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  1. Workshop upkeep?

    I don't think it's a stat that one can easily see in the game's menus, but from what I understand, the profitability of your workshops is dependent on the upkeep to pay for workers, the cost of raw materials, and the selling price of what you produce. This trait reduces the cost of that upkeep by 20%, which should raise the income you're receiving from you workshops! :smile:
  2. Information about developments at snowballing problem

    Basically it is done by hand.
    If you want you can use my mod (I will update it today, changing the data format).
    But it is still raw txt data and I'm using a pivot table in excel to create the above tables.
    With your mod outputting it straight to raw text files, it'd be pretty easy to knock up a little python or R script that translates that over into the tables and figures being made here. If I end up with some time I could have a look at it, but if it's raw text separated by commas or whitespace, something as simple as pandas' read_csv will likely do the trick, followed by a matplotlib/seaborn barplot. Might help speed things up! :smile:
  3. Gangs

    You can pick fights with the gang leaders - you just need to go into the town scene and approach one of the back alleys/waterways/etc that they control. Pick a fight with the criminals there, and when you defeat them, you get the option for staying around and fighting the leader. It'll be a fight of your party (in their social outfits) vs some custom thief troops and the gang leader. If you defeat them, you get some trade goods + normal fight drops, relation gains with the owner of the city and the other gangs of the city, and a relationship drop with the gang that controlled the territory. That gang also loses control of the territory, (seemingly?) lowering their noteable's power. As far as I know, you can't take over the territory - but it's not a bad way to get some XP and relations, plus control who has power in the city.
  4. Noble Genocide

    For my current playthrough, I never had so many deaths in one battle. The OP's screenshot seems more like a coincidence rather than regularity. And I have many large battles 1000 vs 1000 in the current playthrough. I've lost about 4 companions in ~20 game years and a few nobles (including 2 wives). Others always get wounded, go to jail, escape, repeat.

    2% is WAY too low. With this death chance I can go play Warband and won't feel the difference, because of the immortal lords here and there.

    Pulling some numbers out of nowhere really, but if we assume each lord is bringing 80 troops, we've got 25 lords on the battlefield. They spawn first and often fight recklessly, so I'm going to assume 20 of those 25 (80%) go unconscious - not exactly a stretch. 10% chance puts it at ~2.5 lords dying each battle; 2% puts it at ~0.4 lords dying each battle. The OP's screenshot is definitely unfortunate - double as many as one would expect from random chance from my random assumptions. But even at 2%, if you have 3 battles of this size in each war, you'd got a ~99.8% chance of having at least one noble die - and a very large chance multiple die. That's hardly impossible to see happen in a campaign, but less likely to lead to a depopulated field of nobles than ~7 nobles dying each war.

    (my numbers might be off if it's only a 10% chance to die when they're hit with a lethal blow, and other blows that don't deal enough damage/are blunt/whatever don't have a chance to kill them, I haven't checked that)
  5. Consider: Post Release.

    Yes you're confirming my point earlier, a freaking UI change as a piece of evidence, really ? :smile: Are you joking or something ?
    With that in mind, could you elaborate your thoughts further ? This is the exact same debate that happened in another thread, for some reasons past the UI rant nobody could explain me why they logically think the shalowness of that game was magically because of a console port.
    And you were on that thread.

    I agree the debate isn't starting very well for you if you think you made good logical points above.

    I have to agree with you here - there's a large chunk of this forum's population that seems to go to "simplified for console ports" as their go-to reason for everything with seemingly no justification, and I don't think there's almost any backing to this assumption.
  6. SP Native Freelancer Mod - Being a Regular Soldier

    Wow, that looks very cool! I'll try that out ASAP :smile:
  7. SP Native Freelancer Mod - Being a Regular Soldier

    Thanks very much for the work you've put into this mod! I saw it'd come out, figured it'd be an interesting experience and booted up Bannerlord again, and have had a lot of fun working my way up the ranks of the Battanian armies. I'm glad to see the changes to being a bodyguard, I think that makes them far less punishing. I like the sound of some of the features you've discussed - a scene for the camp sounds interesting, as does the potential for starting a desertion with other troops. I particularly like the option to do something while you're travelling, a great improvement on Warband's Freelancer. If you're taking suggestions, might it be possible to add another option to heal for the wounded? It'd be an interesting way to increase your Medicine, would only be possible when wounded troops are present in the party/army, and could potentially boost or lower loyalty/fame/relations, depending on how successful you were.
  8. War Strategy

    There's not much interaction with the internal politics system in many ways - it might be more interesting to have this option picked at declaration of war, and then require a vote by the council (likely with no/minimal influence cost) to change it during the war :smile:
  9. How do you solo?

    Knight of calradia said:
    I would recommend going for 10 in trainer and tactics skills rather than into the main character boosting skills.,you should know this stuff, but I'll just say anyway what these two skills does, trainer: faster training depending of you character's level, tactics, increases your units performance in battles, super helpful.

    Except both of those are exceptionally useless if you're soloing? You have no troops.

    I've never soloed, but I would imagine the most efficient way for the sea raiders is to ride just around their maximum range, they'll waste a LOT of ammo like that. The longbows are harder, unless you've got a ranged weapon and can snipe them. Not sure how you'd deal with them.
  10. [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    spyczech said:
    Or TW could just implement it in the first place... I'm hoping they improve more than just the graphics and stuff.

    Pretty sure they said they weren't planning on doing it :sad:
  11. [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    Yukisuna said:
    This might not be helpful at all, but you should consider taking a look at the coding for "Battle time". It may or may not help with stability between players, both on the world map and in battles. I'm especially excited to see how battles will happen, for example how this might work if one player goes into a battle and another doesnt. (I imagine going to fight a looter pack, and then dozens of outlaws coming in wave after wave as they reach your party on the world map. Please, do not implement PvP, at least not yet. It would be a nightmare for other players to be able to join in on the opposing side during your battles.

    Yeah, real time battles would make the early game a complete pain. I think the best solutions to a real time battle would be:

    1: Implement Freelancer style joining a lord, which makes early game easier
    2: Send out patrols that can effectively fight one or two parties of outlaws

    That way you could either fight them and get reinforcements or get screwed over, but you can always retreat if too many join. Would make it... interesting. I agree with co-op focus, but it's designed for LAN play, your friends really shouldn't be trying to ruin the game for you.
  12. [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    Metalfist said:
    Content includes development information.

    Well you certainly have an interesting view point then. The currently released information has already been discussed, the thread was falling off the front couple of pages, so I doubt the author complains that I put it back on the front.

    Or, stop telling me what to do, not breaking any forum rules. I highly doubt asking if there's any new info will lead to a 'hostage situation'.
  13. these greedy jarls are annoying

    Afraid you're thinking too much into it - they don't recognise you as a friendly sieger, they just see it's under siege. They'll help you in the battle if they're passing by, or if you specifically ask them to help you with the siege. Otherwise the Marshal sees that it's already under siege (by someone) and so moves onto a target that the army can help with.

    By the way, just because the marshal led the siege doesn't mean he gets the land, often others do. For every battle lost (and I think land lost) the Marshall gets controversy, which pretty much stops him from being marshall after a while.

    The AI lords are completely useless in most cases in this game, you'll learn that. They defend all the wrong places, attack the wrong ones and the like. Much better when you're Marshall and you can at least lead a fight of a thousand men in the right direction.
  14. [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    Metalfist said:
    Leave the Dev to release content when he wants otherwise the thread just becomes a hostage situation and the dev gets angry.

    Huh? I wasn't asking for content, just wondering how development was going?
  15. [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    The_dragon said:
    Konstantin_Dreadful said:
    When can I download the latest version of the mod?

    You can't. I didn't uploaded it.

    How is the work going? :grin:
  16. [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    So awesome it got a place on my bookmarks along with all the other forums I visit, the only thread I have like that. Keep up the awesome work! :smile:
  17. Recommended Difficulty?

    I put friendly troop damage at full (otherwise something like Swadian Knights are crazy good), battle AI at full (still sucks, but better), campaign AI at full (just makes faction vs faction warfare harder, much more fun for me as it adds a slightly bit of challenge to the mid-game), lancing stuff at full (for transition to MP and practice), combat speed at medium (below is painfully slow and makes it stupidly easy to block, horrible for any MP skill I may still have :razz:) and player damage to 1/2 (as in Singleplayer it's a pain in the arse to be leading a massive battle, take a single jarid/throwing axe to the face and then the battle ends).
  18. Frustrations with Warband strategic AI

    Gruumsh said:
    Arcaian said:
    You see my post?

    I did.  It helps to understand the mechanism, but I can see from this thread that my experience is pretty close to universal, which means that the only way to play past mid-game is to adopt one particular strategy, of becoming king yourself.  This is very poor design on the part of the devs.  How many games did QC play?  This problem should have been readily apparent.  In a game based on totally open sandboxing, to railroad players into a single strategy due to poor AI is a huge issue.

    Oh yeah, not trying to say the devs did it right, just explaining the mechanics :smile: It's pretty much a universal problem, but it funnels you into one section of strategies more than one strategy. Becoming king yourself can be done in so many different ways and can then be continued in many different ways, its not like you're forever stuck doing the same thing as everyone else. How you start, how easy or hard it is and who you fight is pretty much all up to you, so there is still some strategy. It'd just be nice if you could be a vassal; you can, it's just infuriating and painful.
  19. Frustrations with Warband strategic AI

    Gruumsh said:
    Well, I just ragequit.  That's it, I'm done with Swadia.  I've spent the last two hours taking and defending and re-taking and re-defending two castles which Swadia can't or won't defend, mainly because enemies keep launching attacks from those castles on MY fiefs.  This cost me most of my top-tier troops.  All while at war with three nations, all of them declared by us.  My reward for all of this?  The king just declared war on the Khergits, the only nation with which we were were not yet at war -- and who are at full strength, and who border *my* lands and no one else's.

    When I feel less like smashing my keyboard, I'm quitting Swadia and becoming my own kingdom.  If I'm going to be at war with the whole planet, I might as well reap the benefits.

    This is seriously poor AI.  I don't remember it being this bad in M&B.

    You see my post?

    Arcaian said:
    Your main problem is being a vassal of Swadia; they're in a horrible position in the centre of the map. As they get attacked by multiple factions, their lords lose land. Losing the land causes them to lose significant amount of relation with their King. So does losing battles, though not quite as much. Thus as they lose battles and land they start to hate their king. The King must fix this, and the only way to do this is to host a feast. The feast allows everyone to restore their relationship, however as they lose more battles and land whilst feasting they start to lose more relationship, thus feasts become very common, otherwise all the lords would leave the faction. Even as you take enemy lands and you cause Swadia to 'win' the war, the lords still need to have their relationship restored and so the feasts continue, as you win the battles but the lords of Swadia lose them.

    It's basically just two different parts of the AI that are conflicting because you keep on winning the battles.  The first part is the King's declaring war AI based on war progress and success in expanding their kingdom. It's seeing the kingdom expanding, and so declares war on 'weak' kingdoms. The second part is the King-Lord relationship AI, showing the Lord's relationship dropping and therefore feasts must be called to fix the relationship.

    The easiest fix to this for the devs/ a mod would be to expand Swadia's land slightly into the sea; giving them one more city, 2 more castles and 5 more villages, and removing Dhirim and the surrounding castles and giving them to a 'neutral' or rebel faction. That way Swadia would only border the Rhodoks and Nords, and whoever took Dhirim would have an extra city as well as some castles to give them an advantage, but then border every other faction as well.
  20. Frustrations with Warband strategic AI

    Your main problem is being a vassal of Swadia; they're in a horrible position in the centre of the map. As they get attacked by multiple factions, their lords lose land. Losing the land causes them to lose significant amount of relation with their King. So does losing battles, though not quite as much. Thus as they lose battles and land they start to hate their king. The King must fix this, and the only way to do this is to host a feast. The feast allows everyone to restore their relationship, however as they lose more battles and land whilst feasting they start to lose more relationship, thus feasts become very common, otherwise all the lords would leave the faction. Even as you take enemy lands and you cause Swadia to 'win' the war, the lords still need to have their relationship restored and so the feasts continue, as you win the battles but the lords of Swadia lose them.

    It's basically just two different parts of the AI that are conflicting because you keep on winning the battles.  The first part is the King's declaring war AI based on war progress and success in expanding their kingdom. It's seeing the kingdom expanding, and so declares war on 'weak' kingdoms. The second part is the King-Lord relationship AI, showing the Lord's relationship dropping and therefore feasts must be called to fix the relationship.

    The easiest fix to this for the devs/ a mod would be to expand Swadia's land slightly into the sea; giving them one more city, 2 more castles and 5 more villages, and removing Dhirim and the surrounding castles and giving them to a 'neutral' or rebel faction. That way Swadia would only border the Rhodoks and Nords, and whoever took Dhirim would have an extra city as well as some castles to give them an advantage, but then border every other faction as well.
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