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  1. about the strongest unit in the game 'looters'

    You can do a mod and just edit their xml file, change all weapons to blunt weapons.

    I tried that a patch or two ago and it didn't work. I also tried giving them nothing but stones but still nothing... Except for being really amusing.

    I heard they changed auto resolve to include equipment and not just tier. If this is true this might work now.

    Edit: sirano already answered this.
  2. Why did they decide to nerf the Aserai Faris?

    Aserai and sturgia are my favorite factions for some god forsaken reason so the faris nerf really hurts my feelings. It hurts even more in games where the map spawns only 4 villages capable of spawning them.
  3. My game wife died in childbirth

    TES5 great game but without mods its imbalanced trash
    so I repeat, leave your criticism and pessimism for game in the early access to social rats

    This helps put things in perspective. I forget that Skyrim is unplayable without mods. There is no shame in games needing mods either. It's just like open source development and it always improves the game or lets you season it to taste.

    This game is only getting better. We're pretty spoiled by modders. Before modding was widespread we just accepted whatever we were handed, but now we're used to having it all. It's great.
  4. Terrible control of troops in battle

    The biggest problem I encounter when issuing orders is whiffing the the function keys and telling all of my cav to dismount. Disaster. I'm not sure how it even happens, but things can get muddled when you're trying to rapid fire a bunch of commands.

    An option to set orders before battle or on the party screen where you set groups would be nice.

    I too find myself having to exaggerate my mouse movements when doing directional blocking/attacking. Kingdom come: Deliverance has a similar directional mouse combat system but is somehow more responsive despite being waaaaay more complex.

    These are pretty minor issues that just cause momentary frustration. I still never use shields and manage to slay everybody unless it's in the arena when you have a dagger.
  5. Terrible control of troops in battle

    I think the interface could be made more friendly, but real time command is more fun in my opinion. It makes the battles feel a little more real and chaotic.

    I'm curious about how you can make the interface more friendly? I'm struggling to think of how one would go about that or what it would look like.
  6. How to do cavalry in 1.4.1

    Aesthetics aside, even battania scouts are fine cavalry. Yeah, cav X has 40 more armor and cav Y's sword does 8 more damage, but the skills are similar and you won't notice much of a difference when you're riding down archers and crashing into the backs of infantry. The biggest difference comes when they are dismounted.

    Use whatever you like, they all get the job done. A tip for mid to late game is to capture bandits. The various different types upgrade into the noble line of the corresponding culture. With a big army you can get groups of 10 or more to instantly join your army.

    As for the rest, in battanian country, one of the towns frequently has dozens of battania horses for 50-70 sense. The khuzait are a pretty reliable source of warhorses. I like javelin cav fine. I wouldn't go out of my way to get them as archers are better, but if you play sturgia they are good at distracting other cav and disrupting archers... and they're all you get until you can farm sea bandits for druzhinnik.
  7. Just focus more on Stats and skills.

    I'll agree to wait happily as long as it takes for them to rework perks if they give me just one in the next patch... the leadership perk that lets you place your army before battle!
  8. about the strongest unit in the game 'looters'

    I don't think there is a mod for non lethal looters right now. It's only a problem because there isn't any other great way to level troops. Garrisons might work if branches in the troop tree didn't halt their progress.

    Honestly, I could have lived with looters killing a couple troops but the problem with that is you only get a couple levels ups making it less than a zero sum game. In short, it feels like it's never worth it to fight them. If you must fight manual battles, bandits offer good prisoners, better loot, and it seems like more xp as well.

    I had to mod in an xp bonus to maintain intererest.
  9. I propose to remove the weapons from the back of the soldiers that in real life has never hung there.

    It all existed, but I'm not so sure those peasants you recruit out of a village would ever get it. I'm not questioning the authenticity of how equipment is portrayed in the game, it's one of my favorite things about it, but to get one's knickers in a twist over soldiers having a spear on their back while saying nothing about the state of reality elsewhere?

    I really shouldn't judge because I have my own nerdy sticking points (see spear length comment). But imagine the chaos on these boards if heavy cav were implemented in a realistic manner? WHADDYA MEAN THE HORSE IS TIRED?! WHY CANT I CHARGE HEAD ON INTO SPEAR FORMATIONS WITHOUT DYING!? It would be delicious.
  10. 1/20th?! Donating Prisoners is WORTHLESS NOW?

    Truth be told, I didn't even know you could exchange influence for coin as a Merc! Still, I'm skeptical that that's the reasoning behind the nerf unless they specifically said so. This nerf came in conjunction with the council of commons nerf (or whatever it's called) because of problems related to influence inflation I believe.

    In any case, I feel your pain. Hopefully once you're no longer living looters to looter and are fighting other armies you can still make ends meet. In my experience, both money and influence are super hard to get early, but then suddenly it flips and you have more than enough of both. It feels like there isn't very much middle ground with those resources.
  11. Who the hell are these people and why do they deserve a fief?

    I just want to point out that awarding fiefs to random nobodies does have value, particularly if you have your own kingdom. Albeit anecdotal, I found that clans who were gifted a fief never left my kingdom. Even if you don't run the kingdom this is still useful as he who has the most clans has the most potential strength.

    If the above is true, this behavior may in fact be most intelligent thing the AI does in the entire game.
  12. 1/20th?! Donating Prisoners is WORTHLESS NOW?

    I never found the influence from donating prisoners convenient enough to farm it specifically. The bigger issue is that prisoner space is far more valuable for producing instant stand ins to top off your army or cram into garrisons for defense.

    The reduction may have been a little drastic. I would have reduced it to 10% and wear that around for a while rather than taking it down to 5%.
  13. I propose to remove the weapons from the back of the soldiers that in real life has never hung there.

    We don't really want realism though do we? Most units wouldn't have the fancy armor they come with. The ludicrously sized two-handed axes and swords would not exist. You would be knocked out of the fight by any one injury. Spears would be 6-7ft. long and would be gruesomely effective. Really, you would just have one unit... Man at arms with spears.

    I'm a nerd for realistic stuff too, but I like my fian champions with their absurd and unjustified bow skill that is twice that of other trained, professional archers.
  14. I don’t want a static world

    you aren't wrong, I just think balance is about more than just the units factions have. Diplomacy is balance too and it allows factions to maintain flavor and distinct advantages and disadvantages.

    I think a big part of the reason we see the usual suspects ruling the world in Bannerlord is that they all start out at war with the same factions every single game (I think they do). The units aren't the problem, it's the static setup. Does vlandia take varcheg or not? We don't know the answer but we know the question.
  15. Do people like Smithing as a concept

    Others have mentioned some of these already, consider this another vote for those ideas

    1. Forging items earns a currency you spend to unlock the parts you want. This way you can still unlock everything if you want even if you maxed your smithing skill.

    2. You can't craft an item if the difficulty exceeds your skill.

    3. Cap prices of smithed items to disincentivize exploitation. Base the cap on some multiple of the base price of the input materials with bonuses for +stats. This way you can make a consistent, modest profit without getting too rich.
  16. I don’t want a static world

    That concept interests me. I thought about giving some minor factions their own castle or something of the like. Maybe breaking up factions into 2-3 sub factions, similar to how the empire is, would help change it up a little?

    Edit: more smaller factions would also make it less daunting to start your own kingdom. The prospect of being at war with factions 10x your size is just too punishing.
  17. I don’t want a static world

    I think there is a different problem right now.

    The balance is fine right now. The asymmetrical faction geography is fine. Snow balling is good to a degree as it is realistic to have decisive battles. Some nation's were incapable of quickly replacing soldiers due to cultural, structural, logistical, or other limitations.

    The problem is that there is no diplomacy. There needs to be a mechanism whereby faction relationships can be built or destroyed. Alliances and pacts need to exist. War right now is arbitrary and random and must be so because there is no system in place for factions to make strategic determinations about rival factions or even self preservation.

    I'm sure it's coming. It probably wouldn't be too difficult to do within the bounds of the current relationship system. Even something rudimentary like total war Warhammer's system would solve these problems.
  18. Why Sturgia often grows weak, Khuzait often grows strong

    Wrong. Look at their percentage of won battles. Ask yourself why. (The answer is the ability to only engage on favorable terms due to campaign movespeed and higher percentage of cavalry.)

    This is interesting. At any given army speed, the khuzait can have a larger force. If the faction bonus to map speed from cav is working correctly, this advantage is compounded.

    AI battles seem to come down to raw numbers with the autoresolve feature as limited as it currently is. Even if we leave out the 30% effectiveness bonus for cav, 50-100 troops can be the difference between losing a handful of Lord's for a few days or not, exacerbating the the already poor sturgian replenishment capacity.

    Sturgia is also among the worst in access to mounted troops making the speed differential even worse.
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