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  1. watermonster

    Town prosperity

    now prosperity is linked with security as well, and dropping in a large amount of troops (200 fians champion) only increase very little of security (+4) while the prosperity reducing like -20 security. Dumping more troops wouldn't work either as it cost a lot of money to maintain the troops, making the idea of own a town to make money completely useless, i might just own workshops and caravans for money making.
    There can be several solution:
    Keep the link between prosperity and security but increase the garrison troop contribution to security.
    give us the option to stop prosperity growth of a town or a castle, like what you have already done for auto recruitment.

    TaleWorld and developer, you guys did a great job for the game and i have played over 1000 hrs now, the game have gone more and more narrow with money and play style, this could turn into forcing the player to play in only a certain way (trade lots) this limitation on playing style reduces the fun we can get from the game. I understand a game should be challenging and reflecting the real life, but too much of them would make the game loses its fun.
  2. watermonster

    ***Community Feedback ROADMAP - What Taleworlds still needs to fix!***

    Just as a small update, I have written a portion of the reply, which works by itself so I may share it before getting to the rest of the matter. However, because it touches on a broad range of subjects, I do want to run it by some other folks and make sure I'm not overstepping before posting it.

    I don't think that companions are randomly generated by the way. Afaik they are based on templates that can be reused across generations - but at least the first iteration should be somewhat equivalent to a "unique" character from what I understand. I am not too familiar with the system, so take it with a grain of salt.
    thank you for taking the time to read and reply in the forums, there are large number of players and a few developers, it is hard to reply especially when the thread have a large number of comments which itself take time to read through and takes even longer to make sure the reply is "correct" as people will start rage out again. thank you again for the hard work, there are work needed to be done for the game but take the time the team need to deliver the best game you guys can possibly can!
  3. watermonster

    Militia & Starvation changes

    My idea of the problem is, you need garrison to maintain security and maintain loyalty. to maintain a garrison you need +food. + food increases prosperity, prosperity increase food consumption. When there is no way to limit prosperity growth, prosperity keep growing till it becomes - food, - food kills garrison and then it affect other aspect of the town. I think if we can either stop prosperity growth to a certain point or prosperity stop growing when food production is natural rather than decrease when no food within the city, town will be manageable and ownable

    Or villege heath grow with prosperity and keep increase food production rather than stop at 15 food per village may help as well
  4. watermonster

    Resolved [e1.5.7 beta] Crashes when interacting with Looters (multiple causes explained).

    2021-01-18_22.14.37_9ccbc513a5cc34789f84c7d932d38e3d

    i have the same crash, one with a 57 looter group another with a 7 looter group
    before installing the new update, i have no problem in engaging looters with crafted items, only after the new fix it crashes 100%
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