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  1. aside from full horse archer what is the best balanced army composition?

    Even other formations gets pretty boring if you fight hundreds of similar battles. At the end (before I stopped to play) I was so bored I joined my infantry line on foot to have at least some fun.
    I'm sure I'll get there, but watching the green roll across my screen is still just so satisfying.
  2. Couple clan related issues

    My caravans are gaining tradeskill now since the hotfix of 1.4.3 fixed trade.
  3. aside from full horse archer what is the best balanced army composition?

    Party size at the moment is 246. I've got 100 infantry (mix of vlandia and empire, I'm vlandian with imperial fiefs), 60 archers (working on getting them all to be fian champions by recruiting bandit prisoners, but otherwise imperial archers), 50 cav (including my companions, mostly vlandian banners), and the rest horse archers (all kuzait, mix of noble line and standard line).

    Most fights go the same way: my cav and HA get sicced on their charging Cav if they have it. Archers get sent out ahead of infantry as skirmishers. If they approach me, I hold until they're close, then move archers behind the shield wall and then flank them around while charging with all horse as they reach my infantry line. If they hold and I've gotta approach, I'll approach en masse, and when archers get in range I'll charge in my HA to disrupt their lines, approach with infantry to contact before charging in cav from a flank while flanking opposite with my archers. Once they start to route, everyone is set to charge. Very few get away. :smile:

    If they vastly outnumber me and approach, I find high ground near the map edge and put my infantry back to it. I skirmish with archers and then I wait till contact with my infantry wall, flank the archers/HA around, and then run my cav back and forth through their archers before sending them into the backs of their infantry if there are any left.

    If they've got large numbers of cav/HA, I try to pull them in front of my archers with my cav/HA and eventually through my infantry line before their main line reaches me.

    Everything I've come across satisfyingly melts. Anything that might beat me I can easily outrun (I like to buy all the horses).

    I've played with all HA, but f1 f3 win got boring fast.
  4. Dear Callum

    This thread is just pointless.

    Yes, you got a reply from Callum, and it only states what has been said for a long time now, the game is not feature complete, it is going to take time to implement the missing content and they estimated it would take about a year to do so.

    I am a consultant for software development, I've worked with a lot of people, most of those people are upstanding but every once in a while you get that one person that will do whatever they can to try and make something they want become reality, like saying they specified a feature in a way but it was done in another and they won't pay for the man-hours that would take to change it. This is actually one of the reasons that lead to the adoption of agile software development by most software companies, so customers could see and test incremental changes until their product is feature complete and change something along the way if they felt they wanted something different or they really didn't think thoroughly on what that feature was supposed to do in the first place.

    Now you must be wondering, how does this previous paragraph relate to this thread or Bannerlord in any way? Well, for starters, you got people here saying that the game is feature complete and the only thing that will be delivered is bugfixes, which is an outright lie since no official information states that. What do you expect to get out of twisting and spreading misinformation?

    Then there is the idea that Bannerlord will be finished in a year, that there is a set date for EA to be complete, also not true, we have received an estimate that it would take about a year, and the thing about estimates is they are subject to change.

    I've also seen people here saying that they are providing feedback. I am not sure you know what feedback is, there are a lot of well written feedback posts on this forum, and I say well written because they provide an analysis of the current situation and most importantly, they provide viable suggestions on how improvements could be made, which actually makes it a feedback. Saying "this game is ****" or "TW is incompetent" is not feedback.

    This is not partisan politics, you are not gonna get anything out of appeasing like minded individuals, as a matter of fact, the only thing you are going to get is to be stereotyped. If you expect to get support, try being reasonable, like any one of those listed here
    Amen to this.
  5. Need a log for the pop up notifications, like in Warband

    That would be awesome. Very hard to keep track once you own quite a few fiefs.
  6. npc speech ?

    I'm amazed at the amount of folks who purchased an early access game and don't understand that early access means unfinished.... Yes.... we literally paid to be allowed to test an unfinished game... that's what purchasing early access means. TW did a really good job of pointing that out on their Steam page as well.

    The main reason I bought an early access game was that I find it fun to test and contribute to its maturation. And also hoping I got it at a discount from what the full release will cost. And being that I've already gotten 200+ hours of enjoyment out of it, I've more than gotten my return on entertainment dollars. I imagine I'm far from alone in that.

    But back to the topic actually at hand: fully voiced main quest and some of the side quests would be pretty sweet. But having to listen to the same voiceover repeatedly doing the "radiant" quests would get old really fast. I already click through the dialogue without reading it as it is, since it's always the same. No real point in a voice over the player is only going to listen to once and then rush through every other time. Not worth the time or money it would cost. I can't imagine many folks playing this game interested in much else besides the sandbox gameplay, which is mostly the point. Everything past that is just side dressing. I'd rather the devs spend all their time polishing the sandbox/campaign/simulation/battle aspects, as those are the core of the game and their previous titles.

    A little flourish with NPCs reacting to your character's level/renown/clan level/kingdom status/even character traits would be cool, but full voice acting to the level that wouldn't be repetitive or immersion breaking probably isn't worth the investment when that time could be spent on the core, hell it wasn't even worth it to Bethesda with Skyrim. Just imagine having to listen to the guard tell you about the arrow he took to his knee everytime you drop into a tavern for some rumors or talk to a notable. Kill me now.

    I love the regional music idea though, can't imagine that being too costly to implement and would be a nice addition when running around the world.
  7. Can we get rid of the magnetic armies?

    Hey guys, good news, I think I found the bug.

    Here is the function that causes the problem:
    Get-Mobile-Parties-To-Call-To-Army-Bug.png

    Its the GetMobilePartiesToCallToArmy function in the DefaultArmyManagementCalculationModel class.

    When a faction creates an army it checks through the list of every lord in the faction, including mercenaries, nobles, children, and deceased family members (but not companions). This can be seen in the yellow box. The 'hero' variable is the current lord that it is checking.

    For each lord, it then checks a bunch of conditions in the if statement a few lines down. In the red box you can see that it excludes the main hero from the valid conditions. It also checks to make sure the lord belongs to a party in the orange box (so non-party holding nobles are excluded too).

    However, your spouse, brother, etc. meet all of the requirements to proceed because they 1) are a lord, 2) belong to a party (only if you have them in party), and 3) are not the main hero. So then where the green arrow is, it saves the party the lord belongs to (which is your party) into a variable, then adds the player party to the dictionary that is used to summon vassals to the army as shown with the red arrow.

    From there it proceeds with the rest of the instructions as if you're an AI party and eventually sets your move conditions to "Escort Party" for the new army.

    So what's the solution? I'm pretty sure it's as simple as adding this extra condition to the if statement:

    && hero.PartyBelongedTo != Hero.MainHero.PartyBelongedTo
    As for the people who are saying it happens without their spouse or brother/brother/sister in their party ?‍♂️, there's nothing here that would allow that, but I can keep checking elsewhere.

    That's awesome, thank you! And between this and the other stuff you've posted, you should for sure set up a patreon. lol
  8. Constant war and executing enemy heros, a newbie guide to ruining your save

    If the victim had the dishonorable trait you suffer the following relations losses:
    • -30 with the victim's clan
    • -15 with the victim's friends
    • -5 with the victim's faction
    Otherwise you lose:
    • -60 with the victim's clan
    • -30 with the victim's friends
    • -10 with the victim's faction
    • -10 with all honorable lords
    Ouch, steeper penalties than I realized. Would love to see it balanced out with an equivalent increase with the victim's enemies at least.
  9. Annoying thing I noticed in 1.4.3-

    I did see his quote on that. Definitely looking forward to that hotfix.

    Gotta give the devs props. They squash bugs pretty damn quickly once introduced and identified.
  10. The devs say workshops are working as intended in 1.4.3. Hera are some numbers.

    What I've noticed is this: Workshops must be in cities provided with their basic goods. Basic workshops (brewery, olive press, wool weavery) do better than advanced workshops (woodworking, metalworking, silversmith) early game when towns' prosperities are lower and they don't yet have a demand for those goods. Later game, the advanced workshops start to pick up.

    This is reflected in trading as well: early game, basic resources trade easily, but advanced products barely trade at all, maybe only selling one or two for profit at each city visited. As prosperity picks up, those advanced resources get traded more easily in larger numbers and for more profit per item.

    I've noticed this in multiple playthroughs over 1.4.1 through 1.4.3 (post trading fix hotfixes). It seems to be working as intended, but documentation is light, which makes sense, since we're in EA and things are heavily subject to change before full release.

    So basically, in my experience: basic workshops work but with low profitabliity in cities with low prosperity and the necessary basic good, advanced workshops won't be profitable unless opened in cities with high prosperity and basic goods available and basic workshops will be highly profitable in those cities as well.
  11. Annoying thing I noticed in 1.4.3-

    Oh just you wait! Playing 1.4.3 and most of my notables have -300 power 1200 days into the save and despite questing my arse off I can't seem to raise that. Villages won't grow either. I'm Vlandia and we've taken over 1/3 of the map, only Kuziat and Aserai left besides battanian, sturgian, and southern empire insurgents. It's all huge recruit armies facing down huge recuit armies besides my 245 man tier 5-6 party stomping anyone who wants to try.
  12. Distinguishing Cav groups 3, 7, and 8

    I'm a big fan of the combat too, but definitly needs some more fine control. I'd like to be able to issue orders like the sergeants do when you hand over control. You can see what I mean if you watch messages in the left corner when you f6 your whole army. It seems like the framework is there, just the player can't access it directly. Hope it's in the pipe to give us that fine control.

    And being able to place and move units like in TW... the click and drag formations. It's there and works sometimes, but some refinement would be awesome.
  13. How do you level up your Trading skills efficiently?

    Easiest way I've found to level trading is to amass an inventory size of around 40k and an inventory of about 500 of each basic food, 300 of the exotic foods, 200 of the basic trade goods, 50 of each exotic trade good, and 20 livestock. For horses I limit it to 200 each of the pack animals (but never sell them below my 40k invenory size), 100 each of the basic horse, and 20 each of the war horses. I use the caravan's pick up trade offers perk and keep two caravans running from different towns. Before having the profit tracking perks, I sell red and buy green up to the above listed limits. Once I have the tracking perk, I sell bright green and buy bright green up to the inventory limits above. If I go above those limits, I'll just sell bright green until I'm below my limits. Then I go city to city. If I'm in friendly territory, I'll pick up escort caravan quests. I usually make some good profits at the cities they choose to visit. If I'm in neutral territory of a faction I don't care about relations with, I'll pick up fencing stolen goods quests for cheap extra inventory. If my criminal rating gets too high, I'll take corporal punishment to lower it. I mostly ignore trade suggestions gathered in taverns, they rarely work out for me, but ymmv. Using that method, I'll almost always pick up a point in trade at every city I visit, and at the more profitable ones I'll pick up 3-4 points even at the higer ranks.

    This depends on you having a large enough army to keep from getting harassed by bandits, and large enough for all your pack animals to not get slowed down by the herd speed modifier. If you're trying to speed run this, an all cav/archer cav army will have you moving around the map nice, fast, and unharassed.

    Edit: Playing 1.4.3 btw.
  14. Distinguishing Cav groups 3, 7, and 8

    What I've seen in my playthroughs using Cav (group 3) and Archer Cav (group 4) is that Cav set to charge will individually, not as a cohesive unit, charge the nearest enemy. Advance has them move as a group going after enemy Archer Cav, then Cav, then archers, then infantry, in that order. However I haven't seen them cycle-charge using advance, they simply charge into the enemy group and then stand and fight until that group is dead or they're dead. I have seen them charge through infantry to advance on archers though, but once at the archers, they stand and fight to the death with the archers. When I set them to advance at the beginning of a battle, they'll take out archer cav, then cav, then archers. Then I set them to charge as they reach the archers and they'll cycle charge the archers before cycle charging the infantry, but I think that's because at that point, they're closest to the archers.

    Archer cav, set to charge, will chase down other archer cav, then cav, and then encircle infantry/archers, but I think that has to do with what enemy formation is closest. When I place them close to inf/archers and then set the charge command, they ignore enemy cav that is back at my lines fighting my cav and just encircle the enemy defensive position.. When I use the advance command with archer cav, they act like skirmishing archers with more mobility. The downside is their horses get hit a lot from enemy arrows since they're no longer constantly moving laterally to the enermy archers and they end up on foot and vulnerable. Works well on an infantry heavy enemy if I want them to advance on my position though, as they chase my archer cav.

    As for babysitting, you'll have to micro your cav in order to keep them from engaging enemy infantry. The advance command does a better job of this as they stay together as a unit, engaging enermy archer cav and archers and then you can pull them back before they try to engage enemy archers through a line of enemy infantry.To avoid that line of infantry, I'll usually flank my cav around after they've taken down the enemy cav and archer cav and hit their arrows from behind using the advance command right about when my foot archers get in range of enemy inf followed by my own inf line to keep their interest. Otherwise their inf line will turn and charge your cav as it hits their archers.
  15. Constant war and executing enemy heros, a newbie guide to ruining your save

    My understanding and experience is that it harms relations with the executee's friends, but that it's a neutral action with everyone else.

    Would like to see it improve relations with their enemies. It'd be nice to permanently put down the insurgency left behind after taking all a faction's lands and get a little relations boost with my faction mates who hate the dying faction.
  16. Can we get rid of the magnetic armies?

    It is very weird to be minding my own business traveling and then have my pathfinding hijacked by someone starting a new army.

    I could see this being useful in some cases, but it seems to backfire more often than not.

    Obvious problem cases:
    1. I'm traveling to a quest objective and fail the quest because of getting off course(caravan dies).
    2. I'm chasing someone for a battle and suddenly go the opposite direction and they escape.
    3. Two different people start armies and I literally get hijacked by one as I am on my way to the other. (Yes, this has happened to me).

    I'm seeing this on 1.4.3 as well.

    Adding a problem case: When waiting in a city, an army forms and pulls you to it in the background. When you stop waiting, you find your party is halfway across the map and no longer in the city you were waiting in.

    And, oddly, you don't autojoin the army that pulls you, you just follow it around until you manualy join it. Seems pointless to auto-pull you to it if you won't be auto added to it.

    Also, this happens anytime your party is above the 40% requirement to be called to an army, unless you've made an army of your own (obviously can't call an army to another army... althought it'd be pretty cool if we could merge armies)

    Suggested solution: let us follow/join an army by clicking on the "army created" pop-up. Otherwise we aren't pulled to it.
  17. 1.4.3 Economy? Price of goods bugged?

    Caravans should start making profit after hotfix. Just give them some time. After 10-15 game days they will continue working better.
    Question for ya, based on something I saw on a different thread and may have misunderstood: Regarding caravans, is their profit determined primarily based on the main hero's trade skill or the caravan party leader's trade skill?
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