The ideal scenario for the community (If we consider Bloc's cessation of support as inevitable) would have been for the source code to be shared as that would mean the incredible work and effort that was put in could be refined and continued by other modders in the future instead of someone needing to work from the ground up for the next one (bigger challenge, takes more time etc). I feel like that point has not been acknowledged enough. Of course it his his work and he is perfectly within his rights to withholding the source code but It really is unfortunate that he chose not to as it makes an already grim outcome even darker. It is what it is, maybe he will change his mind in time or come back to continue. That would be awesome.I once made a small mod for Fallout 4 and had some guy call me a monster and a nazi for denying his request to add a second branch of the mod that would be compatible with an obscure mod he used. I had to ban him from the mod page to stop him from constantly spamming, and then after all of that whining and complaining he went and made it himself and posted it to the nexus. So naturally I reported it as stolen and had it taken down, just out of spite.
Maybe I am a monster.
His mod, his choice.
Bold of you to assume that I was not molesting the name of Hades.Assuming you are not abusing the name of Hades and we are in fact talking about the standards and practices of an ancient Hellenic polytheistic society, I am no heathen, sir.
A quick Wikipedia read offers this little insight into the practice of remarriage in ancient Greece: "Another common reason for marriages to end was if someone was widowed. Women were often made widows when their husbands died in war, men commonly became widows as a result of death during childbirth. It was common for those who were divorced or widowed to be remarried" -- source
I treasured my wonderful Vlandian wife, and now she is gone. I think I'm ready to get back out there.
My question remains. Good day to you.
Precisely as intended. This was an exercise in futility. Just bored me doing some random whimsical thing for 30 seconds because I could. (immature I know)A lame W40K reference. Emperor this, purge that. Low effort, off topic.
Why do I keep losing when I gamble in the party?
Wunderbar, thanks for the heads up mate!
Indeed.Machine learning is a job that required much computing resources that most players's machine can not handle. And there is no game can use machine learning to improve AI now. But it is interesting may be possible in the next 10 years.
"The best use may be during development - you put up the AI against hotshot beta testers and see it adapt, then can this knowledge into the released game."Let me explain.
I learned from experience that, indeed, you should let others enjoy the game as they want to play it. (Although your kind of roleplaying verges on cheating, therefore avoiding the challenge set by the game designers. But Bannerlord is not balanced at this point, so things like avoiding tedious grinding of skills is justified.)
My objection to a soldiering run is mainly psychological. I assume that whoever wants to play like this, really wants a medieval CoD where you can run around happily killing people, avoiding the responsibilities of command. This motivation is immature from my point of view and that's what makes it reprehensible. I assume that a mature adult would take responsibility and enjoy having more control over his playing experience, picking their own battles and making their own choices, instead of being shuttled to battles beyond their control.
So what I really want to say is: stop being ****ing children and embrace adulthood. Also, get off my lawn.
While immaturity may not be the real motivation of some players, who merely want a more casual experience, I suspect it is still the case for many. So that's my beef with it.
This is interesting thinking about machine learning, but just shuttling the data around may be the biggest problem, apart from any other performance hits.
If the ML data is in a cloud somewhere, each playing session would start with downloading the latest data and end with uploading some. I'm not sure how many players are willing to put up with this or even want an AI that may well beat them most of the time (which explains why game designers are not making better AI their priority).
The best use may be during development - you put up the AI against hotshot beta testers and see it adapt, then can this knowledge into the released game.
It's how it was done in the old days manually - Sid Meier would release the latest beta to Brian Reynolds (the local hotshot), who would find a way to beat it. Then Meier would review the battle strategy, find a counter and code it into the AI.
Imagine Taleworlds doing something like this. Sadly, I can't. But motivated modders can do it IF the game has enough players when it's done. Small audiences attract fewer modders, so it's indirectly still up to Taleworlds to enlarge the player base so more quality mods, including tactical AI mods, will be made.
Thanks for mentioning the mod, I was not aware of it. I found it on Nexus and will test it out, from reading the posts I gathered that it does have quite a few bugs (as you correctly stated) so for anyone wanting to get it you have been forewarned.This is what the Freelancer Mod from Warband did. Honestly I am completely shocked it wasn't added as a feature for Bannerlord considering how popular it was in Warband. There is a similar mod on the Nexus but they don't have it working as seamlessly as they had it working in Warband and it appears there might be a few bugs a well. Not sure if this is because the modder isn't sure how to get it to work like Freelancer or if it is a game engine limitation or even if no one skilled is actually working on adding a mod for this until the game is released. So many modders have abandoned their modding efforts due to the frequent patches that it is actually getting hard to find decent mods for the game.
Very perceptive on all counts, I'm just messing with people. I don't even own or play the game, to max my trolling level.
Play the game as you like and hope the game/mod design supports your playstyle as far as you want to take it. Ideally you should be able to win the game with your soldier playstyle only (=special victory conditions) without needing to resign and start over just because there's only one (tedious) way to win.
I feel like he is playfully reprimanding us for our tastes. But isn't completely disapproving of them, like he can understand where we are coming from at least a little bit.To be honest, I will try to believe what you are saying is irony. It just like troll.
Very good points, I totally agree.A good freelancer mod for Bannerlord would definitely need to be expanded upon, and not just be a carbon copy of the original Warband mod. As much as I love the idea of starting as a follower and working your way to the top, I found the Freelancer mod to be incredibly stale from the lack of events outside of battles and sieges. I believe that the mod Aut Caesar Aut Nihil for Warband would be the best example to follow for a good Freelancer experience.
It basically has:
- A unique rank up system that uses "progress points" instead of experience to rank up, which can be obtained through different ways that I will mention.
- Daily Trainings, Hunting, and Patrolling (could either go smoothly or be ambushed) are options through which you can passively earn progress points.
- Moral decisions that will either improve your reputation or give you progress points at the expense of losing reputation. Ex: Prevent fellow soldiers from pillaging a village or join them.
- Unique interactions with other soldiers that will either make you gain or lose progress points. Ex: Fistfight with some random drunk or snitching on a sleeping sentry.
- Once you reach a certain rank, you have the opportunity to command a certain amount of soldiers in battle. This could be tied in with the Sergeant system in Bannerlord.
- The opportunity to be recommended by your commander into elite divisions, such as Praetorian Guard. For a medieval setting, this could be the equivalent of joining the king's retinue. Similar to the Praetorian Guard experience in the mod, the player would be given a greater insight and involvement in the political realm as they carry out the duties of the king.
We still eat the whole pizza, we just want an extra flavour added. XDYou are playing the game in a wrong way and have to be corrected. It's like eating a pizza, but you are only eating the pineapple and throwing away the rest. Stop eating the pineapple! And why are you eating a pineapple pizza anyway? Disgusting.
It's too complex to make a good tactical AI that wouldn't fall for some stupid exploit or another. I would expect formation AI mods to be at about the Warband mod level. Not great, not terrible.
True, its not a necessity. Just a different path to the same destination (absolute power)That's very fair presented I think. A thing related to this is the sort of liner progression of the game, you get in you grabbing power, and you obtained power, becoming powerful. It's abit too simple only a journey to power imo.
They already established that? Well I am kinda hijacking the topic, it might just be in this thread. Sorry for that, just trying to throw some rough bricks.
One thing I like about this kind of way of life is that it provides another option and make you feel more in the game, as you are standing close to the fundamentals of the world. It feels like a good idea without good applications. Like if only as a early game option then sure it feels like not a necessity.
In Bannerlord just like in warband you don't have to start as a noble - I believe the reason you get a family name and crest regardless of choice is because of the story, apparently to make it easier for your siblings to find you (that's the logic behind it). It doesn't actually mean you are truly a noble, if lets say you picked farmer upbringing - the game just kind of skims over the technicalities. Granted at some point you will accumulate enough wealth and prestige and influence to be considered a noble but again the game is not like "Hey congrats you are technically an noble now even though you used to be a farmer".Yep. I tried this kind of systems back in Warband and they are all pretty self accomplished already.
But the issue is this way of life never feels organic enough. It does feel more organic compare to like quests, mostly because you are in real battle and live ("live") event. But it is still feels like a separated thing with it's own setting and rules.
A stand point is Player is already a semi Noble from the start. So you are more like a outsider to the "already there ppl" than the meek.
Fortunately I didn't put all my hopes in one basket. The modding community could take up the mantle.
"You are most unwise to call out those pure of gameplay, for they will strike you down like a looter with a rock."You are most unwise to call out those pure of gameplay, for they will strike you down like a looter with a rock.
Here's a last offer for you, take it or leave it.
The Freelancer mode is tolerable under two conditions:
- You are not lead hiking or fighting hopeless battles by a braindead lord AI - it's best if the lord that commands you has a special AI that makes him do a variety of things (if possible also steered with your input as you get ranks)
- You should not play as soldier for too long, the Freelancer mode should look like a long tutorial gently introducing you to fighting and the game in general, so you can assume command of your party more naturally, to paraphrase you. So, no design support for playing as Freelancer far into the midgame.
Also, as BG pointed out, you live in a wrong timeline. The parallel universe you want to live in split from this one some time ago.