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  1. zyad137

    Give away 30th march

    Thank you for the kind gesture, I hope you choose me huh :grin:
  2. zyad137

    Dev Blog 01/08/19

    Blogs gets delayed more and more every week what is happening at taleworlds????
  3. zyad137

    Dev Blog 18/07/19

    FBohler 说:
    zyad137 说:
    Callum are you okay? Maybe he has some family problem or something.

    Maybe some of his relatives are addicted to Bannerlord and he's making them go to rehab!
    for sorry you cant cure butterlord addiction :sad:
  4. zyad137

    Dev Blog 18/07/19

    Callum are you okay? Maybe he has some family problem or something.
  5. zyad137

    Dev Blog 18/07/19

    it's already saturday here in egypt i need the blog :facepalm:
  6. zyad137

    Dev Blog 18/07/19

    give me the blog i am dying here :cry:
  7. zyad137

    Dev Blog 02/05/19

    HUMMAN 说:
    Just an indea, since game is in 'polishing' phase, sharing some information to modders in pre-beta and after that would enchance top mods.
    do you mean privately contacting known modders or just release information specified for modders in public for everyone to see?
  8. zyad137

    Dev Blog 02/05/19

    Callum_TaleWorlds 说:
    Not sure where we said beta would start after Gamescom. Please try not to jump to conclusions. :wink:
    i believe that is the best news i heard today :iamamoron:
  9. zyad137

    Dev Blog 25/04/19

    Breezy Tee 说:
    I'd like for, in this matter particularly, more realistic approaches. So, better economics = better equipment, but your troops do not level up, they are just rich soft peasants/soldiers wanna be. The more wars your faction fights the more veterans it produces, and those should be high level troops. That would make for great gaming imho. Imagine that you join, let's say, the "Varangians", and so it happens that in your current play they were at war like crazy, so you get incredibly strong units, but, the fief you were given is poor as it can get due to being raided multiple times, now you have Rus-like ninjas under-equipped! A guy dressed like an militia peasant managing to wreak havok due to his "war experience".

    On another scenario you are a "Swadian", but your troops only feast butter due to Harlaus, so you invest like crazy into economics, and become a fantastic medieval Trump-eske lord, now your peasants wear shiny armor! But you go on to face those warmongering "varangians", your army gets wrecked due to lack of experience.

    I know it's a stretch, and I know it won't happen, but then again one can always imagine stuff, am I right!?  :iamamoron:
    actually this can be done let's say you just recruited a peasant when this peasant acquire war xp he will level up and the game will distrbute his new skill points according to his equipment so you can basically have a god of war dressed in a peasant cloths :lol:

    or

    you can just buy an elite archer equipment for this peasant(given that he has at least basic knowledge on how to use this equipment) and you will have an idiot with an elite archer's equipment who can't even hit a chicken 10 meters away :lol:
  10. zyad137

    Dev Blog 25/04/19

    monoolho 说:
    Instead of a price increase, maybe showing all instances of the available item for different prices on the trade screen, so you can choose the cheaper/next best thing in the screen instead of the number artificially going up when you buy.

    Not that i would care that much anyway, except when buying horses to make cavalry troops or buying bulk equipment for companions.
    exactly my thought!
  11. zyad137

    Dev Blog 25/04/19

    Roccoflipside 说:
    zyad137 说:
    okay nice blog  i still do not like the fact that price instantly go higher as soon as you purchase let's say a blacksmith has 3 of the same sword i want to buy all the three swords for me and my two companions why do i have to pay a different price for each one? why don't i take the three swords for 250 denars instead of 300?  at least if you gonna keep it do not say it's realistic because it isn't.

    I agree with you, but the way Callum explained it does kind of make sense. Rather than being at one blacksmith's shop, you've gone to all three blacksmiths in the town and commissioned a sword from each one, as obviously three people working on their own project will yield better results than one man working on three. Since you've visited three different shops with three different owners, they all charge a different price for the work (which is realistic). All of this is abstracted into one screen, as having to go to three different shops in character could get tedious.

    All that being said, now that they've explained it this way I almost feel that this has to be part of the game. For example, you go to the weapon trader screen and get the usual screen, but each item has a number, how many units of that item are for sale from that particular shop. Two arming swords, same stats, for sale from two different shops at two different quantities, say shop 1 has 20 for sale at 100 denars apiece, while shop 2 has 5 for sale at 125 apiece. You could then buy 5 swords from shop 1 at one time, paying the 100 denar price. However, as soon as the transaction occurs, the price change happens, which could cause shop 1's price to then exceed shop 2, meaning if you then wanted to buy one more sword you would want to go to that one.

    But that's just me being nitpicky I think
    i think the price should be preset on the shop menu i mean like there are 3 arming swords available at 100 denars each and there is 2 other arming swords available at 125 denars each with the two deals being available from the beginning instead of instantly raising the price you can buy the 3 avilable at 100 then buy the other two (or if you feel too rich and generous you can only buy the two priced at 125 :lol:)
  12. zyad137

    Dev Blog 25/04/19

    okay nice blog  i still do not like the fact that price instantly go higher as soon as you purchase let's say a blacksmith has 3 of the same sword i want to buy all the three swords for me and my two companions why do i have to pay a different price for each one? why don't i take the three swords for 250 denars instead of 300?  at least if you gonna keep it do not say it's realistic because it isn't.
  13. zyad137

    Dev Blog 04/04/19

    wait a moment did they gust gave us two blogs about horses?
  14. zyad137

    Dev Blog 28/02/19

    i cant seem to find any new info in this blog any one help?
  15. zyad137

    Dev Blog 11/10/18

    i am not a modder my self but i am an indie game developer :grin: whom is struggling while creating the UI for my games even while using WYSIWYG tool  :lol: (i am more of a programmer rather than an artist and for my good luck it's C#) overall nice blog can't wait to give a shot at modding  :grin: when bannerlord releases
  16. zyad137

    Dev Blog 04/10/18

    NPC99 说:
    Thanks for showng the policies screen. However, I’m puzzled on how a player can subvert his own kingdom and take control of it. There didn’t seem to be anything in these kingdom screens to achieve that.

    Presumably, the clans can vote to expell the player’s clan from the kingdom as well - that should keep us on our toes.  :grin:
    imagine a button says "Click here to take over your kingdom"  :lol:
  17. zyad137

    Dev Blog 04/10/18

    Rabies 说:
    Noudelle 说:
    Rabies 说:
    I'd be interested to know what happens when a clan is expelled or has a fief revoked by popular vote among their peers. Do they just have to accept the decision, with their property instantly being transferred to the ruler? Or can they reject the verdict, and defend their holdings from repossession, maybe calling in sympathetic clans within the faction to join their cause?

    The latter is how it works in Crusader Kings 2, and can lead to long and damaging civil wars within a realm - which is quite a lot of fun.
    I'd be extremely disappointed if that isn't the case.

    The thing is, it might cause problems with other mechanics. I believe it's previously been stated that lords can garrison troops in any castle or town that belongs to their faction. So if Lord Monchug has some troops stationed in Lord Akrum's castle and then Lord Akrum's clan is voted out of the faction, but he rebels and raises arms against the Khuzaits, thereby keeping hold of the castle until they can take it off him by force, what happens to those troops belonging to Lord Monchug that are garrisoned there (assuming Monchug fights for the Khuzait loyalists)?
    i think if the lord is there garrisoning the castle by himself then he just can be kicked out just infront of the castle and if he just left some troops those troops can be add as prisoners or disbanded or even stay there and join the rebellion.
  18. zyad137

    battlefield borders

    Lord Engineer 说:
    How about they keep the red wall, reduce the transparency, and maybe saturation, and once a player crosses the wall both start to increase? then the barrier wouldn't clash as much, a player would have a good indicator of how much time they have left (apart from the timer, obviously), and it would still be easy for a player to navigate their way back to where they're supposed to be.
    i agree
  19. zyad137

    Dev Blog 20/09/18

    for me i do not care much about quests being dynamic or not all what i want is them being fun and doesn't feel repetitive very fast like warband's quests.
  20. zyad137

    Dev Blog 20/09/18

    Hey guys my first post here :grin:
    Even though i have been reading about every post in the forums for the last 2 years.
    I have a Question for Emre Özdemir is the Engine Have a built-in UI Editor?
    will it be accessible by the modders  and will the UI be hard-coded?
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