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  1. iRkshz

    War... War never changes

    So on and off i spend a lot of time having fun in Bannerlord so far. And this game has a lot of potential for growth and improvement both because of developers and modders.

    But something i noticed in my personal single player experience is that there is too much constant war. Now don't take me wrong, war is fun and a huge part of this game experience. The thing is, at least for me if there are no breaks in war it becomes ... a bit stale. Sure the factions you fight change from time to time. But your kingdom seems to be constantly at war, most of the time with multiple factions. And without breaks of peace it becomes sort of same experience. In a weird way too much constant war seems to take away from war experience. It also severally limits roleplay opportunity as even if there were tons of awesome deep lore quests to do, it's hard to justify taking time helping local farmers when than city over there is under siege and in war time there is always some city or castle under siege not to mention the constant raids.

    I think what this game could really benefit in single player content is periods of peace between wars. We can still have intense war periods against multiple factions at ones, but in my opinion the periods of peace in between them would make over all experience richer...

    Not sure of the best way to implement it without making player diplomacy OP in abusing the diplomatic peace for maximum gain. Maybe have Calradia wide recognized peace months/seasons or something.

    Anyway just sharing my personal feedback here. No idea if anyone else in community feels the same way. I could be way of base here. Going to toss a quick poll in this post in case other people want to share opinion on this topic.
    I agree with you, especially considering the fact that war can be interesting (and dangerous) and stupid - like when an AI loses all its nobles, all t4-6 troops, half of the fiefs, but continues to fight, although it only has recruits ( t1-t2 troops)... such a stupid war is very annoying
  2. iRkshz

    Need More Info Enemy troops get stuck in walls and houses

    Barrier issue was on another bug, my bad, was not related with this issue in particular. Deleted the message.
    I figured out how simple to fix it so that the units do not get stuck in this house (and other empty places) - just remove the doors so units can freely enter and exit
  3. iRkshz

    Need More Info Enemy troops get stuck in walls and houses

    There are lots of scenes to be checked thats why we asked for the name of the settlement so that we can check them.
    no need for barriers - just make this building a "solid" object, so that there is no emptiness inside
    it happens on ALL Battania castles maps
  4. iRkshz

    Need More Info Enemy troops get stuck in walls and houses

    We need to know which maps these issues are happening specifically to fix them.
    you need to fix all Battanian maps where there are "empty houses" in these places as I showed in the video IMHO
    as I wrote, this bug happens "randomly" when there are a lot of enemies
  5. iRkshz

    Annoying sound of improve relation

    No. What I heard is there are plans for moving relation gains to different UI but these are not my areas, I do not think it can be done in next patches. Design team or top should decide what should be done there. Actually this emissary thing is not campaign's design too, we just speak with design team about how we can improve it.

    However at least 50% of problem is high number of relation gains pop up every day at that issue.
    hey mexxico, now 21 years (soon 22), the gaming community loves usable settings, why don't you make advanced sound settings so that players have a choice of what they want to listen to, for example - what can be turned on and off:
    - improving relationships
    - the player got the level
    - the player's clan members got a level
    - the player got a skill choice
    - a player's clan member got a skill choice
    - the player's child was born
    - the player's child grew up
    - player's clan member died
    - kingdom clan member died
    - the raid of the player's settlement has begun
    - the raid of the kingdom's settlement began
    - the siege of the player's fief has begun
    - the siege of the kingdom's fief began
    - need to make a decision in the vote
    - declaration of war
    - declaration of peace
    etc

    IMHO, I don’t think it’s difficult to do, but I’m sure that the gaming community will appreciate these opportunities, especially new players, and especially bloggers who will review your game
  6. iRkshz

    Annoying sound of improve relation

    No. What I heard is there are plans for moving relation gains to different UI but these are not my areas, I do not think it can be done in next patches. Design team or top should decide what should be done there. Actually this emissary thing is not campaign's design too, we just speak with design team to improve it.

    However at least 50% of problem is high number of relation gains pop up every day at that issue.
    this is bad, because this event is not important (as opposed to a siege, birth of a child, growing up of a child, death of a clan member, etc.)
    but if these events are combined into one (as a general result per day) and the sound is only once, then it will spare the players' ears
  7. iRkshz

    About the number of joining clans (late game problem)

    My point is that he doesn't care about discussing the subject just trying to get others to agree with him.
    yes, I am a small man, with a small cucumber, who has no personal life, and I need someone to agree with me - this makes me happy

    omg, do you really think that this is important to me? :devilish:
    I finished the game many times, and every time in a later game I run into the same problem (main post) - all I want is for the developers and the community to understand this - but you don't want to do that... too bad, but it doesn't matter, everyone is entitled to their opinion
  8. iRkshz

    Annoying sound of improve relation

    Yes these notifications are annoying. These emissaries roll dice each day. If success you get 1 relation. This 1 relation can be 2-3 because of high charm skill. We will suggest moving emissary bonuses to weekly ticks and increasing relation bonus by 3x (if success) and increase success change by square root of number of notables there (4 notables means 2x success chance). More notables will mean higher change. So you will get about 5x less notifications from emissary.
    will you remove that annoying message sound?
  9. iRkshz

    Exploit: More fiefs than you can afford

    I didn't say they always did. But they do it often enough to make giving it to an old guy who is the only member of his clan an unreliable method. And the game starts with zero AI clans with only one member in them.

    I did comment on the main post. In case you missed it: this doesn't work reliably because you need:
    1) a 1 member clan
    2) they remain single
    3) them to die more or less on schedule
    4) merit score to allow them to appear on the ballot

    That's asking a lot of holes to line up before you have a path for this to work.
    it's not as difficult as you think
    it's hard for you to imagine, because you didn't do that - you didn't have such a goal

    let's essentially - the destroyed clan got fiefs when the clans VOTE!
    then why the MC should get the fiefs of the destroyed clan without VOTE?
  10. iRkshz

    About the number of joining clans (late game problem)

    @Apocal since EA started (30 March 2020) 15 months past. 15 x 30 x 24 = 10800 hours. It seems since game released 32% of all your time you played Bannerlord, 30% should be sleep already (7 hours a day). 38% remained for all others.
    he's just a maniac, but now I will bow to him
  11. iRkshz

    About the number of joining clans (late game problem)

    aoYNjSY.png
    giphy.gif
  12. iRkshz

    Exploit: More fiefs than you can afford

    It doesn't even work reliably as an exploit because old clan leaders will marry nubile young women or strapping bachelors (Mesui had a husband like a third her age in my last playthrough). It doesn't matter if they don't/can't get pregnant, the clan will fall to them once the original leader dies.
    dear @Apocal I found this, I tested it, it works 100%
    they don't always get married
    I had 13 fiefs (5 towns), and then I got 10 towns more, thanks to this exploit (and that in total 23 fiefs (15 towns), when my clans only had 1-3 fiefs)
    for some unknown reason, my clans also liked to vote for loners

    and again - you again comment on the event, and not the fact of the main post
    please be more serious
  13. iRkshz

    Drop a gif or picture expressing your feelings

    when the developers made a new idea

    vQoyKL.gif
  14. iRkshz

    About the number of joining clans (late game problem)

    Solution of problems you mentioned is not so hard. If you spent hundreds of hours at game and 100 hours at last game normally you should have save files where problems you mentioned are visible. Creating same situation with cheats are not healthy. So lets close discussion. I am ready to examine situation if you send me save file. Otherwise there is nothing we can do.
    this is no longer possible, I did not save each stage of each experiment (saves and the game have already been deleted)

    in fact, I am not interested in the topic of bankruptcy - this is the reason why I did not create such topics, because I understand how difficult it is to do well, and I have no idea how to do it well

    but I will be VERY grateful if you answer of the main topic - late game is boring because there is no control over the number of clans, I spent a lot of time and brains trying to figure out how to balance this aspect - but everyone who comments is ignoring it ... I will cry :cry:
  15. iRkshz

    About the number of joining clans (late game problem)

    I appreciate your passion but you have a bad habit of getting extremely defensive when someone disagrees with you and you come off as hostile. Instead of making a compilation you should save your game file and send it to mexxxico so he can see first hand the issues that you brought up. How many hours do YOU have played? since you're out here asking that question to others.
    I am defensive because they answer me WITHOUT arguments - they write only an opinion that is not confirmed by anything - you can easily check it by opening any of my posts.

    You are right, I didn’t make saves, I can’t prove my case regarding AI bankruptcy.
    BUT, this topic is NOT about AI bankruptcy. This is another reason why I am aggressive - because they write to me NOT on the main topic.

    I played 1500+ hours, 100 hours in the last game (where I watched the AI and experimented with bugs and exploits) - I don't consider the number of hours in the game an argument and authority, I just wondered how much time he spent watching the AI, if he is so sure.
    N9IpXit.jpg
  16. iRkshz

    About the number of joining clans (late game problem)

    Every party of a broke clan belonging to a dead faction I could find after ten minutes. Very few T5 troops. Very few troops in general; in fact a lot of them have almost nothing more than the troops they spawn with because they keep getting caught and wiped out by late-game bandits and/or other lords. No money, no troops. No money, no upgrades.

    They stay weak unless they can grab some loot.

    The reason their parties can exist with more troops is because low-tier troops are dirt cheap. You beat up 30 looters and can fund a party for like ten days if you stick with mostly T1/T2 troops. If you catch better bandits, they might be able to pay their party wages for a year (84 days) from just one fight. Obviously if you dump 90,000+ denars in their laps to join your faction, that's a lot of troops for a really long time -- and the AI can't/won't keep high-tier parties so they'll be able to fund themselves basically forever (assuming they fight regularly, ofc) once they get money to join your kingdom.
    OK, I see that you and I are playing different games
    next time when I play (and it will not be soon), I will make a compilation especially for you by years, and I will make saves by years

    Like I said before the last time you raised this issue: this is endgame. For a player to recruit twenty clans and have those clans eventually take over the continent, they probably made around 6-12 million denars, raised relations up above 20-30 for those clans, have a powerful kingdom behind them and destroyed any meaningful opposition. They won. Game over, except for grinding all fifty-three towns and sixty-seven castles.

    Yes, it is boring but making that part take even longer isn't going to add any excitement, it will just be boring for for more real life hours.
    you manipulate
    when a player is ready to start inviting clans, this is a mid game - before the late game, player will pass at least another 10 in-game years
    I propose a solution that is balanced, logical, realistic, atmospheric

    answer the question - will you serve the king if you do not have a home? or are you happy to be homeless?
  17. iRkshz

    About the number of joining clans (late game problem)

    Good job mate. Stay passionate (y)
    thx (y)

    @iRkshz

    Can you send me your save file ([email protected]) where you have 20 clans and they have no fief for 5+ years. Normally they have to defect and have financial problems. I can examine how they still stand.

    fyi. If you get high tribute payments (fe. 10K from all kingdoms daily this is also distributed to each clan, about 10K / 20 denars in your example where you have 20 clans)

    It also become perfect if you send me 2 files. One from 5 years back and one from current. If you do not have both sending only second is ok too.

    Thanks,
    this is no longer possible, I did not save each stage or each experiment (saves and the game have already been deleted) - but you can simulate this situation yourself using the console and see the result (an important condition, you must have 90+ relationships with your clans)

    during the last game (where I experimented a lot and observed the behavior of the AI), I wrote everything down in a document, lately I've been structuring everything and writing about it on the forum

    therefore, unfortunately, I can not provide anything
    but I am sure that you have no reason to doubt my honesty, because all my previous posts had video and save confirmation
  18. iRkshz

    About the number of joining clans (late game problem)

    that's right, clans should leave if the relationship is -100
    if it was fixed then this is a mistake
    clans with no homes are leaving a weak kingdom - that's fine, this is real
    this is a bug
    this is a bug
    this is a bug - it was fixed
    this is a bug

    I am not a TW dev, but this is my IMHO.
    But I studied in detail your links, developer reviews, and they fixed it.

    The examples you gave are bugs.
    The examples that I gave are a solution to the late game problem.

    I am not suggesting that this is the only one solution.
    Therefore, I asked what everyone thinks about it. Preferably with examples and arguments.
  19. iRkshz

    About the number of joining clans (late game problem)

    I've never seen a defeated faction (zero fiefs) show up with 200 T5 troops.
    we probably play different games :wink:

    hey @Apocal I understand, you don't like me and I annoy you, but show respect for the issue I raise, because these are important aspects
    you cannot shut me up - I will write further, I will discuss problems, I will look for solutions to problems
    no one and nothing on this forum can stop me (except for moderators) - this is fate, so the gods decided

    you have a choice (like others), whether to continue trolling or arguing with me about unimportant aspects, or help in solving main problems
  20. iRkshz

    About the number of joining clans (late game problem)

    1) Loot payments.
    2) why wouldn't they have T5 or T6 troops?
    I'm tired of explaining this - please turn on the logic and mathematics
    200 T5 troops is 2400 gold per day
    a noble with 200 troops will have a speed of 4.0-4.2 (on average)
    on foot bandits speed 3.9 (groups of 15-20 units)
    it usually takes 12-24 hours to catch up with the bandits
    = well now count, turn on your genius, how many bandits per day one noble can kill
    or do as I do, watch the noble, how often they catch bandits and complete quests
    any more questions or suggestions?
    I repeat for the 10th time, AI takes money out of thin air, stop repeating your nonsense
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