Battle scale vs. graphic fidelity poll.

In regards to battle size scale (# of troops on screen) vs how detailed the quality of those troops

  • Larger scale battles with more troops on screen at cost of texture/model quality

    Votes: 41 53.2%
  • Smaller scale battles with high quality detail on clean crisp textures

    Votes: 5 6.5%
  • A mix somewhere in the middle

    Votes: 31 40.3%

  • Total voters
    77

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HUMMAN said:
Rodrigo Ribaldo said:
I wonder how many maps is enough variety for the long M&B campaigns. It needs to be a pretty large number.
It's fine there won't be extreme sinusoid maps anymore, but they needed that procedural generation.
+100 maps

Considering the different biomes (forest, desert, mountain, snow, prairie, river, lake, coast, etc...) and these under the different climatological conditions in each of the different seasons...it is not a crazy number for not to be incurring in annoying repetitions.
 
NPC99 said:
We designated areas on the world map with biomes and tagged our battle scenes according to their features.

Ok...My hamster wheel is spinning. This can be a very important addition, and bring a new level of quality to campaign map if modders can add to the amount of biomes, and of course, define associated scenes.

So what this means is, imagine if you will, playing a mod and you are on your way to siege Rome for example, a modder can set it up to where the town center is ringed with layers of biomes ever expanding around the town center, so that Rome, or any other notable landmark can appear on the map, or in the backdrop, even outside of actual 4k center scene itself. They can be expanding rings, so that as you fought battles outside of the town center in ever expanding distances, the backdrop of Rome would shrink, as you would expect. You could also fragment up the ringed "biomes" so that you could even make how you approach Rome consistently trigger the appropriate backdrop of the city in correlation to the direction from which you approached. So, you would see the NW facing of Rome in the backdrop, if you engaged in a battle on the campaign map that geographically was actually NW of the city.

Think of biome quadrants broken up in something resembling the old game Simon, to be able to pull off that effect.
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Another example could be a Lord of the Rings mod. How much would it contribute to the immersion, if you had Pelennor fields as its own biome, and if you fought there, the backdrop on one side of the map has Minas Tirith and its mountain range, and on the other side could be Osgiliath.


These can be labor intensive things, but modders that would have a passion to bringing their work to another level would take advantage. I certainly would.


Another aspect this can bring for me for example, would be the ability to create historical battle locations that would always be accessable on the campaign map. So, Zama, Raphia, Lake Trasimene, Thermopylae, etc. would always spawn their corresponding battlemap if within the biome.
 
I just hope there are not a hardcoded number of terrain types as there were in Warband. Hopefully, this is less likely now that Bannerlord’s campaign map is constructed in its scene editor

Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed). We think that modders will find these terrain types to be quite useful as they can be used in a number of inventive ways.
https://steamcommunity.com/games/261550/announcements/detail/1681414081363392053
 
NPC99 said:
https://steamcommunity.com/games/261550/announcements/detail/1681414081363392053

Oh wow, they are actually making it to where the city scene will transfer, and actually be the icon on the campaign map.

Have you seen anywhere, any mention of them allowing modders to define at what range lods will trigger?
 
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