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  1. Custom Troops

    No, Troop Tree Slots.

    So at clan level 1 you would only have one Tier 1 troop tree slot and an upgrade, the Tier 2 (or two T1s, I commoner and one noble).

    You could have as many of those guys as you'd want, but they would be very limited both in equipment and skills (as any tier one troop should be).

    The more clan levels, the higher tiers and more potential upgrade paths:

    Clan lvl1:

    T1 Custom Recruit
    -> T2 Custom Footman

    Clan lvl2:

    ------------------------------T2 Custom Footman -> T3 Custom Trained Footman
    T1 Custom Recruit
    ->
    ------------------------------T2 Custom Archer

    If you wanted more variety at Clan Level 2 you could also have 3 branches (was implemeted some patches ago) but none above tier 2, like this:

    ------------------------------T2 Custom Footman
    T1 Custom Recruit
    -> T2 Custom Skirmisher
    ------------------------------T2 Custom Archer


    You could recruit as many of those as available in villages, maybe paying 200% the usual price for faction troops.
    Ohh like the ammount of custom troops that you can have
    that makes seanse
    but i feel like you should recrute them from the tavern distrect
  2. Custom Troops

    Limiting troop tier and equipment by clan level could work.

    ------------------------------------------------------------------------------

    Lvl 0: 0 Troop Slots.

    Lvl 1: 2 Troop Slots + Tier 1 Armor/Weapons - 50 Skill Cap

    Lvl 2: 4 Troop Slots + Tier 2 Armor/Weapons - 75 Skill Cap

    Lvl 3: 6 Troop Slots + Tier 3 Armor/Weapons - 100 Skill Cap

    Lvl 4: 8 Troop Slots + Tier 4 Armor/Weapons - 150 Skill Cap

    Lvl 5: 10 Troop Slots + Tier 5 Armor/Weapons- 200 Skill Cap

    Lvl 6: 10 Troop slots + Tier 6 Armor/Weapons + Retainer, an expensive troop with 300 Skill Cap

    ------------------------------------------------------------------------------

    You could even unlock more stuff to make some tiers feel more special, like: Clan Tier 4 Unlocks Crafted Weapons for Custom Troops, potentially with the con of increasing wages by 25%.

    Heck, it could allow for more interesting perks too:

    Roguery 150, "Forgiveness by duty" - > Looters can be upgraded to your Custom Troops' Recruit equivalent.
    Trade 150, "Arms Trader" -> Decreases custom troop wages by 10%.


    I'd make a mod like this if I knew how and still cared enough about Bannerlord to warrant the effort.
    do you mean it takes up more than 1 slot per troop
    if they did that no one would use them
    prehaps it should be by clan teir that you can get each one
    like you can get teir 3's at teir 3
    and teir 4's at teir 4
  3. Custom Troops

    Use My Little Warband and be happy. Don't ask TW about things they don't care. Though it make sense for you to do that since you're the ultimate TW defender of this forum :smile:
    console players cant get this soooooo
    we would very much like this
  4. Custom Troops

    I know this has been asked before, but I thought it deserved a poll as well.

    With Fire and Sword had it where you could customize mercenaries if I am not mistaken, which seemed like a good feature.

    It could either be custom clan troops recruitable from the start or only available once you start your own kingdom. To balance it they should be as strong as other faction troops, and you would need to pay X amount for their equipment changes. There could also be other ways of balancing it.

    Thoughts?
    Yes
    100%
    i feel like custom troops would be amazing
    i want to make the tankyest tank troop ever with a 2 handed axe
    or a troop with 3 javelin bags and a 2 handed sword
    it would be so awsome, it would be so cool
  5. Amprela doesn't rebel?

    I've been trying to incite rebellion in Amprela for almost 2 in-game years, in two separate campaigns. Neither one ever causes a rebellion in this settlement.

    Amprela-Rebel.png


    In my first save, I spent 500k gold buying food from every trader and villager that came close. I got their garrison to 0 as a result, and their loyalty was around 22 for the duration. Several weeks of this resulted in no rebellion - I abandoned the cause when I was spending near 10k gold to buy out traders that knew their profits would be insane inside the settlement and chalked it all up as a waste of time.
    This second attempt, I've waited to incite rebellion until after it was already sieged, so the loyalty counter is already low enough to sustain, despite food and using the gang quests to lower the settlement security and loyalty instead (Security @ 25 here)... still, several in-game weeks have already passed and there's no whiff of rebellion in this settlement again.

    I've read elsewhere that the chance of rebellion with standard risk is 15% per daily tick... so I would assume that a "High risk" is a higher percentage chance of rebellion per daily tick. Now, either I'm exceptionally unlucky to never, ever get Amprela to land in that 15-*% threshold of rebellion, or this settlement's rebellion is broken.

    Has anyone had this specific settlement rebel before?
    EDIT: For reference, I abandoned the first campaign as it wasn't rebelling and I thought that save might've been broken.
    If the Garason+Partys inside is half the size of the militia they cant rebel
    one time i was trying to get a rebelion to happen
    they had 1 loyalty, but for some FUACKING REASON THERE WERE 5 LORDS JUST CHILLIN IN THE TOWN EACH WITH ALMOST 100 TROOPS
    They did not leave the town for 3 in game years
    so yeah, the AI was smort and stupid at the same time
  6. Too powerful to fight looters, not powerful enough to take a settlement.

    My army is way too powerful for looters, but not nearly powerful enough to take a settlement.
    What should I do now?
    Level up your steward
    Get 100-200 men
    Find rebel town
    Then Proceed to beat the **** out of said rebels
    Kabam, you got a town
  7. Let's share your best battle tactics

    That's how castle/city defenses tend to go in Bannerlord provided the attackers haven't managed to overwhelm the defenders. As I recalled in editing my post, I had something similar happen when defending Quyaz (if I said "Ortysia," I meant Quyaz) from the Vlandians, and ultimately failed when King Erdurand himself decided to just ram the gate and be done with the wall nonsense lol since, at that point, my squishy Aserai archers and Mamluke Palace Guads just got overwhelmed in the melee and I couldn't organize and effective kill zone to exploit the attackers' exposed flanks.
    they did begin to overwhelm us at the walls, so thats why i retreated back
  8. Cheat menu on consoles

    I am once again asking for access to the cheat menu on consoles. We can't use mods, which sucks but it's okay. At least give us access to the cheat menu. I've tried a lot in this game and would love to get real freaky.

    Just asking for a bit more sand in my sandbox.
    hmmm
    yeah a cheet menu would be nice
    but what about pologarmy and the ability to make your own troops
  9. Let's share your best battle tactics

    Now that's a story I want to hear about. Best I can boast of is defeating 800 Vlandians with ~600 of my own, and it was by taking advantage of the bottleneck by the beach in the battle scene near Geronter Castle (west of Ortysia City) and having more high quality troops once the initial enemy wave was defeated lol. Otherwise I prefer the Sun Tzu approach of always outnumbering my enemies and avoiding any battle I'm not fully certain I can win lol. EDIT: Well, now that I remember, I did defend Quyaz with a few hundred city defenders against a couple Vlandian armies ranging from 1-2,000 lol, but that's because the A.I.'s easy to exploit by shooting their sides as they come down the stairs on the city side of the wall rather than me being clever. In other words, it's like thwacking guys on the head at the top of the ladder in Warband; it's just set up to be played like that lol, highly favorable to defenders. I ultimately lost to the third group that decided to ram the gate because, once it got to a straight up melee, we stood no chance! Very painful defeat lol, got arrested and everything even as a monarch! Couldn't force a peace until I was RNG'd out of jail, just in time to prevent Ain Baliq Castle and my own Senala City from being attacked.

    I suspect lots of people who play games like this have studied tactics to some degree simply because... if you like the idea of leading troops into battle and roleplaying as Zhuge Liang or Shingen Takeda or Carolus Rex, you probably know at least one or two things about some unit tactics.
    So i had a party of roughly 200 vlandian crossbow men
    i was takeing enemy castle after enemy castle
    i just took a castle with 30 defenders and had no casualtys
    then a army of 1200 aserai pull up and start seigeing me
    i used 4 catapults and was able to rack up some engenering skill
    i took down their battering ram and one of their seige towers so they only came in tru one area
    my crossbow men were mowing them down and eventuly too many of them got in and we fell back and heald a hallway
    any enemy that walked in the hall was mowed down by my crossbow fire
    it took about 38 mins to win the battle and 57 of my men died
  10. Let's share your best battle tactics

    They're how you order your troops on PC. From what I've watched on YouTube, I'm pretty sure F1 is how you open up the ordering menu while F3 after that is "all charge" and, I think, F6 is "delegate." Basically, their advice is to just auto-pilot the game lol.

    On PS4, that strategy is basically suicide, which is part of why I suspect the game's actually harder due to the troop limitations; even if your full-frontal all-charge works in the short term, reinforcement waves would just pincer it and result in a messy scrum. I've observed this whenever I get KO'd in battle lol, and if I win it's purely because I had more troops or more elite troops than they dd. It's practically a god-send for the game to crash during sieges while the post-mortem auto-pilot goes on since it's painful to see my troops behave so stupidly lol (even though I always break down the walls first so storming the castle/city is basically a slightly organized charge anyway lol).
    i win a ton cuz i studyed war stratagy as a kid
    ive won a 200 v 1200 battle and only had 57 casualtys
  11. Statement regarding Singleplayer IV

    Warriors of Calradia,

    It is time to share another update on some of our current singleplayer related works with you.

    Stability and performance will continue to be a top priority for us. Beyond that, you will find a number of our other efforts listed below. Please note that this includes both broad and specific, as well as, shorter and longer term items.

    Near Hearth & Home

    • Cutscenes
      • Cutscenes or “Scene Notifications” were first teased in our future plans’ post. Since then we have created a number of these animations for different story and world events to add more weight to them. They presented a multi-disciplinary challenge (to Design, UI, Art & Animation, Engine, Campaign Gameplay, Audio and QA), but we are quite happy with how they have turned out so far.

    • Scenes
      • Over the course of development our focus shifted away from smaller locations and more towards ensuring greater variety and quality in core gameplay areas. As such, we have been working hard on creating the remaining town scenes, which will offer new siege challenges, as well as additional battle terrains to cover further regions of interest. Naturally, we also continue to improve our existing scenes.
      • As this concerns a particularly large body of work, it won’t all drop at once but there will be continuous updates.

    • Sieges
      • Sieges represent one of our most complex gameplay experiences and we continue to polish the many pieces that make up this puzzle. To give a recent example, we overhauled the way that both AI attackers and defenders use troop transfers (between formations) in sieges. This was done to reduce transfers at inconvenient times, in quick succession or with poor overall oversight, which could lead to large numbers of soldiers being transferred from opposite sites unnecessarily.

    • Battles
      • While combat is certainly one of the game’s strong points, there are always things to be improved upon - and one of them is the way in which reinforcements enter the battlefield. Specifically, we have been working on means to prevent cases of “spawn camping” and troops suddenly appearing in the middle of an active fight.

    • Armor Effectiveness
      • This has been a topic of passionate discussion and we are happy to let you know that we are close to releasing an adjustment aimed at making armor more effective. This will not adopt the warband system, but it will go towards stronger protection.

    • Main Hero Battle Death
      • Given all the extra armor, it may be time to raise the stakes.
    Yes, it's optional.
    • Combat Mechanic Improvements
      • We have gone over the combat mechanics for knock down, dismounting and push back and removed the random factor to allow for a more reliable and predictable experience for players. Among other things, we also introduced a new resistance variable that is derived from character skills. This allows us to make some troops and heroes less vulnerable to these mechanics and will allow players to develop their characters to become less vulnerable as well.

    • Army AI Improvements
      • In recent months, we spent quite a bit of time reviewing, adjusting and testing the army AI. In essence, we set out to address the following items:
        • Less Patrolling, More Sieging
        • Less Starving, More Sieging
        • Less Recruiting, More Sieging
        • Better Cohesion Management, More Sieging
        • Other trickery to the same end
      • We also don’t like peacetime armies.

    • “Party Templates”
      • The idea of parties that reflect their leader’s preferences has gone through some iterations since we originally shared it. Nonetheless, we still intend to pursue the approach that weighs recruitment and upgrading according to this preference. The initial, releasable implementation is close to completion and we hope to soon evaluate it further based on player feedback.

    • Disorganized State
      • We have gone over the conditions and effects of the disorganized state, which temporarily weakens parties and armies after a recent challenge, to make it more meaningful and consistent.

    • Item variety
      • What's a warrior without their weapon? In an effort to increase the general variety of equipment, we have been working on a number of new crafting pieces as well as making some of the existing pieces available across additional weapon types.

    • Crafting Unlock Overhaul
      • With this broader pool of crafting pieces, we also had another look at how crafting works. We don’t really like that all crafting pieces are unlocked from the same source. Instead, we want to provide more of a sense of specialization. Thus, future smiths will, for example, need to craft axes to unlock axe pieces.

    • Simulation Health
      • Economy
        • While this has always been a point of importance to us, we set out to review and address two issues in particular in recent months. For one, some items were too profitable in general while others didn’t have enough regional price distinction. This made trade much less engaging than we would like it to be. Similarly, due to the same market dynamics, workshops were suffering as well. If you bought the right one, there was little reason to engage with it again and more often than not “the right one” came down to the same small set of options. The changes we made to supply and demand have had promising results so far.
      • Recruit balance
        • Calradians have seemingly always been happy to join a good fight. However, recruits are not just plentiful but oftentimes overly powerful. This has been raised in the community before and we also recognize it as an issue and have made according adjustments to the way notables develop their troops.
      • AI Prisoner Management
        • It is not just recruits that are plentiful but also prisoners. So much so that calradian dungeons would overflow as time passed. We have been looking into a solution for this and will likely share it with you soon.
      • Child generation
        • Despite our previous adjustments to the adult population, there was still a problem with an initial generational gap. To address this, we will likely generate additional children with different ages at the start of the game for any clans that fall under a given member limit. As an extra, this should also make such clans more viable.

    • Character Respeccing
      • With the multitude of perks that the game offers, it can be difficult to find the character setup that is just right for you. Fortunately, it will soon no longer be required to wait for your heir to take over or to start a new game to try out another character build. Instead, you will be able to change the perks of your characters and clan members as you play.

    • Skill experience gains
      • Character development is an important aspect of the game that follows the principle of learning by doing. While this generally works, we feel that some skills don’t yet offer an adequate progression. Fortunately, the aforementioned economy changes should help with trade. Additionally, we have also been working on more tailored adjustments for all combat skills, leadership, roguery and engineering. We look forward to your feedback on this.

    • Immersion & Quality of Life
      • There are many adjustments that relate to this category in some way. Below you will find a few of the ones we thought interesting.
      • Additional AI Offers
        • We were quite happy with the reception and impact of AI ransom and peace offers to the player. These new notifications make the world feel more alive and we want to build upon them. For this purpose, we are exploring marriage, mercenary and vassalage offers.
      • Encyclopedia Information
        • The all knowing encyclopedia is not just a challenge to immersion, but also inconsistent with our scouting mechanic. To address this, we are working on similar limitations to the encyclopedia that will create a form of “Fog of War ” for those that are outside the reach of the player or their agents.
      • Party Management Options
        • Clan members can, at times, be a hassle to track down and manage. To address this, we have been exploring new options to send, recall and exchange them.
      • Civilian Scenes
        • Our towns and castles have a range of NPC characters that can partake in numerous activities to give the location life. However, castles, in particular, were still a bit underpopulated. This should be improved in future versions of the game as we increased the population and their use of animation points in a number of settlements.
      • World Map & Associated Visuals
        • Much like scenes, the world map can make or break immersion. We therefore decided to allocate some time towards resolving issues with party teleporting, floating and rotating among a number of other tweaks. Of course, we also always continue to polish the actual map.

    • Audio
      • Improved UI sounds
        • We added new sounds all around the UI and revised some existing ones for coherence. To provide an example, you will now be able to hear audio feedback when a persuasion attempt goes awry or pleasant.
      • Horse sound revisions
        • As a constant request, we have been working on improving the audibility of approaching horses and fixed some bugs in the occlusion system that prevented some sounds from being played. This is an ongoing work, and more improvements will arrive as time passes.
        • We improved horse physics sounds to make it more impactful when they die.
      • Ambient upgrades
        • Quad ambiences were another topic in our future plans post. They are a great means to make scenes sound more believable and our work on them is ongoing. A few of the ambients have been updated to Quads, and we fixed some crucial spatialization bugs while we were at it.

    • Localization
      • The localization effort also continues. Even though we have now released translations for Simplified Chinese, Traditional Chinese, Turkish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Spanish (Latin American) and Russian that does not mean that we are at the end of their journey. We greatly appreciate all the feedback that we have received on this front and are working with our partners to process it. We are also happy to say that German is close to being shared as well.


    A ways ahead

    As the attentive reader will surely have noticed, there are some topics that we haven’t covered yet. In our future plans, we spoke about Banner Bearers, Claimant Quests, Sally Outs and Vocalization. These are all areas that we are still pursuing, but they will require some time yet. Once we have made more progress on them and other topics, we will be happy to share further details.


    Please keep in mind that the items discussed here are neither all-encompassing nor set in stone, and we will adjust them if the need arises.

    when do you think this will come to console
  12. Resolved Can't give yourself a fief if you have more than 3 clans

    I have about 30 fiefs and the other clans in my kingdom each have two. That makes sense that it isn't a bug, but is there a place to put in feature requests or give feedback? It seems very odd that when solo taking fiefs as a king you're unable to give yourself the fief. I could understand a large influence cost / relation loss though.
    no one needs 30 fiefs my guy
    you dont need any more man
    10 is a reasonable ammount
  13. Had to give merc fief will he take it?

    I spent a lot of infkuence on certain lords to get fiefs and new policies while having 30 vassals and ONE merc clan. So it’s an insane amount of influence to go against… anyway randomly I’m conquering other parts of vlandia and someone captured quaraz (idk if it’s spelled right) a big city. Anyways vote comes up I don’t have enough influence to give it to someone else. Ironically the merc clan is tier 5. But I had to give them the city as every noble except the two others supported it. So I had to give it to him. He’s very rich I gave him alot of money but vlandia sued for peace immideatly after.. so my question is when he inevitably leaves will he take the city too? Some stuff I read said it’s returned while the others say it isn’t… He’s valor honorable and generous trained. It’s my first play through aswell
    their is a chance he will leave with it
  14. Let's share your best battle tactics

    as a console player im reading this and being confused as to what all this f1 f6 f3 stuff is
    i just adapt to what the enemy is doing
  15. Terrible “Tribute/Peace” mechanics

    You don't want them surrendering beyond a certain point, though; you want them endlessly farmed casually by your peers/vassals! From what I've played, if a defeated kingdom (especially a homeless defeated kingdom) has enough time to gather new troops from the villages, they can come back as a significant threat but if they're constantly being beaten down then the worst they can do is set fires in remote villages without the capacity to besiege decently staffed castles or cities. It's ironic how the final hours of the late game was basically just me vetoing peace orders lol. My biggest Influence drain went from vetoing war declarations to vetoing peace declarations just because it only made sense to keep the wars going on forever due to the friendly snowball and what I described above.
    thats why i like to have a high charm skill
    i you get a bunch ton of influince from it
  16. Let's share your best battle tactics

    he may be a console player, so that will not work for him
  17. Terrible “Tribute/Peace” mechanics

    The tribute system is ridiculous. I am absolutely destroying my enemy in war; I have taken almost all of their castles and cities, but have not done any village raiding. On top of this, I have the faction leader (King) as a prisoner. By all accounts, I should be able to sue for peace and charge them a boatload of tribute as I am WINNING the war tremendously. However, the stupid game logic wants ME to pay tribute to them in order to end the war because they have raided more of my villages. This makes absolutely no sense. Even if this was the developer goal, that needs to be changed immediately. It doesn’t make any logical sense that I have almost all of their castles and cities, but because they have raided more of my villages they are somehow “winning” the war. What an embarrassing game mechanic, and quite frankly one that decrease the value of the game tremendously. This needs to be fixed. If I have 5 cities captured, and they have 0 cities captured and 5 villages raided, I should be winning the war full stop. Fix this massive game breaking mechanic immediately. I have seen so many Reddit and steam posts about people being extremely upset because of this terrible game mechanic. It needs to be changed to reflect the actual winner of the war.
    just attack tem over and over again untill they surender
    Simple and easy solution
  18. Let's share your best battle tactics

    my dear lords in Calradia.

    So I been using the same battle tactics, forever.
    1 is infantry line, 2 is archers forming loose formation, 3 is calvery, 4 is horse calvery
    2 stand in back in elevated high ground, 1 attack up front, 3 maneuver to the left flank to flank, 3 maneuver to the right flank to flank
    as showed in picture below.

    but now I am trying to explore new battle tactics, if you guys have any better ideas


    the best battle tactics should be :
    1. simple enough to mange with a series of battle orders,
    2. a repeatable process that have best killing rates while maintain low causalities

    let's share yours best battle tactics and learn from each other!

    nGyQu.png


    yjnf8.png


    1DUql.png
    Crossbows
    Crossbows
    and more Crossbows
  19. How can castles be made important in your opinion?

    This idea was proposed some time ago and Taleworlds doesn't want to do it. Why? Who knows, all we heard from them was "not our vision" whatever that means. I guess Taleworlds thinks that a king or lords job is to suppress ever looter spawn in the area.
    or if you have high securaty they spawn at a lower rate
  20. Players spamming the N word on public custom servers

    Yes and as TW does not respond about topic on their custom server ToS we keep this lovely culture. Praise TW
    prase be to taleworlds
    allowers of racesim and hate
    (this is sarcasim)
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