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  1. snuggans

    Can't use the bow

    some bows are too big to be used on horseback
  2. snuggans

    Beta Patch Notes v1.2.0-v1.2.4

    i much prefer the new blocking behavior, i was playing 1.1.5 while waiting for voice bug to be fixed and realized while competing in tournaments that the AI would often just let you hit them 4 times consecutively because they would try to beat you to the swing, that doesn't happen anymore.

    there is something new that should be addressed and that's how melee infantry who have throwable weapons will stop right before the two lines clash and just stand there waiting to use their javelins. this means that your infantry who dont have ranged weapons will be outnumbered in the mosh pit.
  3. snuggans

    In Progress Garrison wage limit is not accurate in castles

    Summary: payment size reached despite current wage being lower than current limit, there is something invisible affecting the calculation, it thinks current wage is higher than it really is. towns dont seem to be affected by this How to Reproduce: in a castle, set a wage limit slightly higher...
  4. snuggans

    Resolved Shouts, orders and troops volumes way to high

    i'm using a bluetooth headset (sennheiser momentum 3) on Windows 11 and experiencing the voice bug, maybe we can narrow it down to specific hardware/OS? or is it varied
  5. snuggans

    Beta Patch Notes v1.2.0-v1.2.4

    Hi, while you are experiencing this issue, were there any controllers attached?
    no
  6. snuggans

    Beta Patch Notes v1.2.0-v1.2.4

    good patch but the voice audio bug is so glaringly obnoxious, guess i have to play this beta on mute which is unfortunate
  7. snuggans

    Taleworlds you should be ashamed

    We're how many years and Darkhans and Legionaries OR EVEN MENAVLIATONS won't throw the pilas and YOUR excuse was...you're not going to solve it?

    i assume this was an intentional change to bring down the strength of legionaries, they used to be able to throw and man were they overpowered.

    however, i do feel that the end result turns the pilum into a very awkward secondary weapon thats just .... there as decoration. its not an adequate anti-cavalry option because even their swords have a longer reach than the pila. it reminds me of vestigial appendages in animals
  8. snuggans

    These 3 perks could be worded better for clarification

    in Leadership tree, the perk Combat Tips states: "+1 to troop tiers when recruiting from same culture" in Charm tree, the perks Firebrand and its counterpart Flexible Ethics state: "+1 to recruitment level from rural notables / urban notables" i dont know about everyone else but i initially...
  9. snuggans

    In Progress Prisoner lords that you recruit to your kingdom remain in your party as prisoner

    Summary: After recruiting to your kingdom a noble that youve captured in battle, they remain a prisoner in your party. You then have to manually dismiss them to set them free. How to Reproduce: 1. Capture an enemy clan leader 2. Convince them to defect to your kingdom 3. They will remain a...
  10. snuggans

    Patch Notes e1.8.1

    Has anyone else noticed the massive amount of wars being declared on the player and/or your vassals. To me it feels like your kingdom strength is weighed heavily for this and if that's true it needs to be changed.
    its the anti-snowballing effect. it wouldn't be so bad if the rest of your faction helped you out but most of the time i find that its just my lone army of less than 1k troops fending off 3 to 5 factions just constantly sending armies non-stop.my faction does create armies but they dont use them very well, they'll create them deep into their own territory and then they have to crawl at 2.0 speed to the frontlines, then they change their objective and turn around and crawl to the other side of the map. sometimes they'll concentrate too many troops in one place, you dont need 2k troops to take a castle, but they do it, and this starves other armies of potential parties
  11. snuggans

    Ranged troops in loose formations while sieging

    ranged troops do start out in 'scattered' formation, the issue is that the scattered formation has been bugged for a while and functions like a shield wall instead. additionally since all formations in a siege start out automated/delegated they prefer to gather near barricades doing nothing, so if you ever see an artillery take out like 20 units with one shot its probably because one of these groups got hit
  12. snuggans

    Patch Notes e1.8.1

    • Fixed a bug that caused clans without settlements to over-value the worth of settlements during vassal defection calculations.
    • Fixed a bug that caused AI parties to hoard items causing them to slow down significantly due to overburdened and herding penalties.
    • Fixed a bug that prevented the player's captain perks from being applied to the player's assigned formation during field and village battles.
    • Fixed a bug that caused cavalry AI to miss their targets when using melee weapons.
    thanks! these were urgently needed! i have concerns about this one though:
    • If a player clan-owned settlement's prison exceeds the prisoner size limit, the excess amount of prisoners will be sold to a ransom broker. The prisoners that will be sold are selected from the lowest tier troops with all proceeds going to the settlement. This only applies to non-hero prisoners.
    why limit this to only settlements belonging to the player? they're the settlements that need this the least because you have full control of the dungeon and are able to clean it out. the problem is with settlements that dont belong to you.

    there are a couple issues with dungeons in general, for example the dungeon capacity does not apply to the AI, they just dump everything in there and ignore the ransom broker.
  13. snuggans

    WE WON

    COME TO BRAZIL
  14. snuggans

    The Ruler of a faction should have the option of taking a fief for themselves during the vote for ownership, even if they are not 1 of the 3 options

    agreed. the AI does very badly with fiefs that have a foreign culture, often it ends up rebelling. it just makes sense for the leader to appoint fiefs based on culture. also for several reasons it would be prudent that each clan's fiefs be close to each other, would make them easier to defend, they would solve quests more conveniently, their level of recruitment would be consistently higher, it would also increase immersion
  15. snuggans

    There should be a slider that allows the players to choose how fast the day/night cycle is

    meanwhile i think time passes a bit too fast and im in no hurry to play as my offspring because its a perk reset. i also disagree with "no chance of having your character die of old age" because my progress is being halted by anti-snowball programming and how my own faction forces me to make peace with weak factions, giving them a chance to rebuild their armies and surprise-invade me later when im busy elsewhere

    but im not against having a slider, i love more options
  16. snuggans

    Can You atleast FIX the annoying WAR/Peace thing?

    even when you're the faction leader, your own faction forces you to make peace before you can make progress against another faction, and they're all a hivemind that vote the same way, to overrule them requires ridiculous amounts of influence

    here's the repeating cycle:

    1. faction declares war on you, they come at you with strong armies because they've been building up while at peace
    2. battles happen, sieges are attempted, maybe some are successful, maybe they get reversed
    3. when you've finally got them on the run, "Making peace with x" notification pops up, your faction forces you to make peace
    4. all the enemy lords are freed, they begin to build up their forces again

    then start over at step 1

    and this cycle is even worse when you are one of the empire factions because the Khuzaits and Aserai like to come at you from behind while all the action is happening on the western frontlines, so they're able to grab a few fiefs, but then you arent able to wipe them out because your faction forces you to make peace when you finally get over there to deal with them
  17. snuggans

    the AI should clear hideouts

    hideouts are great in the early game because there's few of them and the player has nothing more important to do. towards the late game hideouts are everywhere but the player is preoccupied with armies and sieges. hideouts apply a -2 penalty to security of a fief, if the security gets too low...
  18. snuggans

    In Progress 1.80 Armies and Parties hoarding grain

    Does the "unresolved" marker mean this has been seen but isn't "in progress", or does it show up no matter what the reported issue is? New to forums, sorry.
    'unresolved' is the default label. usually when a bug has been seen, a developer/rep has posted in the thread. regardless i think they're aware of it
  19. snuggans

    Army parties bringing too much food

    ya its been reported here: https://forums.taleworlds.com/index.php?threads/1-80-armies-and-parties-hoarding-grain.453398/

    a couple ways to tell which party is the issue is (1) before they reach your army, look at their speed, 1.x is usually their speed, (2) if theyve already joined your army then look at their food amount, i tend to get rid of those that have over 400 amount
  20. snuggans

    Patch Notes e1.8.0

    with defection being sorta fixed i thought it was safe to go into 1.8.0, but now a bunch of armies and parties are travelling at 1.0 speed because of the grain situation. i preferred when they were starving instead, at least i could counter that by bringing a lot of food myself. not sure what to do now.. :lol: i dont feel like playing anymore, what's the point? the other 2-3 armies in my faction cant get anywhere, its just me holding off 3 factions again. what a cursed patch
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