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  1. Mount&Blade II: Bannerlord Developer Blog 5 - Virtual Skeletons

    http://www.the-orb.net/non_spec/missteps/ch3.html

    Please take note...Horse charge too OP
  2. Mount&Blade II: Bannerlord Developer Blog 5 - Virtual Skeletons

    Is there gonna be a new map format or the same? cuz I really love the idea of bridges and geographical strategy
  3. Mount&Blade II: Bannerlord Developer Blog 5 - Virtual Skeletons

    Yay for making the whole place look alive!! Everytime I see that picture I go play Warband to quell the pain in my heart. Only hope that the city will look and sound the same! So many things to do and SEEE!!!
  4. Mount&Blade II: Bannerlord Developer Blog 5 - Virtual Skeletons

    Holy crap that Tavern looks redonkadonk. Seriously props for putting the effort into those small details. I hope there are events and stuff in the town too. Like in Fire and Sword when I read about the captain drilling his men or a festival of some sort I expected to find it. Those sort of messages can be key details ("The armourer got a new stock" can mean special armour becomes available or "The captain is drilling his man hard today" can mean stronger troops if you are siegeing or prison breaking.) Stuff to do in the villages and towns would also mean more fun, special soldiers that can be recruited in the town, a quest guild that adds random quests to be done (that is not to do from the town but given by other mercs or vassals or thieves.)

    Also different battle settings for AI battles would be awesome.

    Strategic - The armies will align themselves into formation, horses beside infantry, archers in front firing and falling back when the enemy start to charge, if the opposition has archers then the ai places the archer behind the infantry. Will stay constantly distance and wait for the enemy to charge attack them. Horses will stay a small distance away from infantry and will charge as soon as the enemy archers are in view or as soon as the infantry formation meets the enemy formation, archers keep firing but will join infantry ranks at the back and help hold them when out of bullets. (Harder fight for general troops)

    Cinematic - Both sides line up to face one another, the AI will line the archers and horses and infantry, when in firing range, archers fire and horseman and infantry charge side by side against the other infantry and horses into a death wall. Archers fire but do not retreat much until the infantry and horse line is broken. (easy brutal fun fight. for nords or minor factions)

    Defensive - Archers always behind infantry and horseman beside archers, horsemen do not charge but instead will hide behind infantry until enemy clash into infantry formation. Archers on constant skirmish mode and infantry does not advance, horsemen used to pick off stragglers and herds the enemy into the infantry. (For Rhodoks, AI does not really march soldiers forward and devastating on hills)

    Horse offensive - Both sides line up , infantry marches first when archers get into firing distance, horseman charge when infantry and archers are close enough, infantry defend archers and do not move until the enemy horseman are immobilized (Fighting with the horseman but in effect don't move until mid battle when the enemy is weaken, used mostly to protect archers). mostly a horseman build. (Useful for khergit and swadian or big horse armies.)

    Offensive - Horsemen, archers and infantry march until they are close. Archers are behind infantry and horsemen, infantry in shieldwallesque or basic formation, horseman stay behind with archers and infantry marches forward in formation until they clash with enemy formation, archers fire on horsemen, if none then other archers, if out of range then infantry, horsemen charge at other horsemen or archers. (Harder and often less time to set up battle formations, enemy moves quickly and attacks you.)

    Horseman charge - Horseman charge while infantry will march in front of archers (For armies almost completely composed of horsemen, this tactic is currently used by steppe bandits. Will have to be nerfed as often full infantry armies are overrun. That or add in formations before the battle starts to when it does.)

    Archer defensive - Archers will form up and fire when enemy archers are in range, infantry and horsemen stand at defensive in front of archers, horseman charge when the enemy horseman are in range while infantry do not move. ( for large archer built armies and little infantry. Good for any minor factions with these sort of stats)

    Archer offensive - Archers will march and fire while infantry and horseman march in front, constantly moving forward with every wave, half of the archers fire then the other for constant damage, with crossbowmen, the forward march is slower. (For large archer builds once more but tougher archers that don't mind hand to hand combat)


    More options to deal with how the enemy reacts to new armies would be cool, usually they either just charge mindlessly or the circle each other for hours until one side runs out of arrows...

  5. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    jacobhinds 说:
    There are tons of predictions in this thread alone. whether or not they have sea travel isn't a prediction, it's pure speculation. Judging by what they've said we can't even be sure they've kept the original calradia.
    Ships are a hidden feature but so are undead bandits, black knights, and pistols. And i can't ijagine any of them making a comeback.

    I would love to see all the hidden features at the end of the game like a fun challenge. But boats in caldaria are almost useless, unless the expand the seas the boats can't do a lot. The only thing I would want with boats is to somehow use them in sieges
  6. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    Really I check back every day for new news.

    That and when I get new ideas that I hope the developers glance.

    This game has waaaay too much potential.

    1. More vibrant maps, really the map often is very empty with little to do, battlefields are pretty ordinary. Perhaps certain areas where fights are instigated will show special maps? And areas that are camped at can give advantages (Like making camp near a ruined castle makes you better equiped at defending. Or even allow you to set up your lair.

    2. I know this new game will be about war, but the way to fight should differ. I would love to be able to live the shoes of different types of fighter, I should be allowed to choose if I want to be a guerilla warfighter (Skirmishes, ambush, raiding etc) Or a mighty army crusher (As per usual), If I want to win with sneaky politics and scandals or with fear and might.

    There should be good and evil rep, so lets say you are king, you are riding through your kingdom when a diplomat/messenger approaches with a deal. I want to be able to kill him and send a message (Bad rep allows you hire bad soldiers, scare enemies into not attacking you at all, make castle people flee, frighten lords under your rule. Good rep allows you to hire good troops, build strong but slow allies, make it easy for certain lords to love you, allows you to be able to escape capture. But of course you get looked down on and stuff)

    And a separation between, lord, people and army, like certain choices would make the people love you but not the lord, and you have to choose between to rule or to fight.

    More random scenarios, choice based issues that pop up that require critical thinking, npc heroes that are more than just immortal bantha fodder. Heroes that have proper impact on the game (Like advicing you on certain problems, finding you new things etc.)

    More ways to fight a battle than head on. All the extra job choices are useless really, the best thing is to be a son of lord and a squire. I want to be able to use my troubadour skills to sneak into town pretending to be a performer or rally men. My steppe heritage to allow safe passage through the kergit realm.

    More than one way to get food and shelter. As a king on a raid, it will be difficult to just pop into town for food or for shelter, There should be camps that are actually useful.

    I want to have unruly soldiers at times where they try to riot or run and I have to chase them down and teach them a lesson. Show them my power, choose their pay (Not so extensive as the amount but rather the loot they get per battle and such)

    I don't want to have to keep restarting an army everytime I lose, really there needs a better system then all or nothing, retreat, fight, pull back, trap etc. All sorts of things should be available. There is a chance for escape and success will mean most of your men make it. Also less heavy casualties, really one bad attack and I lose all my men. Having the ability to infiltrate enemy armies and rescue prisoners during sieges or when they are in castles should be allowed (As in non hero prisoners)

    Prison breaks should be for both heroes and the main character, I want choices to free deserters to help me fight(In hopes they don't turn on me) Or to sabotage areas to make escapes easier (Spike wine etc)

    Jumping into a battle allows you certain advantages (Your spawn point is different from the already attacking army)

    Proper battle tactics for walls and land. I think there should be different commands available, F1-F3 stay the same, but F4-F8 should differ depending on scenario, on the ground you get formations, certain tactical actions etc) While on the walls you get rush for the ladders, man your posts or fall back to inner keep.

    Speaking of sieges, you should be allows to plan when under siege or when sieging, like for when you are being sieged I want to have to distribute rations, assign posts to the walls, etc.

    No posts can mean a sneak attack where your men don't start on the walls or you have to fend off small bands of invaders from time to time. Posts can mean they desert (From hunger and seeing the army outside makes them scared) Or get shot off the walls. The castle you are in can even riot if you aren't dealing well with the situation, there should be options to build special towers and such in the "Manage town" Option to help against attackers (Or the ability to build secret passages so after a battle there is a chance of escape. Special towers or ground spikes that stop invaders from attacking the front gates or from breaking walls.

    Sieges itself should have many different scenarios (That way it caters to specific armies) Also it might be better to have like a birds eye view of the castle to allow you to place troops where you want (Might be a bit difficult but really if you want a castle that actually uses it's holes and such this sort of overview pre plan can be good.) That or have an option that stations archers specifically at certain areas (Archers that you have to preassign on the garrison tab to specific areas(After that you cannot command them any more as they act like automated turrets) The ability to destroy such towers should also be included (for attackers, it will cost money and time but you may be able to take out archer towers.)

    There should be castle battles that are more invigorating than the usual. A fight with the leaders would be cool too (Like a proper last stand sort of battle of like 20 vs 20 in the keep itself where chaos erupts) And options after the fight that allows the choice of raiding the town or keeping it (In order for money and morale) Raiding towns can be good for parties that are constantly on the move (No garrison is required as after a while bandits/rebels (Neutral bandits) Will take the town for themselves.


    More diplomacy, ability to send messages, load threats etc. Pimp castles up with certain morale boosting flags or skulls of defeated enemies to lower chances of it being sieged.

    To have a boss at the end. After all is said and done (Or even before it is) A boss faction filled with powerful troops and an even more powerful army should descend to reign chaos.

    More sub factions that are not the main 6 but like trader factios, bandit, mercenaries, bounty hunters, rogue hunters, smaller groups that can help you in the campaigns as well as join you later on.

    Well this is a lot, I would be so very happy if the developers even just glance at my comment.

    Whether all my random crap is added or not doesn't make a difference anyway. The game is still going to be awesome
  7. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    Actually what they really need to nerf is archery, not to the point that it's like brytanwalda archery (Intensely **** dmg and bullet drop) But so that it makes sense, in late game my arrows can fall a horse, in native an army of archers on a hill can take any army (Shields can't even hold up.)

    I think what they should do is make shields more resistant to arrows (But not to bolts and throwing) and arrows to have less damage but not less drop.


    For siege maps archers are almost impossible to properly command, there should be a pre plan phase where you can choose where soldiers go(Like an overview shot of the castle front like a map). then when it starts a command pops up saying To your stations.


    There should be things for siege defense too. Like you have to put men on alert or when the attack start you start with all your troops not on the wall or not in position. Placing men on guard can leave them vunerable to attack as well as can lower morale if not put in patrols (They may think of deserting from seeing the army across) When a castle goes into siege when you enter the castle, the main menu should bring up an extra option called siege defense options. and as you stay in the castle, people may riot, get hungry, and you will have to sneak out and feed them (Guild masters will come forward to talk to you) As well as repel sneaky invaders. Not to mention strengthen the inside areas (Like build leather on the walls to stop them from being damaged so badly. Send raiding parties for food or to try and disrupt the enemy. Sneak out yourself to cause trouble. Deal with issues inside the castle (Men get angry and try to loot, do you stop them and they leave or let them go and the town along with the overall prosperity drops.)
  8. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    [/quote]

    Stop making up excuses for the game developers, its simple Napoleon had first person shooting cannons I know this was made by another company but STILL....you must understand we are at a stage of gaming technology that allows such things to be MADE into games :grin: fairly simply.....Someone made them for WB by the way...destructible walls? You cant be serious dude? Games as far back as the OLD medieval total war game had destructible walls So your telling me that TW can't pull off that effect in this day and age? Well better hang it up and go into making something other then games  :mrgreen:
    [/quote]

    I think the issue with the walls coming down is that the bots may not be so smart as to pick up on the problem, also if the entire wall comes down so many can get killed (Unless they keep falling dmg as it is then cool)
  9. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    True, it does become a bit bland to just press options. But I want to be like a badass king who just issues orders. An option for both would be good (Like there will be consequences if you go and do it but if you leave it to your men chances are more die.)

    I also hope they update the camps, it looks terrible and frankly seems to be useless. (I know it has its uses but really it's limited in Native.
  10. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    I hope they add more than one way to attack walls (Psychological warfare, sneaking in, bribing your way through, starving, building camp, raiding nearby areas etc) I really want so much from sieges T.T
  11. Mount&Blade II: Bannerlord Developer Blog 2 - Painted Plants

    I don't care for new content, really just add on what is already there man. I hope this new warband gives more siege options and battle options...
  12. Reviving Floris Expanded Mod

    Make the highest tier soldier or something all have the same armour and weapons, otherwise it doesnt look cool
  13. Reviving Floris Expanded Mod

    what would be super cool too if you are able to add the canons from napoleanic wars to sieges, like only two-four shots but with a catapult skin instead, it would require and upgrade for castles and stuff and that would be awesome.(even if you can't make the animation work I still think it would be cool. Or the ability to have a ditch or moat around your castle forcing all attackers to only attack via gate instead of wall climbing.

    torches as a second handed weapon, cool of asthetics but for second hand, blocking is still like normal or you can just make it like a shield, to make it easier it might be smart to make gloves that have a torch on them so the torch as a second hand can be placed in the glove item holder.

    shield bashing doesn't work with all shields. also something for archers might be cool too, like a bow bash so they can keep using arrows(Like a legolas thing)

  14. Reviving Floris Expanded Mod

    Town festivals, just like how you get notifications for tournaments you get notifications for festivals, in festivals there are items that can't be bought but only won and stuff, gold and renown, there is also archery and throwing competitions and dueling, like for the archery competition you have to shoot three arrows, when you are done, a page shows you the other scorers and matches you to them, as the days go past or in specific countries where the region specializes in archery or throwing, it's harder to win top prize. Festivals also are for news and other mini game like things that are fun, there is also story time where you can talk to someone and they tell you the past of calradia (Very tricky as it requires fanon stuff cuz there isn't any canon, maybe you can ask the real creators)

    to do with festivals, when you run a kingdom you can also host them and stuff but it requires stuff from feasts as well as bows etc, it increases morale and the country and surrounding villages like you.

    Duels can be pretty cool too, you should add heroes to the roster so that after the fight, you might be able to hire them.

    what else could be cool is a tournament siege instead of a all out slug, like a mini castle in the arena which is defended and attacked, the aim of the game is to either coordinate an attack or defense of the castle.

    Better control of arena troops, those that wield bows may not be actual bowmen so they suck at shooting.

    cooler arena grounds with activate able things to use. like doors and stuff.

  15. Reviving Floris Expanded Mod

    ohhhh ohhhh ohhhh you are a beautiful soul


    I know many of my ideas are farfetched and probably undoable, but you know I am just putting it out there just in case

    Do you know the mod silver stag? Yeah perhaps some mods and stuff from there like the whole idea of the quartermaster gaoler etc

    what I think would be really cool would be a second in command soldier that you assign, he can be a hero you build from the ground up, or an expensive hero that you can get, either way from time to time he gives you advise and tips, (The tips are corresponding as to what their job was before you hired them, soldiers will give you battle tips, merchants and priests can give you trade and some other tips, hunters food morale tips etc, you can assign only special heroes and those that stand beside the guild masters etc when you hire them and you have to venture into town.

    make better camps, whenever I entrench my camp, it's pretty useless, the ai is too stupid to properly advance, make a proper map where you get a major advantage (Thus the point of the camp, there is a ditch running around the camp with water in it, the stakes in the ground block intruders so it might be smart to just cancel it altogether. you have options as to what you want to build in the minifort, the camp can be created over time into a solid fortress with options to build watch towers and assign archers insider them to watch over the fort as well as shoot down on subsequent attackers while they try to assault your hq.

    So the entrenched camp is on a slightly elavated hill, there is a simply wall around it and a ditch running around the whole thing, the wall can be broken, perhaps to make it simpler just make the wall unbreakable but rather there is only one entrance to attack from, from that entrance they have to face the ditch, the watchtower which is basically a building filled with archers, some simple traps or basically stakes but they aren't really hindered. The point of this battlefield is to turn the tables when you are sieging a castle, basically sieging a castle goes hand in hand with this mini hq. Let's say you are sieging and a large campaign army comes back, you now have a better advantage, oh oh and if you create this fort you heal faster, thus in the heat of the battle you can create this fort and other parties can join you in it, so heavy campaigns won't be so bad. If possible even make this camp more permanent where you can assign a hero carpenter/engie to look over it and take care of it for a high price, the pro is that it can be upgraded and made into a real fort overseas, the con is that it's costly and takes a long time to upgrade. adding like a small farm area so you have constant food and a well so your troop morale is up, basically a lot of options like having a village. it however takes upkeep to keep.


    Any battle taking place in the forest or specific parts of the mountain should start in the favour of the bandits, this forces the player to walk around the forests lest they get ambushed and slaughterd, basically in the forest there are many high chances that you can get hit by a larger previously unseen force. if possible even add roadways through forests that speed up travel but also act as a flag area, so basically when you travel on pathways, you go faster in exchange that bandits also like to wait on popular roads and when attacked near roads you go on a special map where you are on a road and is surrounded by a forest on both left and right, in the forests are bandits that throw stuff and come running down as the fight progresses and the remaining horde gets spawned in the front and charges you, there is no retreat, only surrender, thus players have to be very wary not to get attacked on these roads unless they know what they are doing. this map idea can apply to other areas too that will be advised to you via your men, setting up camp there or waiting there can mean a clear advantage when attacked as the map is shaped to your side, even better yet can be that certain areas will trigger new maps that help and hurt both sides (Like some maps help infantry but hurt archers.


    fire flipping arrows, of course they can only work when there is no snow or rain. greek fire would also be lovely.

    A better use for daggers and throwing knives, my advice is that they are given a small chance to break through blocks and shields thus making their sneakiness cooler, the exchange is that you can't block with them as well as low dmg and unable to block attacks, if possible, speed up the speed of drawing them out so as well as the speed of attacks and throws to a one very high. ( of course wielding these things with shields make them slower in usage so it's much better to use a sword in that sense.

    make towns more go inable, this applies for castles and small villages, the main villages have plenty to do in the area so I'm cool with that, perhaps give some events that happen in every village at certain times of the week, an archery competition would be cool or even a throwing competition.

    On the road or in town, you can get challenged by someone to a duel, in that said duel there is only you and him/her but they are very strong, doing it in a town can lower likeness or rise it, the you can turn it down and lose or gain relations but it drops morale for their captain being a coward.

    blacksmith that can turn cracked and broken weapons into stronger finer ones, it however takes time and costs only slightly cheaper than simply buying the built up one.

    something that the native expansion did called the black knight invasion, at some point in the future (For the native expansion you could set it) A small group of near unkillable knights under a lady ravages the land, there is only like 7 of them but they can take down the whole of calradia given time.


    make special tournaments that take place in special maps, the tournament acts out like a small scale castle siege or ditch warfare etc. more gold but higher chance of death. also under tournaments are special quests that make you enter tournaments so you can go to feasts and poison or talk to certain characters, more sneakyness would be cool, like during the feast if you are given the quest, you have to go up to up to someone and if you have a sabotage quest, an option comes up to poison him, poisoning him makes in incapp for a few days, however you can be found out causing guards to attack you (Which you can pay off in advance to fight for you or disappear) You can even bribe servants to help you before hand etc. (They only carry knives) if you are found out (This can be based on your persuasion as it makes them warmer to you etc) Then you have to kill the guards and escape, you can't kill the lords or ladies, (It's like fighting drunkards in the bar they run away) However you have guards to deal with. getting caught can mean almost getting banned and completely hated by that faction, which is why the chances of failure is low due to the main character having need to invest a lot of time and money into doing it (If possible there are ways to fix the arena fight to your favour by making all all other contestants die after one hit, like you poison them for a price etc.)

    a duck key, or a way for troops to drop down a pavise.

    a way to escape any battle, when I join a lord in battle, I'm always the last standing if they lose, I can't quit or escape but only get caught.

    A way to keep your army even if you are joined with a lord, like you pay for them but leave them somewhere etc.

    more ways to storm a fort, attacking at night can be beneficial for you, like senarios where you attack through the front, also the defenders can attack you while you are building a siege tool and meet you outside the battlefield. Or even a senario where you sneak into the castle with only 5 men, the opposing force would be only like 10-20 men depending on army ratio. You could severely damage the troops inside by sneaking in at the cost of you getting caught and losing everything.

    the ability to have a raid option, when attacking larger parties, you can have the option to do a hit and run, depending on the level of your tactics, you may win and get less deaths for more kills but you can't control the actual battle, after the hit and run it's impossible to do it again and sometimes the party chases you, better to do it at night. you cannot pick who you want to raid.



  16. Bug Reports & Known Issues [v2.54]

    the weapons that are spears are all held funny for the second hand, they are not held in the middle but rather at the end, when you raise your hands to strike it looks silly
  17. Suggestions

    Just wondering if this mod is still alive?

    If it is some fire arrows would be lovely, I was playing silverstag for a bit then found this mod to be better than it
  18. Suggestions

    hey I know floris is gone buy is there any way to make the names of the soldiers shorter? when in full battles half the screen isnt visible from the long names
  19. Suggestions

    Duh 说:
    Most of them are possible, some of them (shieldbash) are in the mod, a number of the ideas require such large amount of work (family feuding f.e.), that one would have to dedicate months to develop just them (well).

    The shieldbash is to be intended for using a bow so that you can knock them back and take another shot, and the mod is dead :sad: oh well it still is awesome
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