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  • 用户:Vubaz
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  1. Patch Notes e1.1.0

    Apart from the changes made in this patch. I think their should be a lot more focus on things like new mechanics, equipment, building chains etc. Which can only be done by the devs. The number issues and big changes to them unless a part of bigger game overhaul should left out to modders and community as they will tweak them accordingly to their own liking anyway. More emphasis and attention should be given to to things which modders can't fix or change.
  2. Patch Notes e1.1.0

    Yes we are of this problem and if needed only at this part ai can cheat a bit (get daily xp to its troops) even we are all aganist of ai cheating. Because until they face with player they have several battles and these are not enought to upgrade their troops. In current situation player cannot get real potential from battles because he/she is always fighting aganist mostly recruits. In next patches we will solve this problem.

    By the way after we make some fixes or balancings this does not mean final point is this after now. Development will always continue and we will follow your feedbacks.
    Stronger Lord's armies are very important but there should be more value and consequences behind these armies. If you fight an entire stack of high tier army and capture their Lord's their should be some war weariness penalty and decreased recruitment for these Lord's as at the moment these stacks keep coming and it's quite meaningless to fight them. Their should be more weight to every fight and city taken which should slow the pace of the game as at the moment it's a sprint but it should be a marathon. This will add more value to your economy system and give more breathing space for developing your kingdom or fies. Add more building options and we are set.
  3. Any way around having to clear hideouts?

    Hey all,
    I really... at this point hate... having to play hideouts. They are just a pain to play. Spending every second doing that feels like a waste of time with little reward. Even if the rewards would be bigger I still wouldn't like playing that. Even with a mod where I can bring 90 of my people to clear a hideout I still loath having to waste time to do it.

    So I have a question... anyone found a way around it? I installed the dev console mod and poked around a bit; it doesn't seem to have any "kill all enemies in the battle" command. I really don't abuse game broken mechanics when I play but I would really love to have something like that. A drop dead command specifically because of hideouts.

    I also poked around the game files just a little to see if hideouts have an obvious "clearable by AI" toggle so that those things could be cleared by AI armies off the map but no luck.

    Anyone?
    There is a mode to auto resolve them here:

    You are welcome.
  4. Cities and Castle Management and Specialisation.

    Fief specialization is something I would like to see. Also it doesn't seem very clear what governors do atm. If they boost tax income by 20% and max garrison/militia size by 25% that's all I'd need them to do to be worth using a companion for.
    I am yet to see if governors gain any xp while new buildings are finished. It would be nice to be able to view companions stats before you hire them to choose the one that suits you well like a governors. Unfortunately this game still requires at least 2 years of polishing. Modders can do a lot but they won't introduce whole new mechanics
  5. Cities and Castle Management and Specialisation.

    Sure the system worked fine, but if you looked at the building animations, the walls were simply extended to the new district. So why not keep doing that? Walls can be built as far and wide as you want, with enough money to do so. Also yes the region related buildings was good thing, didnt have problem with that.
    Imagine being able to into view like the stronghold games and build your castle. That would be insane but way too far fetched. I would be happy enough with Total Wars building mechanic.
  6. Cities and Castle Management and Specialisation.

    I mean when you talk about a walled city there is definitely a finite amount of space. Also in that game there were specific region related buildings. Example you cant build a harbor on land or a silver mine if it didnt have the resources. They also included so many different buildings so you had cities that could focus on militarily production and others that could focus on knowledge and piety. You didnt miss out because the one city focused on military produces as much as 5 that dont have that focus.
    That's exactly what I mean. Getting a city or a castle should be a huge deal opening completely new play style and opportunity. Where in this case it's only a denar mine. I wish it gave more options and opportunities to develop something new. Their smithing system is more complex then buildings.
  7. Cities and Castle Management and Specialisation.

    Agreed, more building options and this would be a great money sink in mid-late game, not sure why TW made it so buildings cost no money to build, you will obviously have to buy some resources, the villages dont provide them all after all...
    Yes absolutely. Additionally it adds to roleplaying. Money sink is also needed asap
  8. Cities and Castle Management and Specialisation.

    So, I will start with saying that I absolutely love the new Bannerlord and I have to say that this game satisfies a very strange niche in gaming genre. Which was left unattended for a very long time but the glorious times are back. Getting to the suggestion I think that settlements require more...
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