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  • 用户:Jiet
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  1. The trade skill guide. Or, how do I raise my trade skill enough to buy a settlement for the banner quest?

    It's unfortunate that your companions running around in caravans do not level in the same way companions in charge of independent parties level, nor do they level their trading skill while trading. @mexxico recently seemed to indicate that, while they may not level their trading skill (which must be a bug) they do however benefit from the reduction in trade penalty.

    That said, install the Bannerlord AutoTrader mod. Set it to buy at 80% of value (green) and sell when 120% value (red). Just run around to different cities and it'll do most of the work for you without you having to stress.

    Or don't. A lot of people get a kick out of finding this stuff out for themselves. I enjoy finding where the margins are (i.e. which cites) and then having the mod do the work for me.
  2. [Dev responds] No patch for 2 days

    your clan is a faction in itself i think so the caravan should fly your flag
    I would think so, but when I talk to my caravans they open with "Hello, I'm operating under the protection of -Insert Ruler of Town where you Started the Caravan-", so I'm not 100% sure how that works.
  3. [Dev responds] No patch for 2 days

    For example if you form your caravan at Makeb and if you make a graph collecting its positions in all its travels you will see distribution will be something like this :
    EvsFN.png


    I know this is not enough to protect your caravans 100% and people want more micromanagement but it has no priority currently but we are collecting what are wanted for future. You can use above data for now.
    That's really cool, I had no idea they worked that way.

    Kind of a side question, but if you form a caravan and you're:
    a) not a vassal
    b) not an independent kingdom
    Does your caravan "fly the flag" of the nation you recruit it under?

    For example if I were to recruit a caravan in Makeb, if the Khuzait go to war with someone, can my caravan be attacked by the opposing nation?
  4. (Vote included) New update and the caravan remains 30. And it was claimed it get supported

    By the way I am not sure player would gain trade xp because of having caravan however companion probably would. I am not only one deciding these things will check later.
    You're awesome mexxico, thanks for taking the time to respond. Getting an idea on how the mechanics work is really very helpful!
  5. (Vote included) New update and the caravan remains 30. And it was claimed it get supported

    I again tested latest situation by forming 3 different caravans at game start. I give my character 3 caravan forming cost money by cheat and formed 3 caravans, one at Aserai town Quyaz, one at Sturgia town Omor and one at Khuzait town Chaikand. Only one is destroyed at day 15. After 10 days past from the day it is destroyed I formed another caravan from same town. In total I formed 4 caravans. The latest one I formed and two of first three caravans survived at the end of first year. They all bring me 114K, I payed about 30K for caravan wages. In total I ended year with 96K of money just doing nothing but waiting in a town (some money remained from initial money cheats thats why my end money is not fit perfectly). Also still I have 3 caravans running probably they will bring me another 100K until they are destroyed.

    McumF.png


    Of course situation can change in late game (where bandits are 3x powered) or if you have lots of enemies or if you executed lots of lords in Calradia and if bandits are overpopulated however I made another test this morning in late game (year 1093) too. Situation was not so different, a bit risky than this. Some players get used to earn much from caravans (1K daily for long years like 400 days in total 400K from one caravan) however these caravans are not supposed to feed your armies. These are side mechanics. If you do not like new numbers and risks you do not have to form them. They were so OP before after nerf they are still good, if you see no value you do not have to form them. If player swims in money game become not challanging. We are also aware of lord battles are so easy and give tons of loot they will be fixed too. Different people are responsible from different parts. We are not trying to make game so hard but it should be reasonable not so hard not so easy.

    I know game has missing features, some perks are not working, there are less quests less diplomacy options, war peace mechanics are a bit basic currently. Here lots of people are working for a better game in weird world conditions and everybody has their own responsible areas. Any of us cannot fix problems out of our responsible areas. I am trying to make parts which I am responsible better. If you need other things to be fixed before balancing / trade issues you need to reach people responsible from these parts, they are all aware of problems and working hard too. I am here sharing developments with you and getting your ideas / feedbacks to create a better and balanced trade systems.

    Any changed formula or game rule is not final point currently. We will collect datas watch gameplays and do needed adjustments in next patches if needed.

    We know you want more micro management at parts you are spending time at game. All ideas will be evaluated. According to priority and time we will schedule and implement some of them.
    Does the specific town you start a caravan in have an effect on its pathing? Or on it in any way at all?
    Do companion's trade skills actually impact the caravan's profitability?
    Why don't caravans level the companion's trade skills in the same way a companion party levels stewardship?
  6. [Dev responds] No patch for 2 days

    Actually home settlement is very important variable for this problem. You can select home settlement according to possible risks. For now thats all you can do later more options can be added.
    Can you elaborate some more on this point? In what way is home settlement an important variable? Does it impact the Caravan pathing decision making process?
  7. Offensive Siege Guide

    What's the easiest way to move siege engines the reserve? Just quickly cycling through 1-2 to pause time? Mine always seem to take a few shots before i can do anything
  8. Resolved Royal Guard Policy Subtracting Influence for One Clan Kingdom

    I get this issue as well, but with any policy I pass as a vassal-less kingdom. It says "spend 50 influence" but then drops me down to somewhere around -100.
  9. Noble Recruits/Notable's Influence (Edit: Confirmed)

    After having experimented for a bit, it looks like you can in fact "upgrade" a Landowner to Powerful and he will then spawn noble troops. Pretty neat, but very time consuming (I must have done like 30 quests for this dude).
  10. Noble Recruits/Notable's Influence (Edit: Confirmed)

    3) I don't think quests increase their Influence. The relations increase, obviously, does unlock additional recruitment slots, so sometimes means there's some additional noble troops available that would've been locked to the player at zero relations. But you knew that already, I'm sure.

    I've seen the influence tick up by maybe 10 per quest you do for them. Not sure if all quests yield the same amount of influence, but it'd be interesting to see if you could "upgrade" all of your villages to produce noble recruits.

    That said, I haven't seen influence "tick down", so maybe that would counteract that? Not sure.
  11. Noble Recruits/Notable's Influence (Edit: Confirmed)

    So from observation, noble recruits only seem to be recruitable from villages with (Powerful) (Landowners). I haven't seen any that are available in the cities or from the headsmen in villages. So for my questions: 1) Has anyone else noticed this? 2) Is the "nobility" of a recruit actually tied...
  12. Circles & Squares are useless

    I do excellent work against cavalry with circles. Squares are less reliable. They don't really slow cavalry like they should, IMO. Sure, the cavalry should trample its way through some men, but the horse realistically isn't going to go from end to end of a square consisting of 200 men every single time.





    Not necessarily as such. Badass, to be sure. But the force of a horse charging into a spear would generally break it, or at the very least rip it out of the spearman's grasp. Personally, I'd rather we give horses a sort of "morale" whereby if they see enough spears arrayed against them, they'll sometimes just refuse to charge beyond a certain point.
    I guess I can only really speak from a multiplayer perspective, but a circle of 16-20 brave souls in a circle simply doesn't work in my experience so far in Captain's Mode. You're far more effective spreading everyone out so they have room to move around and utilize their weapons.
  13. Circles & Squares are useless

    Circle and square are defensive formations from which only the edge fighters can strike, that's why. You don't stay in a square after the cavalry charge has been survived - try column instead. Column is a French tactic from the hundred years war that presents a small target for (British) archers, creates a wall that is tough for flankers to attack and from which all members can strike, ergo it is an attacking formation.
    I'm talking about purely in-game. While squares and circles and columns in "real life" might have been used as such, the AI in the game seems to have difficulty acquiring targets effectively while in both circle and square formations. Or so it seems based on my purely anecdotal experience. I can't count the number of times I've watched, helpless in spectator, as my allies put their spearmen in a circle/square and just slowly get whittled down to nothing because their units aren't attacking. Especially when they're being shot at, or are being harassed by cavalry.
  14. Dont just ride your horse early with the bow.

    i mea.n yes but. at the. same. time it can. just be easier. to use the. horse. all the time.
  15. Circles & Squares are useless

    At least in Captain's Mode, circle and square seem completely ineffective because the infantry ai doesnt seem to attack regularly when in one of those formations. I've been experimenting having my pikes in a loose formation so that they have room to use their spears more effectively, while also allowing the cavalry to "flow" through the block and not do as much bump damage or knockdown. Seems to work ok so far.
  16. Reus' Rants & Critiques

    I think the thing that breaks it for me is:
    1) In the grim darkness of the far future (literally day 1) there is only war.
    2) Something needs to be done about the bandit camps. Not only can you not autoresolve them, but they pop up literally everywhere. You squish one and suddenly a suicidal 1-man Mountain Bandit runs into the despawn area and constructs a new camp. It's infuriating!
  17. Fellow Merchants Welcome!

    You guys have probably already figured this out but if you trade with caravans, the unit value does not change the more you buy/sell like it does in town.
    Also, is the marked profits perk bugged for anyone else, or just me (it doesn't mark profits)?
    The smaller villages work like that as well. You can check the villages around a settlement and get a pretty good idea of what is going to sell. Be careful though - if you go to the settlement first and sell, it'll deflate the cost at the surrounding villages. You can, however, sell as much as you want to the villages outside of the town and it won't have any impact on the price in town (although they only have about 1,000 gold to spend).
  18. [Poll] Should TW release a roadmap?

    I'd say give it a month so they completely focus on fixing the critical, short-term problems. What would be nice/helpful would be someone [doesn't necessarily have to be a Dev] who can answer questions with regards to game mechanics.
  19. Patch Notes e1.0.4

    You guys are on fire with these patches! Keep up the hard work!

    Edit: I still can't seem to find "Aserai Recruits" in villages or settlements. Did this really get fixed?
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