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  1. orpeus_gamer

    A realistic approach to a full siege

    ..and what about the Wall's trench / MOAT ???? far more important.

    troops need to carry bundles of wood (f-a--g--g--o--t) to fill the trench before the tower can move forward.

    I would prefer to see this happen , make sieges longer and more expensive in lives.
    a moat would make it a lot harder for sure
  2. orpeus_gamer

    A realistic approach to a full siege

    I don't have much sense of nostalgia for Warband sieges. They could be fun at times, but it was one of the weaker parts of the game compared to what it could potentially have been. Bannerlord is more ambitious about it, which is good... but there's a lot of problems to work through at this point.

    For me Warband sieges kind of devolved into bringing an army full of Rhodok Sharpshooters and having them hold fire behind their shields until the defenders ran out of arrows. Then fire at will to wipe out a wave of defenders. Hold fire while the new wave spawned in and expended their arrows. Fire at will. etc. Repeat. Win.
    what I am finding with banner lord is now that problem is replaced with armies running past each other to get to either the wall or the gate. there is little tactical value to the game - much like warband... one single point is win or loose
  3. orpeus_gamer

    Bandit Base is just pointless

    Im going to keep this short and to the point. Attacking a bandit base with only 9 men is just stupid, when you have a reserve of 100 men. and once a man falls I don't even get any fresh spawns? and more to the point when you end up with eight archers you have already had it because they cant...
  4. orpeus_gamer

    A realistic approach to a full siege

    coming back from work and reading all the replies lol wow, its definitely a wide spread resentment that the sieges are heavily out of balance - thankfully this is an early access so our in put could re shape its future because I love mount and blade. waited 8 years for this
  5. orpeus_gamer

    A realistic approach to a full siege

    Guys I'm playin on easiest and I feel same, and this game has so much potential for future, but how is gameplay on realistic or on some other difficulties? I mean on a siege I lay my archers and they kill half of walls, but on realistic this is surely different.

    the harder you make the game in the settings the more cunning your enemy become (on the field) but in a siege battle its more or less the same but in easy mode your troops take half damage but deal full damage
  6. orpeus_gamer

    A realistic approach to a full siege

    I don't have problem with sieges beeping somehow schematic -with preset entry points. it would be very hard to program and probably very buggy and easy to abuse otherwise. It is however much more expanded system from what Warband offered. My complain is that player can not really control troops much. Giving him control over what troops to attack/assign were (gate, laders, tower...) and when would be nice.

    However I agree that defending AI is very bad right now. Shieldwall is completely ineffective formation for close fighting and having large group of men camping in front of the gate does nothing. They just get slaughtered. They should switch to charge as soon as gate breaks.

    I also like your idea of AI being more tactical about tactical locations. They should be like defensive nodes that AI needs to hold or take in certain order and not just sending soldiers on ignore everything command to the location on the other side of the map. AI -both attacking and defending one should try to secure one "key" location before proceeding to attack/defend another. Every such location should have two positions, one for infantry and one for archers (different for attacker and defender obviously) and infantry should have certain radius in which they will charge any enemy, not just stand in the shieldwall waiting to be killed.

    the principle idea of the ladders is that they behave in the same way as the towers, their approach path and speed is fixed in the same way so in theory the programming is already there for that. and the ability to order men directly to nodes would deffo be helpful.

    the nodes could be determined by variables based on troops morale - because its already governed by factors such as kills vs losses it would be an effective mediator.

    the engagement radius really needs to be addressed immediately because so many troops are just mullered from all sides because they camp it out until they run away
  7. orpeus_gamer

    A realistic approach to a full siege

    Would be nice if the defender AI know how to retreat and regroup their forces. For example, when the significant amount of attacking troops climb onto the walls, the defenders should leave the walls and regroup somewhere in the city center (there are barricades for a reason). IDK if it is possible to create additional spots on the rooftops in the city for archers too.

    What's AI doing right now is spawning and rushing back on the walls when there are a vast amount of attackers already waiting for them. And as soon as the walls and gates are taken, defenders just run away, never regroup (as they do in the field battles by the way) and pah - you've got the city. Boring.
    I could not word this better my self
  8. orpeus_gamer

    A realistic approach to a full siege

    At the time of writing this, the game is early access and I acknowledge developments are underway I don't know about you guys but im actually bored with the siege system. it really is the same thing copy and pasted from warband with a couple of tweaks, you storm the wall and the enemy actually...
  9. orpeus_gamer

    Guys, I feel like I have no actual idea of fixing problem with Food in my Fiefs. Could you help me out?

    when you go onto the manage town segment set the general goal to agriculture - you can select one of them such as build houses train militia hold festivals or agriculture - be mindful that the upgrades you build and the general goal you select directly impact the settlement - also be carful with who you set as governor as they also have an influence on the generic development
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