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  1. Resolved 1.8.0 'Defending' armies not engaging despite superior numbers

    Summary: Per screenshot, there was an army with designation of 'joining the defense' (mouseover) of a castle, and had more then twice the number of troops as well as numerous allied non-joined members nearby that did not engage attackers until after the castle was taken. Screenshot was just...
  2. How to destroy factions?

    Chasing down the scrappy remnants of a faction all over the world just so they stop endlessly raiding your villages isn't fun when you have other **** to do (fight remaining large factions which are still a real threat). It just becomes an annoyance.

    Normally their parties are too small and fast to catch, and because of a broken peace system, they will demand tribute from you rather than offer to pay it, no matter how badly you are beating them. So you either pay money in tribute or lose money in taxes- either way you're paying for being the winner! Or you could execute their parties but then everyone around the world will hate you and see you as dishonourable devious scum!

    And they also get endless mercenary clan parties to spam at you, which for some reason they don't have to pay. And they can recruit armies from YOUR fiefs to keep attacking you once in a while as well, despite the fact they should have no source of funds left to recruit from.

    It makes no sense that a kingdom can have no source of income whatsoever left and yet still have the means to constantly pay armies to attack you, and all their nobles will happily follow the ruling clan (who has absolutely nothing to offer them) for eternity in failed attack after failed attack against a behemoth they will never defeat.

    They should just break up.

    This x1000, landless clans should be considered outlaws after x number of days without controlling fiefs. There should be no penalty for killing them via execution or they should just cease to exist. The whole concept of 'a defeated faction has a chance to make a comeback' is just dumb and makes for poor end game play. Just let them die. Please.
  3. Does anyone else notice that Khuzait and Sturgia never go to war in 1.5.6

    Did a fresh start on 1.5.6 and they went to war pretty early, with sturgia winning a couple of the northern kurzait castles at the start (I went valandia and we didn't have engagement with sturgia until much later than usual).
  4. how's the AI ?

    His question used world map AI as example not battle map.

    I've found world map AI is better then warband, at least when there are multiple lone groups around a larger army - I've had a number of times where I'll bring in a force that tips the balance and the lone groups converge with me on the large army. In warband it was far more hit or miss if they help you out.
  5. 1.4.1 observations

    So, deep into a 1.4.1 playthrough (Spring 1093), this is what I have noticed so far. I have played a vassel of Battania from the early on. Currently there are 3 factions in play, Battania (Str: 36,789), Khuzait (Str: 28,900) and Southern Empire (Str: 17,632). Sturgia, Vlandia, and Aeseri...
  6. What's the point of Charm on a companion other than being able to send them on one Quest?

    Its a pretty important quest if you are going for noble line troops (typically). You get +12 faction boost (=2 slots more of recruits) with the person requesting it. Success via conversation if you try to resolve yourself is 50/50 ish, so being able to resolve with high charm companion at 100% is a big boost. For now, its worth having a high charm companion early for this quest alone for increased access to noble line troops.
  7. [1.2.0.226271] Minor faction declared war on my level 1 clan

    The Embers of Flame declared war on me on day 30 of a freshly started game. I've never met them, I've declared no alliances, I have no mercenary contract. I'm just wandering around killing looters. The only notable thing I've done is rescue daughters for landowners. The declaration did...
  8. What's your favourite weapon?

    Ah, yep, for some reason I thought pointed had pierce, I'm going to switch up to Pointed!
  9. What's your favourite weapon?

    Partial to the star falchion myself, cheap-ish "slash only" 1h. Good damage and reach.
  10. Favorite Minor Factions?

    I always look forward to capturing (then recruiting) the Beni Zilal horse archers, a solid unit. When I started a game joining the Aeseri faction, kept getting notices of them obliterating Aeseri lords on a regular basis.
  11. [Beta e1.2.0] Auto-Resolve needs a hotfix ASAP!

    It its WAI right now, they should just remove auto-calc altogether. No one is going to risk (at any %, doesn't matter how small) losing a fully leveled troop to a fight to a handful of looters. Period. Everyone will just F1-F3 for guaranteed no loss/no wound victory and suffer through the loading screens, and be really annoyed at having to do so.

    It simply takes too much time and effort (and money) to get back the lost troops.

    No one used auto resolve in warband, no one will use auto resolve in bannerlord if this stays as is. So just remove it (and rework the tactics tree).

    Either that or make "tactics skill (50) - looters can only wound in autocalc" and "tactics skill (125) - bandits can only wound in autocalc" and call it a day.
  12. Which leveling system do you prefer Warband or Bannerlord?

    The new system needs a lot of work and tweaks, but anything is better then having to essentially lock in 3 INT companions, 1 AGI companion, and the rest STR companions. How you mixed your followers may differ (I personally went with more INT monkeys for the training), but there was no flexibility in how you leveled them, you just picked the one and only stat you were going to level on a char/companion and that was it. The old system did not allow for 'splitting' up stats (unless you were intent on leveling people well past 30). As broken as the new system currently may be, I struggle to find a reasonable argument for why the old system was 'better'.

    New system needs a LOT of work to be sure, much balancing needed for rate/growth/viability of skills (I think the snowball factor exacerbates much of the problem, when the game is essentially 'over' in a year or two), but ultimately it won't take much to be an improvement over the lack of variability in warband.
  13. [Poll] Should TW release a roadmap?

    Why on earth do we "need" a roadmap, and why is "structure much needed"? Do you base this on anything put faint notions and dreams?
    Fans should learn to trust those who develop games, instead of try to force them to be run by committee - nothing good ever comes of that.

    Most people in games development often tell of how many features were cut, changed, added or revised during development - its would serve little purpose to lock developers into certain things - especially since most fans are not capable of being flexible in understanding something like a roadmap.

    Its not a question of trying to force or lock them into anything, it simply allows us to better help them make a great game by providing feedback on systems they are actually planning on working on rather then feedback on systems that they ultimately feel are not very important (or not working on at the moment). A road map lets us help them better. I do have great faith in the company and its ability to create a great game, I just want to help in the best way!
  14. [Poll] Should TW release a roadmap?

    I think a roadmap is needed sooner then later. It lets us provide feedback on things they will actually be focusing on rather than things that are ultimately low priority. When we know what they want to focus on we can give better feedback, rather then just spewing feedback on absolutely everything and having them trying to fix things in scattershot fashion. I.E. If kingdom management/creation is high on the roadmap, we can provide specific feedback to let them concentrate on and perfect the many interactions needed. Without a roadmap its just 'uh, this is why kingdoms suck now, we getting fixes anytime soon? or are they working on crafting right now? or still working on the snowball problem? or is the priority on battle mechanics?, etc...'.

    Ultimately a roadmap give us a general idea on where they want to focus, which in turn lets us provide better feedback on what is soon to be worked on. It does not have to be restrictive, just a guideline on where their current priorities are.
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