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  1. On Rebellions

    Are you sure this wasn't just your one playthrough in particular? I saw the opposite in one test -- Khuzaits the dominant power, but having had a huge number of rebellions, almost as many as every other faction put together -- and in the other two tests, rebellions were spread more or less equally.
    20201231165624-1.jpg
    Do the Khuzaits have the grazing rights policy in your playthough? Or did they get rid of it?
  2. Vlandian infantry need a buff

    Do they really need a buff though? It's not like Vlandia is known for its infantry. It has excellent heavy cavalry and crossbowman.
  3. as ruler, why I can't grant fiefs to one of my clan

    how come as ruler, you can't grant fiefs to one of your clans? ??
    I lead the army and conquer the city, but I can't give to my clans, bec it blong to me.... :sad:

    very disappointed .......
    Individual people do not own land property in this game, all land property is owned by the clan and controlled by the clan leader. If you want to make a clan member a governor of that castle or town, you can do that.
  4. Potential problem/bug regarding rebellions

    So, do they eventually dissolve or will there just be an endless amount of generated clans? I can imagine that this could have a negative impact in the late game as you could have loads of parties taking all the recruits and even crashing economies. Could even become never ending, if these clans are responsible for consuming all the food then towns would lose loyalty as they are starving and then generate more clans.
    That's actually not the problem. Once a rebel clan loses it last army, the entire clan will just laze around in some castle or town somewhere forever. Eventually every castle will be filled with vagrant rebel clans that do absolutely nothing. It's not game breaking, but it is annoying.
  5. The army system needs to be overhauled

    Currently in Bannerlord whenever an army engages another it is all or nothing. Either the entire army fights in a pitched battle or they just run away. There are no skirmishes, there is no supply train raiding. There is very little asymmetrical warfare. As a consequence of this, castles are...
  6. On Rebellions

    So, I have been playing the 1.5.6 beta and I've noticed a few things. First, at most 10% of rebellions succeed to create new clans. Second the Khuzaits do not experience rebellions because of "Grazing Rights", which is a government policy they have. They have steadily grown to become the world's dominant power, they aren't unstoppable, but they haven't been experiencing any major setbacks, because they don't experience rebellions. Given enough time they will conquer the entire world, but it will take several decades. The other rising power in my Game, Battania has experienced 3/4ths of all rebellions.Third, because most rebellions fail, there end up being a bunch of clans that don't do anything but laze around in castles and towns far away from their original town. 2/3rds of all clans formed from rebellions in my game have no army and do absolutely nothing. Finally, the naming system is tedious. In my game there are 5 clans called Sargot's rebels, none of which have any armies even close to Sargot.

    I suggest a few changes. It's okay that most rebellions fail, that's fine and to be expected, but the Khuzaits do not experience rebellion because of the government policy they get and thus have an unfair advantage. The policy is too strong and it has no downside, because the militia will always be loyal. All policies should have downsides. Maybe having a large militia should decrease the loyalty of town, like -0.5 loyalty per every 100 militia or something. Next, when a rebellion loses its town, the rebel clan should resort to banditry, and the AI should have an increased chance to execute them. That way all these useless clans will do something and if they keep failing they will eventually be killed off. Lastly the naming system (I know it's WIP) needs to be changed; If a rebel clan succeeds in becoming a real noble clan, then it should get a real family name, selected at random from a list of family names for each culture, but it should also check to make sure that no living clan has the same name. If a clan fails to become a real clan and it loses its original town (there is no coming back from that) its named should be changed to a gang name selected from a random list for each culture, and when this clan is destroyed it should be expunged from the encylopedia.
  7. So is 1.5.6 worth a playthrough or.....?

    Just curious if its worth a re-download and playthrough?

    I've played each beta, but kinda tired of the let down and reminder of how disappointing and unimaginative the game is through each iteration.

    Opinions?
    The new rebellion system makes it more interesting. Also the snowballing is significantly reduced.
  8. Map of Calradia 1084 (January 2021)

    Time for update!

    With help of modding tools I have managed to use navmeshes from world map scene on my map and display mountains, also I remade everything from scratch (again. :iamamoron:) I wanted my map to match with ingame scene size, its means that when Taleworlds update their world map, it will be easier for me to track changes and update map.

    Here it is, main post is updated aswell:
    This map is amazing. You've outdone yourself. This is very useful.
  9. Add some Imperial cavalries PLS

    Yeah it's weird how they redid most of the troop trees and gave every faction access to early cavalry in their civilian lines, except the imperials.
  10. Aserai recrut lvl speed very low

    Is it verified in the code that troops in a stack share XP like they used to in Warband or is it just an assumption because that's how it's always been? I ask because there are lots of times when I check the after-battle report and it shows a group having earned, say, 3 upgrades, but some of them were killed. Then after the battle there's only 2 can upgrade, which suggests to me that one of the the soldiers who was ready to upgrade got killed and took his xp with him instead of passing it on to the rest of the group. Maybe I'm just looking at it wrong, but it seems a little different than it was in Warband.
    Look at it this way, if troops of the same type didn't share XP, then the only alternative is to have every troop have its own xp pool, which means that the computational power needed for XP is at least 10 to 30 times what you were using before. It would be utterly stupid not to do it that way, especially when you need all the computational power you can get for battle physics.
  11. Does anybody like current Clan system (Singleplayer)?

    Its not really a system though. The Clan is indistinguishable from a single NPC entity (clans own fiefs, clan leaders make all decisions). There is currently no intra-clan mechanics, or arguably any well designed inter-clan mechanics either (like subverting one clan's relation with another).

    There is no clan system, its just a bunch of NPCs lumped into 1 NPC entity.
    Right now, that is the clan system. A united group of npcs that act as unified force.
  12. Does anybody like current Clan system (Singleplayer)?

    It doesnt make sense for Empire and Vlandia at least to have clans.
    Call them clans, call them dynasties, it's the same thing. The basic unit is the family composed of its various members. That is well suited for Vlandia and the Empire. Whether Vlandia is medieval normans or dark age franks that lends itself to the importance of dynasties. If the empire is anything like the ERE, then dynasties play a significant role in it.

    Personally the system needs some way for a different clan to gain control of the faction, right now the most unbelievable part of the system is that a single dynasty remains in control of the faction forever.
  13. Broken Two-Handers and Crushthrough! [1.5]

    Yeesh, Two handed heavy infantry have more armor, they're faster than archers or light infantry, they break shields and crush through attacks with ease, and they can apparently can kill any horse in two hits. Is this supposed to be fun or balanced?
  14. 1.5 Impressions?

    A two hander that gets a good hit on a horse charging right by him should wreck the horse. Even if it is heavily armoured it would still cause a world of pain.

    Cav in Bannerlord treat horses like war elephants; just an elevated fighting platform. You still see them wandering through large clumps of enemy infantry and fighting on castle walls and narrow alleys. It is ridiculous.
    The mostly likely thing that would happen in that scenario is that the two hander would go flying out of your hands, and maybe it would be embedded in the horse.
  15. Opinion: Jump Height Should Be Higher, Jumps Quicker

    One argument involving realism is asking for a nice quality of life change and the other is trying to deny movement options and offensive tools for shock troops for no good reason.
    I'm going to assume you're indirectly quoting me without directly quoting me. Some of the maneuvers you can do in this game are not physically possible. You cannot jump high enough to hit a person on a horse while swinging a heavy axe and succesfully maim them. You cannot swing a heavy polearm with full force while riding a horse at high speeds without dehorsing yourself.

    Why you think that it's good gameplay for two handed axe heavy infantry to be the counter to all melee infantry and all melee cavalry is beyond me. From a gameplay perspective, spears and range weapons should the way to kill cavalry, while two handed swinging weapons should be focused on destroying infantry. A two handed axe should not be effective against cavalry, because that's the job of the spears and ranged weapons.

    We can ignore realism, I suppose, but then if we do that, the only guidelines are your own personal feelings about how you like to play, and that's just an endless cycle of hearsay. You feel that having a two handed heavy axeman jump and swing his axe with the same strength as if he was standing on the ground is good gameplay, if realism doesn't matter maybe it is. Maybe it would be good gameplay to have your axe go flying out of your hands because you swung it too hard, maybe it would be really fun if you could do a backflip and then fire your bow with perfect accuracy. If you aren't tempering your gameplay with realism, then why not?
  16. Opinion: Jump Height Should Be Higher, Jumps Quicker

    Jumps are a stupid mechanic, somehow you can jump with a two hand heavy axe and swing just as hard as if you were stand on the ground. That is cartoony nonsense. Your attacks should be significantly weaker when jumping (at least half damage if not less).
  17. 1.5 Impressions?

    Spears work incredibly well against cavalry now, I think so far theres been one time it didnt work, but that was probably my screw up and not the game.
    My biggest issue right now is how overpowered two handed heavy infantry are. Their only real weakness is being attacked by range weapons. They demolish all other infantry types in combat (which they should) but their two handed axes like the aserai bardiche, the battanian rhomphalia and especially the sturgian heavy axe are too strong against cavalry. It takes only two attacks for them to rip through either the horse or the rider.
  18. 1.5 Impressions?

    When I try to jump swing
    That's another thing I don't get. Why is this even a thing in the first place? It's nonsense. IRL you cannot swing an axe while jumping with the same force that you can standing. The force doesn't just come from your arms, you need your legs for stabilization.
  19. 1.5 Impressions?

    That is how it is currently?
    I wish.
  20. 1.5 Impressions?

    Combat is messed up. Two handed axes should not be the counter to cavalry. Spears should be the counter to Cavalry. Two handed weapons should be good against Archers and Shield Infantry, but useless otherwise. Horses should be weak to spears, but they should take less damage from everything else.
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