搜索结果: *

  1. TheGreatGorman

    Dev Blog 20/06/19

    How about a scouting penalty while raiding? I doubt there were volunteers willing to give up the chance of plunder to screen for enemy forces, especially in smaller forces.  What about an option where a larger force within a certain range is given the option to attack a plundering force with a detachment. The type of troops selected to sally forth (troop type, skill, leadership etc.) will determine the enemies willingness/ability to flee or fight. Fleeing in a rush could result in leaving behind a portion of the men and loot while fighting off the advance force could either buy needed time to escape or give the main army time to reach the village (represented by a slow trickle of more troops onto the map.)

    Bjorn the Hound mentioned the recruiting mechanic above (specifically where AI lords and the player compete for soldiers). I hope there will also be an inflation mechanic that is also tied to desertion, maybe counteracted by leadership strength. Being able to adjust troop wages would be necessary I would think. Higher wages, higher morale; higher leadership traits, higher morale and vice versa. High relationship with the Lord will give better and more recruits but gold should be do the same! Leaders offering much higher than average wages should find hedge knights and peasants alike flocking to enter their service.
  2. TheGreatGorman

    Dev Blog 23/05/19

    I wonder which will happen first, Bannerlord or Brexit?

    I never played WB in mp but from the information we've been given over the years I certainly would like to give it a try. I hope their will be an open blog so us plebeians can follow the beta testing of mp.



    I don't follow how being informed of a release equates to a promise and therefore a debt. What should be most important is good faith effort to produce the game. TW doesn't owe consumers anything, we have chosen to be along for the ride. If we are not obligated to them, how can they be to us. That being said, there is clear effort to show good faith in making something that will be well worth the wait.


    A few questions for next week:

    What are some of the problems (or solutions) you have faced when balancing the many factors that contribute to NPC attitudes towards other NPC's and the player?

    How has the creation of a family tree affected other aspects of the game?

    Have there been any recent additions to the game that have proven much more difficult to implement than they would seem?


  3. TheGreatGorman

    Slaughtering an entire city

    This could be awesome. Naturally it would need to be accompanied by mechanics to defend against the Attila's out there. I'm thinking along the lines of the later Eastern Romans and the underground "cities
    " that people would remove themselves too during invasions? Or maybe giant flying snake breeders to eat the giant lizards:wink:
  4. TheGreatGorman

    Dev Blog 16/05/19

    How about some footage from that tournament. I would enjoy seeing proud Imperials fight to the end.

    I also think, because of last weeks blog, we should have a more detailed blog on influence.

    I have another question as well that someone might know or I may have missed. Will army's be able to fortify positions? Maybe creating a sort of semi-permanent structure on the map?  Not sure if this would be possible but it would be a great foundation for future mods.
  5. TheGreatGorman

    Dev Blog 09/05/19

    I'm glad to see logistics become a vital part to campaigning that can make or break an armies efforts. After all, an army marches on it's stomach.

    However, I think having "camp followers" mechanics could add greatly to a logistics system.
    All that grain stolen from an enemy village will need to be thrashed, milled and turned into flower for baking bread. Mobile ovens, bakers etc could be used to enhance the effects of loot.


    On another note, influence is a must for realistic realm management. Governments are ruled by schemers.
  6. TheGreatGorman

    Dev Blog 02/05/19

    Whoop! Several years of tediously monitoring these blogs have paid off with the promise of a beta coming soon!  :party:

    Now lets see that early access page on Steam!

    Do we know if there will be access to modding tools with the beta release? I'm not much into modding myself but it's one of the aspects of this franchise I plan on exploiting extensively!


    (I should add that I've always appreciated the Dev blogs. Hence my dedication to them :razz:)

后退
顶部 底部