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  1. Can we just get dialogue options??

    Hold your horses! its not like we are almost 2 years in the future and we still havent seen a bit of improvement in this department
  2. WTF ARE U DOING

    Patch 1.6.3 amazing Please this is not funny anymore people are tired of waiting let modders help, hire more people, make some decisions but just hurry the **** up would be much appreciated
  3. Can i put my compagnon i a town thats not mine?

    my brother was pumping up the relations with the clan in the city he was staying so i wanted to move him to another city but i cant find a way to make him stay there. is there one? and does anyone know if the charm or other stats has any influence on the relationship gain?
  4. Resolved I keep getting ransom request from people who are not in my party and faction beta

    Summary: How to Reproduce: Have you used cheats and if so which: Scene Name (if related): Media (Screenshots & Video): Computer Specs: OS: GPU: GPU Driver Version: CPU: RAM: Motherboard: Storage Device (HDD/SSD):
  5. Scaling bandit party size with player level is bad design + solution

    So, here's the problem. I'm 400+ days into my campaign and banditry is absolutely wrecking Calradia. The more the game progresses, the harder it is for villagers, caravans and lords to live. Why? Apparently, there is a mechanic that scales bandit parties according to the player level. Essentially, this means that the entire world has to suffer more simply because some random player guy is leveling up. I can elaborate on a few issues that this mechanic brings up and why it's bad design:

    1. Bandits are cheating units, while the rest of the parties have to work their way to power in more natural manners. Let's take lord parties as an example: notables produce units, and it takes time to train them, all that WHILE the numbers of notables/settlement depends on prosperity; thus, the number of units produced per settlement is reasonably dynamic. In order for lord parties to grow, they have to recruit directly from these settlements, and then take time to train their units in battles. Now, if you ask, how bandit parties evolve? They just puke units out of nowhere, and the more you level up, the harder it is for the AI lords to deal with it. Lord parties will always tend to be very weak mid to late game because they expend their precious troops (which have been produced dynamically) on cheated bandit parties.
    2. The mechanic was (supposedly) designed to pose a challenge to you, but it does not achieve its goal. By mid-game you'll be running around with 100+ elite troops around the map, and nothing the bandits can cheat at you will be a challenge.
    3. If you intend to police the world in order to make the roads safer for caravans, you're hopeless. That's because:
    a. It gets boring and repetitive really fast;
    b. Your actions don't matter at all. You can destroy as many parties as you want, but they will cheat more, stronger and bigger parties as you level up. At some point, you just give up and ignore bandits altogether.
    4. Only the player can destroy hideouts, and that's horrible. I genuinely tried to reduce the bandit spawns by destroying as many hideouts I can, but I quickly understood that it's like playing whack-a-mole. More and more hideouts will pop around the world, and you alone cannot do anything to stop it from happening. Like in the previous case, it also gets repetitive and boring. The world map will eventually be filled with hideouts and the AI won't do anything about them.
    5. Villager parties are hopeless. In the early stages of the game, you're used to seeing 30-40 big villager parties. In mid-game, these parties are down to ~15 in size, and it will only get worse. While villagers take time to recover and grow their parties, bandits don't care, because they're cheated.
    6. Owning caravans gets too unfeasible. Early game, they're able to defend themselves reasonably well, but from mid-game, it starts to feel like the wheel of luck, because banditry is out of control.

    All these point to bad or lazy design, but I thought about some changes that could be made to the system. The goal is to spawn bandits dynamically and make them play by the same rules, just as the other AI. In short: no cheating units.
    - The player level will not matter anymore in bandit spawn behavior;
    - Bandits will spawn dynamically, based on settlement prosperity. The idea is simple. Low settlement prosperity = higher chance to spawn a bandit party from that settlement. The lower the prosperity, the more and bigger parties are spawned. Higher prosperity settlements would still spawn bandits but at lower rates and smaller in size. This means that wars, and not cheating, will influence the security of a kingdom. If kingdom X has not been able to defend its settlements from kingdom Y village raids, then kingdom X will end up with more bandits on the roads. This is simple, dynamic and makes all the sense.
    - Bandits will have to level up their troops in battle.
    - AI lords will also clean up hideouts.

    Optionally:
    - Add the option to enlist settlement patrols for the AI, and the player;
    - Bring back the manhunters, and allow them to raid hideouts. The manhunters would also spawn from settlements with low prosperity, but at lower rates than bandits.

    @mexxico Sorry for the ping, but I feel that this cannot be left as it is. Please bring up the issue if you have the possibility.
    Good point!
    Does Taleworlds ever reply to these kond of posts?
  6. (Rant)We need PATROLS, MORE FOOD, REAL JAILS or 100% combat death, bots don't get punished enough for losing

    I don't know how it's supposed to be satisfying or feel like progress to take out an entire faction of lords and put them in jail and then they just ransom themselves out without your permission and go raid your villages and mess with you food supply meanwhile
    You can't: MAKE somebody patrol the fiefs, Pay the fief to have a big big big militia, Make even more and more food + upgrades so you can PLAY THE GAME and not run out of food
    I have millions of denars and there's soldiers hanging out everywhere but I can't just pay some guys to watch every village during a war? WHY?

    WTF is with this TW? You can't do anything to be in control in multiple places at once, you can't just keep enemies locked up, you can't build 1 million food to last forever, can't SAY NO SELLING FOOD TO CARAVANS GTFO.
    Are we supposed to execute every lord? I've done it before and it makes the game really short. The only downside is some notable lose relation.

    I want the bots to have to SPENT CAMPAIGN TIME to recover after being defeated, walk around and recruit every single troops, go to a store and sell items to get money and food, and if they ever can't pay they need to lose troops immediately. There's no punishment for bot npcs, they just mindlessly do the same crap over and over and spend no time out at all!
    They need an actual fail state where they cannot function because they LOST. I don't want to just beat them in battle over and over, I want to completely defeat and destroy them without remainder! I shouldn't have to execute them, losing over and over should catch up with them and ruin them completely!

    I just don't get what the vision for the game is. Isn't this war strategy game? Aren't we supposed to WIN? Why is it so completely in it's own way all the time?
    Being a ruler is worthless because you can't control anything, being a lone clan is 100X better gameplay but this doesn't seem like the intended play mode at all.
    In warband you had full control of you faction so there was a clear path to victory by choosing and landing you lords and expanding.
    In Bannerlord it's just an endless cluster**** with no control or player choices. What is the END OF THE GAME supposed to be? You pay a bunch of clans to join you and you're supposed to feel good about it even though you can't control anything? You could just sit in a town forever and bot will siege each other and it'd be the same thing.
    If factions don't get utterly ruined and GO AWAY, what's the point? Why is it good to have failure proof factions that can have parties even with zero income no matter how often they are defeated?

    I know I know, lots of this stuff is for anti-snowballing....well guess what in my games I'M THE ONE WHO DOES THE SNOWBALLING! I want the AI to suffer for losing and eventually go away!
    Im guessing work in progress just wish we could get some reaction from the devs about the roadmap
  7. Name 3 features you would like to see implemented in the next - not yet started - update / patch !

    1. bandit playthrough implementation - recruitment, take over hideouts (and upgrade) and street gangs, more loot from raiding, friendly bandit parties can follow you.
    2. pro-active quests - would be nice if NPC's would seek you out for a task, more immersive
    3. Throne room/ army camp scene - a gathering of in person NPC's is necessary to vote on policies and fief assignment.
    Hell yes!
    Robin hood / crimelord playttrough
  8. Veteran Falxmen actually dont have a FALX???

    Get the falx outta here?! Is this true ??
    :mrgreen:
  9. Statement regarding Plans for Singleplayer and Engine II

    Has there been any thought about instead of a lord or (mercenary) warlord career
    i do miss making the mecenary path a lil smoother by making it easier to switch and fulfill your contract and more pay if u take more risk
    a bandit / crime syndicate / robin hood career path?
    with owning the cities underworld been giving more options and maybe assassinations' missions or prison breaks
    and eventually starting your own bandit hideout which u can upgrade
  10. Statement regarding Plans for Singleplayer and Engine II

    Speaking of back alleys: I wonder, if it were a good idea to be able to place a rogue companion in a city to 'protect' the masses.
    Benefits:
    - he could gather rumors
    - he could generate some small money
    - he could generate some 'items/goods' that were 'secured' from warehouses (get them at night before the gates with a chance fighting vigilants)
    - he could train recruits for you (maybe you could drop off criminal units for him to build his gang) or just keep the thugs for having more 'power' in the city
    Negatives:
    - might/will upset other influential citizens
    - could be captured by authorities
    - could be kicked out of town by other gang leaders

    Additionally, I think this feature might come in handy as well:
    When Lord of a fief, especially holding a castle, could it be possible to tell your village peasants WHERE to deliver their goods?
    I have the current situation that my liege Rhagea has conquered two castles around Husn Fulq. I own shops in the imperial city north of the castles (Danustica). Yet, they deliver their goods to Husn Fulq where for me it would be better if they reach Danustica. Sure, I could buy the stuff myself and get it there on my own...but I am a lord of two castles and not a errand boy :wink:
    I mean, as their liege and master you should be able to tell your villagers which cities to trade with and which are off-limits. And you could influence the economy a bit.
    very nice ideas!
    I'm also very curious about where this development is going please provide more information TW
    since it was announced i envisioned a Career path next to that of a Loyal vassal or mighty warlord but one of the robin hood sorts a outlaw king
    who could influence cities by owning its underworld and that the player could build their own hideout
    i would like to ad the idea that if u own the gang in town they could help u assassinate or kidnap lords passing trough
    and help u to free prisoners kept in that town
    or when ad war with the nation of the town u could accept protection money or stir up unrest
  11. trading fiefs trade perk

    i understand to buy a fief without fighting for it u should have trade 300 so u can get the perk. but if im looking to entice a lord/clan to join me as my vassal i think u should be able to throw in some fiefs to convince him/her without the perk.
  12. Do Defenders sally out when u come to help them?

    allot of times my force is not great enough to win against the besiegers (i am not in the castle/town) but if the defenders would join the battle we would win. is this already implemented because i never saw it i would be wonderful to get a pelennor fields situation but i guess since the ai cant...
  13. Statement regarding Plans for Singleplayer and Engine II

    Thank you T.W. for keeping us updated!
    i am looking forward to these updates
  14. Statement regarding Plans for Singleplayer and Engine II

    are u still working on fixing the ladders and siege towers ?
    would be nice if this is adresed
  15. Compagnion dead means gear is gone?

    i understand some of it might break but everything gone seems a little harsh or is there a drop chance? how does this work
  16. Resolved dead clans keeps getting fiefs

    im playing the beta 1.5.3 and i have a clan in the nothern empire kingdom of which i am a part where the 2 members are dead but they still are getting new fiefs (: there flag is greyed out
  17. Dead Clan keeps getting new fiefs

    thank you
    guess i made allot of wasted posts then :smile:
    i taught the devs read them aswell
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