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  1. Recruitable prisoners no longer recruitable

    I had 3 Elite Cataphracts and 17 Khan's Guard prisoners ready for recruitment before a siege, but after the battle they are no longer recuitable. Did they add a time limit for how long prisoners are recruitable?
  2. Stop companions from donating troops

    It is a pain. Slightly less painful workaround: dismiss your clan members from the army just fractionally before you enter the settlement. They always pause for a few seconds, so you have time to enter, do what you want and leave again before re-inviting them (at no influence cost). The downside is that they can't buy any food (but if you stop at villages, they can).
    That is right! They pause! I forgot about that. A lot less painful, because I think you'll feed them if they run out of food while in your army. Hopefully they won't starve the short period they'll be roaming on their own while I hit the town.
    It makes the game playable at least. Thank you.
  3. Stop companions from donating troops

    Every time I stop at at a settlement the companions in my army donates their troops, and I have to move them back again before we move on. Can TaleWorlds please just add an option to enable on/off donations? Can't keep playing like this...I grudge every stop at a settlement.
  4. Suggestion on Death and Characters

    Death for companions on the other hand is a pain as they level so slowly and have worse skills and gear than decent tier soldiers you command and so have little to no place on the front line and even if you micro-manage them as a group that you send to the back of the field (which you have to do each battle and which means they'll never get better) they are still doomed in the crap shoot that is sieges where they will be randomly thrown against enemy walls, regardless of your wishes.
    Came here looking for this thread. Had a break and started playing again to see what changes had been made but after a while I started a battle and I lost a companion, so I restarted and lost someone else and all the gear I outfitted him with as well as the exp he had gained since the start of the game. This game is mostly about battles and now it seems I will lose a companion for each battle where I don't have an advantage.

    This is making companions completely irrelevant. as it takes too long to level them up to decent stats.
    I don't think there has been made good progress the last year since early access started, it was at least fun to play when it came out.
  5. Guard's party occupying clan's party slot

    Only thing I can think of is that I owned the town when it happend. I just rode into town and a conversation with a guard popped up.
    I'm on my second playthrough and it has only happend once in each one. In the first playthrough I had over 300 hours and it was just that one time. I kept him around for a while to see if anything special happend with him, but he was just staying in the town so I disbanded him eventually.
    First time was in Jalmarys, and this time it happend in Ocs Hall.
  6. Guard's party occupying clan's party slot

    He was stuck disbanding on the clan menu, but his party had dispersed and I was able to take him back into my group, and then couldn't get rid of him.
    Ah, I get it now. Unfortunately, this guard is nowhere to be found.
  7. Guard's party occupying clan's party slot

    I've had this happen with a companion, I was able to get rid of him through the party screen by kicking him out the same way you get rid of troops or prisoners.
    He had his own party while he was still in yours?

    That wouldn't work for me anyway since he's not in my party.
  8. Guard's party occupying clan's party slot

    I think it was after a guard stopped me when I was entering my town, asking me to strip myself of my weapons before I entered. I passed a speech test and he backed down, but afterward I noticed he had formed a party of 20 soldiers and was just hanging around in town.

    The problem is that this party counts as being in my clan and is therefore occupying one of the slots for parties that I can create for my companions.
    So i disbanded it in my clan screen, same way as we do with companions, and while it says it's disbanding, it never goes away.
    He used to show up in town info like any other lord/mercenary with a party, but he's disappeared from there. It's only the occupied party slot that remains.

    This also happend in my first playthrough, but it didn't became a problem because he disbanded when I asked him too.
  9. Guard's party occupying clan's party slot

    There's a guards party occupying one of the party slots in my clan. He got like 20 soldiers along with him and I tried to disband them, says it's disbanding but he's been disbanding for several years now and it's getting obvious he never will. Is there any way to get rid of him with console...
  10. Sometimes there is no election after capturing a castle or town

    I am vassal of a kingdom. Sometimes after capturing a city or castle I am allowed to take part in the following election and sometimes the castle or town is given to a vassel without an election. What is the reason for that?
    This just happend to me as well. Someone captured a castle but instead of an election it went straight to me. Reloaded several times to see if it went to someone else but only me and no election.

    But then I reloaded the game again and got the notification of capture as usual, but this time I waited a little bit before I went to the kingdom screen and I got the election. Try waiting a little bit after the notification before you go to the kingdom screen and see if it works for you as well.
  11. Resolved Side Quest: Family Feud results in Success AND Fail

    Hi, this issue is fixed with e1.4.0. Please update me if you encounter any issues with it again.
    This just happend to me in e1.4.0. Quest is both succesfull and failed, but I get the raise in relation with quest giver and loose relation with the opposing family member and the family member becomes a nobleman in my kingdom.

    The new nobleman also gets highlighted in green as if he's a companion, and I can take him into my party, even though I have maxed the companion slots. Can't access him in the inventory screen or clan screen, but I can talk to him the same way as a companion and assign him a role.

    I travelled to another village where I also did the Family Feud quest to check if the same thing had happend and discovered yet another new nobleman highlighted in green.
  12. New glitch in 1.3. Can't access companion inventory

    I have the same problem with several of my companions. Can't access them in inventory or create a party because they're busy.
    It's the same ones who never came back when I sent them on a quest couple months ago, until a patch made them return. Since then I've never been able to create parties for them, but it wasn't until recently they disappeared from the inventory screen, possibly around the time when this post was created.
  13. newbie needs help

    Ambushing bandit camps are different from battles as they hide in places that you can't reach with your whole army, so you only get a handfull of troops to bring along to help you. If everyone icluding yourself is defeated by the bandits, you'll end up as their prisoner.
  14. Lords defecting too often after the patch around start of may

    Well...there's your answer on why they leave.

    (ps) ...and reaffirmation to my own experiences where no clan leaves so long as they have fiefs, influence, and the kingdom isn't in a terrible shape. In my case I take a slower approach, and with every new clan that joins, I always provide them with a fief through conquest, and I never take in more clans than I can provide fiefs with. So far, not a single clan defected to another kingdom.
    Are you using the option to give away fiefs from clans to the newly recruited clans or are they willing to be patient for a certain amount of time until you conquer one for them?
  15. Lords defecting too often after the patch around start of may

    Actually we did not change defection probability in 1.3, however there was another bug which blocks defections mostly (not all but most was not happening). We fixed that and defections turn normal. After this your clans start to defect again. As most of you remember 1.1.x and previous versions (1.0.0-1.0.11) also have same problem. At 1.2 there was a bug and this was blocking defections. When things turn normal defections started again so player kingdom start losing clans.

    Actually you are right there is big problems in these issues and it ruins late game experiences and I also reported situation to related people and adviced several fixes. When you persuade a clan (+ make a payment at barter in some cases) and transfer this clan to your kingdom nearly no variable change other than convinced clan's kingdom. For example if clan leader hate you (-50 relation) he still hate you after changing faction. If clan have no settlements still they have no settlements. So defection score in game did not change even you convince them. If that clan want X amount of money to join your kingdom and if this X is huge this shows actually that clan does not want to join you because of relation difference or situation of settlement distributions. Even you convince them in barter when auto-defection mechanisms run in daily ticks (which also have randoms so when this happen is a bit random) this clan will leave you. To prevent this I suggested giving huge relation boosts after you convince lords and enabling player to give any of his settlements to other clans but they are not applied yet. I reported these problems and marked as "very important" but because they are late game mechanics they said this problem can wait a couple of weeks more. But in any case they will fix it.

    For now to avoid losing clans have good relations with them and be sure they have enough settlements especially if their settlements are inner lands of your territory (not in borders) they do not defect easily.

    Thank you for answering.
    I started the game and raised the relations with the strongest clans to 25-30, but it seems like a fief is crucial to make them stay.
    The defecting is new for me so I don't know how long it takes for the lord to get impatient about getting a fief, but since you have to decide within 24 hours on whose to recieve a newly conquered fief, a viable solution could be to give fiefs to current clans that you intend to give to newly recruited clans later on.
    Unless it raises the defection score that is, but it doesen't seem to have penalties to relations implemented in carrying out this action as of yet.
    Until we wait for the option to be able give away our own fiefs, maybe this could work as a substitute?
  16. Lords defecting too often after the patch around start of may

    ...half a dozen a day, lost in a week... you have 42 clans under you??

    How many of them actually have fiefs?
    I got 18 clans and I need them all to help me solve any very basic mathematics equations I might encounter.
    Only 3 of them have fiefs, I had to give them several since I only had those 3 clans during the last war.

    The Southern Empire own everything west of Zeonica and Amitatys, from north to south, and is at 12000 something strength, so I thought I had to recruit big time to stand a chance against them in my quest to own 2/3 empire settlements.
  17. Lords defecting too often after the patch around start of may

    When you capture lords, put them in your dungeon (if you have a fief) because their chance of escape from there is less. On version 1.3 and later lord escape chance is pretty reasonable, and once they are locked in a dungeon they can easily stay out of the picture for an entire game season.
    A whole season isn't too shabby, I will try that.
  18. Lords defecting too often after the patch around start of may

    well, for me it's the contrary. I had lords defecting left and right when I was playing on 1.3 (Beta). Now I am playing in 1.4 and didn't have a single lord with good relations that defected.
    The lords defecting's relation with me is between 15 and 0, as well as a two on -2, which i can admit is not much, but how do you raise relations with them? Giving them fief did nothing in that aspect (haven't taken fiefs since mid april, so it might have changed), only way I found so far is to do the "Company of Truble" quest. And the support clan of course, but that's going to take a lot of influence.since 10 influence only gives one relation.
  19. Lords defecting too often after the patch around start of may

    Didn't have a single case of a lord defecting before the patch from a couple weeks ago, but now I'm losing half a dozen a day. At this speed I will lose everyone in a matter of a single week or even less, which is incredibly frustrating after spending so much time finding them and then spending...
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