Probably and it saddens me.LoTR mod will be considered vaporware for a long time.
How would you even monetized a mod?be monetized in one way or another
Neat, thank you MadVader. It will be really interesting to see what kind full conversions mods there will be and how many. I know there's a lord of the rings one but I wonder how many original worlds will pop up.He is not interested. Unless someone competent assembles a team and offers to do it for him.
But why do a lot of hard work for someone else if you can create your own mod? Brand recognition only goes so far and once new full conversion mods start coming up, the old ones will be consigned to history.
Why wouldn't it happen? Did the mod dev, quite modding or something?I don't think that will happen, and it won't be Taleworlds' fault. I hope for better original full conversion mods that would build upon the gameplay of old classics such as PoP, but also other mods that did well.
Or Taleworld releases it as is and go to their next game. Either way really.All this suffering and grief from earlier access players will be forgotten once the game was fully released and reached it full potential. It may takes a year or 10 years but profits and new players will come, old players will return.
Good idea, it would make sense if there are more raiders in more prosperous lands. Instead the current way where the entire land gets more and more bandits despite nothing changing at all.Also if lords kept getting capped by looters - then bandits shouldn't scale on player level FFS... they should scale based on things like raids and security and prosperity. That might have been part of the problem.
Makes me wish for the days when the lords would come to you in hopes for more power.In Bannerlord's late game I spend most of my time wandering the map looking for new clans to recruit.
I understand some of this but what is "num4 *=1.2f?if (weaponComponentData.WeaponClass == WeaponClass.ThrowingKnife || weaponComponentData.WeaponClass == WeaponClass.ThrowingKnife || weaponComponentData.WeaponClass == WeaponClass.Javelin)
num4 *= 1.2f;
Just curious and bored basically. Plus I find the TALK of code fascinating. Even if I dislike actually using code myself.And why exactly you want to know this?
Thank you for posting these reviews. Been looking for them for a while now. And it honestly sounds like they're going the same route as "Steam" where people basically go at their own rate. Which in turn makes communication and deadline an actual nightmare. Pros and Cons I against.The actual truth here is that development has gone far longer than your average game, and this is mainly because Taleworlds is disorganized, as former employees have said in reviews on Glassdoor.
Taleworlds works as they go, lacking an overall long-term plan (further indicated by the fact it's been over a month since they said "we'll share our long-term plan soon!"- clearly they still have to work out what it actually is).
I'm sorry but what? If this was true for "most" games then the game industry wouldn't be the giant titan that it is now. There would only be very very niche games. (Like this one)8-9 years is what actual most games take to develop and that is considering they tend to all ready have an engine to run off of.
If the crap I want is so easy to code then why don't I have the crap I want! I want muh crap!To be honest this is some sort of exercices you give to train your students for the first half of any undergraduate degree on computer science.
It's far from being complicated per se, like always incorporating onto the existent codebase is another task by itself.
If you do make this mod. Message me, I'm still around. I would love to play it. Goodness knows that this game needs to have more life breathe into it.Won't you approach it by first listing out all the possible interactions then provide code that handles each case?
What would be the best way to solve this type of problem? I'd very much love to see a mod like this with working relations. Do you guys actually study the whole code before you begin coding?
Is it possible for someone who has never coded to learn how to mod?
Yeah a hierarchy is the best way of explaining it. Thanks for the info MadVader, just one last thing. For interactions with player and the minor subjects. (Petty lords? Minor lords? Village lords? Idk) I figure they would act as if they were part of your clan. But to the kingdom overall, they would probably be treated as permeant mercenary? And if they do receive a fief of their own, they forfeit the village. With another noble taking their place. Hell, maybe you can promote your companions into these roles?We are talking about implementing a hierarchy of nobles with fiefs etc., right? The bug prone part is what happens when a noble dies or defects or is otherwise removed. The code needs to handle all the possibilities.
Also what are the possible interactions between liege and vassal: AI-AI, AI-player and player-AI? This could complicate things and add more time/effort for coding.
I'm curious, do you have any ideas what type of bugs that could be a problem with the lords and village idea?it's just bug-prone