Beta Patch Notes e1.5.7

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How are you even getting them trade skill? I know you use console for testing, but in real game is there even a way to raise trade on a clan member? I don't mean allotting FP (which does nothing) I mean actually raising the trade skill.
running caravans
 
running caravans
So you would run caravans before you run caravans?

Wouldnt' pre-battle placement fix this ? I mean having the ability to place troops like Total War should be able to fix unit placement all together.
Really, it's been months of "exploring the possibilities" just give us the pre placement! I will make every battle 100X more enjoyable to not have to hammer in 20 commands to get everyone in a good spot before that 1 mounted enemy gets their and cheap shots a t6.
 
So you would run caravans before you run caravans?


Really, it's been months of "exploring the possibilities" just give us the pre placement! I will make every battle 100X more enjoyable to not have to hammer in 20 commands to get everyone in a good spot before that 1 mounted enemy gets their and cheap shots a t6.
I thought you were asking how to get trade on companions
 
but in real game is there even a way to raise trade on a clan member?
if a clan member run a party, trade skill increases very, very, very slowly. basically, there is no way to increase trade skill for relatives in this game as it now.
p.s. it would be nice if TW would allow relatives and companions to get Charm by donating nobles to a dungeon. it is not that hard to make i believe.
p.p.s. it would be nice to see a fix to a prisoners problem. i still can donate them to any castle or town but my own. also, nobles stay as prisoners in my party despite the peace declaration. fixed itself.
 
最后编辑:
Really, it's been months of "exploring the possibilities" just give us the pre placement! I will make every battle 100X more enjoyable to not have to hammer in 20 commands to get everyone in a good spot before that 1 mounted enemy gets their and cheap shots a t6.
Yep this would be brilliant was so disappointed when they revealed that the old tactics perk to do this didn't work and then they pulled it anyway.
 
I'm altogether disappointed with the "tactics" line. I was most excited about that one but it is so geared toward "simulated" battles (which I will almost never do), and the payoff is otherwise so low I don't see hardly any value in it and will be pursuing leadership instead. Honestly, tactics should be a very strong perk tree, maybe one of the best and it's really quite lame right now.

It's a joke that to get better at tactics you need to actually not participate in your battles or otherwise slowly climb that worthless tree. :???:

And, yes, I agree we should have pre-battle placement! How could this not be in the game!
 
one click face direction (F7?) doesn't toggle for me. it just changes the direction with each press.
i have to go to the F3 menu to change it to face enemy.

anyone having the same issue?
is this intended behavior or a bug?
 
Hotfix 27/01/21

Singleplayer​

  • Fixed an issue that caused heroes with a child to have another child faster than normal.
  • Fixed an issue that caused quest givers to ask for 0 quest items and offer 0 gold reward in the Art of The Trade quest.
  • Fixed an exploit that allowed players could donate and take back prisoners non-stop for infinite influence.
  • Fixed an issue that blocked certain quests in the game from being completed because of modified items.

Multiplayer​

  • Fixed a crash that occurred when logging into the lobby.
Good, but it's time to finish it, and let the modders polish the game, they are quitting and I'm quitting to.
 
This game has another year or more until it's ready to exit EA.
I had always thought that. I am more convinced now that little more will be added to the game and EA will be over sooner than we think. Modders will then give us the game we want.
 
Question, guys. I've noticed that I can no longer talk to potential potential spouses about marriage. My future wife just said yes and I was looking for her father. Around that time I also talked to the 10th lord I needed. Have I lost the opportunity to marry? If so, WTF?
 
It's a joke that to get better at tactics you need to actually not participate in your battles or otherwise slowly climb that worthless tree.
Best way to get xp on tatics is to join an AI army and fight in battles, even if i don't lead any formation i get a ton of xp on tatics
 
one click face direction (F7?) doesn't toggle for me. it just changes the direction with each press.
i have to go to the F3 menu to change it to face enemy.

anyone having the same issue?
is this intended behavior or a bug?
It is intended, F7 is only to change the facing direction
 
It's a joke that to get better at tactics you need to actually not participate in your battles or otherwise slowly climb that worthless tree.
It is apparently balanced around a player who stays at or near maximum party size, frequently fights other parties or armies that are somewhat larger and occasionally retreats while leaving troops behind.

At least, when I played like that, it leveled pretty quickly.
 
i have never received 1 xp from operating caravans, even though I have teh perk.... must be bugged somehow in my game?
He was asking how to get trade xp on companions and having them be a caravan master gets slow trade exp for them
 
Did anyone encounter a bug where you couldn't attack any parties and because of that sea raiders regarding Azargos quest respawned indefinitely because they where killed by other parties and not by me. Any suggestions where I should report this?
 
最后编辑:
Agreed.

I think a cultural percentage that changes over time would would make sense. When a unit spawns to be available to recruit, it could have its spawn determined by the current cultural percentages.
-Occupying a fief will slowly convert a population towards the occupiers culture.
- Perks should increase this speed; maybe the charm tree secondary effects could have some governor effects that increase cultural shift.
- There could be a slot for cultural buildings that slowly convert the population, similar to how it is implemented in the total war series.
-Or... maybe we could get an option to make village buildings/upgrades!


This is also something that I haven’t been able to understand, that is why castles don’t have more functions.
They absolutely should have notables with their own recruitments.
@mexxico, is there any chance this could be implemented and the notables here have the higher power ratings you were describing?

Just like we have “headsman”, maybe we have “Garrison commander”
Instead of landowner it could be other various roles we see in castles (training master, castelan, stablemaster...)

A few weeks ago I had made a relevant suggestion titled "Assimilation and Multiculturality" which didn't see any interaction: https://forums.taleworlds.com/index.php?threads/assimilation-and-multiculturality.436800/

As it is the game is very monotonous and monocultural. Even North Korea has a couple foreigners every now and then, but all towns are culturally uniform and static.

Below is the text of the post I linked:

As it is the whole culture thing in the game is pretty static. A nice addition would be the following two game mechanics:

1) Assimilation

If a settlement stays under another culture's hold for long enough a time (like a couple decades), slowly the notables change cultures. E.g. Battania took Lageta and held it for 30 in game years. Assume there are 5 notables. After that time, one by one, notables convert to Battanian culture, and the troops they provide change to Battanian trees. Battanian items pop up in the marketplace, and locals start dressing up like Battanians. Sometimes, randomly, the town's tournament is Battanian style, and as time goes by, like say in 60 or 70 or 100 years Battanian culture takes over. Same for all cultures. You could even add translations of all settlement names for each culture so that say after 100 years in game there's a chance that Lageta becomes, say, Laghaith (could even be an algorithmic change).

Tangentially, it'd be neat if the player could rename settlements that belong to their clan.

There could also be relevant kingdom policies like 'Elite Dominance' where the conquering kingdom forces their culture. It'd have loyalty and prosperity penalties but if the clan can offset that the conversion is slightly faster. If they fail this would accelerate rebellions, which would be a nice little combination.

2) Multiculturality

As it is, settlements have notables only of settlement culture. This looks and feels very artificial. It'd be nice if there was a random chance esp. towns would have notables from other, mostly neighbouring cultures. Their troop trees would still be of local cultures, but if Assimilation is implemented, these would be the first to convert if the conquering culture is same as theirs.

E.g. Varcheg neighbours Battania. By random chance it has one Battanian notable. The notable gives Sturgian recruits (but maybe also Battanian ones every now an then, rarely??). Now imagine Battania takes Varcheg over and holds it for say 20 years, kicking off a Battanification process. Then the said notable quickly begins to give Battanian recruits.

IMHO these two features in combination would make the game map way more lively and dynamic and realistic. As it is, it's always the same old, same old, and it gets boring after some time.
 
A few weeks ago I had made a relevant suggestion titled "Assimilation and Multiculturality" which didn't see any interaction: https://forums.taleworlds.com/index.php?threads/assimilation-and-multiculturality.436800/

As it is the game is very monotonous and monocultural. Even North Korea has a couple foreigners every now and then, but all towns are culturally uniform and static.

Below is the text of the post I linked:

As it is the whole culture thing in the game is pretty static. A nice addition would be the following two game mechanics:

1) Assimilation

If a settlement stays under another culture's hold for long enough a time (like a couple decades), slowly the notables change cultures. E.g. Battania took Lageta and held it for 30 in game years. Assume there are 5 notables. After that time, one by one, notables convert to Battanian culture, and the troops they provide change to Battanian trees. Battanian items pop up in the marketplace, and locals start dressing up like Battanians. Sometimes, randomly, the town's tournament is Battanian style, and as time goes by, like say in 60 or 70 or 100 years Battanian culture takes over. Same for all cultures. You could even add translations of all settlement names for each culture so that say after 100 years in game there's a chance that Lageta becomes, say, Laghaith (could even be an algorithmic change).

Tangentially, it'd be neat if the player could rename settlements that belong to their clan.

There could also be relevant kingdom policies like 'Elite Dominance' where the conquering kingdom forces their culture. It'd have loyalty and prosperity penalties but if the clan can offset that the conversion is slightly faster. If they fail this would accelerate rebellions, which would be a nice little combination.

2) Multiculturality

As it is, settlements have notables only of settlement culture. This looks and feels very artificial. It'd be nice if there was a random chance esp. towns would have notables from other, mostly neighbouring cultures. Their troop trees would still be of local cultures, but if Assimilation is implemented, these would be the first to convert if the conquering culture is same as theirs.

E.g. Varcheg neighbours Battania. By random chance it has one Battanian notable. The notable gives Sturgian recruits (but maybe also Battanian ones every now an then, rarely??). Now imagine Battania takes Varcheg over and holds it for say 20 years, kicking off a Battanification process. Then the said notable quickly begins to give Battanian recruits.

IMHO these two features in combination would make the game map way more lively and dynamic and realistic. As it is, it's always the same old, same old, and it gets boring after some time.
This and also allowing AI Clan leaders to betray their lords and form new kingdoms when relationship drops below certain number or when a kingdom is doomed (barley functional, in great debt and in war with more powerful neighbors)
 
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