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  1. Resolved Casualties inflicted or Casualties sustained?

    It does seem to work against the 'winning' faction (1.53 beta).

    I was in a war I was dominating; Captured 2 settlements, a dozen lords as prisoners and had killed roughly 4k troops vs losing 1.7k on my end. The diplomacy interface was showing the casualties the wrong way round as has been highlighted above, making it appear as if the enemy faction had killed a lot more.

    It would cost me over 2000d per day to make peace with a faction I was crushing. Every battle I won pushed that value higher.
  2. What does the AI Diffculty ( Veteran & Challenge) do?

    I can't remember where I saw it but I remember reading something about this being a universal buff to npc weapon skills, affecting their ability both in offence and defence (blocking speed etc.). It was something like:

    Normal = All units work off their designated weapon skills.
    Veteran = A moderate boost to all units, meaning even Looters would appear to have the ability/reactions of T2-T3 units from Normal.
    Challenging = A high boost to all units, giving even the lowest tier units the ability/reaction speed that ~T4 units would have on Normal.

    Don't quote me on this as I'm not certain, it's just what I have in my head. It could be that I'm remembering the description of some old mod.

    Hopefully someone will know where to see the code for this in the DLLs. It could be that I'm way off the mark and it does something completely different!
  3. "Himil of Tismil was lost." -- But why though?

    “Npc lords can also "complete" quests under certain conditions by entering a settlement that has an outstanding issue. The npc must be the leader of the clan that owns the settlement. Each time they enter, they have a 10% chance of completing a random quest in towns, and a 30% chance in villages. I don't believe they receive any rewards for this.”

    Is this why we can go village to village in some areas not getting any quests as the lords automatically complete them all when going out en masse to recruit new troops after an army defeat?
  4. Movement -> Advance vs Movement -> Charge in 1.5.1

    I see a difference as I use the two commands in different situations.

    If I just tell a group to charge they all act as individuals and seem to head straight for what each unit perceives as the nearest enemy. They go at full movement speed, typically have their shield lowered and units with a throwing weapon will pause to throw one when they get in range. It often results in a few units reaching the enemy much sooner than others and getting slaughtered as they have higher athletics and/or lighter armour - especially companions with the movement speed perks. I have one companion who seems to sprint ahead like an olympic athlete with this command.

    If I put infantry in shield wall and then tell them to advance they stay much closer together and move at a steady pace. There'll be a little separation in places as they don't maintain orderly ranks but compared to a simple F3 charge they maintain more cohesion and stay as a blob. Units don't hang back to throw javelins when they get close and the group moves into the enemy ranks much more compact - less fanning out to the sides.

    Shield Wall -> Advance protects my infantry more as less individual troops get separated/surrounded and picked off but it does tend to mean enemy units are a bit less engaged and turn to run sooner once they see friends dying.

    Charge will see more of my troops killed/injured as more will move off in their own direction and run into a group of enemy solo only to get hacked at from multiple directions. On the other hand, if I outnumber the enemy and want to quickly envelop them, charge will do that. I just wait until units are a bit closer before ordering it to avoid immediate suicide runs and then more of the enemy are engaged when the lines meet which results in less surviving to flee (which I hate chasing down with cavalry currently unable to hit a barn door).
  5. 1.5.1 - Cavarly is pretty weak while archers are still the way to go.

    There's a fairly template set of stats for most units.

    T1: 20
    T2: 40
    T3: 70
    T4: 100
    T5: 130

    It increases in a fairly uniform way for most units for most factions and applies to most basic skills like athletics and 1h weapon regardless of their role. There are some cases where a unit has been tweaked slightly (eg. a T5 archer getting 160 instead of 130 for their chosen weapon type) but the underlying template affects most, which puts many of the archer units equal to infantry for melee.

    The same applies to a bunch of the equipment: In most cases you'll see a T2 unit with a T2 melee weapon, T3 gets a T3 weapon, T4 gets a T4 weapon and so on. This is fine for melee infantry but doesn't make sense that archers get the same melee weapon increases when they already have the big advantage of their bow.

    I'm assuming various templates were used to get the troop trees finished ready for EA and that in time they'd plan to customise things further, but so far only a few specific vanilla units look like they've been changed much from the template.
  6. I admit it now, it's immersion breaking for me that my recruits mostly just die...

    I'll echo Julio in that giving recruits a basic shield when they have a 1H weapon is a help for them. It doesn't suddenly turn them into super soldiers of throw off game balance, it just helps them not fall over immediately if anything looks in their direction. They'll still get comfortably beaten by higher tier troops but it stops them all dying instantly to archers.

    In my mind the peasant unit is the completely ungeared rabble who can't afford or don't own shields. Once someone is recruited (for most factions) they're given basic equipment, they're just not skilled in using it yet.
  7. 1.5.1 - Cavarly is pretty weak while archers are still the way to go.

    That's an interesting find Dabo, I might have to change that too. The AI definitely seemed to perform better there. Does it have an effect on sieges?

    AI aside, a key issue for me with most archers is that they get a similar melee weapon, melee skill and armour to dedicated infantry of the same tier. They trade a shield for the ranged weapon and ammo but it really gives them an advantage in most situations - with palatine guard in particular they're still strong in melee if infantry do reach them.

    Do archers really need a T5 melee weapon, 130 1H skill (matching T5 infantry) and 50 body armour?

    In my personal unit mod I've edited every faction unit and with ranged troops I've reduced the quality of their melee weapon/skill and given lower armour across the tiers. They still improve with each upgrade but they're always lower in those aspects than their faction's infantry at the same tier. With crossbowmen I make them a bit better in melee than pure archers as they only run 1 set of ammo while pure archers run 2 but still lower than dedicated infantry.

    It means that if/when infantry do reach archers they have the upper hand if they still have enough alive, compared to vanilla unit stats where archers turn into Legolas wielding a blade once infantry reach them. T5 archers still perform in melee against low tier infantry but T5 infantry have more of an advantage. It makes me think more about protecting my archers.

    It'd be interesting to see the impact of your code modification in addition. Which file is the edit in?
  8. Beta Patch Notes e1.5.1

    I got a notification very early on in my fresh 1.5.1 playthrough that the Steppe Bandit faction was eliminated. As I'd not seen a bandit faction eliminated in previous versions, is this intended or a side effect of heroes dying from old age?
  9. Resolved Resolved crash trying to talk to any notable in Lycaron or enter Town Centre (1.5.1b)

    The upload site said it was successful at the time but I've resolved the crash.

    I set Steam to verify the game files while making tea and it came back saying 1 file needed replacing. After that I was able to enter the town fine so I guess something was corrupt that was only being triggered when entering that town!

    I should've tried verifying before reporting it, sorry!
  10. Beta Patch Notes e1.5.1

    Edit: Had a crash entering Lycaron but it was resolved after verifying game files through Steam.
  11. Resolved Resolved crash trying to talk to any notable in Lycaron or enter Town Centre (1.5.1b)

    This is solved, I verified game files through steam and 1 file somewhere was corrupt. Crash stopped after it was replaced by verification. I get a crash trying to get the Escort Merchant Caravan quest from the notable Zenon the Weaver in Lycaron. Every time I select him from the town menu and...
  12. Can we please have perks implemented?

    I’ll echo those saying it would be nice to see which are active ingame. Honestly, for an EA beta I’d be happy with an icon saying “perk not implemented” or something for those that aren’t working yet. That way we can clearly see when planning skill points which would be pointless at this stage.

    i don’t mind that some aren’t in yet, it’s just the lack of in game clarity that can be frustrating.
  13. Question to disable the random variety of weapons on army

    For me there are a few reasons to change things up.

    With recruits we players can manage armies fine - train recruits on looters during peace, store them in a garrison when higher ready for war. But it’s disappointing when you think a great battle is incoming only for 70% of the AI army to be recruits in a bit of cloth and a pitchfork.

    Another thing is lack of varietyin vanilla units. Sure, some armours look different, but many of the infantry are 1h+spear with a throwing weapon at the top tier and essentially play the same. Editing the units allows a bit of faction focus (I gave all Sturgians axes, Vlandians heavy on maces, Empire focused on sword ‘n shield and so on).

    I have Battania infantry using a mix of sword, spear and axe but only 1 weapon per set to avoid the constant weapon switching when cavalry move around which can get troops killed faster. Having them on the field with a mix of weapons adds to their feel of being less regimented.

    I also have most faction recruits set to use a mix of weapons but I did add a shield to most to help the AI against archers a little.

    I also reduce the tier of melee weapons given to archers and reduce their skill for that, so infantry are stronger in combat.

    For me it’s letting me change things about the way I like as I’m not locking myself into an approach of “this is supposed to be this historical era so everything must match that.”.
  14. Question to disable the random variety of weapons on army

    Aye, spnpccharacters.xml is very easy to edit. Get yourself Notepad++ and it'll give you a nice layout for working on it. As MetalJacket said, make sure you backup the original first.

    What I do is save the original somewhere, then edit the file in the game folder. When I've made a couple of changes I load up the game to check I didn't mess up - if my game loads it's all good. If I did a bad copy/paste it'll crash on loading the save. If it loads fine with my new edits I then save a copy of the edited spnpccharacters.xml in a separate folder before editing the main file further. That means if I've edited 30 units and then make a mistake that causes crashes I can just revert to my previous edit/update without worry and resume.

    The other thing is that when hotfixes come, if the devs make a change to a unit in spnpccharacters.xml it will override the file in that folder so you need a copy of your edited file somewhere to drop back in.

    Anyhow, I've been editing units for the same purpose as your op. You'll often see units with 3-4 equipment sets - some are mostly identical just with weapons switched, others have different armour pieces too. You can change it however you like. Personally I'm working towards most lower tiers having a bit of variance to reflect recruits being given what's available and higher tiers being more uniform, plus I'm giving some factions a bit more focus. Empire I'm going down a much more uniform path even for recruits, while for Battania I'm keeping more variance throughout to reflect more of an individual approach to gearing.
  15. Beta Patch Notes e1.4.3

    I examined your save file. Garrison of Car Banseth targets you even you are not besieging. Its weird.

    I have 2 questions :

    1- Does this save file very old? In which version you started this game?

    2- Does Car Banseth made you sally out in that game? Do you remember what happened at this sally out?

    The save started in 1.4.1, then continued into 1.4.2 and 1.4.3 betas. I haven't had any other issues continuing the save (besides the shader crash that was resolved).

    I don't think the garrison itself sallied out against me but now I think about it I think I do recall sieging Car Banseth earlier on (I think it was still during 1.4.2). If I remember right I was attacked by an enemy army while the siege was ongoing, defeated and taken prisoner. I guess if that was this town it could've glitched thinking the siege is still ongoing? I'm not 100% sure it was here, it could've been a neighbouring town, but it was one of them in this set of hills. It would've been weeks ago in July so my memory isn't spot on with the details unfortunately.

    It doesn't particularly concern me if it's a one-off thing affecting this save as I'll probably start a fresh one next major patch. Just reported in case it was something reproducable that could be fixed :smile: Thanks for having a look.
  16. Beta Patch Notes e1.4.3

    Can you also send us this save file?

    Sent - parked outside the problem town.
  17. Beta Patch Notes e1.4.3

    I'm getting a crash trying to enter one specific town (Car Benseth). Every other town or castle I can enter fine, but as soon as my party tries to enter here I get a crash popup before the town menu appears - as soon as the party reaches the town:

    fQ7dwvP.png


    I do play the beta with a mod for combat but I've checked it with no mods at all and it's no different. The same crash occurs at the same spot each time I try to visit this town.
  18. Beta Patch Notes e1.4.3

    Thanks, I hadn't realised the files for Fixed Launcher were still in place after switching from 1.4.2 to 1.4.3 - I'd assumed the big update gave the game folder a fresh state. I guess the latest hotfix changed something that made them play up. Going through and deleting those from the game folder let me play again.

    MArdA: Fixed Launcher was a mod to make mods load in the same order each time you start the game: https://www.nexusmods.com/mountandblade2bannerlord/mods/205

    A lot of people might have it installed from previous versions and forgotten like myself. When I thought I'd removed all mods, I'd missed this old one as it's not just dropped into the Modules folder the way most others are.
  19. Beta Patch Notes e1.4.3

    Same error for me. Starting the game gives me this:

    j923ny8.png


    If I hit Cancel it does take me to the menu but trying to load any saved game or start a new campaign causes the game to crash with a simple "*_* The application faced a problem".
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