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  1. mortache

    If TW doesn't fix the XP bug by January, you should reconsider your steam review.

    I think it's more like it is very hard to be accurate with this, so it is better to not promise anything.

    You think a problem is easy to fix and take X days, and then you realise there are unexpected complications and it takes twice as long as you think. Then in testing they find that it causes a conflict with something else or it's not quite as polished and need re-working. Dev always takes longer than expected on complicated stuff like this game.
    Yeah isn't like baking a cake - put stuff in the oven, set a timer and done lol.
  2. mortache

    AI is terrible

    It's clearly an attempt to prevent cavalry getting bogged down, especially in bigass formations with 200 horses all converging on the exact same spot because they just charge the closest enemy rather than the one most suitable infront of them. This was actually a big annoyance in warband and it made anything that wasn't flat plains a massive pain in the ass to use cavalry on.

    However they picked the silliest solution. Cavalry now just phases through entire blocks of infantry without slowing down or even doing much damage. And the ludicrous length of their charge distance, some 150 metres, just lowers their damage output even more. Its like melee cavalry exists on a separate dimension.
    Unless they have a glaive, of course :wink:
  3. mortache

    AI is terrible

    Making good AI without making the game a boring slog is really hard. Wonder why the spearmen can't just turtle behind their shields and stab you at a fraction of a second without even moving the shields? Because that would make a single battle last for hours.

    But spear thrusts should be sped up at least, they're really pathetic compared to swords when it should be the other way around.
  4. mortache

    Horse master perk bad game design?

    Pure gamification. The same reason they get foot archers more range than horse archers in Total War.
    I mean, horse archery is already more inaccurate in the game anyways, and it "kinda" does make sense. But the longbow thing is just giving in to stereotypes originating from England. While on that note, thrust animations should be twice as fast and spears should do more damage
  5. mortache

    Horse master perk bad game design?

    Longbows were very commonly used on horseback. Nomads with compound (recurve) bows were famous for horse archery, but they're famous for all things cavalry. Western nobles preferred to use lances on horseback and archers were the boots on the ground regular soldiers, that's why the common image of a western longbowman (like the Welsh for example) has them on foot. But plenty of actual medieval artwork show longbows being used on horses.

    In fact, I don't see why longbows do more damage than recurves anyways. The only advantage of longbows was that its super cheap to produce. Maaaaybe in the rain it could be more robust i.e you could use more power without risking it coming apart, but a recurve bow is just as powerful in normal circumstances. Shorter draw length, but the curved tips act like little trebuchets giving more efficient transfer of energy.
  6. mortache

    Midgame kinda stopped being fun.

    My "trick" is to never be negative in the income. Don't upgrade most of your troops beyond tier 3-4 depending on your income, don't have huge garrisons behind frontlines, force bandits to join you, etc. Its not fun to grind for anything, and I only ever did "smithing exploit" once and just abandoned that run because it took all the fun out of the game. You're not supposed to roam around with a thousand tier 6 units unless you have a lot of income (like a bunch of prosperous fiefs). The positive income and selling battle loot means I climb to hundreds of thousands without even trying anything. If your troops are too expensive and you don't wanna fight but chill for a while, just donate them to some other clan.
  7. mortache

    If TW doesn't fix the XP bug by January, you should reconsider your steam review.

    Hey @zeytinlikraker , I know that devs don't like to give a precise date for content, and I completely understand, but could you tell if we can expect a large mainline patch (something like 1.1) within January or February? Or are we still a ways off from having a part of features that were outlined in your post release plans?
    Its not that devs don't like giving info on that, but more like "if they were willing to share that info, they'd have done it already in a post of their own"
  8. mortache

    Do perks that effect troops also work on Clan members/Companions?

    Perks such as Medicine 275 that give a lot of health to troops, or the ones that give stat bonuses, armor etc... Do these work on clan members, or is it just recruited troops only? Because that determines whether I go full Social or full Intelligence. Currently starting a modded run where I...
  9. mortache

    How can castles be made important in your opinion?

    Castles in warband and bannerlord are basically just crappy towns, half way between a village and a town, which is really stupid and means they add nothing to the game. Towns should be the real moneymakers, but should have crappy garrisons and surrender almost immediately. Then Castles should be used to defend them on the strategic level by having very large patrol armies around them.

    For this reason I think castles should actually cost money. In an ideal world the player and AI could actually build and demolish them, which really shouldn't be that hard to implement, but in warband the absurd spaghetti code made this way harder than necessary, so who knows what it's like in bannerlord.
    But castles really often were just crappy towns, other than isolated frontier fortifications. And they already give reduced garrison wages. Any existing system can always be improved, but I don't see how you plan to accomplish this in the timeframe of the few decades that we play a campaign. I guess they could take a page out of Improved Garrisons' book and have the garrisons fight bandits and raiders, but the game is based on character actions, especially parties.
  10. mortache

    Please fix the armor formula. The current protection it offers is next to worthless

    goes to show that the TW devs haven't got the first clue as to who plays their game.

    most of the most popular mods out there add MORE realism to the game, not LESS.

    the devs think they are catering to 14 y/o in a playstation when in reality i'd bet most players of bannerlord are seasoned pc gamers who don't have an interest in fortnite
    For the few people who mod their games like that, true. But for the vast majority, that would be counter productive. You don't fine tune your game for the 0.2% "hardcore" players. Most of those who want "more realism" also want the Byzantines to wear 2nd century Lorica segmentata and the Normans to wear 16th century plate armor and the Rus to be 8th century "Vikings" at the same time.

    You want more realism? Prepare to be a serf for 20 generations because that's what you're statistically going to be. The very idea that some guy can start recruiting and then be the ruler of the entire world in 20 years is a fast paced power fantasy.
  11. mortache

    Resolved Aserai Culture bonus not working as Intended

    Can anyone test if this actually works now? I wanted to do a merchant playthrough but don't want to make my life even harder than it needs to be.
  12. mortache

    Please fix the armor formula. The current protection it offers is next to worthless

    I find the mod is worse because the rest of the game is built with frequent, fast fights in mind and if you make every serious battle take like five times as long and produce 50% more casualties for the player, it very quickly starts to drag things into grindfest territory.
    EXACTLY. This is after all a video game, and you don't need 20 years to train a knight all the way from childhood, and villages will keep spawning troops even if hundreds of thousands of troops have died. The base game is designed for a certain thing, and if you alter that you have to alter all of the rest to have it make any sense.
    Balance isn't an on/off switch between OP and UP, it's a matter of degrees. There is a midpoint between what we have now and RBM. Where both archers and cav are useful relative to their cost.
    Yeah true. Personally I would love to see spears and thrust attacks in general be a lot more powerful. They're supposed to be way faster and have longer reach than swinging, but in the game its just painfully slow and ineffective. I'd SLIGHTLY reduce the arrow effectiveness, or make "friendly fire" a thing.
    Well, nobody's jumping on top of anyone or pinning anyone in Bannerlord. When talking total realism, I also disagree with the notion that any one of those 5 unarmoured dudes would want to be the first one to try and rush down the knight and get their guts sliced open by a sword for their trouble.
    Well that's the issue, isn't it? You can't simulate a few guys pinning down a knight and holding a dagger to his eye slot. If they're wearing even heavy jackets let alone mail, what can that knight do when rushed? Good luck slicing open even a hand me down scavenged mail shirt. A knight's ransom is a lotta money and these guys are here on the battlefield in the first place. They aren't your bob from accounting who would pass out if he got a papercut.
  13. mortache

    Are the gifts you receive when becoming a vassal always fixed in stats?

    ....instead of getting a fief. A basic prerequisite of vassal - suzerain contract in feudal system.
    You do get a fief when one becomes available, what are you talking about?
  14. mortache

    Are the gifts you receive when becoming a vassal always fixed in stats?

    Just joined Sturgia and I kinda feel like I saw Avalanche to be worth more money when I did it before. It was patch 1.7.2, and I was clan tier 4 then compared to tier 2 now. Are the stats of these weapons always fixed, or do they change based on anything like clan tier or days passed etc?
  15. mortache

    Please fix the armor formula. The current protection it offers is next to worthless

    There is no way to balance this thing. A knight, however strong, can't do anything if 4-5 dudes (looters) jump on top of him and pin him to the ground. He's only got two hands and two legs, with added 10-15kg of armor at least. The archers really are too powerful, true, but it all has to do with how the battle system is designed. You can't have 1000 highly detailed armor physics models where the arrows or swords could go through the gaps. This is a video game, and its rules are arbitrary and made up. And RBM does not FIX anything, it just replaces one unbalanced thing with another unbalanced thing. Archers become useless, and you go from craving 100% fian armies to 100% cav armies. I like some of the AI changes, but for the most part the general game is far worse with that mod.
  16. mortache

    Huge battles are still chores

    +1
    Yes, at present it is really more a series of staggered skirmishes as troop units are piecemeal added to the mix, have to move to the conflict zone and engage.
    It also means any numerical advantage you may have is lost, as it only seems to count at the back end, i.e. you can never 'overwhelm' or 'overrun' an enemy line with shear numbers (which should be possible when you outnumber them 3 or 4:1). And you (the player/army marshal) also get no say in what troops are selected when for battle - I have battles where my elite troops (e.g. Vlandian Banner Knights were not deployed AT ALL during the conflict, so their shock troop value is lost utterly).
    Perhaps they should program it so that a 'representative' army size is created for the battle (given that quality of troops seem to little to no impact on outcomes, at least in my experience through numerous campaigns and wars) - so if your army is 1000, and their army is 800, then only spawn a 500 v 400 scenario and let the losers be captured (they will be anyway)
    They did add troop level priority setting in the "gameplay" menu, but I doubt it actually works for armies. It only seems to work when I move all of my clan's troops to a single party
  17. mortache

    Overburdened Companion and Mercenary parties.

    Thank you, but how about melee cavalry fix? I had issues with melee cavalry as kind of useless, while melee cavalry are perfect work in 1.7.2, so any mod fix melee cavalry for 1.8? I don't know they would fix that or not any time soon.
    The only "fix" I have is playing my first infantry focused campaign lol
  18. mortache

    Cavalry downgraded in 1.8.0

    I'm almost certain it's all due to the armor changes, sorry to say.


    Mobility is/was cavalry's advantage. But now that footmen can absorb more damage, it's easier for footmen to hold their ground so they can deal damage back to the cavalry. Basically cavalry gets stuck in melee more now which effectively negates their mobility/speed advantage.

    *Sigh*

    This is why the armor changes in 1.8 should have been done like a year ago. So balance issues like this could be addressed. Suppose the only solace is this game has and likely never will be very balanced. Khan's Guard aren't as wild OP as they used to be, but still vastly superior to just about everything. (Only weakness is they aren't too great in offensive sieges, but still generally do well.)

    So Khan's Guard are most OP, followed by Fian Champions. Only negative for these two is they don't have shields, but that's only a downside in sieges really. Fian Champions being so strong now (besides their machine gun) isn't surprising since they have some of the best body and head armor. This is why I gave up any effort to mod troops myself for the sake of "balance", tiny armor changes - like giving a unit slightly better foot armor (say by 5-10 points) will literally completely change battle outcomes.

    Used to be Imperial Cataphracts could beat Legionaries, but now the tables have completely turned and Cataphracts get decimated 1v1.
    Its not about the stats, the AI just can't hit with longer weapons anymore. It gets hilarious when there are 2-3 horsemen in a tournament "trying" to fight but get stuck with each other forever
  19. mortache

    Cavalry downgraded in 1.8.0

    Yes, I understood you the first time. I am talking about full charge damage as well. Spears sometimes stop the horses, great. Meanwhile, another guy got trampled beside him, and another behind him, two more in the rank behind and ...

    I trust you see where this is going? Especially with 200 charge damage as you suggested -- that's enough to one-shot any foot unit in the game, through any amount of armor, with any arrangement of perks you care to imagine. At that point, one begins to wonder why riders even bothered with lances or swords, or any weapon other than their horse's size, weight and speed?

    The easiest way to prevent them from rubbing on each other and nullifying their charge is to put the cav into open formation or a wide ribbon (or both) before you charge. Takes a few seconds and a little foresight as all. But once you do that, you can easily mash them into infantry, it just won't (currently, in vanilla) do anything.

    edit: Just remembered I can just short-circuit this circus by quoting myself:
    200 was hyperbole, I didn't REALLY mean that much damage haha. But cavalry charges were usually THAT effective, but also incredibly suicidal for both sides if the enemy fought back. Yes it would hurt the infantry, but infantry can be far more densely packed compared to cavalry and for most of history horses had little armor. Its not just one guy holding back a horse, its many guys with sharp objects hurting the horse and causing it to panic if they really do stand their ground. Crecy, Agincourt, Robert the Bruce's rebellion, Napoleon's defeat at waterloo... All caused by cavalry refusing to dive into suicidal array of pointy sticks or doing it anyway and becoming shishkebab.

    My own issue with cav is that charging them causes them to scatter. Yeah I agree with your wide ribbon thing, but they rarely maintain formations especially when there are many different enemy formations. Suppose their horse archer harasses me, I tell cav to raise shields and charge, a third of them dive into enemy infantry alone and get killed 🤦‍♂️. Wish there was a way to charge while maintaining formation.
  20. mortache

    Cavalry downgraded in 1.8.0

    +1. The current state of horse knockdown is good now. What we need instead is cavalry being able to couch more often and actually hit their targets more often.
    Cavs cant even hit their thrusts now, couching is way behind in that discussion lol. Even before, they would get in each other's way and be unable to couch. But if you manually set their line to be thin and single row, they can couch as there is no one in front of them.
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