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  1. It's been awhile. Might as well talk about villages.

    Mazhadan is a Cotton village in Sturgia, Between Varcheg and Omor. I also believe there are 2-3 Cotton Villages up by Tyal, in the Khuzait region. Which based on the Calradian Summer, seem perfectly feasible.

    I think Sturgia needs a few more Iron/Hardwood villages though. One of their Faction flavors in lore for trading, but they seem to only have 1 Hardwood village and maybe 2 ore villages.
    Ahh, I haven't done much trading in cotton, so I've not really paid it much mind, but I do see that as perfectly feasible. And yeah, I hope they'll eventually tweak a few of the villages around the map to be more lore-focused and maybe even more region-exclusive beyond what it already is, so trading will have an even bigger impact.
  2. Troop Quarters Please.

    I was thinking of this myself the other day, having your own personal hideout or place to stash soldiers for awhile that doesn't require you to take your own castle/city again would be excellent. My favorite part of Viking conquest was being able to live on the lam as some dirty raider, thanks to the hideout mechanic.
  3. It's been awhile. Might as well talk about villages.

    Sadly we will have to wait for DLC for that, but i dont mind too much, its a great thing to look forward to, when it becomes DLC time i hope they add Nords (and their homeland) and something inspired by either Carthage or Greece and their homeland. that way, we would get two new factions and reasons to use boats, atm in Calradia, Theres not much use for boats as the player, though there would definitely be coastal trading, it would be pointless most of the time for the player when you can go there by foot/horse.
    True for the most part, however I do think in some places having boat travel would be useful, such as that Inland sea between the empire and the Aserai desert, or make it so you can sail around the bigger rivers just like the Vikings did back in the day to get to Constantinople, but as you said thats stuff for a DLC one day no doubt.

    And I'd personally love to see anything Greek or Carthaginian culturally in Bannerlord, heck any crazy new culture would be fine by me, I'm already enjoying what we have as is. More fuel for the fires of war and trade!
  4. It's been awhile. Might as well talk about villages.

    Yep in Warband alot of my "issues" (things i would wonder about) were, WHY WOULD THEY PUT A CITY OR CASTLE THERE. Thats gotten better in Bannerlord. Most major cities or important cities in the last 2-3000 years have had direct sea access (or very large lake, those do tend to have sea acess aswell though), by being either being in a bay or next to a large river running directly to the ocean. In Warband some city locations made little sense, but i accept it, cause to balance a game, sometimes things need to not make sense. Would be fun with an even more detail trade system for me, like beer needs grain, but it would also benefit from pottery, it would be fun if shops took stuff like that into account, like a smithy needs both wood, iron and oil. ect…. but i do think it would make the game unnecesarily complicated
    Ah a fellow fan of the economy I see. As a dude whose spent most of his hours in Bannerlord trading, I would enjoy that greatly, but it would indeed get rather complicated. Anything related to improving trade or making it more in-depth is always a plus in my eyes though.

    Also yeah the castle and city placements seem much more feasible in bannerlord than in warbands. Now they just need to add a way for me to sail some boats around like in Viking conquest, so I can enjoy being a Sea Raider properly!

    Given that there is most definitely a "Northern" part of the map of Calradia we can't see, where the Nords hail from, it's not hard to believe that the Cotton Villages located in Sturgia (And I think some Khuzait?) could have a long enough summer to produce cotton.
    The only two cotton villages i've seen so far were in the Northern empire/Southern empire border around Myazit or whatever that city was called, and that seemed perfectly feasible. I haven't had issues with where most things are placed, but seeing that fishing village nearly sitting on top of a mountain peak is what started my curiosity for other peoples thoughts on the village situation as a whole.

    I've also noticed theres quite a few villages with differing production and map graphics, Ex: a village that produces grapes or grain will have sheep for their little exterior village graphic, but after looking at the Known Issues I'm pretty sure the devs are already aware of that.
  5. Hideouts

    Personally not a fan of it, never have been. It's basically the same as it used to be in Warbands, except with duels added in, and way more detailed hideouts of course.

    I wouldn't mind it so much if I got to pick and choose who to take with me, but so far I've been getting unlucky in the sense that any dirty peasants I have in my party are the ones who get dragged into the Steppe Bandit/Forest Bandit camp. And if you know those bandits, you know that fighting those fellas without shields is a good way to die, and all these smelly little recruits certainly didn't think to strap some wooden boards together for protection sadly.

    One thing I do like, however, is that if you get dropped, and by some miracle your handful of men can purge that army of bandits, then you don't necessarily get captured and have to lose it all because of some stray arrow like in Warbands. Granted the duel still does that if you lose, but I'm not too concerned overall about them working on it, I can just use some mods that some goodly folk have already made to tweak things to my preference.
  6. It's been awhile. Might as well talk about villages.

    Yeah, I know what you mean. Something that could use some adjusting. Welcome back, by the way. I'm new here so we've never met, but hey, welcome back anyway.
    Thanks! I saw your post earlier, good luck in your quest, and I'm glad to make your acquaintance. I'll be rooting for you from the sidelines.

    Trout fishing takes place in mountain rivers, some productions might be wierd, having really looked into it, there do need to be a game balance though.
    Yeah I was thinking this was the only logical solution to it, maybe a stream we can't see that runs from that villages mountain towards the nearby main estuary? Overall it's more amusing to me than anything right now to guess and come up with wild reasons as to why things are where they are.
  7. It's been awhile. Might as well talk about villages.

    Well first off, it's been ages since i've been here to Taleworld Forums. So long that I had to make a new account because my old one stopped existing somewhere.. Anyways, just enjoying the game and finding interesting things. My topic of discussion for this will be why some villages produce...
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