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  1. "Bannerlord is a good game"...

    When talking about weapon skills without perks, agreed. Otherwise I disagree. One thing I really haven't missed about Warband was that so much of its tournaments' difficulty relied on bull**** such as giving the enemy a 2H sword and you a dagger. Also, while weapon skill levels (no perks) don't affect that much in Bannerlord, it in my experience didn't affect me much in Viking Conquest either (I had a warrior build with 22 STR with 10 ironflesh, power strike & power throw, 8 weapon master & about 350 proficiency in 1h, 2h & throwing at the end of the story mode). The rhythm of a fight was always attack -> block -> attack ad nauseam. What made me feel strong in VC was the fully upgraded Orm's Scale (please bring equipment upgrading mechanic in towns to Bannerlord TW, I'm begging you). What scales really nicely in Bannerlord is athletics & riding.

    Of course, since the scale is about 6,5x larger than Warband at max troop count, you need to kill 6,5x more troops just to be as viable, which is not really that feasible. I agree overall that CNG, SOC & INT builds are much stronger than warrior builds, so you as a fighter feel inconsequential most of the time.
    On their own, weapon proficiencies in Warband are about as impactful as Bannerlord, but in Warband they stack multiplicatively with the power skills so that together a warrior companion or high-tier troop is quite valuable. In Bannerlord this secondary multiplier doesn't exist, so your companions are mainly for captain skills, and you level troops for their gear.

    As for party-buffing skills, Warband skills are more impactful as well, which makes sense because they had to be competitive with the smaller party sizes. 10 Surgery and Wound Treatment in Warband triples your healing rate and reduces your troop death rate to about 1/3rd of the base value, and 10 path-finding and spotting lets you catch parties half your size, and see them at twice the distance.
  2. "Bannerlord is a good game"...

    It's a good game that is very replayable with some very noticeable flaws (e.g. the AI characters lacking personality, lack of meaningful diplomacy, bad campaign "story"). However, it's not a great or a profound game, and while greatness is achievable (and will happen if the game receives further development), the latter is not. It's similar to other sandbox experiences where you create your own value. Bannerlord is a McDonald's meal rather than a meal at a Michelin star restaurant, it's a marvel movie, not Schindler's list. If you approach the game this way, it will become better in your mind. The mods are what truly makes the game "great" and many great ones like the Old Realms are already available or will soon be. But no matter how heavily you mod it, the game you're playing always uses most of the systems of the base game.

    In my mind, Bannerlord with 1.2 has faaar surpassed Warband, and has surpassed Viking Conquest, my formerly favourite entry to the franchise until I replayed it last week, now Bannerlord is by far my favourite. "Success" is a very intangible concept, but in my mind, the core gameplay of Bannerlord is very successful in providing fun to me despite its flaws, even if the novelty of M&B has passed. You need to remember that people who focus on the negatives are always the most vocal in a community.
    The big hangup I have with vanilla Bannerlord is that there is very little character progression when it comes to personal combat skill. Even when your weapon skill is less than 30 tournaments are quite easy, the difference between an early-game and endgame character is what gear he wears, and how many troops and clan members he can call upon. It seems much more like a strategy game than the RPG progression system of Warband. RBM fixes this for the most part.. but it also crashes to desktop every 20 minutes (using Proton GE).
  3. Pathetic Campaign Map AI (v1.2.3)

    I don't know if there is anything need be said. These two videos will show you what kind of joke is the Bannerlord Campaign AI.





    ----------------------------------------------[UPDATE]----------------------------------------------------------

    Here's another one. This might be even worse. AI army being chased by a similar strength army but gives no f*** and goes directly for a kamikaze siege.



    One of the best examples of kamikaze siege. Exploit this and own the entire Calradia in no time.


    This extreme fixation is probably a reaction to Warband AI that would stop sieges to chase after size 30 parties.
  4. Bannerlord & Linux Discussion

    For those interested, Land of Sika can be ran in Linux if you install .NET frameworks 4.7.2 in your prefix. Its best to create a seperate prefix and use a launcher app like the Bannerlord Mod Launcher from the nexus. Bannerlord Mod Launcher has graphical artifacts that make it hard to use but its the easiest way to start the game. Its possible to use the explorer to find an exe that will run the game.

    Land of Sika with . NET 4.7.2. runs find for me but its a pain getting the Launcher to work.
    The RTS mod works half way but saves can be loaded and new games can be started with a prefix that has .NET 4.7.2.

    It was painful trying to figure this much out but Land of Sika can be played in Linux but with lots of elbow grease and a major pain in the butt.
    Does this also work for RBM?
  5. How about a rest mechanism for troops

    Since there are only 90 days in a "year" and all 4 seasons occur in it, we can presume that every day in-game is interspersed by 3 off-days during which the soldiers rest, fix their gear, and do all the other necessary tasks that this game doesn't portray :razz:

    More seriously, a Viking Conquest-style rest system could make things more immersive and prevent silliness like marching straight through enemy territory fearing nothing because your speed is 0.1 higher than any enemy lords, but they'd have to make the "years" a little longer to accomadate it.
  6. Any chance we will see assassins hunting the player?

    Except it always felt gamey as you were warned "You've walked into an ambush" and could clearly tell you were in a revamped scene meant just for ambush so it felt artificial. Now imagine your walking around a town scene at night (because for some magical reason -in this world you must actually ENTER cities) and there are still civilians hustling about but maybe, just maybe one or a few of them are bandits, assassins or from an enemy lord also in the same town and they really ambush you while your totally unexpected.
    That's how the Hired Assassin in Warband works, and he's placed in the one part of town the player is actually incentivised to visit.
  7. [SUBMOD] [For PoP 3.9.5] Proper/Polished Landscapes Mod V.3.6+ NEW!

    Does this fix overcrowded spawn points? About 1/5th of my cavalry keeps dismounting on higher battle sizes and anything which fixes that would be quite the improvement.
  8. Warband Script Enhancer 2 (v1.1.0.6)

    (reposting in the correct thread) Playing Prophecy of Pendor and have a few bugs, from most breaking to least:
    • Lords don't appear to have a limit of troops, and the party morale system has no effect, resulting in 2k+ parties like shown in the photo
    • after hundreds of days playing, a companion leaves the party they remain permanantely lost with 'whereabouts unknown'
    • (edit - took picture of issue) with larger battle sizes the enemy often is spawned too close, resulting in horses spawning on top of each other, many cavalry dismounting, and units stuck in a stack of horses. Sometimes own troops are stuck where spawned regardless of command. Perhaps this could be fixed by spawning with units spread further apart?
    • (could be related to the point above) about every 5 seconds the game freezes for less than a half second. The screen and keyboard input are effected. This happens regardless of graphics settings but usually have noticed In battles where the size is greater than ~450. Horse AI isn't enabled, also disabled sound occlusion. my best guess is this is CPU related but doesn't happen without WSE2
    • the 'damage to friends' modifier to difficulty rating is inverted
    Added the save file and an images of doomstack and unit spawn


    save file

    I've had the second bug in my games too. Some mounted units on my side will dismount at the start of the battle, and ordering them to mount horses again doesn't work. The same will also happen to the enemy quite often. Some armies will dismount nearly half of their cavalry, likely because all their cav is at the top of the troop stack, though for some reason unique spawns like the Dread Legion don't suffer from this. It seems to happen more often in rough terrain, so at first I thought it was some mod-specific AI behaviour until others in the PoP discord reported it as a bug.

    Not sure if the first point is a bug or a standard Warband AI cheat.

    Edit: This problem exists to a lesser extent without WSE2, it's probably a generic warband bug exacerbated by the larger battle sizes that WSE2's performance boost makes possible.
  9. Warband Script Enhancer 2 (v1.1.0.6)

    Performance bottleneck is cpu, all game logic runs on a single core.. WSE2 optimise rendering, but module scripts can only be optimized by mod developers
    That may explain it, the TUF Dash uses an i7-11370H which has 4 cores, while my desktop's CPU has 6 cores.
  10. Warband Script Enhancer 2 (v1.1.0.6)

    What is the performance bottleneck for battle size in WSE2? I'm playing PoP on a linux desktop through Proton, and it starts getting laggy past 520 battle size or so. Tried monitoring CPU and RAM usage and both rarely exceed 40%, and turning down graphics settings from high to medium has little effect.
    Specs:
    CPU: 6-core AMD Ryzen 5 3600 (-MT MCP-)
    speed/min/max: 2466/2200/4461:4335:4208:4588:4714 MHz
    Kernel: 5.10.161-1-MANJARO x86_64 Up: 6m Mem: 3397.8/15952.2 MiB (21.3%)
    Storage: 1.86 TiB (40.7% used) Procs: 397 Shell: Bash inxi: 3.3.24
    Graphics:
    Device-1: NVIDIA GA106 [GeForce RTX 3060 Lite Hash Rate] driver: nvidia
    v: 525.60.11
    Display: x11 server: X.Org v: 21.1.6 driver: N/A resolution: 1920x1080
    API: OpenGL v: 4.6.0 NVIDIA 525.60.11 renderer: NVIDIA GeForce RTX
    3060/PCIe/SSE2

    Strange thing is that my windows 10 laptop (ASUS TUF Dash 15) slightly outperforms it, getting 580 size before lag starts. So maybe it's a Proton issue.
  11. [MODDING] Prophesy of Pendor Tweaks and Talk

    I'm trying to accomplish something very similar. In my case, I would like to make it so lords stop recruiting trash non-culture troops. I've found that I have to manually remove these units from them every day, so as to avoid them getting bloated down with lots of generic units that lack cohesion with the main army.

    It seems that with every major battle my lords will recruit hundreds of different unit types which makes it a nightmare for both logistics and party tooltip bloat.

    Tweak 17 i) Appears to have functions to deal with this. I haven't implemented or tested it myself but it looks like we could simply lower the relation modifier for AI to get the desired effect. Probably not a perfect solution but it's all I could find.

    It might also be worth mentioning that there exists a blacklist function that is currently only applied to Noldor troops. (Tweak 17 h) With that it might be possible to inject other troop indexes into the formula so it applies to other faction troops.

    Edit:

    Maybe you could scrap all that. See (Tweak 15 i) This relates to prisoner recruiting based on culture.
    I tested 17 i), it does reduce the amount of random crap in lord armies and increases the number of prisoners I can sell, though it is annoying to see Noldor in random lord/hateful armies. Bumped up the negative relation modifier to -1 point per 2 negative relations, but I'm -100 with heretics and still getting worshipers recruitable at level 28 with 5 persuasion so either it's not working exactly as described or I'm getting a lot of jackpot rolls.

    Edit: Tried disabling jackpot, same nonsense happening. The tweak must be glitched
  12. I don't know you, peace to you stranger

    I also worked on The Last Days, I'm a goddamn modding legend. :razz: Or someone who got in the right time on the right team twice.

    I feel that there was too much time between Warband and Bannerlord, so the old modder gen basically retired and it's time for new modders and new mods that would be at least just as awesome as the old ones. It really takes a perfect storm of free time, good game and enthusiastic modding community for people to spend a lot of time developing mods.
    Is this why the evil Men in TLD have the same in-battle voice lines as the people of Pendor?
  13. I don't know you, peace to you stranger

    The voice acting in Prophesy of Pendor (assuming that's what PoP stands for) was not very good. I would go so far as to say the mod was better off without it. Unless there was an overhaul of the VA work after my last play-through of the mod you're not making yourself more credible by bringing that up.
    Every time that shanty comes on in Fierdsvain I'm reminded of "Grr, why do you still believe in Jesus?"
  14. One thing you believe other mods do miles better than PoP?

    Town maps and siege battles, they're the same as vanilla! Why does the traveller say I look just like the statue in Sarleon when there's no statue in Sarleon? I'm spoiled by The Last Days of the Third Age.
  15. Mount & Blade 2: Bannerlord Video Review by IGN

    Warband had the same issue, the buildings in that game were just laughable. It took you about 100 days to build a farm, giving you a whopping 5% prosperity bonus. Wow!!! A school took 200 days, costing some 30000 denars, and gave you +1 relations monthly. Wow!!! They follow the paradox game design philosophy of miniscule, imperceptible bonuses that take an entire game to build up, and are static so you can't influence that 5% in any way.

    Buildings and policies should unlock new gameplay mechanics, not just lazy ass percentage bonuses that are basically glorified difficulty sliders. There should be a world of difference between playing as a khuzait lord and an imperial lord because of the policies.
    If you levelled the engineer skill past 8 or so they were cheap enough to be worth building.. but still I only built the school and the prisoner tower.
  16. Progression: the Drug of Any Game - and something Bannerlord Needs a LOT more of...

    most of the gov perks are far apart, some being exceptionally deep on the skill tree they are in - it's simply poorly designed. To top it off, not having at least 3/4 of the gov perks for the build objective you want to achieve makes them useless.
    Gov builds can be about maximizing income, reducing garrison costs, increasing prosperity, increasing village hearts, builder/engineer, defender/engineer and new conquest stabilizer (security + loyalty). - None of which are achievable without ludicrous amounts of time spent on leveling the companion. If you place them half-baked, they'll achieve whooping "1%" bonuses that make absolutely zero difference, which winds up turning the whole thing into a game of "spare companion - place as governor" / "match the culture of the fief with the culture of the governor"... Not good.

    And in the end the difference they make is only really worth it by mid-late game, meaning most of the time you won't need them unless you are RPing or fixated at achieving specific numbers.

    Regardless, everything you can "complete" in the game takes longer than conquering the entire map - that's just bad design. If they make conquest take longer than the game will become boring - the only solution is fixing the entire thing to work better and add late game challenges.
    Is this a bit like Stellaris where the AI is so bad, although it has improved in recent patches, and the game is prone to snowballing that unless you give it crazy cheats by raising the difficulty level the only challenge after the mid game is building a strong enough military to defeat the endgame crisis?
  17. Mount & Blade 2: Bannerlord Video Review by IGN

    I'd say that's a very fair review, and basically same score I'd have to give.

    Quality of IGN's reviews varies greatly on the reviewer, some are good, most are bad, but it's clear the reviewer here has put time into the game, isn't doing simple first impressions, and has actually played some quality games before. (Also not kissing posterior to keep getting early review copies, cause earliest MB3 comes out is 2030)

    Bannerlord's actual combat is fun, and has decent amount of depth. I'll always give it that. The rest of the game? Pretty much a trainwreck. World map still has issues and some real low quality elements. Quests are laughably simple errands with terribly balanced rewards. The main quest? Tedious if not dull, decent enough as a tutorial I guess, but the later part is guaranteed to be no fun. Just bad and uninteresting storytelling, in most other RPGs this would be a "bad" side quest.

    Can't agree more about the NPCs. What's the point of talking to them, when it's little more than a menu, and they still make goofy faces? It should not be hard to create good dialogue, just get a writer add in some conditions - not like recording 1000s of voice over lines for something like GTA or RDR. Seriously ancient dusty RPGs that were heavily constrained by technical limitations of the time are LEAGUES better written than this. And I don't expect Shakespeare or anything profound in M&B, but jeezus at least run the dialogue in this game through spellcheck/grammarly.

    People giving this game 8/10s clearly haven't tried leveling up to 300 Medicine or Trade. Or Smithing. Yeah at first it's neat, look at all the customization, but you can't mass produce an item or charcoal. Instead you have to *click click click* til you give yourself carpel tunnel. And then the blade isn't attached to the shaft half the time LOL

    Also I would not praise a game that should have a thriving MP scene, but not only suffers from poor design, but doesn't even have reliable servers. Outside of custom servers, MP is as far as I can tell dead.


    I get it. Playing Bannerlord for the first time is like discovering a massive uncharted lake. There must be some great treasure, tons of fish, or the Loch Ness at it's depths! Except this "great lake" is just a very wide uninhabited 3 foot deep puddle. If someone actually makes it to Fief/Kingdom management, when it's clear there's no point to marrying your sister off to the King's son, or having kids, etc. It becomes all too clear how much of a sham the game is.

    I don't hate Bannelord, nor am I bored of it (if I'm bored I simply move on to more interesting things). I am frustrated the developer seems unwilling or unable to add anything of real value leaving the game in what's a perpetual unfinished state. To those defending the game and praising it's value; how does it hurt you, your game experience, if us "whiners", get something like messengers? Or actual diplomacy? Or you know NPCs that are more then planks of wood?

    No one's asking to to remove hideouts, or loot, or armies. Some of us just expect basic things like weather and rain from a game coming out in the 2020s and aren't quite so block-headed to think adding rain/cloud textures is the equivalent of flying to the moon.


    Shouldn't need mods to make a game playable; mods are supposed to be for when you're bored/want something new. Mods for a game like Bannerlord should mostly be adding different time periods or settings, not adding things in like actual attack orders, party management, etc.
    Tbf writing doesn't depend on computing capabilities, if anyone those dusty old games had more reason to hire decent writers since they couldn't dazzle the player with graphics or big action scenes.
  18. This game sucks

    The entire point was that people who buy meth believe it to be good, whether or not it is actually harmful wasn't important, so it continues to sell. It was what they believed that drove them. You hyperfixated on the product in the comparison and ignored the point. People can believe anything they want, case in point someone buying meth because they think it's good (good however they might see it) or people buying Bannerlord because they believe it is good, but that doesn't make it true. Because it is never a direct and unbreakable point of evidence that proves that it is good.



    Why in the world did I immediately think of Matilda here?
    True but economics has been based on the subjective theory of value since the late 19th century, which has likely driven TW's decision making. You could use player retention as a measure of more informed value, but going for depth has diminishing returns in profitability, sure you might form a community that results in Youtube videos being made and new people buying the game, but you could just activate the hype machine for the next thing you're working on and get the launch day windfall from that. That extra polish we're looking for is like spending another 10000 denars just to get 10% more profit from the same workshop.
  19. The new Steam Achievements are not allowed if you have any mods enabled.

    Isn't that standard? Crusader King's achievents could only be achieved in Single Player Ironman with a bunch of other rules, including not playing offline.

    I am editing to add that even Skyrim has achievements off when using mods (with mods out to get around it)

    This is the dumbest thing to be mad at. It takes away from the real issues.
    People are only mad about it because the game is a mod platform for most players who bother posting on forums or making videos, while games like Crusader Kings are fleshed out even without mods (well at least after you download about $50 worth of DLC on a steam sale).
  20. High tier armor prices still too high

    End game goals and sh*t man.

    But yeah seriously I don't understand why they do things this way. Troops, kingdom management and all that should be end game goals. Not armour ffs.
    It's quite plain that "end game goals" is the intent, because a save file is represented by a 3d model of your decked out character, just like the World of Warcraft character select screen. WoW made "gear progression" work with magic items that boost your character's stats, but it doesn't work in Bannerlord because they have to stick to believable Low Middle Ages capabilities.
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