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  1. Clan/party channel in chat.

    If it was just a chat during battle, it would probably be useless but if it was also in the menu, it would be awesome. Definitely a good and interesting idea.
    thanks man
  2. Beta Patch Notes e1.8.0

    Hurra! Loads of stuff i love here.
  3. Clan/party channel in chat.

    like cycling through chat channels like before, but with a third channel being clan/party mates only.
  4. Sergeant should not grant +5% movement speed in Two Handed Sword perk in patch 1.7.2.

    I agree %100 with all you just said. Vlandians have too much armor for sergeant and knight while costing same with other heavy infantry and cavalry. A very big game breaker issue, and it seems they have ignored this in this patch also.
    Considering that the Peasant Levy also has the Looter perk wich in a way makes the seargant even cheaper.
  5. how bout this

    This would be an amazing quality of life system. Wish this was a mod
    ty, have been wishing for someting like this since warband. If only i had computer skills beyond MsPaint.
  6. how bout this

    :smile:
  7. how bout this

    was thinkin drag n drop system in party screen. also you could more easily see what and how many troops you have. did it work? (can u see pic)
  8. rougery xp. ransom vs hiring.

    Hiring one looter out of prisoner pool nets 11xp and -2 morale vs ransoming 1 looter gives 29 xp and a bit of gold. this was at 2 cunning and 2 focus points into rougery. It just feels a bit off to me. i feel like hiring bandits should net you more rougery xp since you are interacting with the...
  9. What would you describe as "eyesores" in the current state of the game?

    The basic hand meshes being open.

    It looks so stupid, why not have a closed fist? It works for gripping and free hands. It's so simple but it reinforces the feeling these aren't characters but disfunctional digital puppets.
    +
  10. Order of Battle appreciation station

    placing of troopsbefore battle is something i love especcialy when i'm on defending side.
    Getting to see what terrain i'm working with before the poop hit the fan.
    The preference system works like a charm for me with different cavalry groups.
  11. Order of Battle appreciation station

    Just a thread where the focus is on the positives on the system. Post examples where the system has worked well for you and tips for using it. Plenty of threads with a more critical aproach on this around here (both constructive and not) I'm just interested in another side on the issue.
  12. Are sieges too quick now that ladders towers are fixed ?

    For the current state of the game, maybe ladders should be easier to kick over?
  13. Are sieges too quick now that ladders towers are fixed ?

    Sieges need more fun/polish/implementations before balance can be properly adressed.

    I don't mind the historical inaccurassy or balance issues. but rather that the battles lack player agency, wich makes them repetative and boring.
    Ordering units around in siege battles is often a bad idea since it interferes with the preset "siege AI".
    Holding "alt"-key to see where units are is not a thing.
    It seems to me that some Siege maps are designed with an intention of battle inside the walls as well but its not implemented yet.

    A solution could be to make Sieges more of a capture point game rather than the field battle with walls that it is now.
    Holding gatehouse, left wall, right wall. and main square. holding a capture points makes enemy reinforcements spawn further back in the castle/town.
  14. Poll: Current Troop Assignment

    I voted no, but there are things i like about the system and i am excited to see improvements to it.

    I like that i can set orders before the battle starts, like dismounting cav in village battles. setting groups into formations.
    I think the slider functions have good potentional but need more tags (like 2 handed, light armour, etc.)
    Choosing captains is also a fun mechanic and makes building companions much more interesting.

    Now to the critisicm.
    The biggest issue for me has been when reinforcments come in. every thing turns into a mishmash of different units because the reinforcments just spawn into the default groups. for example if you set ranged units to formation 4 in the OoB phase, when the reinforcments spawn ranged troops, they will be assigned to formation 2 even if that formation card has assigned preference to infantry with Throwing weapon.

    The troop assignment you do in OoB needs to be "stricter" in a sense. As in: if you tag a formation with throwing weapons ONLY units with throwing weapons will spawn in that formation.

    I think a solution would be if TW would do away with the preference system and let the player assign troops strictly to a certain formation card instead and have reinforcments adhere to those assignments.
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