Curious what’s holding up the major players out there from developing? Is TW restricting tool access? Or maybe changing Source routinely rendering current code obsolete
Let me try to share some insights then. I'm a scener / general design guy, so I can't go into details of coding. Sword & Musket is a MP modification, so we are screwed worse than SP. But it might be worth a read nonetheless.Maybe modders are lazy and incompetent and need to be told so - this is how you speed up mod development!
(But seriously, it seems they are doing models and some scenes, and are reluctant to dig deeper, conscious that TW might make major changes yet and break their stuff. But I would also like to hear more from the modders themselves about their current work, regardless of the glorious plans they might have for some uncertain future.)
I also await the announcement of PoP as a paid DLC, developed by a team of ten "game designers", five writers, two artists and one programmer, a balanced and proven team structure.
Many people bought Bannerlord for the mods, not for whatever Taleworlds' "visions" is supposed to be. But mod-development has some bottlenecks. Even if we had all tools and custom servers available right now, putting the entire thing together would take at least one, if not even several years. And many have already lost their motivation.The thing that is attracting me to this game is the ability to use player made mods, in my experience with the TW series make the vanilla game much much enjoyable.
Mods comparable to what has been done for Warband will not be released in the near future due to the state of the game. It remains unclear whether they will be releasable within the next years.The thing that is attracting me to this game is the ability to use player made mods, in my experience with the TW series make the vanilla game much much enjoyable. How easy is it to use mods or make your own minor tweaks/changes?
See above.I would suggest buying it, 50$ is totally worth what bannerlord would give in return. The game is constantly patched and cared for and the modding community is second to none.
Don't exaggerate, dude. After the latest updates, encounters with the use of Rambo tactics in the game have become a very rare event. And why are you so worried about this tactic in general? I do not understand. When using your head for its intended purpose, any opponent's tactics will not be an obstacle to winning.
That's right. The MP playerbase is having problems anyways, I don't see how being overly toxic towards newbies and not even giving them a chance to get better should help with that issue. Kaide (dat name, at least no 59th) has a point.Believe it or not, racist spam hurts the game. When most people log into a server and see unfunny pol memes their immediate response is "wow these people are annoying pricks, I don't want to play with them", not "okay I'll stay on this server for another 30 minutes to see how it goes".
Respect fellow players. Treat people how you want to be treated. There’s no excuse for in-game harassment, offensive language, hate speech, threats or bullying in any shape or form. The TaleWorlds community accepts and welcomes everyone, no matter their colour, ethnicity, nationality, religion, gender identity or sexual orientation.
that's the way to go.If a player acts against the behaviour guidelines listed above, you can report the player directly in-game via the leaderboard UI [TAB], and then right-click on the player.
- In the editor, progress bars were added to the “Navigation Mesh Auto Generation”, “Navigation Mesh Grid Generation”, “NavMesh Debug Mark Elevation Problem Faces” and “Remove Unreachable Faces” features.
- Implement a left_hand flag.
- In response to the animation-related request from @Lucon.
- Documentation on implementing new flora.
Basically the same packs of red and blue socks... I don't understand what all the fuss is about. Honestly, this whole nEw FeAtUrE pAcK plus Callum's statement...
...is the icing on the cake to me .
Disappointment™ is a word that falls short of what it means to me when it comes to evaluating this development process.
Being close to Vienna on vacation, I used the opportunity to visit the battlefield at Wagram. When it comes to creating historical battle maps, it's all about getting an understanding of topographic details. While online ressources might help, as demonstrated for Hougoumont, being there for real allows one to mindmap the area and see details which cannot be present on any overview map.
Check out this video to get an idea of how and where the battle unfolded:
Wagram and Russbach
I started at Deutsch-Wagram. They have a nice Museum there (http://www.wagram1809.at/index.htm) with really helpful staff who knows about the local area.
They had some really good maps of the battlefield there, which I will not share for copyright reasons. Taking photographs was allowed, but I forgot to ask whether it was ok to share these maps online.
I then took a stroll through Wagram and headed towards the Russbach, which separated the French and Austrian army and served as defensive position. A very interesting feature of that specific area near the town of Wagram is that the hedges are sunken in, quite contrary to what I would usually expect. It's obvious that this feature strengthens the defensive value of the position.
On the way from Wagram towards the Russbach, facing the French advance.
A few further metres ahead, a crossing and following fork opens up two (!) ways parallel to the Russbach, which marks another important defensive feature: a second ditch behind the Russbach on the Austrian side! It appears on historical maps, but I was surprised about how deep it actually is. Water is present in some places, but not everywhere. The walls are full of trees and shrubbery, making the area a serious obstacle to any advance.
About 50 metres ahead from the last picture, looking back towards Wagram (note the sunken hedge on the right side and the churchtower) - [1 on the drawing]
A panorama at the fork revels an additional advantage (or not so much due to picture quality, but I can guarantee you that it's there): Behind the Russbach on the Austrian side, there is a not very high, but partially steep hill all along today's road parallel to the Russbach. It exists on historical maps too, next to the historical road. The Austrians retreated there after the French broke into Wagram and Markgrafneusiedel.
All in all, the Russbach must have been a superb defensive position, especially with the French being located on open fields without any significant ditches or obstacles that might serve as cover for the advance. That's depicted on historical maps and paintings too.
Russbach - note the second ditch on the panorama.
Russbach - view towards Marktgrafneusiedel/French positions
Russbach - view towards french positions between Raasdorf and Aderklaa
With these and more impressions of the area around Wagram and the Russbach, I got back into my car and drove through Parbasdorf to Marktgrafneusiedel. All along the way, the hill along the road was there. Couldn't take pictures while driving, but one can see it on google maps streetview:
At Marktgrafneusiedel, the features of the terrain changed. The hedges there were not sunken in, but plain. In comparison to the Russbach, it's a way better area to attack - which Napoleon did.
Towards the Austrian left flank near Marktgrafneusiedel
Towards the French far right at Marktgrafneusiedel
The hedges there really are not that much trouble in comparison to those near Wagram and the Russbach.
View towards Marktgrafneusiedel from the French right flank.
View towards the Russbach/Wagram (Russbach = where the trees are) from the French right flank.
Near the French center, view towards Russbach.
I then walked to Raasdorf, where Napoleon had his HQ. The view towards Marktgrafneusiedel and Aderklaa is still great.
Looking from Raasdorf (French HQ) towards Aderklaa and Wagram.
All in all, Wagram is a very interesting example of how terrain can dictate a battle.
The Russbach is a very strong position. Strong enough to force attacks against the towns of Aderklaa, Wagram, and Marktgrafneusiedel instead, which meant marching troops all the way over open fields under barrage. Even details such as ditches in hedges can make a serious difference when it comes to sheltering from fire. On the other hands, open fields allowed the great cavalry action that was seen at Wagram. As in many modern battlefields, the plains are very open today due to modern agriculture. However, at Wagram, these plains were open in 1809 as well.
The carnage left more than 70.000 dead, wounded, or captured, and the fields seen above are still being investigated by archaeologists today.
Taleworlds: give us custom servers, we need them!
That's exactly what's happening. Many have already abandoned work, many will follow, and quite frankly, I expect that many won't come back, simply because there is no reason to spend our FREE time fixing this ****hole for a company who apparently doesn't want to allow us to do so anyways. They are wasting our time. And that's not just MP, that's SP too. If Taleworlds doesn't release the stuff we need, and doesn't even tell us why, then the only thing I can think of at this point is that they either don't care or are too incompetent to care. There really is not that much left motivating modders to fix this mess. People like Phantom acting all superior and "be patient111!11!" along the way don't help either.If you are a MP modder and are itching to start the real work on a MP mod, you need to know these things, or you may think they'll just sit on this indefinitely and they are wasting your time by their lack of timely action. A rational decision would be to give up.
Regardless of the roles, I think that we are going to need a new developer that works closely with the community or else the game will be in trouble.
There does seem to be growing concern in the community about the state of this game, and yes, to an extent people are getting frustrated.
Just an FYI that i have started posting blogs over on our webpage for the Bannerlord and Warband versions of the modification.
Currently I am working on an update for the Warband version of AWoIaF. The first development build is in testing and I am currently working through any bugs reported. I suspect a release will be sometime in June, though as usual this should be taken as a rough estimate.aworldoficeandfire.co.uk