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  1. In Progress Companion parties not gaining relations with faction town?

    It'd be nice if you could order your companion parties to patrol near x location, wait at x location, do whatever they want, or follow orders of the realm (which would allow AI allied parties to enlist them in armies or allow them to go aid allied towns/villages etc)
  2. Workshop Incomes

    Hello. Now the workshops works like intended. You must check which ressources the villages around the city bring. And the ressources from nearby castle's villages. A good workshop can some days brings up to 250 dinars a day, but usually give around 150 on average.

    In previous patches, workshops use to not take in consideration what were the goods available, like if each city got all ressources available to create products in workshops.

    I really can't tell if you're trolling REALLY hard.... or if you might be getting paid to argue on behalf of the Devs...
    I am 100% in agreement with LITERALLY everyone else that's posted here.

    Let's take a look at Marunath for example. Its got 2 villages that make hardwood plus the standard light grain production, 1 village with iron with light grain, and 1 with clay and light grain. Going by how the devs SAID a profitable system would work... you'd buy and set up a potter OR a brewer, a woodworker, and a smithy. All are locally sourced supplies. But even with all 3... AT BEST you're making 450 denars. AT BEST. Let's say you even managed to OWN Marunath. And you have the approx 1000-1500 income from that. You're still rocking under 2k. This is all BEST case scenario. But with traits and skills still being buggy, you randomly lose whatever benefits those give you towards increased income/production and wage mitigation. Then, the fact that you can't manage your shops inventory like in warband means you can't buy a crapload of cheap X goods for your shops... they have to compete for resources in the trade area with the caravans that are buying up as much of the cheaper locally sourced goods they can. THEN, you have to factor in that bound villages' villagers DON'T always take their produced goods to their city/town they're attached too. It's like 60% yes they do and 40% they'll go to the next town. So now you have to factor in the loss of planned resources. Which is magnified exponentially if a bound village is raided.
    I think a lot of the issues stem from the devs moving away from the initial idea of being able to own an individual village and build it up into something more. A lot of the economics would be more successful if you could invest or build up/construct things in individual bound villages to make them more productive, to make them more organized/safer, to make them more defensible.... and so on and so forth.
    And if the devs intended for all of this to be a grindy, pain in the ***, nightmare... as you so directly assert.... I have to question the intent behind making the game less fun. Yeah I get that it needs to be balanced. Yes there should be a healthy dose of realism as well. But currently it's completely unbalanced and lacks management options to self mitigate the problems.
  3. Resolved Traits from character creation randomly disappearing/Trait system frustration

    Summary: So I've seen some reddit posts about the trait system appearing to be broken so I figured I'd make a post to see if we can shed some light on things. The trait system itself is rather confusing from the start, granted... I MIGHT just be clueless and I MIGHT have missed some dev diary...
  4. Resolved Wanderers in 4.3 are missing traits when hired

    I've seen this as well. In mine the brother also had 0 attribute and skill points across the board. But in another playthrough he was literally fine. No mods on either playthrough
  5. Resolved One step ahead perk doesn't work

    so i'm not completely sure... but I think it does work for sieges. if you click a number key it'll let you group select and click to place groupings before the battle. Though to be honest I've never tried that when I don't have the perk (always just used auto place). As far as during the actual map battles, it doesn't work at all
  6. Resolved Siege - no defenders bug

    The developers are well aware of this issue and they are currently working on it. All of the threads that are marked "in progress" will be updated by us when they solve it.

    Not to be nitpicky, but this is a pretty obvious and HUGE bug. It makes it seem like there's 0 checks being done by TW at all after finishing the next batch of code for a "patch"/"update". I understand that the masses are essentially acting as an unpaid army of beta testers for the opportunity to play the game pre-official completed release.... but I definitely recall that siege gameplay was/is supposed to be THE defining aspect of the game (at least in how it was marketed) yet it seems to have the highest degree of bugs, pathfinding errors, crashes, etc. Coupled with the fact that the in game video footage released from like 4 years ago show SIGNIFICANTLY smoother pathfinding, combat, use of siege engines, AI obeying player commands, etc... it is kinda confusing as to how a defining feature of the game regressed so significantly. So you'd think they would at least do a quick check to make sure that whatever they just did in the new update didn't happen to break a major game feature.
    I still thoroughly enjoy the game, but its really frustrating when that defining feature is largely broken, the advertised "crime zones" where you could post up party members to take over alleys after defeating the local gang are non-existent, the idea that you could take over an individual village and essentially build it up into a castle/walled town is non-existent (also heard that idea was completely scrapped), there's no way to tell if ALL the perks are even working or not, and we still have numerous performance issues + CTDs
  7. Village Upgrades

    yeah I have to agree. The idea that you could be a lord of some po-dunk village (or found a po-dunk village) and build it up to a castle and then maybe a city was a MAJOR reason why I bought this during "early access." I really wish they'd reconsider it... even if its wayyyy down the line
  8. Resolved Siege - enemy army joins your side from the start, immediate victory

    Can confirm multiple new saves, 0 mods, with different starting cultures... all sieges are instant win. Defenders always spawn on attackers side as described by OP, and the entire garrison remains as friendlies to the attackers (essentially being turncoats).
    I'd be cool with this if it was like the defenders have 0 loyalty to their liege who is of a different culture... and you the attacker are of the same culture of the majority of the defenders. Because then it'd be a rare thing to have an entire fief just be like... yeah we're joining this dude. But every single castle and city completely breaks the game lol
  9. Resolved No troops in siege

    Have any devs noticed this yet? Currently 2 new threads running with the exact same issue
  10. Resolved No troops in siege

    I also have the same issue. I downloaded beta patch 1.4.3 and it fixed the issue.
    Just to confirm... you're saying the "new" beta line doesn't have the issue... but the current "main" build is the totally broken one. Because I've tried 3 modless new saves, with 3 new characters, all from different base cultures... and none of them have working sieges. Regular map battles work perfectly fine... sieges are instant wins for the besiegers
  11. Resolved Seige bug

    Im having the same problem as well! new update literally just broke the entire game.. tried reloading every single old save I have as well, tried every single city or castle I came across and same thing, the garrisons forces join your own and it declares a victory because there are no defenders, they literally spawn in your forces .
    Exactly this. Garrisons show up as non-commandable troops aiding the besieger
  12. Resolved Seige bug

    I'm having the same issue as the OP. All sieges (3 different new saves with 3 different characters with 3 different base cultures) are instant win upon assaulting the castle/city.
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