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  1. Edward the Bastard

    Resolved [stable 1.5.8] AI lords in army not donating troops to garrison after taking castle as ruler

    Summary: only happens if the player is a ruler and leading an army and successfully takes fort -- to clarify fellow lords/ladies simply do not donate troops and leave the castle empty. I first discovered this issue with mods but was able to reproduce on a clean save. How to Reproduce: assemble...
  2. Edward the Bastard

    [1.5.8 Stable] Anyone know of a mod (or what xml to edit) to make overruling vassals as a ruler easier?

    Hey guys I am trying out the start as a ruler mod but quickly noticing it is quite the influence sink to overrule the dogpiled policy decision ai. For example I want to make peace but all vassals oppose me and will cost 700 influence to overrule. I am either hoping to find a mod that makes...
  3. Edward the Bastard

    Which Faction Needs the Most Love and Work?

    Because variety is more interesting, and I think absolute balance is not all that interesting. If almost everyone has archers, we'd have a lack of interesting options and tactical dynamics at play.

    Perhaps I could have been more clear. When I say give Vlandia longbows the value of the point I am making is crossbows are op.

    I don't see why lighter crossbows can't be nerfed either. Hell, just making weaker crossbowmen take significantly longer to reload. I don't think turning them into archers will help at all. They will still pump out damage safely from a distance, upgrade easily and amass very quickly.

    This we agree. However I believe the core of the issue is they easily outrange bows. If you can stand outside range of bows - volley - skirmish if need be - repeat. If the player is commanding volleys optimally they are still going have 20+ sharpshooters after 5 victories -- and 40+ after 10. (this is of course accompanied by some of leadership tree bonuses + vlandian culture passive)

    I think the right direction as it stands is make upgrading them much more difficult to upgrade because of their tendency to get a lots of kills.

    I mean, if I had to do things a certain way, refer to my mod. Apart from the mounted crossbowmen (which I now regret), my Vlandians are still very much your strong, but inflexible troops that have to work together for combined arms tactics. What kind of buffs would you even give their infantry? I think giving them better armour is as far as I'd go.

    I would propose mostly armour tweaks too. In short, the majority of Vlandian infantry is far too squishy during their upgrade path -- and upgrading them is inconsistent. Instead of telling you exactly how I would upgrade them, I will showcase the oddities of their upgrades.

    [Numbers pulled from game version 1.5.7]

    Vlandian Infantry. (the troop -- not to be confused with the division as a whole) Their torso armor is only a 2+ upgrade from footman but a +8 to head. I am not entirely sure -- but I believe the core issue stands with these guys because they simply don't get enough of a torso upgrade. As a result, many die before upgrading into a swordsman.

    Vlandia Swordsmen. Need shoulder armor. They get a +9 ( bump to torso armor, but only a +2 to head.

    Vlandian Sergeants. If they are lucky enough to get this far they are a pretty good unit. +11 armor to head and +27 to the body (including shoulder armor). but many die on their quest to becoming a Sergeant because of this rough upgrade path.

    Secondary issue: As if sergeants weren't lucky enough -- they need to get lucky again. If they spawn with a hand axe they do well. But their maces are a joke. Watch them twiddle that thing around next time you get the chance.

    And -- similar inconsistencies exist in the shock set of troops. (ie pikemen getting a downgrade in torso armor from the billman)

    Even then, turning Vlandia into some sort of lame all rounder faction without any special focuses is beyond boring. The Empire already has that covered, no need to do the same with Vlandia.

    I am not suggesting we turn Vlandia into the Empire. I believe their special focus should be heavy lancers (that's what their lore is -- and that's what they're noble troops are). I simply would prefer to turn down the reliance on crossbows is all (as a result have a more competent infantry).
  4. Edward the Bastard

    Which Faction Needs the Most Love and Work?

    Vlandia is meant to be the ancestor of the Swadians and Rhodoks, so turning them into longbowmen makes no sense at all. Swadians themselves used crossbows, so I don't see where longbowmen would be coming from at all.
    I know what you mean but it doesn't matter what makes sense if the gameplay is contrived. The point I am making is one from a gameplay/balance point of view -- if we have to nerf crossbows into longbows why not just give them bloody longbows?
    I would rather just change the way crossbowmen worked. Give them a considerably longer reload speed. And while we're at it, general buffs to all armour in game to nerf ranged combat. I feel like the issue is a general ranged issue, not just sharpshooter specific.
    The range and firepower are the issues of crossbows. The core issue of sharpshooters is that they are peasant troops that upgrade very fast because of the range and acceptable damage of even lighter crossbows (ie they usually are safe from ranged pressure because they can usually out-gun anything, point it in the general direction of the enemy, release, and boom easy upgrade!). If you use a similar formation or tact I mention in my first post you can amass them far too easily. When I say they are op I am not only referring to their inherent power. A group of fian champs will eviscerate an even-numbered group of sharpshooters. But -- I can consistently get 5 sharpshooters much more consistently than 1 fian champ -- and 5 sharpshooters will defeat 1 fian champ 10 times out of 10.


    I think they're just fine as a cavalry/ranged faction that uses infantry as an expendable meatshield.
    Sure. However -- my point is this is far too deterministic for a sandbox game that is meant to be built around dynamic battles and logistics.

    Vlandia should be able to do other strategies besides make defensive lines (ie the game is better if factions aren't limited to one playstyle or the gameplay is bottled down to the same fights continuously) If the player or ai of a specific faction wants to take a different approach they should not be hamstrung because their troops are great at one tact and terrible at others. I am not staying make every faction the same. But I am saying there should be more wiggle room for varied playstyles within the factions. Furthermore, there are mountains of room to nerf Vlandian ranged units to make Vlandian infantry less squeamish. This in theory this would allow different compositions of troops biased on lord's and ladies' traits or goals for example.
  5. Edward the Bastard

    Which Faction Needs the Most Love and Work?

    Battania needs an archery tree, especially since they are woodlands people draped in animal furs.

    I will say though that I personally appreciate the apparent lack of balance because it adds a certain depth.

    • The Empire's well-rounded blend of units with a focus on front line tank infantry offers new players a way to "break into" the game
    • The Khuts offer Dothraki open field superiority to freely run around and learn the different factions/map
    • The Vlandia make it easy to enlist the best crossbows to garrison your first cities
    • The Aserai are also decently well-rounded in units, conveniently offering two map choke-points that connect both sides of the world for players interested in trade exploration
    • With Sterg and Battania being the obvious (more difficult) hard mode factions due to map proximity, snow/forest terrain, and unit selection
    But... again... Battania's furry wood people NEED archers
    +1 Battania needs a lot more archers and less cavalry. Not only for gameplay reasons but in the lore they are considered the bait and switch trappers of the forests who ambush with volleys then overwhelm with shock infantry -- not a giant blob of infantry with targes and skirmishing cavalry.

    On an unrelated note. Vlandia sharpshooters are overpowered. I can train raw recruits into dozens of sharpshooters in a shockingly low amount of time. Perhaps sharpshooters should be the noble troop? Probably not -- but they seem to be getting 60-80% of my kills at any rate. I know Vlandia is supposed to be pre-Swadia before the Rhoduks but they feel a lot more of the other way around.

    In virtually any situation I can form a defensive line (equal split of crossbows to pikemen/voguers -- with crossbows upfront by about 2 meters -- all loose formation) wait for the enemy to get within 20-30 meters or so, call infantry charge -- cavalry charge from behind. Nothing has been able to withstand this technique. But, it's probably just because AI has no idea how to deal with very conservative playstyles accompanied by intense ranged pressure -- or adapt their troop composition to counter this type of playstyle after repeat encounters.

    I am sure many would disagree with me but I would like to see Vlandia ranged units nerfed into a mediocre style longbowmen and buff their infantry (non-spearman branch of infantry specifically) and become much more of a direct fighter as opposed to a volley focused playstyle.
  6. Edward the Bastard

    Why does food price inflate in the later game? Starvation seemingly much more commonplace (day 2000+)

    Can you send your save game to [email protected], also can you mention which version you are playing?

    I will examine your save file. Yes constantly increasing prosperity (starting with 185K (world total) and being 2x in 20-25 years) is a problem currently.
    Sent, all information you need should be provided. But for the sake of readers this result was from game version 1.5.7 stable.
  7. Edward the Bastard

    Why does food price inflate in the later game? Starvation seemingly much more commonplace (day 2000+)

    It is both inflation and increased demand.

    The way it generally plays out is that continent-wide prosperity rises continuously. Prosperity is a huge drain on the continent's grain supply, especially at higher levels like 8000+ and the grain supply (from grain villages) can only keep up to a certain point. That certain point is every grain village near to the town at above 600 hearths, so they produce 150% their normal daily amount of grain. Villages under 300 hearths (IIRC, not looking through game files right this moment) only produce 50% and obviously raided villages produce nothing.

    Additionally, prosperity at a high enough level (I forget when it kicks in, but it might be 6000? don't quote me on that though) produces an inflationary effect in the town, at least as far as trade goods are concerned. That ties back into the grain consumption because towns with very low prosperity have cheap goods which caravans snatch up and take to high prosperity towns.

    Another massive and overlooked consumer of grain are lord's parties. They have the same supply needs as player's party and will gleefully strip every scrap of food from a town to support their troops. That isn't much of a problem at the game start, but AI clans gain tiers just like the player's clan and in a twenty year playthrough most (if not all) will be at tier 6. That means much bigger parties (160-200+). Also, influence accumulates for AI clans as well, which means much bigger armies (1800-2400 are totally normal sizes) with massive, massive supply needs due to their slow speed. They have no problem buying every foodstuff in a town just to reach the next town and repeat the process, until disbanding and being instantly reformed again (maybe under a different leader) to continue the cycle.

    Taken together with increasing prosperity and inflation, grain prices are naturally driven higher. How much higher depends on a playthrough; I had one where there were a handful of mega-cities (over 10,000 prosperity + 500 men in garrison) that ate so much grain just from their daily needs, every other settlement was in various degrees of starvation. Grain was quite expensive (I think anything under 20 was a good deal) and any town that produced serious amounts of it would have it plundered by caravans to be hauled off to the mega-cities for huge profit. Other playthroughs weren't nearly as extreme because there have been changes to the game's economy since then to help stall prosperity growth, due to its quite literally gamebreaking nature.

    But you have to expect price inflation for food, even without mega-cities, in a long playthrough. There are going to be more and bigger parties roaming the map, along with prosperity rising.

    On the plus side: it makes affording your party easier over time because troop wages are fixed while potential income from trading, fief ownership and workshops steadily ticks upward.

    All this comes with a caveat that it is personal experience, virtually all of which has been pre-pillage mechanic. Pillaging definitely has had an economic effect on my game (partially due to an early oversight) but I don't have multiple playthroughs to say anything solid about how bad it should be or usually is.
    Great read. This helps me understand much of what's going on. Thank you very much for the in depth answer. (y)
  8. Edward the Bastard

    Why does food price inflate in the later game? Starvation seemingly much more commonplace (day 2000+)

    I am day 2k and 1 unit of grain is well 30 denars now in some towns. Is this because of denar inflation or super high demand? Grain producing villages being raided too much maybe? Possibly unrelated consequence but I've noticed starvation seem to be a much more significant issue for armies now...
  9. Edward the Bastard

    Winter battle scenes have too much green grass/bushes

    +1 Yes, I am of a similar train of thought. Also the contrast of the snow to shrubbery makes the lods painfully noticeable.
  10. Edward the Bastard

    [Video test-Debate-Poll] Bot Idle animations in closed-order formation.

    I just want them to be react believably by themselves. If there are arrows coming down hold up your shield if you have one. We shouldn't have to tell them to get into a shield wall to get them to cover themselves from the dozens of arrows being littered around us.

    I very much like your upright rested animations for the spears. I can almost see them chanting or a bashing them into the ground like the The Unsullied before an important defense.
  11. Edward the Bastard

    Endless Wars in 1.5.7 How to make a faction make peace with everyone?

    For rulers I think it's the same, you just confirm the vote of the lords or use influence to override it. But even as a vassal, when the kingdom I'm in becomes a bit more powerful than then others the other kingdoms will only declare war against my faction. Putting me off playing.
    Same issue here but as a vassal of vlandia. We own 33% of the map and were stuck in war with battania and all three empires. The raids would never stop. It was unpleasant to say the least -- I would try to make peace but they would just dogpile nope for whatever reason. Now I can overrule anything.

    I almost retired this playthrough -- am basically the king of vlandia now :smile:
  12. Edward the Bastard

    Endless Wars in 1.5.7 How to make a faction make peace with everyone?

    Have you noticed whether that also stops AI kingdoms from constantly declaring war only against the player faction? My problem is that once the faction I join captures a few fiefs every single other kingdom declares war only against my faction and never against one another.
    Ahh no idea man -- haven't tried. Seems to work great as a vassal though. All I know is every vote seems to pass. How does making peace work as a ruler; in 1.5.7?
  13. Edward the Bastard

    Endless Wars in 1.5.7 How to make a faction make peace with everyone?

    Here's a jank ass fix if you're still on 1.5.7. Install bannerlord cheats mod, got into mod settings, set kingdom vote multiplayer to 1000.

    Obviously you could just use console commands too, but damn this was a lot more satisfying to finally make a vote for peace and 'it just worked'

    I also eradicated all the degenerative policies and a lot of and made peace on 3 fronts. Feels good. I will lead these situationally unaware morons to 'Manifest Destiny' :')
  14. Edward the Bastard

    Name 3 features you would like to see implemented in the next - not yet started - update / patch !

    I like the idea. But you wanna put this in the UI section of the Suggestions forum. emrozdemir is really good about replying and giving feedback there and it doesn't get buried under unrelated stuff.
    Ahh, yes! Good point -- and Thank you sir! I have updated my original post -- which can be found here!
  15. Edward the Bastard

    QoL: Deposit high priority prisoner pop-up (with mockup image)

    1. I agree with your points that, SP log needs improvements. I brought this up internally before but I'll bring it up again.

    2. I'll bring that up internally and see what the responses I'll get. I would personally prefer if the player used the party screen(rather than quick prison button) since we give much more information regarding influence gain and being able to inspect the prisoner with the right click. But I'm in favour of displaying a small notification in the settlement overlay about your current high value prisoners.

    3. Pre-battle deployment is currently under development. I don't want to give any ETAs atm though. So stay tuned for that. But in general, with that feature you would be able to assign captains to formations, if you're the encounter leader. It will address the issues you're mentioning.

    Thank you for the suggestions!
    @emrozdemir (hopefully this tagged right) ?

    A thought has come to be about 2 that stays much more consistent with the existing UI that also hopefully addresses some of your concerns about some of the information displayed in the party screen -- and should be able to hook into existing UI architecture.

    You know how when you go to the tavern district you can ransom all prisoners then in parenthesis you see the gold?

    It could be as simple as doing a similar option in the submenu "Go to the Keep" or "Go to the Dungeon"

    Deposit All Prisoners (x influence) + (+ relation with x clan)

    Perhaps the high-value prisoner reminder could use the same notification framework to display when a new vote is in progress, or a lord/lady is mustering an army. It would only pop up if the player entered a settlement a high value prisoner. Clicking it would bring the player directly to the submenu where they can be deposited. After depositing or leaving the settlement would hide it automatically to avoid screen clutter (shown in mockup)

    My only real issue with using the party screen is its unnecessary digging and streaming of assets. Any way we can save the player from unnecessary clicks, submenu's or loading times streamlines the user experience.

    Here's another mockup. This is a prototype! Open to all suggestions!:smile:
    pfaO30b.png


    *sorry for the double post, I am still learning proper forum etiquette*
  16. Edward the Bastard

    Name 3 features you would like to see implemented in the next - not yet started - update / patch !

    1. I agree with your points that, SP log needs improvements. I brought this up internally before but I'll bring it up again.

    2. I'll bring that up internally and see what the responses I'll get. I would personally prefer if the player used the party screen(rather than quick prison button) since we give much more information regarding influence gain and being able to inspect the prisoner with the right click. But I'm in favour of displaying a small notification in the settlement overlay about your current high value prisoners.

    3. Pre-battle deployment is currently under development. I don't want to give any ETAs atm though. So stay tuned for that. But in general, with that feature you would be able to assign captains to formations, if you're the encounter leader. It will address the issues you're mentioning.

    Thank you for the suggestions!
    @emrozdemir (hopefully this tagged right) ?

    A thought has come to be about 2 that stays much more consistent with the existing UI that also hopefully addresses some of your concerns about some of the information displayed in the party screen -- and should be able to hook into existing UI architecture.

    You know how when you go to the tavern district you can ransom all prisoners then in parenthesis you see the gold?

    It could be as simple as doing a similar option in the submenu "Go to the Keep" or "Go to the Dungeon"

    Deposit All Prisoners (x influence) + (+ relation with x clan)

    Perhaps the high-value prisoner reminder could use the same notification framework to display when a new vote is in progress, or a lord/lady is mustering an army. It would only pop up if the player entered a settlement a high value prisoner. Clicking it would bring the player directly to the submenu where they can be deposited. After depositing or leaving the settlement would hide it automatically to avoid screen clutter (shown in mockup)

    My only real issue with using the party screen is its unnecessary digging and streaming of assets. Any way we can save the player from unnecessary clicks, submenu's or loading times streamlines the user experience.

    Here's another mockup. This is a prototype! Open to all suggestions!:smile:
    pfaO30b.png
  17. Edward the Bastard

    Request: Disorganized movement speed debuff after aborting raid

    ...way for the player and ai lords/ladies to counter pesky opportunists besides hiring mercenaries, having hundreds of horses, or abandoning men. * edited additon * I understand that campaign lord AI would also need to weigh they may not be able to easily get away once they start raiding, the...
  18. Edward the Bastard

    We need to be able to merge armies more effectively, request to command someone else's army, or ask another lord to command yours

    I've experienced the frustration of joining a fight and delegating command of my troops, only to have them execute an entirely different strategy than my allies (my troops rush in and get slaughtered, while my allies sit back in circle of suicide), way too many times. So a big +1 to your suggestion.

    At minimum if ability to choose / delegate commanders from AI lords is not an option, at least update F6 - delegate command to AI troops so that in a large fight with multiple parties, they are aware of the actions of their allies!
    Thank you!

    I posted this in another thread yesterday and got a suggestive dev response! You can check it out here :smile:

    *

    check end of page 4 through top of 5.
  19. Edward the Bastard

    Any word on working traits?

    Outside of a very brief period at the start (perhaps two or three months after EA?) the Calculating/Impulsive traits were invisible. The only way you would know someone had them was a change in the personality flavor text, i.e. "She is reputed to be entirely conventional" (no traits) vs. "She is reputed to be ambitious" (only the Calculating trait). Not all combinations are accounted for and it isn't always clear that what is being described is Calculating/Impulsive compared to other traits (Impulsive in particular had/has flavor text that makes it sound like other things) but the flavor text definitely gave a clue in most cases.
    To clarify the negative traits I was only referring to Cruel and Dishonourable that my first character had.
    Not really. Patents have to be somewhat specific to be enforceable. A game can't rip off the exact Nemesis system anymore but pretty much no game (to my knowledge) even tried in the years since the Mordor games came out.
    Of course, patents have to be somewhat specific to be enforceable; what I am curious if anyone else thinks its as seriously f* up to patient gameplay mechanics as I do -- especially coming from a game that imitated almost all of its other mechanics from assassins creed or other games of that ilk and for the reasons I have already stated -- and video games being considered an art form, etc.

    But, yes not all hope is lost. There is a good probability WB will never have grounds to act on the patient because the patient may be a lot more restrictive than they are letting on; this is a common use for patients. (and would prefer to keep those cards close to the chest as a fear/gatekeeping tactic)

    My fear is that of the unknown. We will never know for certain until the day comes it becomes public or they act apon it. Not only for Bannerlord or TW but for the games industry as a whole.
  20. Edward the Bastard

    Any word on working traits?

    Aye nemesis would be cool , kind of here already in a very small way as if you raid someone's village doesn't it increase the chance of yours being so raided?
    Would have to check the code out to be certain, but in warband that exactly how it worked. It troubles be greatly to think a monolith like WB could come after TW for something like this.(didn't realized this pun until I edited, mercy on me)
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