Search results

  1. How do I kill myself?

    Ah crap. He's a smith so he has high endurance. None of the two perks, but my surgeon has one of them.

    I see. That's neat. Unfortunately I've united Calradia by this point. I just want to play my heir to be a swashbuckling adventurer.
    If the surgeon has them, this has no impact, because the "Health Advice" Perk effect for death chance ignoring is a clan leader perk effect, it has only an effect, if the clan leader has the perk and the other is a personal one.
  2. How do I kill myself?

    My heir has just come of age and I want to change character. My current character is 52 and he's still kicking. He's not getting sick (still too young for that maybe?), and I've been save-scumming a losing battle for a while. Only knocked unconscious so far. Is there an easier way to kill myself? Or just things that raise the death chance I guess. He's been chopping heads off and the opponent I'm save-scumming against hates his guts, but he still won't execute my character.
    If your character has high endurance, he will live longer and if you have the perks "Cheat Death" and "Health Advice" your character can ignore two Death rolls.

    So if you want your character to die, don't pick this two perks and have low endurance, because the player can only die from old age and not in battles.
    And the old age death checks happens at the age of 47.
  3. Beta Patch Notes e1.6.5

    Prison breaks are worse than they were in Warband, since they exclude the part when you have to make it to the city gates instead of teleporting you from the dungeon to the world map.

    Spear bracing - in my long campaign I haven't seen a single AI soldier using it. Haven't noticed the difference at all.

    Promoting wanderers - well, it is good. Not "wow", since it has already been in Warband and there it was a little bit more interesting, since if you promote a non-noble companion to a noble, the whole feudal world won't accept it. Haven't tried the Bannerlord version myself, but I guess, here it was simplified as any other aspect.
    Prison breaks should be reworked, because if the prisoner hero falls, he will die with a 100%, but in battles a hero has only a 2% to die.
  4. Creating a new clan should be expanded on with more features and more depth

    Any AI clan can lead a lot of troops with an army if necessary. The bottleneck here is not their individual party size, but rather their clan's influence to summon an army and the number of available parties in the clan to assembly the army.

    If nobody married down, then humanity would never be able to reproduce, in both real life and a game. If for example in Bannerlord, members of a tier 6 clan did not marry down, their only option would be inbreeding, which means little interaction between clans (to say nothing of the real life consequences).
    Why should a tier 6 clan only have inbreeding as an option, the other clans would want to marry up and give their childs to your clan.
    But a tier 6 clan member should never leave the clan, unless the other clan is also 6.
  5. In Progress Party wages are much higher than in party screen

    If a party leader has under 5K Denars, he will get denars from the clan leader, if he has more than 10K Denars, he will send you 10% from his Denars to you.
  6. Fix for matrilineal culture bug when?

    This one bug is messing up my playthroughs more than any other.

    I've had to shelve the game for now, it is really that gamebreaking!
  7. Creating a new clan should be expanded on with more features and more depth

    There's no other way to continue a clan otherwise unless the clan has kids.

    Oh and they are not a "powerful" leader - when you create a clan, they are 1 person on a clan tier 2 with 2 other clan members, which is not powerful at all.

    Then for the in-game continuation of the clan, the clan leader must have kids and marry or the clan will die when the leader dies (either due to age or war).

    What is the point of creating a clan if the clan will not have a very long lifespan (maybe a couple of game decades, depending on the age of the characters and perhaps less if they lose people due to combat deaths)?

    There doesn't really need to be an option as much as a guarantee that at least one of the members of the clan that joins the clan when it is created will be the opposite sex as the companion selected for the head of the new clan.
    My promoted Companions can lead 300 troops at tier 2.
    I would say they are more powerful as the standard AI-clan leader, who only can lead 100 or 200 troops.

    And characters should not marry down.
    If a female hero is member of a tier 6 clan, she should not join her husband's clan, but the husband should join her clan, unless her husband's clan tier is 6.
  8. Hero cant die! Error

    I have cheats enabled and I want to kill some heroes. However whenever I type "campaign.kill_hero Lucon" for example, I get "Hero cant die!" error. I am really pissed about it. Any solutions?
    This is because Lucon is a story hero, he can only die after the story or you have failed the main quest after 20 years.
  9. Truces and Influence

    I've been recently reaching the late game with my newly created kingdom. Observed the same problems as many YouTubers and people here on the forum. There is a point of your existence as a kingdom when it started to be unbearable to withstand all the attacks and defend your kingdom accurately. This has become hopeless at some point and the game has become meaningless from this moment on. Your enemies start to farm recruits and more and more factions want to take a piece of the pie.

    I just wonder if there is an option to somehow generate truces that either do not kill our economy (tributes) or bleeds out the country entirely. I have a couple suggestions that may help in solving this issue:

    1st) If attacked - we could use the influence points to extend the peace in our kingdom spending them on the tribute screen the same way we spent money. It would work similarly to opposing the urge for war from our own vassals. I know those points usually work within our own kingdom but in this exceptional case may be the ruler's alternative to spending money.
    2nd) Let us imagine we have already been in a war with someone. We pay tribute to the faction (either in gold or in influence points). This might be very profitable for the faction we wanted to peace out (money). Same time other factions want to attack us. Could be an informal alliance, so whenever we are attacked then the attacker goes to war with the other faction? That might be a big factor in choosing money over influence points.

    What do you think guys?
    Tribute factions should only be able to declare war against their overlord, if they have a threshold of their overlord's power.

    And tribute factions should be protected by their overlord, if someone attacks them, the overlord must protect them or the tributary can break for free.
  10. Right and left handed soldiers and players

    I think this could be an interesting addition when fighting moslty with single handed swords and shields: a small % of enemies being left handed. And allowing the player being right or left handed too.
  11. Chance of death in played battle should be determined by damage of final blow

    Instead of flat 2% chance of death in battle, I think there's a better way to determine the chance so extreme amounts of damage like couch lancing someone to the face or planting a javelin in their skull are more likely to kill them.

    We could adjust chance of death depending on how much damage you take from the final blow that sends you falling to the ground, but there should be a base threshold so people don't die from small blows, let's say if you were hit for less than, say, 50 HP (or 1/2 of your max health) you will always be wounded. If you get killed by more than 50, death chance should quadratically increase until you reach 500 damage. If you take 100 damage (~10% of the way to max) you have a ~1% chance of dying. If you take 225 (50% of the way to max), you have a 25% chance of dying, and that seems reasonable because that's a really big wallop. If you take 500 or more, you should ALWAYS die. These numbers aren't final but just an example of how this system could work.

    I always found wounding people in Warband by slamming a huge ass great hammer down on their head or crushing their ribs to be... hilarious, so although it would be nice to add lethality for ridiculous amounts of blunt damage (100% chance of death at 1000 damage instead of 500 to make it less lethal than cut and pierce), I think it's better for it to just consistently always wound enemies, at least in vanilla.
  12. Khuzait bankruptcy problem

    This has happened in 5 different campaigns in a row so I'm convinced that it's not coincidence but rather intended.
    Since a few updates ago, Khuzaits started to go bankrupt after a few in game years. Their parties contain just 40-50 soldiers, all high tier, their garrisons almost completely emptied (30-40 men in castles, 60-70 in cities) and they can't even field sizeable armies to conquer anywhere or put a challenge while being conquered. They were quite irritating to fight against before but now they're ridiculously weak that it's not even fun.
    My guess is either the cultural bonus change or villages spawning high tier and noble recruits completely screwed up their economy but might be something else. Whatever it is, Taleworlds please fix this.
    Their culture malus decrease tax income by 25%
  13. Lords should only recruit from their own faction

    They do.

    Back before this change, when players made their kingdoms starting out they basically had no where but their starting fiefs to recruit so it was basically impossible to raise troops at any capacity. Your Ai parties would just cycle through the few villages you had and you literally had no one to recruit. So basically the second you got in a war you be easily outnumbered with no way to replenish your troops. It use to be impossible to start a kingdom without massive preparation.

    It also helped solve the snowballing problem. If kingdoms can’t recruit from neutral factions then once they start to lose land their ability to gather troops becomes significantly harder and they would get rolled over in a single war.

    It’s a necessary feature for gameplay to be enjoyable. I’m sure there’s a mod that forces them to be homogenous
    It's not a necessary feature to prevent factions from snowballing.
    They simply can add a War Support system like Humankind has it.

    If they would add War Support, Factions can only declare a war when they have the War Support for doing it and when a faction has 0 War Support, they are force to surrender.

    The Main Quest use this System already.
  14. High death counts makes me lose heart

    This is a huge issue. Since the Ai vs Ai death has been enabled, I've stopped playing since it basically ruins your save.

    A few issues here, first of all, the 2% seems like 20% because the battles are endless which makes the possibility of lords dying seem much higher.

    Another major issue is that when you start a save, some clans have barely any members in them. TW needs to add more adult clan members and children at the start of the game, for gods sake.

    Lastly, even younger npcs can die which is incredibly frustrating. Young ones should have a less chance of dying in battle compared to older members.

    Won't be playing again until this issue has been resolved. It's a complete game wrecker.
    They must add more fertile couples to all clans.
    Some clans have no fertile couples at the start of the game.
  15. Resolved Can't attack minor clans or other clans while being a lord of Sturgia

    It is intended, only independant clans or faction leaders can declare war against other independant clans.
  16. Creating a new clan should be expanded on with more features and more depth

    Where the couple ends up should be part of the bargening and should be part of the AI matchmaking.

    Matchmaking - Some kind of score - system, like:
    Situation Score
    Other part is same culture1
    Other part is same faction1
    Other part is ruler clan1
    Other part is clanleader1
    Other part is ruler1
    Age difference-1/ for each started 10 year diff
    My female candidate above 301
    My female candidate above 401
    Other part female candidate above 45-3

    Apply first in favour of the highest clan level. Then in favour of male candidate. Then in favour of the female candidate.
    Other part joins my clan1
    My member leave clan-1

    Then apply, If "My member leave clan":
    My clan has less than 4 members-1
    My clan has less than 3 members-1
    My clan has less than 2 members-1

    Matches with 7/7 is married straight away.
    Matches with 6+/6+ is married within X/2 ticks(if score persists).
    Matches with 5+/5+ is married within X ticks(if score persists).
    Matches with 4+/4+ is married within X x 3 ticks(if score persists).
    Matches with 3+/3+ is married within X x 5 ticks(if score persists).

    Difference > 1 : +2 ticks/score

    tick = how often marriage is checked.
  17. Creating a new clan should be expanded on with more features and more depth

    If we're looking for historic precedence... the woman is being traded like property between the two men (father, and future husband). Usually as the icing on the cake for some sort of agreement between the two men - be it an alliance, or peace, or something else. The only time the woman being traded stayed with her own was when she was the ruler, and even then sometimes her new husband took her throne - almost how it works in-game (with the exception of the loss of the throne)

    It would be nice if a marriage was an option in peace negotiations...
    This is a game, not the real world.
    The Devs should add options to keep female clan members in the clan after marriage for player and AI, the gender of a character should have no influence who leaves the clan.

    Some clans can die out because they have only women left and their clan leader is a infertile 45 year old woman, if they would allow matrilineal marriages for all females, this clans would have a chance of surviving.

    Or make marriages based on importance of the characters, by checking their clan tiers.

    And your argument that they don't attack you after you have a marriage alliance is not in the game.
    Currently they will take your female clan members and declare a war against your faction at the same day.

    I had this happen with the southern empire, have my little brother married with Ira, who joined my clan and after one month, the southern empire declares war.
  18. Creating a new clan should be expanded on with more features and more depth

    At this point, there isn't much in the base feature unfortunately.

    The game pretty much forces the use of a female clan head, unless you don't want the clan to have kids and continue, and limits you to only the 1 companion to start, with no option to add future companions.

    There's also no real way to advance the clan upwards.

    It's a necessary feature sure, but it's clear that it's missing a lot.

    There are some decent female companions out there (the companions are all based on templates), but yes, overall we do need more options.

    The only other option is to use a mod to edit the gender of some companions.
    Why should a powerful faction leader agree to marry his daughter off to another clan, the lesser important character should join the important character's clan, the gender of the characters should have no influence about this.
  19. High death counts makes me lose heart

    I think they do, I often see a battle stop and a small party try to run away. They defiantly will run from the player in combat and end the fight sometimes.
    They abandon the battle, they do not retreat in simulated battles.
Top Bottom