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  1. Concomitant

    A bunch of petty complaints. I get mad every single game. I hate this stuff so much. I get so mad.

    I haven't posted in ages, and I logged in just to reply to this glorious post.

    Wow. You really hate these things, and yet I have a single question: Have you tried...getting gud? Really. Every single one of your complaints is...well, let's just say you can fix it by getting gud.

    I hate medicine.
    Just hire a surgeon until your skill is high enough. They're not that hard to find.
    Too many bandits
    Not sure exactly how this is a problem. Fighting at the beginning of the game is almost a complete joke (especially in realistic mode), and the smartest thing to do is trade early on. You don't have any troops, so why would you try fighting? You can make enough money early on by trading until you have enough troops to never have to worry about bandits. Just be sure to get enough horses to keep your speed up, and enough mules to raise your carry weight so you're not overburdened. I'm not kidding here, fighting in the beginning of the game is one of the worst ideas and will probably get you killed.
    if you start in battanian land you're stuck at the lake and when you try to leave it a cluster **** all over the outlet paths
    There are major trade routes here. Again, trade until you have the troops to not have any issues with bandits.
    Looters n hillmen have too many rocks
    If you're getting your troops killed by rocks, then you're letting them get too close. Get some archers and cavalry and force them to flee before they get in range. You only have to kill a few bandits for the others to retreat.
    Do you realize sea raiders are easier then looters
    Lol
    People get ran over by trucks and have less damage then a Cataphract getting BONKED in a tournament! It's Bananas, B-a-n-a-n-a-s!
    ?????
    The culture perks are bad
    They're really not. Each culture has ups and downs (except Khuzait, we all hate them)
    Steppe bandits are too fast
    They're meant to be. They have the fastest horses in the game, and you can be super fast, too, if you have better horses. Stop buying cheap horses (probably attainable lategame, en masse)
    It's too hard to kill you husband now
    Yes, this here, officer. But really, if I'm not mistaken you can just kill them on a battlefield...not sure why you...want to, though... :/
  2. Concomitant

    Beta Patch Notes e1.5.7

    This patch is phat. Almost 16 GB on Steam >:3

    Map conversations now support voice lines.

    Are there plans to have all conversations in the game to be voice-acted? Based on another comment, it seems like this is specifically for a single conversation with Istiana, but I'm curious about all conversations.
  3. Concomitant

    Resolved [e1.5.4 - Stable] Game crashes every time when besieging Medeni Castle.

    Hi! Forwarded to QA team for further investigation. In the meantime could you follow the steps here to solve your possible crash and launching problems? Thanks!
    I'll do all of that if they cannot replicate the problem. It's literally the only settlement doing this, so I would be surprised if it's on my end. Is this fair? Thanks for forwarding (:
  4. Concomitant

    In Progress [Major Bug] Troops don't know how to climb siege ladders.

    Summary: Troops ignoring ladders/not able to climb them. I know that this is a known issue, but it's completely insane. Possible Solution: Give all troops a "use ladder" feature where upon being within range and needing to climb to attack an opponent, they will do so. Instantly snap them on the...
  5. Concomitant

    Patch Notes e1.5.4

    Dunno what's going on, but nobles are just...teleporting around. One day Rhagea is in Onira, the next she's all the way in Lycaron? Impossible. So, I studied her movements and they repeated... so I did the natural thing. I just waited in Onira to find out if she was actually traveling there, and it turns out that she is apparently not on the map. I checked her card, and it said she visited Onira while I was there, left, and was in Lycaron the next day. Again, this is impossible. A similar thing has happened with Garios, but he's literally been in Zeonica for over a year, and yes, he is still alive. It even says he is winning tournaments. It appears to be happening with Unquid, as well.

    I'm in the part of the game where I have to talk to various lords about Neretez' Folly. I've essentially beaten the game before and formed my own kingdom, so I am well-aware of the protocol for this quest. But how am I supposed to actually complete this quest when at least three of the people I am supposed to talk to are just...not there.

    Is anyone having a similar observation with nobles teleporting around? This should not be happening.

    Campaign Settings:
    • Friendly Troops Received Damage: Realistic
    • Friendly Parties Received Damage: Realistic
    • Player Received Damage: Realistic
    • Recruitment Difficulty: Realistic
    • Map Movement Speed: Realistic
    • Enable Death: On
    • Auto Allocate Clan Member Perks: On
    I wonder if "enable death" being on is causing strange issues.
  6. Concomitant

    Resolved [e1.5.4 - Stable] Game crashes every time when besieging Medeni Castle.

    Summary: It doesn't matter when I siege it on this save-game, but it will always crash. I have tested this extensively, and the results are clear: that castle is infested with some kind of forsaken bug. Besieging another location and then coming back to Medeni Castle does not seem to squash the...
  7. Concomitant

    Beta Patch Notes e1.5.5

    Yeah also even small thinsg can make changes like instead of isntantly knowing everything and everyone there should be like some type of corier/messenger mechanic/feature where like
    1)instead of instantly knowing about event you instead learn it much later or bit earlier with some delay if spending money and asking in tavern
    2)to learn things much quicker there should be option to build outposts/messanger buildings that would deliver news faster but still have like few hour in game delay
    3)Instaed of knwoing everything and everyone there should be familiarity process of player only knowing the kings and some ofm its family members but not knowing about its vassals,mercenaries,small clans and to know them needs time to interact,hear/pay for rummors,via main/side quests that leads to player learning about the speicfic lord spmilar to 12TH mod for warband wich i realy like but sad cant get most updated version and probbaly was not work on
    4)feasts,wedding ceremonies,voting/voting for marshals/creating gathering war camp-making offensive/defensive decisions

    All of these features/mechnaics adds up to delaying and mitigating some of the snowbaling (if implemented porperly) bcs all of these features will take time in game hours/days wich would affect Ai as well as players and prolong/delay the snowbaling effect and atlest giev additional time for weaker factions to use all those to their advantage and build up/prepare for invasion/defence.Even this small time delays adds to the overall picture of delaying/balancing snowballing and adding additional time in a more so to say natural manner without needing to change stuff in the game bcs some of the features would so to say more naturaly ballance som easpetcs of the game (if done/implemented properly).Thats just my opinion that might be totaly wrong but thast what i personaly would do/direct to be done.

    I mean, in a sense, this is the entirety of the beginning of the game...

    You have to learn about this mythical battle and talk to 10 leaders. Depending on how you play the game, this is not a simple feat. Also, what difficulty are you playing on because if you play on "realistic" almost nothing in the game is easy at all. I've played the game on "easy" and had a major kingdom, moments away from clearing the map before being "forced" into a new save with several updates. Now I play on "realistic," and it's a completely different vibe to the game. Everything is much more difficult than it was, and I'm actually having a bit more fun because I have to be exceedingly careful on the field and with my resources as a leader of even a small group of men.
  8. Concomitant

    Beta Patch Notes e1.4.3

    Beta Hotfix (e1.4.3 - 18/08/20)
    • Fixed a crash that occurred when entering a settlement.
    • Fixed a crash that occurred while distributing loot after battle.
    • Fixed a game freezing issue related to sound stutters.
    • Fixed an issue with party troops changing to 0 after battles.
    • Reduced the rate of casualties when a party is starving.
    • Changes made to the campaign AI party logic to change target less during the preparation of sieges.

    I am absolutely overjoyed that you fixed these bugs!!! I'm glad my report helped you nail down the issue ?
  9. Concomitant

    [Suggestion] Army Supply Caravans

    The idea is quite simple, but hopefully it will quell some of the more tedious aspects of army management, such as food rations. Army supply caravans. These are recruitable/purchaseable (expensive per day) caravans which the player/AI army can get at any city. Ideally a huge army should have...
  10. Concomitant

    Resolved [e1.4.3 - beta] Vassal army (in personal kingdom) loses personnel very rapidly post siege (Game-Breaking Bug!)

    Yes, I've got the save file, thanks for the upload. :smile:
    Thanks for the reaponse. I've done some testing, and it seems to be based entirely on starvation. The save is quite late game so many cities and settlements are just not stocking enough food for massive armies. That, and armies tend to form on the border areas and those cities and settlements are rarely stocked at all. I have seen far fewer citizens, and caravans don't seem to sell very much at cities. I've been buying most of my food from caravans, and it works for me. However, my armies do not buy from them and tend to starve out.

    Finally, I noticed that things shifted significantly for player armies as for how food is handled. When I share food with my army, I share it with each party, and my personal food takes a hit now. I actually think that's great, and it makes sense; however, I have a suggestion for a feature based on all of this chaos with starvation. I am posting it here but might also post it in the suggestion forum.

    Army supply caravans. These are recruitable/purchaseable (expensive per day) caravans which the player/AI army can get at any city. Ideally a huge army should have 2-3 of these caravans, and they essentially just bring food which must then be purchased from the caravan. This, or the player can order what they want the caravan to bring (and some logic gives an ETA of how long that might take with some fluff of course). These caravans are targetable with unique names such as "Supply Caravan," so it is possible to disrupt enemy supply chains.

    This, paired with a large reduction of current starvation mechanics and an increase in food + villager + caravan effectiveness will in my opinion add a great layer of depth in army management and campaign strategy.
  11. Concomitant

    Resolved [e1.4.3 - beta] Vassal army (in personal kingdom) loses personnel very rapidly post siege (Game-Breaking Bug!)

    Forwarding this issue to the QA team for further investigation. Thanks for reporting. In the meantime, can you share your save files? You can upload it at upload.taleworlds.com. Please paste the link to this thread in the description box on the upload website so I can identify it.

    I've just uploaded the file. Can you confirm that it was received? I essentially copied all info in this bug report to the details to ensure it is easily identified. I also want to point out that there is some variance in how the army splits. I just ran the save again, and this time the same split happened, but no party sizes were marked. As such, I am unsure as to whether or not those parties exist in the game logic anymore. I will keep an eye on them as best I can (but they are just numberless parties now and hard to track). They do leave a "track" on the ground, however.
  12. Concomitant

    Resolved [e1.4.3 - beta] Vassal army (in personal kingdom) loses personnel very rapidly post siege (Game-Breaking Bug!)

    Summary: I noticed that several armies were disbanding even though they had a stable Cohesion (some were above 50), but then after besieging a settlement they would disappear from my kingdom army tracker. I witnessed what is supposedly happening: after a siege (and during?) the army loses...
  13. Concomitant

    Beta Patch Notes e1.4.3

    You mean ARMIES as in an army you're leading, army of you vassals you're not leading? Or do you mean companion parties or garrison'd units?
    I've noticed town food a little more rough after a siege then in 1.4.2 beta, I think they maybe changed it. I think it's workable though but I could not garrison more then handful of troops until grainery was built. If it hits the AI just as hard it's fine with me.
    Any ways you should elaborate the exact problem you're having .
    Here
    I did find an absolutely major bug, though. Right now, my armies are simply dying off. I watched an army of 1000 drop to 0 in about a minute after a siege (I am unsure if a siege is necessary, but it did happen after one); they were on their way back to a controlled city. I watched them to see what would happen. Upon approaching zero, the army splits up into individual lords which comprise it, and they have a unit count of exactly 1. So an army with 10 lords will split into those ten lords individually. I believe what is happening is the troops are becoming injured (possibly? due to starvation) but the rate at which it happened was absurd. Like I said, an army of 1000 went to null in less than one minute of real time.

    Now, I am not sure if it happened more times than this, but I believe it did because other armies seemed to disappear after sieges, but their cohesion was still quite high when they disappeared. So, I think the bug is that armies and possibly even just parties will rapidly lose men while traveling in the world after a siege, raid, etc. I think the same thing happens for raids, but I do not have confirmation of this.
  14. Concomitant

    Beta Patch Notes e1.4.3

    BUMP for visibility:

    My armies are dying RAPIDLY after sieges. Is this not happening to anyone else?! The game is in an unplayable state for me.
  15. Concomitant

    Beta Patch Notes e1.4.3

    Thank you very much for this long-awaited update! I hope you're all doing well and staying sane after the unnecessary raging from some.

    I have enjoyed this update so far, and I liked the family quest. It would be nice to be able to actually discuss events with the player's brother, though, and I am sure that will be implemented eventually as it's not a terribly high priority.

    I did find an absolutely major bug, though. Right now, my armies are simply dying off. I watched an army of 1000 drop to 0 in about a minute after a siege (I am unsure if a siege is necessary, but it did happen after one); they were on their way back to a controlled city. I watched them to see what would happen. Upon approaching zero, the army splits up into individual lords which comprise it, and they have a unit count of exactly 1. So an army with 10 lords will split into those ten lords individually. I believe what is happening is the troops are becoming injured (possibly? due to starvation) but the rate at which it happened was absurd. Like I said, an army of 1000 went to null in less than one minute of real time.

    Now, I am not sure if it happened more times than this, but I believe it did because other armies seemed to disappear after sieges, but their cohesion was still quite high when they disappeared. So, I think the bug is that armies and possibly even just parties will rapidly lose men while traveling in the world after a siege, raid, etc. I think the same thing happens for raids, but I do not have confirmation of this.
  16. Concomitant

    So they took Mexxico down

    No one was fired. Chill. Go play the game.
  17. Concomitant

    Game is unstable and constantly crashes - Help please

    Drop your settings to low and let us know if this reduces crash rate. You can leave some settings tuned up, but to start drop to low and see if that helps.
  18. Concomitant

    Beta Patch Notes e1.4.2

    Can I make a formal request? During a siege, if the enemy has less than, say, 5% of your troops AND no troops have been killed in the last 30 seconds or minute, the siege is automatically ended.

    Can we please have fail-safes to prevent sieges from being incomplete when the enemy has a single AI stuck somewhere my troops nor I can get to, and I have to redo the whole siege because of this. Just add a fail-safe and you'll be saving a lot of us a lot of time.
  19. Concomitant

    Beta Patch Notes e1.4.2


    So I read this whole article, thanks for posting. I have to say, this guy brought it on himself. He thought he knew enough about the game, tried something, was pretty wrong, and then says the game is rigged.

    " I...had some bad assumptions that smacked me around a bit. "

    Well that's your first mistake. You have to try things out for a bit, work up to bigger assumptions, and then see how those pan out.

    " I don’t really know how it happened, but prices normalized so much that I’m currently stuck with about 15,000 units of goods that I’m now selling off a few at a time as I find rates above the level I set for myself. It’s a frustrating situation, mostly because there are rules at work here that aren’t functioning the way I would have expected."

    You bought HOW MUCH?

    It was at this point in the article (near the end) that I realized just what happened. He had no idea what he had done. Essentially, he wiped a huge amount of commodities that would have normally been traded locally and globally. This enormous amount of purchasing on his part led to substantial global shortages and all prices jumped up. So by the time he was ready to sell, the prices had already climbed because of how fast he had bought the items. The markets never had a time to recover. See, villages take a bit of time to produce their goods, and these goods then have to be shipped off to cities to be refined into higher tier items. When Red bought the items (from wherever), what he effectively did was remove them completely from the world until he sold them again. He actually became the equivalent of the 1%, hoarding cash and making things worse for everyone else.

    Then, he wondered why everything was becoming expensive and scarce...Honestly that was a pretty amusing article to read.
  20. Concomitant

    Beta Patch Notes e1.4.2

    Regarding beta 1.4.2:

    I managed to get to mid/late game (about 8 cities) and am now sure to take the rest of the map if I keep pushing. The only mod I use is KeepYourOwnFiefs since early on I urgently needed settlements for the income/garrisons, yet there appeared to be no native way to keep them after joining/forming a kingdom. My army now ranges from about 800 to 1,500 men, and typically faces AI forces ranging from 400 to 2,000 men, which should give an idea of where things are at.

    So here are my impressions at this stage:

    1) Lords Constantly Leaving My Faction, And Switching Between Other Factions.

    I can't keep clans without serious save-scumming. Sometimes things run fine for a while, but then the game arbitrarily decides someone's leaving, and it could be anyone. Doesn't seem to matter if I've got 2 clans or 7 clans, although this behaviour is tempered somewhat if they all have fiefs (which is initially impossible, and rulers can't give fiefs away later). Reloading a save, a different clan will leave. Reload the save, a different clan will leave. Reload the save, a different clan will leave, etc. The game basically just decided there's a high probability that someone's leaving, and like I said, it takes a lot of save-scumming to ride it out.

    It's not just me either; the AI is doing it to itself. Which is the most disturbing aspect. I might encounter the Battanian faction (for example), and with the exception of the ruling clan just about all their other clans are from every faction but Battania. This is not ok. Save-scummming aside, the result is that all other factions end up with a mix of troops from wherever. Long-term, factions lose their identities, become homogeneous, and the excitement of facing different factions is lost.

    A similar issue applies to party members recruiting troops; they could come back with anyone.

    Clans leaving factions ought to be extremely rare. So rare that if we ever see it we stop and think think "Ooh, I wonder what happened there..." (and know that something actually did happen there other than rng clan-quit spam).

    [There's a guy in my campaign I really dislike (long arena-related story), but after I saw the treacherous fiend in no less than 5 different factions within the space of just a couple of years, I had to stop counting to preserve my sanity.]

    2) Every Time I Attempt A Siege The Game Arbitrarily Decides There's A Very High Probability That A Faction Is Declaring War On Me.

    Reload the save, it's a different faction declaring war. Reload the save, it's a different faction declaring war, etc. Could be anyone, but it will be someone, and it's always on me; similar to the first issue in this respect.

    On the upside, this is not as immersion-breaking as the first issue, and similarly it can be ridden out eventually with some severe save-scumming.

    Instead of rng declare-war spam I would like to see wars happen for a reason. Perhaps a faction wants your city. Perhaps you annoyed them so much they want to burn you to the ground. Their behaviour should reflect their objectives. Variety is good. Obviously this might all be planned, but meanwhile the rng declare-war spam needs to go.

    Another related issue is when I start a siege, rather than protect the besieged target in question, the AI will randomly go siege another settlement. Now I get this from a strategic perspective, and it's actually rather effective, but the issue is I often end up playing whack-a-mole, which is just tedious. Better for the AI to focus on the immediate issue at hand, and deal with other issues later (within reason; again, variety is good).

    3) Perks.

    These all need implementing yesterday. Having so many perks not working really sucks the juice out of progression.

    4) Smithing Bugs.

    Vendors filling up with crafted-weapon spam needs to go. I wouldn't say this is necessarily a bad concept in principle, although certainly to a lesser extent than is the case now - but given the crafted-weapon vendor issue as it stands, this mechanic needs to be deactivated until it's fixed properly.

    I have to wonder, given we can make these items so easily, why we would ever want/need to buy them? And consequently, why have vendors sell these items at all?

    Also the prices of some polearms (looking at you war-razor head with pine shaft, lol) and javelins needs fixing. Obviously the player can choose not to exploit this, but the will is weak when we're strapped for cash, and knocking out 8 polearms to sell for a million denars is not ok.

    5) Diplomacy.

    I addressed some aspects of this above, but wars need to be rarer, more gratuitous, and generally more profound. War should mean great opportunity (for expansion) but also involve great risk if things go wrong. The current "Gonna take your city and buy peace with 60k denars before you can even assemble an army" doesn't work very well. The only time I'm involved in a protracted war is when I'm feeling too greedy to stop at one city/castle (bearing in mind if we didn't save-scum we'd be at war with every kingdom all the time).

    Alliances are just...necessary, and ought to be a priority. Smaller factions ought to put their differences aside and form alliances to protect themselves against stronger factions. In my campaign I was appalled to see the three Empire factions start hacking away at each other and weaken themselves to the point where they were all obliterated by the other factions before I had a chance to start my own Imperial kingdom, or even get my first settlement. Was kinda looking forward to working with these guys. I didn't have to do the "Unify The Empire" quest because my "Eastern Empire", with but a single castle, was the only Empire left...the others all suicided. The AI needs to prioritise self-preservation.

    Another observation; something needs to be done about "dead factions". I've got several dead factions where a single "ruling" clan that has no territory/settlements, and that can't actually do anything, but just won't die (no matter how many times they get captured by looters, lol). They should get off the map, or have a way to rebuild. In future perhaps the player/AI could give them a settlement and have them as very grateful allies.

    Personally, the ebb and flow of the initial factions doesn't quite cut it for me. I'd like to see factions rise and fall. Some might disappear permanently, and other new factions would emerge; but not specifically to replace them one-for-one. I'd like to see campaigns where three huge factions ended up duking it out (for example), but other campaigns where all the original factions somehow survived along with the addition of several new factions. In short, when it comes to factions and the balance of power, I'd like to see myriad possible permutations and plenty of variety. Variety is good.

    6) Reinforcements & Battle Size.

    I routinely have encounters which involve over 2,000 units, excluding horses. Except the maximum battle size is 1,000 men? This is confusing. I assume a proportion of each army is selected to start the battle, but I don't understand how said units are selected, or whether remaining units are being fed in later via reinforcements, simply discarded, or in some way auto-resolved. Things usually get too hectic for me to keep track of this once the fighting starts.

    Some in-game clarity regarding this would be much appreciated. Such things should be made obvious to the player.

    7) Imperial Cavalry Are Probably Impossible To Obtain.

    I almost never see the relevant recruits. And now I'm fairly close to global domination I find it somewhat bemusing that I've never actually been able to field a unit of my own cavalry. Because I never had my own cavalry. Because there aren't any Imperial recruits for cavalry.

    8 ) Prisoners.

    When I capture an enemy in battle, it bothers me when they inevitably escape and raise another party and attack me again before I even had a chance to sell their loot. Strategically, this is a cheap and obtuse mechanic to have to contend with.

    Conclusion:

    Re-reading this post, much of it now seems rather critical. This was not intended to be the case; far from it. Bannerlord is a great platform with massive potential. I've done nothing but hammer this game since the day I bought it, which speaks for itself. It's compelling, and overall I feel it's coming along well. Obviously Bannerlord is Early Access and there's still a long way to go.

    The issues I raised above are merely the main issues I experienced that either irritated, annoyed, or confounded me. Bugs/crashes aside, these issues are the ones that I personally would like to see addressed in order that Campaign #2 is even more spectacular/engrossing than the first one has been thus far.

    Incidentally, when I refer to save-scumming I think I'm at about 1,500 saves and guessing 5,000+ loads? Save-scumming on an industrial scale is unfortunately necessary for a non-modded game at this point to address not only crashes (fewer now though, it has to be said), but mostly for desertions/wars. I cannot fight all other factions simultaneously with no vassals :p

    Finally, thank you for providing by far my best gaming experience in 2020! Taking my first castle was so difficult I thought it was probably never going to happen, and then, after the carnage (and there was so much carnage; mostly due to incompetent and panicked leadership, lol), to stand on the battlements knowing the place was MINE...hell yeah, that gave me the epic feeling that these games are supposed to be all about. Haven't felt that in a long time :grin:

    This is an exceptional post, and you isolate some of the game's core issues. It really does blow my mind that so far the devs have made it so difficult to have multiple playthroughs start to finish. How are we supposed to test the fullness of the game when it feels like the game will never end due to obtuse and flawed mechanics?

    Don't get me wrong, this is quickly becoming a favorite game of mine. Each point of yours is a crucial thing for the devs to address. It's been a position of mine for some time now that rather than having the lord/prisoner/faction turnover rate at absurdly high rates, they should be rare events to add twists to the campaign. I like how you put it. It's homogenized the armies of different factions and has essentially spoiled the uniqueness of each culture in battle. Right now the rate which lords come and go makes it impossible--truly impossible--to build a kingdom that is lasting without save scumming. Personally, I use a single mod, and it helps factions hang onto their constituents based on honor, which I think should play a role in that decision.

    Again, great post. I hope the devs read it carefully and several times over.
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