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  1. Resolved One-hand perks will not stay picked.

    Hi, are you still having the same problem after the live patch e1.4.1?
    I haven't played in a couple weeks, and at that point I was using 1.4.0.
  2. SP - Economy Workshops shouldn't be revoked in case of war

    We can look at this from a very game perspective point of view or we can look at this from a realistic point of view. To address it from the logical point of view, If you were the conquerors of a recently captured city. Would you allow businesses and profits that go to your enemy to continue functioning and being exported to fund them? Probably not.

    What good would taking over a city be if portions of its revenues are being shared with your enemies.

    From just a game perspective I think to has a compromise of running businesses will also folding alliances with factions. I feel like there should be a grace. For you to recapture cities and not lose your businesses immediately. That way it also gives the player incentive to fight enemies that are attacking your faction.
    I feel like, as I posted right above your comment, the workshop owner's stats and perks, honor, and relations with the opposing faction's lords should play into this. Sure it makes sense that while you're at war you should be experiencing income interruption. But I feel like if we let stats and such affect this, it will be much more strategic and rewarding. What if you could use the city's underworld to proxy-buy workshops? Like ok, you're having to pay a gang lord some of your profit, and you have to keep relations up with him or her, but then when you go to war it's "their" workshop and some profits are still getting smuggled out to you.

    Also read what I posted above your comment: https://forums.taleworlds.com/index...be-revoked-in-case-of-war.413624/post-9445112
  3. SP - Economy Economic Idea: Production Camps

    Ever been super frustrated that you need a certain type of good or notice that a certain type of good is scarce and want to profit by providing it? What if... you could? Imagine that in addition to caravans and workshops, you could make a camp on the world map which could produce your choice...
  4. SP - Economy Workshops shouldn't be revoked in case of war

    I agree. I think that the enemy should hold back your profits while the war goes on, but you should get your stuff back when the war is over -- especially given how random and wacky the AI is when it comes to declaring.

    Perhaps a middle way would be that your Charm and Roguery have to do with this. Like, there's a series of Charm perks that give you x% chance to get your workshops back at the end of a war (also based on what the Lord of that city thinks of you). And there's Roguery perks that lets you keep getting some of the profits from workshops in enemy towns (because the profits are getting smuggled out). And maybe you should only lose your workshops as a %chance per day of the war which is higher if based on the enemy faction's opinion of you, the owning lord's opinion of you, your position in your faction (higher chance per day the higher your rank and importance), and maybe based on your and the enemy lord's honor rating.

    As it stands, I don't think there are enough rewards for being honorable and well-liked. So maybe enemy lords being willing to give your stuff back after a war could be such a reward.
  5. Resolved Smithing Stamina not recharging

    My smithing stamina ran out, so I decided to spend the time until it recharged doing some trading. So for about 3 days, I was out going from place to place buying and selling. I get back to where I was, open the Smithy... and I still have no stamina???? This doesn't seem right. Before, any time...
  6. Need More Info Escort Caravan Quest, Caravan Disappears

    Mine never appeared on the map at all, but now I'm getting alerts that it's under attack somewhere, and I never saw the damn thing to begin with.
  7. SP - General Persuasion attempts should not fail right after a Success or Critical Success

    So I just had a four-circle persuasion failure where I failed the first two checks, but then got a Success and a Critical Success one after the other. Despite this, the persuasion failed. I think it's kind of dumb that if you fail two, it's over; but the process keeps going. A lot of people...
  8. SP - General There should be buildings or some other mechanic that makes certain cities or villages specialize in producing certain troop types

    For example, make it so that place where there are horses will have more cavalry (or recruits with bonuses if you make them cav), and places where there are woods recruits that are better archers (or more likelihood of Highborns if it's a Battanian village for example). This could be a really...
  9. SUGGESTION: Buildings/some other mechanic that makes certain cities or villages specialize in producing certain troop types

    For example, make it so that place where there are horses will have more cavalry (or recruits with bonuses if you make them cav), and places where there are woods recruits that are better archers (or more likelihood of Highborns if it's a Battanian village for example). This could be a really...
  10. SUGGESTION: Persuasion attempts should not fail right after a Success or Critical Success

    So I just had a four-circle persuasion failure where I failed the first two checks, but then got a Success and a Critical Success one after the other. Despite this, the persuasion failed. I think it's kind of dumb that if you fail two, it's over; but the process keeps going. A lot of people...
  11. In Progress Some Wanderer Encyclopedia Links are Broken (Beta 1.3+)

    As the title says, I've clicked on a variety of wanderers as I explore from the city tabs and it does not take me to the correct encyclopedia information. After testing is appears to be wanderers only. I am in a fresh game with beta 1.3 hot fix and no mods.

    Confirmed wanderer types with broken links (in my play through):
    1. Hawk. Found in Askar. Took me to Tessa the Anvil, gang leader of Argoron.
    2. Golden. Found in Quyaz. Took me to Ascron of Oristocorys, headman of Oristocorys.
    I will edit in more link issues as I find them or others post.

    UPDATE TO ISSUE: New wanderers spawned into the game are bugged and are not getting encyclopedia entries
    Per shadyroluo

    I had a new wanderer spawn of the "wastes" who was not the original character and had no entry. I think Shadyrolou is spot on:

    I had this issues earlier with a wanderer who was supposed to be in Hubyar but wasn't. I fixed it by doing the following:
    1. Hire the wanderer you find in place of the one you're looking for.
    2. Go at least 3 cities away (adjacent cities apparently don't work)
    3. Go inside the new city, and fire the companion you hired
    4. Look immediately in the tavern where you are, and you'll find the wanderer you were looking for.
    I can't guarantee this is a 100% fix, but I reloaded twice and it worked three times in a row for my game and the character I was looking for. YMMV.
  12. Resolved This has gone on too long

    Do your companions have leadership stat? If they're bad leaders, they may not be able to lead troops.
  13. Increasing battle size beyond 1000 troop limit.

    Well you 500 IQ guys have two options:

    Either create entire new next generation GPU's, CPU's and RAM sticks that can process and perform with the gameplay you want without over heating and bricking people's entire computer.

    or

    Try and create your own game with good performance, in-date graphics, thousands of troops with individual Ai along with all of the other features in the game.

    If you can do neither of these with all due respect just shut up.
    Dude are you 12? Did you get you mommy and daddy's permission to get on the computer?
  14. Resolved HUGE BUG: Stuck in loop after convincing merc to switch sides. Entire playthrough lost.

    Used the conversation option to convince an enemy merc to switch sides. Was successful, but now I have to reload because he won't let me move. Despite being on my side, he keeps activating and saying "[name] I think your luck has run out", then I get the option to say "I must leave now" (since...
  15. Increasing battle size beyond 1000 troop limit.

    No it's just not. Would be literally impossible to optimise with intelligent individual AI. You won't see anything like this until there's a massive technological advancement. So likely not for many many years.
    Why are you making excuses for them? @Hardmode Fan is absolutely right.

    - If I get 500 random units of my army, how am I supposed to control army composition?

    - If my "extra" units will filter in from the side of the map in ones and twos as casualties occur, how do I execute a strategy or position my forces? Want to go up on a nearby hill to defend? Go ahead, but don't expect your "excess" troops to ever make it up there to join you.

    - Facing a lot of archers and relying on shields? A lot of cavalry and counting on spearmen? Haha, here's all your recruits and horse archers, you don't get the troops you need til these ones are all dead! Lol, fun!

    With such a low troop cap, this game may be a lot of things, but a game about battle tactics and strategy is not one of them.
  16. Increasing battle size beyond 1000 troop limit.

    This is absolutely PITIFUL. I am just crushed, that after years of delays and being so happy this game is finally here... I can't have more than 500 guys in my army without a bunch of them having to run in from the side of the map in ones and twos (many getting killed before they even reach my position)?

    This is hands down an abject FAILURE on the part of TaleWorlds. There's simply no excuse. With a piddly, pathetic limitation like this, Bannerlord objectively is NOT the game the community was promised.

    They either need to remove this cap and figure out how to fix any resulting instability in their game engine; or we need every single one of the following, at a bare minimum:

    - Ability to choose which troops will come into battle
    - Ability to choose where additional troops will spawn (and change this spot during battle)
    - Ability to send troops off the field in order to have other troops replace them

    That or they need to put in a hard cap of 500 troops in a party or army.
  17. Resolved One-hand perks will not stay picked.

    Did you guys tried it on a new campaign on 1.4 yet ? Did the problem persist ?
    I have a new campaign in 1.4 and the problem doesn't seem to have persisted.
  18. Resolved BUG: Defending siege engines can destroy attacking ones while they are in reserve.

    Putting a build siege engine into reserve is supposed to protect it from the onagers and ballistas on the defenders' walls. However, in 1.4.0 Beta, putting a completed siege engine in reserve doesn't protect it, as the enemy defenses still fire at the empty spot, and the engine is still damaged...
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