I guess we just need to give the devs more time to sort it out. It took them 8 years to present an EA product. We already know they have serious problems in team and project management. We have to realize that this is not a game as a service product. The devs already have our money, we should be thankful that they are not just running away with it. I know this is a bare minimum for an honest market economy but look at the time we are living in right now.
In fairness, Warband was still very much a mom & pop operation, so the jankiness of M&B Original and M&B Warband was forgivable.
That said, Taleworlds never finished Warband. To this day, the game is full of half-formed ideas and bad optimization. That is the case with M&B Original, that is the case with M&B Warband, that is the case with M&B WFaS. Since very early in the dev cycle, most of the real progress in the M&B community has been made not by Taleworlds, but by the modding community. The most polished and complete "official" game - Viking Conquest - was actually created not by Taleworlds, but by one of the modding teams.
Taleworlds has a lot more employees now, but that hasn't stopped Bannerlord from achieving a "dev hell" reputation somewhat akin to Duke Nukem Forever. Many of the most glaring issues are things which have yet to be addressed officially, but were alleviated by mods made available within the first couple of days (see, for example, the popularity of mods like BannerlordTweaks). Given that the Warband era was plagued with problems that never got resolved, and now after many years of progress the Bannerlord era has shown no significant signs of change, I think it's fair to say that we need to temper our expectations and just accept that we're never going to get what we want from an official release. Bannerlord has a lot of potential, but the modding community will find it, not the devs.
-edit- I think of M&B like Minecraft. The basic idea of the game is brilliant. The devs hit conceptual gold! The actual implementation of those ideas...? Ehhh... that's a task for someone else.
It's the IKEA approach to game development; they provide the framework, but we need to build it ourselves.
I never bought a caravan, so for me, caravans are a non-issue.
Id say your whole rant is almost pointless. It seems you cant play without relying on caravans and trade. Maybe start blacksmithing, in time you will have enough money, but first it is impossible to start from nothing.
There are people who say exp gain is too fast, but at the same time they dont play as a melee foot character, or say a crossbow character.
Yamchu said:I wanna try this mod, but I would like to add some others [see below], are they compatible or am I better off without them ?
Utrehd's Music Pack v.0.8
Utrehd's Castle Pack v.0.32
Better Banners Mod
Arena Overhaul mod
The inability to recruit foreign lords is the game-breaking flaw of MB that will continue to disappoint and turn away players.
I don't know how you got your 3 rhodok lords. Maybe you can share the circumstances.
I have 5 different saved campaigns, one for each faction. I've never successfully recruited a Lord until their faction was nearly wiped out and all their Lords were sitting in my dungeon but a few of the angry ones. My other posts detail the conditions,: RTR99, Ren 1400, Persuasion 7, etc.
Even when I wipe them out, many of the Lords defect to other factions and my kingdom sits lordless.
What's the point of using a claimant then if no one will defect? The claimant takes the kingdom and that ends your campaign.
I have received a few calculating Lords of low qual that were tried for treason.
In the end, the foreign Lord recruitment process will take at least 50K in bribes and many many hours of game time seeking them out or watching them hide in their castles since they lack fiefs. If I didn't have use of cheats, I'd have gone crazy by now. But cheats remove the suspense.
I loaded this new mod and love the little option to send emissaries to ask lords to join my faction.
I loaded up my saved campaigns and sent my emissaries with persuasion over 3 to all the angry and vengeful lords that were "friends."
I'm on try #22 and all my attempts have been failures.
(It would be nice to know why the attempts failedid the Lord not want to talk and would a future emissary mission be fruitful?)
It appears this is not fix at all, but the start of one. Someone needs to fix the formula the program uses to calculate the acceptance decision by foreign Lords.
I seriously would pay good money to someone who can solve this and make recruitment of foreign Lords more realistic and practical.
sabvator said:Hey, what is the difference between these links ?
Download: Companions v.95 + Diplomacy v2.8.1"
Should i download both of them?
possum said:after downloading the mod i have only one question:
what have you done to the horses?
some feel like lame cows (speed 33 manouver 25 ) while other are so fast that it looks ridiculous (speed 60) on the battlefield, its like watching a movie at double speed.
i think you wanted to point out the diference between the cheap and the expensive horses but i would say thats to much. a minimum speed of 40 and max of ~55 should be better, they are at least horses.
Metal Bard said:Does anyone know if this is compatible with the Diplomacy 2.8 + OSP Item mod combo?
Gregorus said:First, thanks a lot for this smashing mod especially merged with diplomacy ! It's great to use rhodok boardmen against archers, glaivemen against horses or sarranid axemen as cheap but good siege defenders. The more different your units are, the more you can customize your orders on the battlefield.
I only regret the manhunters' nerf and wish to import them from native. Is it compatible with the rest of the mod ? Do I just have to copy and paste their lines from native to the dp/pb one ?
tanelorn said:Tokashi said:spaceoden said:Hey I'm playing with your latest diplo merge, and the kidnapped girl quest seems to be broken. I can't finish the quest once I've brought the girl home, she won't leave my party. I suspect this may be caused by editing the troops, or by Tokashi's troop fix (the girl is a troop after all).
Changes made in the troop.txt will not affect the transfer of troops from your party to the quest giver. That is part of the scripts or scripts for the quests.
The changes I have made in the troop.txt was in the upgrade path of the troops, basically I have just redirected the upgrade path of the troops to the correct ones and fixed the party_template.txt file to select the correct troops.
Pike and Blade cannot change how quests act, only thing that it might mess up is the type of troop spawning for the quests and so far as I can remember everything is spawning correctly.
I am curious about the looters that are spawned in the "kill the looters" guild master quest. Since installing this mod, I have tried to do several of these quests and no looters spawn. I am also running Diplo 2.8, and use the P&B + Diplo merge. But I didn't have this problem prior to using P&B.