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  1. Viking1978

    Dev Blog 12/09/19

    petmonster_tw 说:
    Don't worry about game being too dark. For some reason it really looks dark in videos. It will be fixed.

    Also ai choosing wrong weapon is a bug :/

    Great! Thanks for answering this, Petmonster - cheerS
  2. Viking1978

    Dev Blog 12/09/19

    I love how the game has developed. Awesome job!

    One thing, though, am I the only one who doesn't see anything in the dark? I have serious problems with that, even with certain angles in the underground area of the multiplayer. I hope Taleworlds will do something about this, maybe some setting with some night skies for the nightblind? I know this sounds silly, but I'm serious here. At least I hope the night sky is as easily editable/moddable as it was in Warband, where I could replace it with a lighter image which solved everything for me.
  3. Viking1978

    Dev Blog 21/03/19

    Great info, nice addition that you can now see easily what's wrong with your speed.

    Any word about more roads in the game? In Warband there were only a marginal number of roads, why not implement more as was successfully done in mods like Gekokujo? In my opinion it makes the map (and hence the game) feel more realistic... In Gekokujo party speed was improved by roads and if you clicked the map anywhere near a road you tended to follow it unless you deliberately chose not to outmanoeuvring some bandits or something. I liked this feature. Certainly areas in the Empire had some decent roads, being inspired by the Romans...
  4. Viking1978

    Dev Blog 17/01/19

    I'm talking about this change:
    I should mention that we recently made some changes to our siege preparation. Previously, a player who besieged a castle had to select what they wanted to build from a number of engines, one by one. Recently, however, we introduced a new tactics feature. Now, the player will select one of the siege tactics available and will get a preloaded waiting list for siege engines that are useful to the selected tactic.

    Well, maybe we can start start the siege after having built the engines we like... Maybe we can set the building order ourselves, that would also be a solution.

    This change I like :wink:
    The player will be able to start the bombardment as soon as any machine is finished and will be able to start damaging the defences of the town/castle even before starting the siege mission (battle). The tactic can be changed at any point during the waiting time, based on the defender’s tactic, or any other events occurring in the world at that moment.”


  5. Viking1978

    Dev Blog 17/01/19

    In general, I really like where this game is going to. Think the people at Taleworlds are doing a really great job. However, now I'm a bit disappointed here as I see the changes concerning the siege engines as a serious limitation to battle, which is the core feature of the game. Maybe I'm missing something, or maybe I didn't get it right, but I'm not sure why they don't have both options in selecting siege engines... I mean, they already had the other system working. So why not have a siege battle option like:

    -Automatically choose siege engines based on tactics
    -Manually choose siege engines

    You could keep it simple for the AI, have them choose the first option, right?

    The thing you will probably have now is:
    - waiting for engines to be finished that you don't really wish to use
    - your men lingering around some siege engines that you don't wish to use

    Again, maybe I'm missing something here?

    I mean, I thought it was just great to have more freedom. Thought that was what the game was all about... Of course, I can imagine that some people want to have their hand held during the game and have it easy for them, but why not have both options? That there should be limitations concerning the amount of certain siege engines, that you won't use 10 catapults, not talking about that, of course. But if you just need one battering ram to make a rapid assault before some enemy relief forces arrive, that should be possible, I think.

  6. Viking1978

    Dev Blog 31/08/17

    Hi there! Great job you guys are doing so far! I have some questions concerning the campaign design for the coming interview. I'm very curious about these aspects in the game...

    - I have always wondered why there are just a very limited amount of roads in the campaigns of Mount&Blade games, why is that? Whenever I see a map without any roads I always have the feeling that there is something missing. I mean, there are mods like Gekokujo that add them succesfully, giving a speed bonus to parties which travel by them... Of course it may be overcrowded if roads were added between all of the villages, but wouldn't it be interesting to have them between some city clusters? Would already make a lot of difference to the eye alone...

    - Concerning the skill system, it was said in some interviews that skills will be developed by your actions... Now for the player I can understand how this can work, but how will this work for your companions if they are always together in the same party? Will you have to give them personal assignments?

    - Lastly, will there be a battlefield preview for normal battles as well? I only saw this planning phase in sieges so far, but I think it would be a great strategical asset to have some idea of the battlefield. Choosing your ground and all... :smile:
  7. Viking1978

    Mount & Blade II: Bannerlord Developer Blog 12 - The Passage Of Time

    On the subject of a road system in the overall world map:

    As this is the thread concerning the overall world map... will there be roads added to it? Is there already anything known about this aspect? I always thought that the map really lacked some kind of road system in warband (I know that a few roads have been added, but I am talking about the general outlook here). I think that if it would be something like in the Gekokujo mod, it would be already awesome, they don't need to be eeeverryywhereee and not everybody has to follow them. But like in Gekokujo at least most bands would follow these roads... If you click a destination, you follow this road automatically, unless you explicitly click off the road... Most caravans, bandits, and armies follow these also, crossing each other smoothly or fleeing off the road if necessary. I really like this addition, not only the aesthetic aspect, but also the speed bonus it gives (at least I have that impression), so I see no reason why they wouldn't add a road system...
  8. Viking1978

    Gekokujo - Daimyo Edition (Updated w/moddb link)

    Okay, thanks for the info and continuation of this great mod! I'll download that update. :wink: Concerning the issue, I had it before (I think when I played the 3.0 version) and I found somebody else reporting it:
    http://steamcommunity.com/app/48700/discussions/0/613948093895814678/

    If I remember correctly I found somebody reporting it on this forum as well (detailed with pics), but I cannot find it anymore. Thought it was addressed in version 3.1, but not sure. All I know is that I played the game afterwards with a normal prison-break.
  9. Viking1978

    Gekokujo - Daimyo Edition (Updated w/moddb link)

    First of all, I noticed that you have made some nice improvements... the UI screens look very cool, great new armours etc. I noticed you added some lighting effects in the houses also that I have seen in some other mod... Some new sounds and animations. I'm not that crazy about the metal music in battles, although I can appreciate some metal in daily life, but that's a detail and I can imagine many people like it  in the game...
    Anyway, I wanted to ask if your version is based on the 3.0 or 3.1 of the original Gekokujo? The reason, that I had an issue with freeing prisoners and I thought that this issue was solved in the latest version. Concerning the issue: you meet yourself (your own character) and if you talk to a prisoner you get some weird dialogues that don't allow you to free them. I hope something can be done about this, hopefully something savegame compatible.
  10. Viking1978

    Mount & Blade II: Bannerlord Developer Blog 14 - Destructible Merlons

    AmateurHetman 说:
    Also Viking 1978, check out the gamestar twitch page, around 1:45:46 of their gamescom section, we see more gameplay leading up to that siege.

    Thanks, mate! Very interesting indeed... You can find it on youtube now also :wink:
  11. Viking1978

    Mount & Blade II: Bannerlord Developer Blog 14 - Destructible Merlons

    For those who haven't seen the new video "Mount & Blade II: Bannerlord Gamescom 2016 Siege DEFENSE Gameplay" yet: https://www.youtube.com/watch?v=pv2qb66PbUg

    Enjoy, it looks quite promising again if you ask me!
  12. Viking1978

    Mount & Blade II: Bannerlord Developer Blog 14 - Destructible Merlons

    SenorZorros 说:
    I personally hope there are more downsides to elite troops. the costs generally aren't bad enough and it is generally really easy to max out your unit cap which makes high-tier units way more attractive. on that note, does anyone know if it's possible to mod in higher "population requirements" for higher tier units e.g. have swadian knights count as three soldiers in your party limit?

    Gekokujo, a mod based on 16th century Japan, has an option in the menu to have all samurai (as opposed to troops with a peasant background) count for 2.
  13. Viking1978

    Mount & Blade II: Bannerlord Developer Blog 14 - Destructible Merlons

    Dropping by here to say I'm really impressed with what we have seen so far from Bannerlord, I'm very curious! I don't play much on a console, but I'm sure some of my friends will like a version for it and I hope to play some coop game with them sooner or later.

    Talking about multiplayer, like some of you guys I gave this a lot of thought and despite the restrictions there is still a lot possible. As the game is still under construction, I think it can't hurt to share some possibilities:

    BANNERLORD MULTIPLAYER - OTHER PLAYERS AS COMPANION(S)
    - Other players should stay in the army as a companion, but can have own party within the party (would suggest the possibility to assign men to companions in general - subgroups)
    > can ask to talk to the lead player to suggest things
    (A few exceptions to staying in the party may be as prisoners, guarding some place, etc.)

    - Other players can join battle and direct own party subgroup, take loot, etc.

    - Other players can roam the cities / castles / villages etc. when player does (will be called by "gather companions" command)
    > can buy & sell items
    > can fight in arena
    > can court & marry to form clan with various NPCs (who CAN become lords)
    - Other players can arrange affairs of own clan to some extend (garrisons etc. send letters through influence etc.)

    Anyway, these are my two cents... I expect we will hear something concerning multiplayer or diplomacy soon... can't wait!
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