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  1. This closed paid beta has a lot of issues

    But to be fair, most of the communication we have is from developers who do it of their own free will. It's not from the people whose job it is to communicate with us.
    Absolutely. I approved that comment to mean there is plenty to rightfully critique about, to exaggerate is unnecessary and only undermines it.
  2. This closed paid beta has a lot of issues

    while i agree with many things you said, exaggeration doesn´t do you a favor. Just to give yo an example: there is communication, you know that. It´s not enough, but saying zero communication is plain wrong. be more reasonable with your critics and more people might listen.
    +1
  3. when will the imperial basic cavalries come?

    Then can you clarify your statement so that we plebeians may understand the truth that you wish to proclaim?
    To be basic is to be pleb: Only someone important would be equestrian. Ergo, empire cavalry are anything but basic

    (This is half serious at best)
  4. Resolved 1.5.8 Companions missing in towns (two day 1 saves showing it via tournament)

    I've been informed that this bug is fixed and will be sent to the live or beta branch in the next updates. Thanks for reporting and sorry for any inconvenience!
    Glad to hear it thank you for the follow up
  5. Beta Patch Notes e1.5.8

    report to whom ??
    ask your father or mother


  6. Where to buy War Horses now???

    Perhaps the scarcity to slow the growth of units that need the horses.I will say horses in general are very dependent on local market conditions. war has them dry up even faster then food. you will indeed waste your time if you try to stock up on battle fronts. This circuit is perhaps the best imperial charger route, but if war is near you should assume that leg of the journey is dry

  7. Dear Taleworlds, Is there any way you can remove the 2048 unit cap on battle size for the game?

    The question is why presume this limit. If purpose is to maintain performance by controlling runtime complexity, horse AI is much simple than soldier, and it is supposed to weight less than soldiers.
    You are right the overflow error is tenuous at best. It is only based on it being a power of 2. If someone has a more firm answer I'm all ears.

    To be clear, I'm not commenting the merits of a design that has such a overflow error. I'm just answering that would be why the cap is set at that number. And that if it is an overflow error, that is why it cannot be increased. It not a matter of game running slowly. It is a matter the game breaks beyond that number. if it is baked deep in the engine, it can't be fixed barring some significant code re write, if at all. you can't wave it away with better hardware.

    in a somewhat similar manner, that is why the fact horse AI is simpler is irrelevant. The fact the game is tracking it as an entity, at all, of a class like a person means to that overflow limit they are the same as a person. Unless you stripped a horse to be an object like a sword entirely it counts
  8. Dear Taleworlds, Is there any way you can remove the 2048 unit cap on battle size for the game?

    For whatever reason beyond 2048 there is some sort of presumed overflow error. It is presumably based on entities, and that means to prevent overflow anything with a horse counts as two. A horse is a separate entity from a person. It has health, AI (if not ridden), movement, etc.
    From the computing point of view they are the same.
    You would need to strip them down to equipment properties for they to not count, which means no health, no movement at all if dismounted, no equipable horse armor, oldest ones disappearing if too many are made to limit the number present, etc

    That all said, if it could be made so all troops start dismounted at sieges (cav just flat out not loaded in), you could drop the doubling so have more troops for sieges
  9. Beta Patch Notes e1.5.8

    On the thumbnail side I put it through the ringer several times by using dev commands to load them all in a menu. Despite loading several times between separate towns they never got the loading screen.

    it is possible soldiers thumbnails can look...off. Others have reported they missing a thing or two. For me they have to change uniform color depending on I guess last lord I talked to lol. But they do work
  10. Shall we talk about the paper armors?

    As expected you can't explain what I'm missing, because it's not about that and you can't put your emotional reactivity and personal dislike for me into those words.
    As a third party to all this, why is a post lamenting emotion starting by accusing someone of being emotional? I do not bring it up to project attributes to you, but only to state contrasted to vonbalt's post of:
    The damage formula is not wildly different in bannerlord compared to warband but the results are, probably because of the difference in parameters.

    Warband's formula (source: https://www.reddit.com/r/mountandblade/comments/4pal3n/how_does_damage_works/)


    Bannerlord's formula (source: https://www.nexusmods.com/mountandblade2bannerlord/mods/2758)

    which I feel is a very detailed explanation using figures to illustrate a point, yours just leaves me confused.

    I genuinely want to understand your point. However the only way i can do so is if you illustrate your point with examples.
  11. Beta Patch Notes e1.5.8

    Wait till you have a crash... they dissapear after a crash.
    Ancedote I admit the only time I had the disappearing crash described to me was looking at the encyclopedia / heroes caused it. The one and only time I had that happen (last update) was that my item textures on a fresh load just didn't load and rather then wait the dozen seconds for they to do so i had stumbled to looking at the that encyclopedia, had no icons load there either, then crash.

    Ever since then I had that load texture phenomena once and just restarted rather then tempt another crash. Given it was directly related to not loading textures I give this update an encouraging sign for me.
  12. Pillaging sucks, don't do it.

    3. Pillaging has certainly taken place but it wasn't as common as you say it was. Even the Romans didn't much pillage at all after the marian reforms/late polybian reform era. Blanket statements really aren't necessary tbh and serve no purpose here.
    The periods of that history where they were not in civil wars I.E. conquest of Gaul (France) they did plenty of pillaging. You can only say they didn't much as much because such a time period was filled with civil war I.E. as represented in bannerlord same culture group.

    On the broader scope of history the threat of pillaging / sacking of a city was very much a threat to intimidate a city to not resist. On one extreme you can cite the Khan invasions where any resistance was met with scouraged earth, on the other you can cite late Western medieval warfare where once a fort / city had all its layers breached by cannon surrender was expected to avoid the worst of looting. But at whatever was the considered norm of too much resistance the besieging army expected some sort of plunder whether organized or otherwise.
  13. Female troops

    Similar to how certain sub groups have unique unit lines I see no problem with a few female lines in that manner. For example the South Empire faction leader might have a specific line of females, etc
  14. Cavalry wage

    I think archer cavalry at the very least need a wage increase
  15. Why does executing "nobles" make one dishonest?

    In medieval times there was an understanding that high-born prisoners were taken for ransom. So when you take a prisoner, it's like an agreement that, for a right sum of money, you will eventually set them free. Killing them is very much dishonest.

    And it does not matter what cultures are involved really, as money and prestige are universal. Battanians might be considered barbarians by the Imperials, but if the clan of a battanian noble that was captured has deep coffers, their money wont stink any more than an imperial coin would.

    Not only for money, to ensure a reasonable chance if your own family got captured they could be ransomed. The system in itself only holds so long as both keep up the policy. That takes work, time, and luck. But if established tends to keep going since somehow beneficial to both (otherwise it never would have started) and so tend to police within to keep it going.

    If anything, to start killing prisoners and being labeled dishonest is tame. After the second or third prisoner killed anyone in your clan would be killed if captured. That includes caravans, non combatants, anything. The house of cards can fall. But it doesn't stop half way.
  16. Why does executing "nobles" make one dishonest?

    Todd is the feller who always get the job done. Got some cattle you need delivered to a distant city? He'll get them there and he'll make sure any bandits he runs into don't bother anyone again. Are there some peasants complaining about their lands being redistributed? Todd will set them straight by making them an offer they can't refuse. Is there an enemy Lord who just won't stop raiding your farming village? Todd will stop them and he'll stop them for good. Maybe he'll take an eye, maybe he'll take a head. Point is you don't want to be Todd's enemy.

    Raganvad made a frown as he read the scroll handed to him. Todd was ambushed by bounty hunters claiming a bounty of his harm to some young noble girl. Whether he actually been responsible was irrelevant, he had the reputation for it. To kill the odd merchant or even village leader could be looked the other way, but the moment he entered the noble circles he stood out like a camel in the snow.

    Raganvad sighed as if he had lost a good horse. Regrettable. More like a mule in how stubborn he was. Raganvad told him 100 times he would never fit in with those of his birth. You could take back a castle next season. But without honor your only defense to the gallows was gone.
  17. Why does executing "nobles" make one dishonest?

    But you have 6 culturally different factions, there's no way they all share the same code of honor. Most factions see anyone culturally distinct from them as being "barbarians". I can understand an Imperial sparring a fellow Imperial Lord being "proper conduct"/honor. But a Battanian? A Sturgian? Why would you show a barbarian any kind of decency? Why wouldn't you make an example out of them when at war?

    The origins of the conflicts go back to the warband days I.E. several generations. For several generations, as seen in warband, for whatever reason, the system has been in place among the various kingdoms. For that is what they are what, feudal kingdoms. No one has rocked the boat for such a system by deliberately killing prisoners. You can think it is stupid, but that's the status quo before the player becomes involved. All the kingdoms abide by it.

    Thus when a player upends the system and rocks the status quo there are ripples. You can cite it is more effective or otherwise better, but it is nonetheless shaking up the norms and that does lead to ostracization to those who don't directly rally to you.
  18. Still havent defended a single castle siege yet.

    I for one would prefer a small field battle being triggered where you must actually engage and overwhelm a portion of the enemy force before being allowed in the castle. Maybe give them field defenses so it would be almost like a mini siege but once you won the battle, if you did, you could enter the castle with your survivors which could be either more or less than 75% of your force and might be mostly wounded even if higher than 75%. At the same time the losses the enemy takes are subtracted from the sieging army. This at least isn't throw away 25% of your army for no reason.
    This would be best, but I'm not going to even fancy in my dreams TW can make something like that work.

    Something a bit less ambitious not meant to be a equal substitute but imo easier to implement

    Take my roguery ability discussed above where units are smuggled. Forget some getting smuggled and wondering what to do with the rest. Instead the "smuggle" brings up the UI you see for hideouts and choosing units. You pick X units to "smuggle" and these units are guaranteed to make it, the rest suffer the % hit as usual. Player gets a bit of control what does or doesn't get hit and thus has some sense of agency and door is open how to use it:
    Have all none smuggled units be chaff? go for it.
    Roll dice and have a portion non smuggled? great.
    Go all in quality wise, attrition be damned? Choice is yours
  19. Still havent defended a single castle siege yet.

    Maybe by default they can only sneak in 40 or 50 guys, but you could invest in perks that would increase the amount.
    Yes that was my line of thinking, a portion could enter. Of course that brings the question, where do the rest go? They have to go somewhere. Dumb path to nearest garrison to wait out? I can see the headaches that can cause lol
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