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  1. DennyWiseau

    Game deleting companions because of duplicate suffixes (companion was lost)

    Seems like you (TW) implemented conditions to remove duplicate companions from the campaign map. While efforts to finally revise how companions work/spawn in the game in are very welcome, there should be more focus on how these changes influence the game overall, you shouldent just write a few...
  2. DennyWiseau

    Deleted the game and will not come back until at least something changes

    Taleworlds take on combat is pretty attrocious I agree. No doubt they wanted to apeal to both the casual singleplayer and the competetive multiplayer scene and the result neither cared for.

    Luckily, the core system functionality is very solid (tyvm TW coders/engineers) which has paved the way for modders to make impressive and well thought out revisions to the combat system that makes the game taleworlds made a much more enjoyable experience.

    You can try out realistic battle mod for yourself: https://www.nexusmods.com/mountandblade2bannerlord/mods/791
  3. DennyWiseau

    Modded Alley crash after win 1.1.2

    Summary: Insted of initiating dialoge with alley npcs I just went up and attacked them which intitated combat after winning the game crashed. See the Butr.link crash report for details. How to Reproduce: Walk up to alley gangsters, do NOT initiate dialogue insted just intiate combat straight...
  4. DennyWiseau

    Companions features and bugs (recruting/dissapearing)

    In warband I spend alot of time trying to recruit all companions and create a well equipped and specified band of warriors to compliment my armies. In Bannerlord there is a wealth of companions (suffixes) but unfortunatly annoying softlocks that you (Taleworlds) put in place, such as limiting...
  5. DennyWiseau

    TW make reinforcements spawn outside the map limits and march into battle area

    We're aware of the issue you're describing and are working on improving the reinforcements system to prevent it. Thanks for your feedback.
    Looking forward to see what you have in mind, thank you and good luck.
  6. DennyWiseau

    What's a good MOD for Pike and Shot era?

    So Bannerlord "time period" would be around 850 - 1200ish give or take,

    is there any mod out there that has pike and shot (early long reload time arquebuses) time period in it?

    practically stopping at late medieval, and NOT going into early 18th c muskets. just that juice pike n shot that i think sieges in bannerlord would be bad ass to experience.

    any recommendations?

    thx
  7. DennyWiseau

    Remove the option to visit scenes

    Even with a high end pc with an SSD you sometimes have to wait up to a minute loading. Also, since there isent anything to do in non combat scenes and any quest related to scenes isent worth it anyways, people wont care either way.
  8. DennyWiseau

    What are your must-have mods you can't play without that you'd like Taleworlds to implement into the base game?

    Only realistic battle mod, because I dont like Taleworlds mobile game design where 1000 men battles are over in less than 2 min.
  9. DennyWiseau

    TW make reinforcements spawn outside the map limits and march into battle area

    Or it can be an ineffective solution because if you destroy the main enemy army fast enough - which doesn't seem that rare or hard in cases where you have a big advantage or are well prepared - then you can just camp the edge of the map and kill the reinforcing units 1 by 1 as they enter the map.
    Never been an issue in total war games even though its perfectly doable
  10. DennyWiseau

    TW make reinforcements spawn outside the map limits and march into battle area

    Some things in Bannerlord seem somewhat outdated from a design and implementation pov, some of them can be excused but the way reinforcment work cannot. In Bannerlord you often find yourself in a "moving" battle where armies shift back and forth to gain the advantage. However, this back and...
  11. DennyWiseau

    Fixing the campaign gameplay one mod at a time.

    The campaign experience atm is extremely repetetive and quickly become very dull because there simply isent a variety of interesting things to do, especially in peace times. Taleworlds emphasis seem to be on creating an enjoyable battle simulater, unfortunaltly the campaign gameplay feels very...
  12. DennyWiseau

    Sieges dosent work

    Likely to delay, but the developers have actually been relatively active recently and responding to threads. They say they are working on it.

    I understand though, I personally find Sieges frustrating to watch at the moment. AI staring at the inner gate instead of attacking it, inability of AI climbing up Siege towers, AI on rails and generally unresponsive to what is happening during the Siege, large blobs standing on the walls, large blobs standing at the base of ladders/towers, attacking AI archers standing in fat blobs instead of spacing out and getting pwned by enemy siege weapons, no inner city fighting, no fight in the lords chambers/castle, archers just standing on the fortifications and not firing. Pretty barebones and very disappointing.
    I know say they are working on it but tbf they have said that for over a year.

    The fact that it is so barebones is also very frustating, unfortunately they are likely allocating all their time to just fixing sieges without having time to improve them before release.
  13. DennyWiseau

    Sieges dosent work

    1+ year of patches has not been able to make any significant improvements and the game is supposed to release in less than 5 month, pretty disheartning forecast of the future. The fact that TW released the game with sieges being utterly broken from the beginning suggest that they were confident...
  14. DennyWiseau

    Taleworld your campaign map is boring and static but you can easily solve this.

    Alot of emphasis has been put on the aspect of time in Bannerlord. Characters grow old and die, borders are redrawn but the map ramain completely static no matter how much times passes. This can easily be solved by allocating some time by implementing more progressive development of settlement...
  15. DennyWiseau

    Real-Life DLC or Expansion: Michael the Brave

    I'm sure Taleworlds would be delighted to make a DLC with a sole focus on a guy who was good at mudering their ancestors lol. Good luck with that haha
  16. DennyWiseau

    A few "points" on why combat(armour) is more satisfying when using realistic combat mod compared to vanilla

    Reading the post that followed yours, I think that I confused myself and I may not need this, but if I'm wrong, this'll help, so thanks.
    You dont "need" them but you can use the item files I linked if you dont want the game to be unbalanced when it comes to armor that is not set up for the most recent RBM armor values. For example a visored full helm has 150 armor with RBM while it only has 50 armor and all mods such as veagir armory is balanced for vanilla not RBM
  17. DennyWiseau

    A few "points" on why combat(armour) is more satisfying when using realistic combat mod compared to vanilla

    The Swadian and Vaegir armory haven't really been touched but they're just pure armor so I don't need to touch them unless I want to use them.
    You can use the items files from here to make vaegir (and vlandian armory) compatible with RBM
  18. DennyWiseau

    A few "points" on why combat(armour) is more satisfying when using realistic combat mod compared to vanilla

    RBM has become one of my mandatory mods, it really makes the game that much better paced.

    However one issue I still have is that with RBM there is no good niche for lightly armoured troops, you basically just want elite units with heavy armour. The heavy armour doesn't slow down or tire units enough that lightly armoured troops can kite or outmaneuver them which should be the natural answer to them.

    I miss the stamina system from Brytenwalda. I hope in the future there will be some kind of fatigue system and more impactful weight penalties that makes sure both heavy and light armour has tactical niches on the battlefield.

    Just in general I think a lot needs to be done about how different units have their optimal use so the endgame of combat is not just "get the strongest units and they beat everything."

    I also think party size should be limited by unit value rather than numbers, make the player choose between numbers or quality. It would give us incentive to use lower tier troops and make the question of "best" unit more complex, so some factions might have really cost effective low tier units while another has better elites and you'd be motivated to design your army around that.V
    Very true I also play exclusively with RBM and its clear that the biggest crux of that mod is how much heavy armor troops will outperform light armored, rendering them almost useless in comparision. I suspect this problem is one of the reasons why TW hasent done anything about the armors in Bannlord so far, because it would mean they have to implement some kind of stamina system.

    I've used this stamina mod together with RBM for awhile which does work quite well with it now, unfortunatly however, it only serves to makes heavy units even stronger than light troops as attack speed and attack damage is "debuffed" universally which result in everybody doing little damage to eachother but heavy armor troops taking almost no damage at all.
  19. DennyWiseau

    A few "points" on why combat(armour) is more satisfying when using realistic combat mod compared to vanilla

    So at least at this scale, RBM makes battles a good bit slower - although for a 500 unit battle, six minutes might be a more appropriately dramatic length! Foot archers seem to struggle in particular, however: 62 archers only managing to bag 8 kills is so low that in an actual campaign you'd probably dump them for more infantry. You might get different results with smaller battles and higher/lower tier unit comps, though.
    Always depends on gear, In custom battle all units are tier 3. So genrally bow at tier 3 vs armor of tier 3 bows will not do too much damage( they will stil shread tier 2/1 though) however tier 5/6 bow or crossbow are able to kill tier 5/6 armored infantry well in my campaign games
  20. DennyWiseau

    A few "points" on why combat(armour) is more satisfying when using realistic combat mod compared to vanilla

    As someone who hasn't tested the mod yet, can you explain to me how this affects the pace of the game? By this I mean, do battles take much longer to complete, and how much of a knock-on effect does this have on progressing through a campaign?
    The battles arent that much longer but they are better paced imo. In the beginning when both lines meet the initial fighting time is longer untill one side gets the upper hand(kill more men) which is when it comes down to the last standing (heavy armored) "veterens" with better morale, which will either get overwhelmed or manage to kill opposing side if they are of bad enough quailty/too hurt and flee/get cut down. But as a rough estimate I would say that battles are normally 30%-50% longer depending on how many armored troops are on each side and terrain. I am also using the AI module of the mod so that might have an influence beacuse the ai might be more prone to fallback or reposition after initial skirmishing compared to vanilla, cant say for sure.

    I cant say for certain how progress of vanilla campaign is different because I havent played a long vanilla campaign since snowballing was fixed. But I have had many campaign 500 days+ that were all somewhat similar. It dosent seem to have much of an impact as far as I can tell but if anything it seems to make faction expansion abit slower. I 've had campaign 600 days in where the faction were more or less still equally matched but with at least half making territorial gain against others of 1 or 2 towns.

    Overall I'd say it prolongs/extends both battles and the campaign experiencesomewhat , but not too much it feels pretty natural and balanced tbh.
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