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  1. Anyway to stop the Game Shark cheat codes.

    Is there a Mod that limits/configures the relationship hit when you execute a lord?
    presuming you are on pc (and yes, this doesn't answer your request for a mod. but it is what we have)

    alt ~
    config.cheat.mode 1
    campaign.kill_hero <name goes here>
    config.cheat.mode 0
    alt ~

    go back to playing.
  2. Patch Notes v1.1.1

    @Duh_TaleWorlds Are there any plans to fix defections? When the defection bug hit and was patched you guys over corrected and now no one wants to defect. You get kingdoms with no fiefs, clans are broke and they just hang around and don't leave. So whatever was done it needs to be scaled back just a bit so clans will defect a "little" more especially when a kingdom is in ruins. In my last game, Battania had no fiefs or money and they had 7 clans just staying together. It was not like that before the defection hotfix. Also rebel clans still aren't being eliminated when the rebellion fails. You get 15-25 rebel clans running around by around day 1000 which is annoying.
    add this to the list: and those Rebel Clans, when they "succeed"... the player as a sovereign can not talk to them about being recruited into his faction. So unless they get randomly AI-invited to some faction, they sit around after becoming landless and the War Dec calculation mistake makes them want to declare war on factions, one by one and randomly.
  3. Patch Notes v1.1.0

    Since you're the expert on the economy stuff, do you think that having an additional 3 years of economic simulation (iirc it's currently only 2 years of simulation, so it would be 5 years) before the start of the campaign would be better for the game?
    I will gently suggest that you look again at what currently "happens". As of 1.0.3, observations of the marketplace loads, prices, and local price influences appear to be packaged preloads for all town markets. Might want to get TW's "economy Dev" in here for the current info.
  4. Patch Notes v1.1.0

    > spots it just as it patches and stops the damn download.
    Seriously folks, you will have to prove to me that 1.1.0 Stable has fixed the load of broken that was 1.1.0 Beta before I'll let it download.
    7.5k+ hours in this game, and the first time I've felt I've had to do that.
  5. Beta Patch Notes v1.1.0

    @Flesson19 Are player owned caravans allowed to scale up to 50 troops in current beta? That's been an overlooked item since the prerelease change of Town caravans from 30->50 up to 1.0.3
    Might matter to your Caravan "survival" calculations.
  6. Resolved incorrect menu after game launch

    The problem resolved with the replacement STEAM patch yesterday, as discussed in the main e1.8.0 thread. It did require deleting the LauncherData after the patch to return to previous function.
    and, re: your request ~ This issue caused there to be only three options on the main menu after starting the game. None of them had any ability to even Start a Campaign or Sandbox (or load any saves), so that would have been impossible to attempt.
  7. Beta Patch Notes e1.8.0

    @Flesson19 Libraries> Documents> Mount and Blade II Bannerlord> Configs
    File name is "LauncherData"
  8. Beta Patch Notes e1.8.0

    and it's a working patch this time. Just remember to delete the old Launcher config (at least, I had to for it to work).
  9. Beta Patch Notes e1.8.0

    Patching (again) now, @Flesson19
  10. Beta Patch Notes e1.8.0

    It wiped out access to Saved Games and Starting A New Game, too.
    And the "delete your Launcher config" so-called-workaround doesn't work.
  11. Resolved incorrect menu after game launch

    Congrats, it's back, and the workaround doesn't work.
    Only hint of something changing to cause it was that STEAM thought it had just patched, although the version number did not change.
    (e1.8.03 etc etc, most current beta build from July)
  12. SP - General Command Console unlock parts

    concur and encourage this.
  13. In Progress smithing parts disappear

    in parallel to this, a repeat of an older request: That the previously available Dev Console "unlock all Crafting Parts" be put back in.

    In addition to providing those players who wish it a way to focus on the rest of the game without foregoing the (in newer game versions) interactions that come with Smithing for orders, it -is- a short term workaround to this bug.
  14. In Progress [1.7.2]Problems with the new battlefield support system

    Heads up to @LyonExodus : you have -lots- more information about this problem, including the "reinforcements spawns in misbalanced waves, not individually" disaster.
  15. Do NPC clans have a limit to the amount of parties they can have like the player's clan?

    Not true.
    Clan Tier 1 - 2: 1 party.
    Clan Tier 3 - 4: 2 parties.
    Clan Tier 5+: 3 parties.

    And there is 2 Clan Types in the game.
    Minor Faction clans have 1 more parties from clan tier.
    Normal Clans have only 3 parties from clan tier.
    Good Catch!

    It's the Minor Faction exception that tricked me. Credit to you in the correction to mine.
  16. Do NPC clans have a limit to the amount of parties they can have like the player's clan?

    Yes, they are limited. 1 at Clan Tier 2 (lowest seen AI Clan Rank), 2 at Rank 3, 3 at Rank 4+. It is opaque as to if the Clan Leader perk for +1 party would even work, but it is extremely unlikely they would get the skill rank to earn it.

    You will most commonly see the above demonstrated when you form a Companion -> New Clan, as such new clans start at Rank 2.

    Hope that helps.

    **EDIT** Emperor1997 got it right, and I had it mistaken. Read down for their find, please.
  17. Prosperity and food shortage...

    That's what I was hoping you'd find! As their garrisons -did not- disappear from the zero food point of stability, then you've added some well documented information to what I have. Thank you for going to the trouble of looking.

    Edit: and sure enough, when I just created an artificial situation in version e1.7.1 to mimic just that (above), there was in fact -no- loss of garrison directly caused by Food being zero and Food Input being negative from Prosperity. They did not even become wounded.
  18. Prosperity and food shortage...

    Empirically speaking, towns average in around at 5~8k in normal gameplay, and castles almost never reach 2k in the first place, so I am wondering if such abnormal levels of prosperity as to "break the game" you're speaking of, is a result of using mods or cheats to propel them above normal growing pace and overall strat situation.
    no. it's the mathematical end state, tested in unmodded play repeatedly during my thousands (not joking) hours of play mostly focused on analysis of the mid and late game strategic layer. It is a condition often met by a player when a castle is secured early enough to have 800-1,000 game days of growth, and can be occasionally reached by AI fiefholders in the post game day 2,000 period of dynastic play. I happen to have -just this week- seen Hongard castle in the "rear area" of a Vlandia that had not seen war crest Prosperity 2.2k in the hands of an AI at game day ~2,500.
    **But that's discussing case, not the inquiry.**

    You are correct in a number of your observed features of actual gameplay, but my question remains: If you have seen a condition where a Castle at its natural (mathematical) full development undamaged by war does not deathspiral its Granary and then its capacity to maintain any Garrison at all, could you please show me?
  19. Prosperity and food shortage...

    @kweassa I believe that overlooks that Castles with 2 villages have a peak resting point of Prosperity of over 2k (uncapped) which is so high that no garrison can be maintained as Food (granary) parks at -0- (negative input if Loyalty, Policy or Governor add Prosperity) and as no food can be added to a Castle's granary, they collapse in sieges even with substantial militia. If you have contrary information to that, I'd appreciate seeing it detailed.
  20. Prosperity and food shortage...

    ergh, I missed answering this part. Sorry, mate:
    Players who have played long playthroughs, how did you deal with the food shortages? did it cause rebellions? did it cause "desertions"?

    Castles and towns are different problems. Towns starve, Loyalty craters, Garrison drops (although only wounded, as of e1.7.x versions?) and yes you'll get revolts as soon as Loyalty is below 25 and Militia can beat the Garrison. But Towns can be, carefully, restored to Food Positive by external means. While you drive Prosperity back down to a manageable level, you can feed the town market. Generally, drops of around +200 Grain, +30 Meat +40 Fish +20 Butter +20 Cheese (if Prosperity above 4k; less below that) +10 Beer will get you most of the positives when they are counted (takes a couple of days) and you'll need to do such drops every 2-5 days while restoring the Town. Keep the Town's Village Market Parties safe and getting to/from town. Keep your vill's unraided if you can, heh. Long term, make sure the Garden is max level. But you know those last items. And eventually your Food Positive will begin to refill the Granary... and as soon as it starts that, all your Properity Plus modifiers turn back on, so watch out for Prosperity rise while you are still struggling to find sustainable levels.

    Castles... currently can not revolt. They do lose all recruiting slots in their villages from low Loyalty situations. But so long as Prosperity + Garrison minuses overwhelm your direct Food Positives (internal, garden, village Hearth levels giving nil-6-12-18 ) you can not maintain or manually fill the Granary. Your garrison will drop as above. There is nothing to do except wait for Prosperity to come back down (and encourage that with Policies as said above) and you may be defending the place with your war party rather than a garrison in case of war.
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