect design but we did not tried to correct it or discuss it, suddenly it changed 4 years ago. Now we all know what we have in our hands. We can make it better with small additions.

    Speaking of suggestions:

    Please consider a simple system suggestively called a 'Legacy Quest' system. You all have done some great work already filling in roles and purposes for NPC characters in villages where they sell workshops, offer your army food for a morale bonus & spread trading rumors (etc) but they could also offer insight into easter-egged opportunities where certain villages & village locations therein could drop clues for subtle perks or unique objects.

    • Honorable Artifact/s: The endearing artifact of (Person/story/lore) which has inspired knights/archers/calvary/etc for thousands of years, once thought lost to time.
    • Unique items: (Sword/shield/helm/barding/etc; sure to stand out on the field while generating a small global bonus in morale/skill/perk/etc)
    • Ancient landmarks: (A variety of map-specific areas that can be discovered/excavated & calls attention thematically for pilgrims to deliver food to honor ancient heroes, more likely to attract a type of recruit, a long begotten tower with a commanding view with + range on incoming armies/parties in the surroundings, special sites/places that tell the Calradian story while offering larger-than-not villages due to popularity, & really there's an entire Mary Poppin's bag of options for these landmarks and their benefits for finding them but it could also add depth for skills like roguery and merciless traits when undiscovered/unused dungeons for prisoner perks and other nefarious options could be had)
    • Long-lost ruins: A chance to find special ruins to any culture-specific area in which a player could attract people to live with specific insights into cultural origins on the walk-through as well as it could potentially have specific bonuses/defensive features/small caravans for long begotten resources in mountainous keeps(ores/metals) & so forth & so on (Huge list of options for this as well).
    • Befriending the well-connected: Finding a largely unknown figure who happens to be well connected in any one of Bannder Lord's systems. This beneficiary could send you warnings of incoming armies, 1-time opportunities for trade, a historian for finding more legacy quest pickups, a unique smithy whom specializes in ancient armors culturally throughout the map/etc/etc/etc
    Currently the conspiracy knights related to the conspiratorial story lines are not able to be taken as prisoners but with 2 birds, 1 nest, if a player were to take the time early on to chase down those clues for a perk like 'Honorable Artifact' then they'd take these ready-made knights as troops with subtly-higher rates of swing/armor rating/etc. You should disallow these troops to be picked up otherwise as prisoners subject to recruitment & be ransom-bound otherwise.

    These are just loose examples and are not in any way particular needs/wants & subject to your discretionary POV given your roles/time available. Mainly thanks for taking the time to peek into Pandora's Suggestion Box
  7. Pandora's?Suggestion☠Box

    Resolved serious problem with loop dialog

    This issue may be unresolved as the phenomenon seems to have surfaced today from this end as well as the original poster's report. After scouring the forum this seems to be the closest approximation of the issue experienced & issuing an accompanying report to better help relay this circumstance as an issue, albeit seemingly resolvable.

    While targeting a potential Vassal in Sturgia with the "Rolan" character, a persuasion attempt took place and the first attempt was successful. Initially a 20% chance succeeded and additional persuasion attempts were 100%. Upon sorting how much Denars to hand over for the successful pickup, the game crashed and an auto-upload of the file dumps were offered thereafter & uploaded.

    Furthermore, a save had been issued prior. Upon reloading the game the character continually assumed we were amidst a persuasion attempt without initializing another persuasion attempt.

    Additionally, the "Gyphor" character from the Northern Empire, also without township or settlement was targeted. That virgin-conversation with a never-before interacted-with character also shared the exact same conversation loop.

    Upon final checks/troubleshooting the problem seems to have resolved itself after a complete restart of the game from it's launcher spring board but may be a tertiary or recurring factor due to other issue/s that may have caused it.

    Best factoring and narrowing of issue from a user-perspective appears to be the module responsible for these interactions being affected by an unknown factor and/or element.


    Is the game modded?: No/Never
    Version: 1.5.6
    How to Reproduce: Every single talk-attempt with any character once issue presents itself until launcher is reset.
    Scene Name (if related): N/A
后退
顶部 底部