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  1. Shield Wall

    Shield walls while they looked cool never worked in Warband for one simple reason.

    Your shield would never block a projectile that isn't going to hit you. As such arrows would phase through the larger shields and hit your friends.

    In Bannerlord I 'think' this is different and I think shields do block projectiles that would not otherwise hit you, which would make shield walls an option. Has anyone tested this?
  2. Resolved Sound problem

    Hello fellow warriors, my problem is that when I play Bannerlord after a while the sound starts lagging, and its getting worse and worse and at the end of the problem the sound is lagging so much that my entire game just freezes and gets stucked with the sound very slowly lagging in the background.

    Game Vesrion - 1.4.3 Beta
    Mods installed - NO

    I did changed my game version about 3 hours ago to 1.4.2 because I wanted to try the Multiplayer experience and then I reversed back again to 1.4.3 where I am now.

    I appreciate all the hard work of the devs who constantly work for us. Huge THANKS for that guys.

    Thanks for any help or suggestion.

    .
    I had a similar issue seemingly related to cargo capacity: https://forums.taleworlds.com/index...-audio-drops-when-cargo-exceeds-65535.428601/
    Does the game stop lagging if you sit in the inventory screen for a while (~2-3 minutes) then start lagging again when you exit to the campaign map?
    Does it only lag on the campaign map?
    What's your cargo capacity? What's your current cargo weight?
  3. Resolved Extreme lag and audio drops when cargo exceeds 65535.

    How to Reproduce: Carry more than 65535 total weight in cargo. On the campaign map the game audio will begin stuttering after about 20 seconds, and then if another 10 or so seconds pass the game will begin locking up completely. Lowering my held cargo resolved this performance issue. Note that...
  4. Help a noob understand. What does the "code refactor" business mean?

    Since the modding API was first announced, they said it was in C#. It would be utter lunacy to switch an entire project from C++ to C#, not least because C# is about 100% slower.
    Um no. 10% to 15% maybe for unmanaged C++ vs C#. And that's assuming you're taking significant time to optimize your code, which most developers don't. The biggest trip up with C# for developers for games specifically is managing the GC. If you can manage that, it should perform amicably. And of course you can use both if you want in a project.

    I do highly doubt they are rewriting the engine into C# though.
  5. Why can't units pull back in shield formation most of the time... but sometimes they can?

    I think its a reinforcement issue. I noticed when reinforcements spawn in they try to group up very slowly with the rest of the unit.
  6. Resolved Kids start off at lvl 14 with negative 500+ SP intended?

    Alt+~
    (hold alt and press the key above tab and next to 1 on the english keyboard).

    That will open a window and then you just type the commands out I listed.
  7. Resolved Kids start off at lvl 14 with negative 500+ SP intended?

    Now that the developer console is enabled in the base game you can fix this issue manually while were waiting for the devs to push the fix.
    Save before doing this, if you mess up you will want to reload the save as i do not think you can remove attribute or focus points from NPC's.
    (work around)
    commands:
    Open console
    config.cheat_mode 1
    campaign.add_attribute_points_to_hero [18 + 1 every 4 levels] [child name]
    campaign.add_focus_points_to_hero [12 + Level] [childname]
    config.cheat_mode 0

    Example:
    child name is Risa and Risa is level 21
    config.cheat_mode 1
    campaign.campaign.add_attribute_points_to_hero 23 Risa
    campaign.add_focus_points_to_hero 33 Risa
    config.cheat_mode 0

    I then add 2 attribute points to each attribute, then distribute the remaining however I want (i use a combination that is similar to their parents, up to you).

    It wont fix the negative SP but will at least let them be a normal character.
  8. Resolved Army Formation

    LTG's workaround will work, here is the thread on the issue from 1.4.1:

    I imagine when they fix unit assignments for lords this will go away on its own.

  9. [beta 1.4.2] peasant recruits from every factions on existing save are priced 580 instead of 20

    - Good thing you nerfed that one handed way of the sword perk a little bit but its still ridiculous. For two handed the last Perk is now as broken as it was for one handed before. I hope you have the same plans to nerf that aswell asap.

    - Somehow i get money for recruiting soldiers, quite good money i can make a fortune recruiting troops now lol... is that temporarily until some changes kick in or is it a "feature" now ?

    - Shieldwall Formation is completely broken, troops stay in ranks with so much distance between each other and when i do the advance order they form a very tight, very long shieldwall.
    I can't drag the formations anymore it seems, too.

    Anyway this Beta version seems promising.


    Version: BETA 1.4.2
    Computer Specs
    :
    OS: Win10 Home
    GPU: NVIDIA GeForxe GTX 1060 6GB
    CPU: AMD Phenom II X6 1090T Black Edition
    RAM: HyperX Fury 16GB, DDR3-1600, CL10 (HX316C10FBK2/16)
    Motherboard: ASUS Crosshair Formula IV AMD 890FX Chipset
    Storage Device (HDD/SSD): Crucial MX300 SSD (525GB)

    There is a thread on the shield wall bug here:
  10. Resolved Peace loop

    (work around) you can make peace with any faction with the kingdom menu.
  11. Sieges...

    A few quick notes for 1.4.1.

    If you go into a town with an army before it is sieged and the enemy army sieges it, your allied lords that are in your army do not join the defense.

    Defenders do not use all defensive siege.

    A lot of catapult placements cannot hit anything as a defender due to overshooting the entire field and there doesn't seem to be a way to adjust the power of the shot.

    A bounced catapult shot does not do damage, although it still has a lot of velocity.

    Defending units constantly fall to their death when defending against siege towers, defending units should be prohibited from getting on the siege tower from the castle wall. Attacking units falling off the siege equipment is totally fine.

    Castle garrison/militia for castles that you own do not operate under your command and are uncontrollable.



    Now for unimplemented things:
    Attacking AI does not react to any sally force in the siege map, you can sally your gate defenders in the path of the ram and stall the ram forever (attacking AI sends units 6 at a time to move the ram and they can get mowed down before they reach the ram and the AI wont clear the blocking troops. If the attacking army also does not have siege towers, an attack can be forestalled for a long time with this tactic as the ladders will not be used unless the ram reaches the gate, or if the ram is destroyed.

    Commands for sieges seems entirely unimplemented, you cannot order units to use siege, defend the walls etc.
  12. Need More Info "Teleportation" Bug

    This bug happens when i'm on the campaign map as well. Once an army summons is received my party starts running to that army and i have to issue another move order to stop it. When your waiting in a town or village the same thing is happening, except you cant see your party moving, your party is moving invisibly across the map and as soon as you leave the town or village you will be teleported to your actual location. You can see this in action if you stop waiting and leave the town at the start of the army summons and you will be only a short distance away from the settlement.

    Really really annoying.
  13. Resolved Shield Wall formation spreads soldiers Beta 1.4.1

    The issue is one of the units is 'mounted' and mounted units always use a spread out formations.

    Tell the unit to unmount, wait about 5 seconds, then they will behave normally.

    Unfortunately some of the mounted lords are assigned to the infantry group instead of cav which is creating this issue. The bugged unit starts with the cav units so its not easily apparent that this is the root cause of this issue.
  14. 1-on-1 Spear+Shield Tournament Battles: The Wooooooorst!

    I too just punch them to death, which is just sad really.

    They should ditch the shields and just make it spear on spear.
  15. Multi-Player Adjustment Suggestions.

    Spears just need to actually work against cav, right now they feel so weak against them.

    A cav player running at me at full speed will one shot me but i'll only do 45-60 damage to his 200+ hp horse if I land my hit square on the front.

    They dont need to one hit a fully armored horse, but they do need to do much more damage.
  16. Need More Info "Packet Loss" icon showing, yet there doesn't seem to be a noticeable effect.

    Packet loss and ping are not related.

    Ping is the time it takes for your packet to reach the server plus the time for the servers reply to get back to you.

    Packet loss means that a packet never reached you from the server or one of your packets never reached the server, this will cause rubber banding and other effects, and too much packet loss will drop you from the server.
  17. Shields are op and there aren't enough skills to open up an opponent

    What do you mean by correct block modifier needs to be lowered?

    You want the shield to take more damage if the player correctly blocks an attack? (Active blocking attack direction)
    Or do you want the shield to take less damage in this case, but more damage for an incorrect block (aided by the higher damage against shields).
  18. Take the chamber challenge! How many can you do in a row?

    If its unblockable then yep thats a pretty high reward.
  19. Take the chamber challenge! How many can you do in a row?

    Most WB chambers were medium risk, low reward as it was generally easy for your opponent to get a block up in time (or you get a weak hit). I haven't spent enough time in MP Bannerlord, but if the tolerances are tighter its going to be High Risk, and if the opponent can block the chamber attack then it might be low reward again. There are a lot of things an attacker can do that are generally unreactable that will change up the timing of the attack enough to bypass the chamber window.

    In WB I have never met anyone who could chamber 100% of all attacks, but you did specify 'against plebs' so you might be right (as in pleb as being a person that might feint but does not know how to vary his/her attack timings outside of that).
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