搜索结果: *

  • 用户:Maahes
  • 按日期排序
  1. Small changes for authentic bridge-, settlement- and border-placements

    Oristocorys Castle's location only makes sense if there is naval movement in the game, to provide some sort of naval base for transports going from Zeonica to Ortysia. If you think about it, Jalmarys is in the heart of imperial lands, so there's no real reason to keep a large fortress by the river, especially when the enemy would have to push through Garontar/Ortysia from the south and Lageta/Hertogea/Rhotae in the west. But without naval transportation in the game, yeah, Oristocorys should be further north by Vinela.

    Poros is in a mindboggling location. I get it, it was probably a castle originally to protect the grassland villages, then got larger as it protected trade moving west. Buuuuut, there's this annoying valley pass just north of it making its trade protection useless, so you may as well move it to be just southeast of Canoros, so it would've been overseeing trade in the valley and east/west. I get why there's the cluster of Vostrum/Lavenia/Danustica/Odrysa to prevent an Aserai steamroll, but if the devs don't move Vostrum to the mouth of the river to its west you may as well move Poros nearby.

    Since the game lore has the Khuzait taking the eastern province from the empire, I'm kind of thinking the empire started at Phycaon, which means if you have a capital city upriver, you're most likely going to have a city at the mouth of the river to protect/get rich off of trade going upstream. Poros or Vostrum should really go there.

    Another big nit-pick of mine is Argoron. Why is it there? Like, at all? There's this big ol' island and it's not a port city, but...a river one? But wait, if you look closely that river doesn't end nicely, but rather with rapids. Who in their right mind would build a city there, let alone who would live there? I get the balance reasons to keep the city focused to protect Amprela, so I think the easiest thing to do is move the rapids to the south part of the island so Argoron can be a river port city.
  2. Aseria weakness[weakest faction]

    There are plenty of towns on the way. Just have them buy more food. Or keep 10% more then they are programmed to now. Not sure why they wouldn’t reload when they go into a city, as I’ve seen them take armies into cities plenty
    That's not what I'm saying.

    What I'm saying is that port cities and castles (with some castles moved toward the shore to do more of this) should get a small bump to food production native to its location. More food means a larger garrison able to be kept and thus the port locations can act as better buffers to expansion. And since a port means access to elsewhere, maybe even a bonus to mercenaries so lords restocking there can have more troops to choose from.

    It's not a true balance request, it's primarily flavor.
  3. Beta Patch Notes e1.4.1

    havnt tested yet, but my first thought was that they function as some kind of replacement if fighting lords and ladys die, mostly due to execution by the player.
    Fair enough; I'll have to test it out myself but I'm kind of excited to see how TW balances the lineage aspect of the game against players' desire for some instant gratification. But it would be really cool to have a warrior character get a castle, bequeath it to his merchant son, who ends up with a trading empire that the next son uses to buy up territory and thus start a kingdom. Instead of what we have now, wherein a single character does that in 5-8 years, hah.
  4. Taleworlds nerfing things too hard

    I'm pretty sure Taleworlds doesn't want us to play this game. I've put it down and I wish I could refund it. This is ridiculous, I just saw today that they have decreased influence to 1/20. This means playing as a mercenary, you actually don't get paid because it's based on influence. But you're forced to play as a merc until you have enough resources to level up to another clan level. This is insane!

    And the people on this poll that say they don't feel the changes are bad...well there's always a way to tell a Kool-Aid-drinking fanboy.
    Influence was insanely easy to increase previously, to where everyone and their mother had a near-permanent bank of 5k+. Just because TW is fiddling with the values in EA doesn't mean they're out to nerf things specifically, only that things were out of hand and they're trying to find a way to slowly find that equilibrium. And seriously, M&B has had longevity due to its mods, and everything I keep seeing you complain about has had a mod spring up to solve it. More to the point, though, a few mods are being made redundant because TW is implementing/fixing those items. The game hasn't been in EA for that long, and the roadmap has it staying here for a while.

    The amount this game has changed since it first hit EA is fairly impressive and consistent, and there's no kool-aid drinking required to see that.
  5. Can we do something about the khuzaits?

    Compare the bannerlord map to warband. Over 200 years the Asserai have pushed up north and the Khuzait have taken most of the map and pushed all other factions closer to the coast.

    The Khuzait should be OP AF. Not just because of the warband map but also when compared to real history. I'm just disappointed that the Empire doesn't fall due to a constant civil war between the three factions.
    I'm not sure anyone should treat the Warband map as "canon" anymore, even more so since it changed the original M&B map to include the Sarranids.
  6. Investigating companion stats.....Calradia is full of stupid people.

    I would treat companions right now as a placeholder system--there's no relationship with them and their skills are pretty much baked in so there's no growth with them. If you do want to level them up a bit easily, though, the smithing skill should help a bit with that.
  7. Beta Patch Notes e1.4.1

    I wonder if the addition of the new lords/ladies is in preparation down the line for moving to younger generations as everyone at the start ages/dies out. Otherwise, we're in for a lot more armies if even a small amount of those added can fight in the field.
  8. Patch 1.4.1

    There is a mod on the Nexus with a much larger and better balanced map. Maybe taleworlds should just use that one.

    Larger, yes, but it mostly just clutters up the map with more cities/castles without giving much thought to the natural progression of why a city would be there--if you're talking about the Calradia Expanded mod. The creator of that mod also states the map is imbalanced because more kingdoms/rebellions are planned to even it out.

    Either way, a history of the Calradian Empire would do wonders to inform how the empire grew and where cities/castles should be.
  9. Aseria weakness[weakest faction]

    I've seen the Aserai regain their edge towns/castles several times before, but it does depend on where the army launches--if it's going for Huzn Fulq from Sanala, it'll probably lose the majority of its men before it can do anything significant.

    I think the developers should get a little more creative with their castles and give them some food bonuses based on their location. So for the castle guarding the straits by Quyaz, place it actually by the water and grant it an additional +4 food or something along those lines, plus maybe a garrison boost. This would mean a larger garrison and one that can stay large with more food that is (ostensibly) being supplied via ship. Kinda like how Crete/Cyprus were able to be defended for so long against the Ottoman Empire. Same goes for all port cities--they should be the hardest to take since you can't simply starve them out with land forces.
  10. Day 227 Sturgia is no more. I did not even lift a finger.

    Part of the issue I think is that the Surgian castle Nevyansk, while a perfectly understandable location to guard the straits if navies were in the game, is simply a liability that inevitably results in Vlandia kicking in Sturgia's teeth and grabbing Omor since the AI dives deep into territories to grab the weakest city/castle instead of prioritizing distance to borders. This means that, after losing the castle far from its natural borders, Sturgia is seen as weak by its real neighbors--Battania, N Empire, and Khuzait. While Battania is rarely in a good position to expand northward, the Empire and Khuzaits' territory are primed to quickly swoop in and grab territory.

    For one, the N Empire is a funnel pointing to its northern city Epicrotea, so much like the Aserai army train that stretches across the entire southern map, you have a focused, small territorial push north. And for the Khuzaits, they have two cities--Makeb, Baltakhand--close to strike at Tyal, and even Ortongard is closer with more castles than Sibr or Varnovapol are.

    The lore behind Sturgia is that multiple northern kingdoms banded together, so that explains why it's such a segmented realm, but I think adding another city to the north near Tyal would do a lot to provide more of a bulwark against invaders. Though honestly, I don't think Sturgia's locations will make much sense until navies are added (hopefully in the future) and the map can be reworked to reflect Sturgian beginnings.
  11. Others kingdoms can't take down Aserais as they have the most powerful geographical situation

    Uh, Vlandia only has two main entrances to defend, same as the Aserai, and their territory is more compact, which means more easily defended: north of Ocs Hall, and the plains around Sargot.

    The Aserai really don't have an easy way to expansion -- the Western Empire and Khuzait cities are far away, and the Southern Empire's cities are close enough that any war against them goes poorly. That they have a good defensive setup doesn't necessarily win them any prizes, outside of just surviving.
  12. Why Sturgia often grows weak, Khuzait often grows strong

    Honestly, the entire map needs a rework for areas like Sturgia (the worst offender), but not even just for balancing purposes. Many of the cities aren't in a logical position, so you're left scratching your head as to why someone would build a city there.
后退
顶部 底部