Some movement on steamdb today. Hoping for a hotfix.
Saw someone say it worked for them, my guess is they need to be together waiting in the same town. Easy way to check would give them both party and summon them to your army and just wait in a town for awhile.Did anyone had the chance to check if Your married brothers can have children? One of my brother's is married for 6 years now and younger one 2 years. Both don't have children but my sister married for 2 years have 2 children. But she's part of another family now.
So can Player brothers have children?
Saw someone say it worked for them, my guess is they need to be together waiting in the same town. Easy way to check would give them both party and summon them to your army and just wait in a town for awhile.
Yes it works, put him and wife in same settlement and they made 2 so far. Haven't gotten confirmation that they 'must' be in same settlement or what not though, but that's what I did and they made baby.Did anyone had the chance to check if Your married brothers can have children? One of my brother's is married for 6 years now and younger one 2 years. Both don't have children but my sister married for 2 years have 2 children. But she's part of another family now.
So can Player brothers have children?
Patience, it defnitley works. 9 children so far, 6 of them come from my brothers. I just had put them into my town with their spouses, since they are wandering around if it is an other town.I tried that I have both brothers wife of one of them in my party. Wife of the second is governor of a castle. I waited in that castle for 2 weeks and nothing. I'll try with making them party leaders and summoning to army.
Exploitable as hell.
I don't see it as being too complicated, AI can already factor in multiple parties to decide when to run and when to fight, it would need to check if it is within a castle reach and factor in the garrison when measuring the strength of enemies that could reach it.
I see a possible issue with armies trying to pursue as soon as they are out of the castle area of influence and getting locked in "following X" and "running away from X" states, but that could be avoided by adding a list of coordinates not to include in its path calculation for some time or falling back enough so the party it was pursuing/running away from has had a chance to move.
Maybe making it so that parties don't consider friendly garrison strength when deciding to switch from running away to pursuing if the enemy is not besieging or raiding a settlement, or simply falling back to the castle and staying there for some time. A progressive area could also be used, so only the cavalry part of the garrison joins the battle if it happens further away than half the radius of the control area.
You mean by the player baiting parties/armies to get closer to castles? Sure, about as exploitable as doing the same thing with mobile parties, even the AI does this, they stick around waiting for others to come in so the balance of power shifts in their favor.
Or do you mean by locking armies in a "following X" and "running away from X" states until they starve? I talked a bit about this in another post:
No, I mean the campaign AI is a terrible judge of party strengths in live battle, so the player will be able to drain garrisons by simply engaging near castles, slaughtering them for minimal losses. Meanwhile, the campaign AI is also like a shark with weak garrisons being blood in the water, so this strategy can easily allow them tofollow up your garrison-draining activities with an actual siege.
I did a kinda-sorta version of this by running around with 200 archers, besieging towns and castles, then reaving the defenders on the walls with all my arrows. Obviously there was a cost to that, but in a open field battle I could do it even more quickly and easily, almost certainly with fewer losses. Making it even easy to seduce the garrisons out would seriously distort campaign balance.
???Is there a way to disable the relationship change notifications, or move them to the feed on the lower left, or just disable the sound the make?
Leaving companions in settlements means you constantly get those notifications popping up.