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  1. Patch Notes e1.1.1 & Beta Hotfix

    Have you just given all towns a flat income? How have you fixed the bankrupty

    Not by fixing caravans that's for sure lmfao
  2. New economy changes are very good for the long-term health of the game, disregard the criticism.

    I just wanted to express my support for the recent economy changes, specifically the changes regarding the previously overpowered caravans. Many people will complain because they have grown accustomed to easy money through caravans and some specific workshops.

    What people have to understand is that these passive sources of income were never meant to allow you to breeze through the rest of the game, they are only meant to cover your party upkeep costs. After that, if you want to afford something else, say some of the most expensive pieces of equipment in the game, then you need other sources of income, such as loot from lords or perhaps acquiring fiefs and collecting tax.

    These additional non-passive sources of income are meant to go straight into your pocket after the daily upkeep/income changes. And then two things can happen:
    1) Your enterprises (caravans and workshops) are doing well, with no hiccups.
    2) One or more of your caravans could've been defeated by bandits, or maybe one or more of your workshops could've been taken over by a faction your faction is currently at war with.
    If 2) happens, then you need to re-invest into said enterprises with the money you've been gathering from elsewhere. But if 1) happens, then you can safely purchase that new piece of equipment you've been saving up for.

    Not everything is meant to be risk-free, every playthrough is not meant to be identical, earning money is not meant to be garantueed. You need to plan ahead, you need to save money, and you need to be prepared for multiple eventualities, and not just dead set on the fact that you'll always continue amassing wealth.

    FAQ:
    - But the most broken form of income was from defeating enemy lords!
    Yes, this has been mentioned to be on TW's radar and will be fixed.
    - But I don't know what to do now!
    Lower the difficulty.
    - The game is supposed to be about fun! Not about grinding!
    Hard is fun, easy is boring.

    _______
    Edit: I'd like to make a suggestion regarding when Caravans are caught and destroyed.
    Instead of having to purchase a new one, instead make it so that the Caravan and whoever was leading it, is out of commission for a week or two, and then after that starts working again, during this week or two you'll still be paying their wages, but atleast you won't have to spend 18k on a new caravan. I think that'd be a good middle-ground here.

    Yes, I'm sure a 6% chance of an 18k investment even making a profit is completely reasonable behaviour.
  3. 1.2.0 Towns are (almost) bankrupt

    Devs wanted to nerf players so nerfed all caravans and therefore trading in general.
  4. Beta Branch Patch Notes e1.2.0

    I don't understand why the devs are so focused on nerfing every possible income stream in a single player sandbox when there are much greater glaring issues. Why is nerfing everything in sight a priority? You won't be able to beta test the end game material appropriately if you're forcing a grind to get there. I personally am not playing until a mod fixes all the cock ups in this patch and I know several whom are doing the same.
  5. 1.1.0 Caravan party size change?

    It is not a bug.

    If your caravans are 60-80 people they are 99% safe again. We cannot get what we want (high risk-high profit). They are making you 0.5-1K profit each day. Their initial cost is 18K. Even if one year they survive you already make good profit. Caravans cannot be your only or main income source for years.

    There are several income sources at game and you do not have to follow only one :
    -castles / towns : 20% of prosperity as tax
    -villages : 50% of profit from sold items are taken as tax
    -workshops (everybody were runinng same 1-2 workshops, this is why pottery shop is nerfed, pottery shop was creating 2 potteries from 1 clay and this is way more profitable compared to other conversations thats why it is nerfed)
    -caravans : they are making trade and you get 20% of their money when their capital passes 10K.
    -battles : you get loot from enemy deaths, you get woundeds as prisoner
    -tournaments

    When you watch gameplays lots of people were feeding their armies with 1-2 caravans however caravans are only one small game element they should not be your main money source. If you feel they are useless or if you are in a risk group (if you have lots of enemies currently or bandits are overpopulated) you do not have to form a caravan. If you want more money sources you should try to get more fortifications you should increase your relation with other clans (I accept which is hard currently - there are less ways to get relation (will increase by time), one way is voting for them in elections by spending influence)

    If you execute every lord you caught bandits are overpopulated in long term play. So your caravans are in more risk ofc. What you did in past have an effect in future. In future there can be new perks for giving your caravans +10 party size maybe but more than this is OP.

    Caravans are good at early and mid game however in late game you should find other sources.

    Q : Why forming a caravan costs 18K ?
    A : You are giving 10K as initial money to caravan. They are buying their first trade goods with this money and all trade is initiated from this 10K. 8K is cost of 30 men you get. These troops are level 16/21/26 troops. They should be at least 250 denars per each one.

    By the way Stewardship skill level of companion can give extra party size to caravans too in future however this will be so low compared to their normal effect when they form clan party. Trade skill is most important skill you should consider while selecting a leader to your caravan. (I accept there are less companions with good trade skill, however I am not dealing with this part)

    Q : Why player cannot give trade routes?
    A : It can be added in future. After major problems are solved.

    "After major problems are solved", yet instead of addressing and solving the major problems, you're wasting development resources in nerfing caravans into the ground to the point where they are basically useless. Somebody ran the math and it turns out your caravans now have a 6% chance of turning a profit. 18k for 6% chance of a profit. How is that viable?
  6. Pre-battle Tactics

    This was a mod that I enjoyed in Warband that I would like to see in Bannerlord. Basically before the battle loads in you're presented with a tactics screen where you can choose the starting tactics. For example, you could have cavalry from a wedge and follow me. Your infantry to form a...
  7. Can the shieldwall command be changed please

    I don't recall which mod it was for Warband but there was a command to advance 10 paces, which would preserve the formation. Currently "advance" just seems like a diet-charge.

    Charge should break formation and go HAM. Advance should, well, advance, maintaining formation consistently. Either to a point dictated by the player or until a hold command is given.
  8. Improve the optimization

    @pesymace stop using any excuse possible to plug your mediocre youtube content. Nobody cares.
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