Building a dynasty with children: what for?

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Nawari

Veteran
The mods I've found so far aren't up to the task of making the game fun.
Still, I think the native game campaign should already live up to expectations. But it is certain, it will be necessary to work.
The mods actually really suck... Not politic, "diplomacy" mod, not good too, "RPG" mod, that there aren't... "companions rpg" mod, sucks...
Etc.
 
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xdj1nn

Knight
WBWF&S
The mods I've found so far aren't up to the task of making the game fun.
Still, I think the native game campaign should already live up to expectations. But it is certain, it will be necessary to work.
The mods actually really suck... Not politic, "diplomacy" mod, not good too, "RPG" mod, that there aren't... "companions rpg" mod, sucks...
I'm suspecting you either have not much knowledge of available mods, or that you might suffer from "bad taste syndrome". The latter I can't help with, the former's easy, if you need pointing I can link all mods that caught my eye and made past my "quality assurance" lol
 

Nawari

Veteran
I'm suspecting you either have not much knowledge of available mods, or that you might suffer from "bad taste syndrome". The latter I can't help with, the former's easy, if you need pointing I can link all mods that caught my eye and made past my "quality assurance" lol
Personal attacks you keep them for you. Maybe it's because I've already worked on making video games that I only see the flaws...
 

Danny5

Squire
Personal attacks you keep them for you. Maybe it's because I've already worked on making video games that I only see the flaws...
Most mods that were released a few version ago are not compatible with the current version of the game, perhaps waiting on the fully release game, most of these mods will be up to date and better.
 

Nawari

Veteran
Most mods that were released a few version ago are not compatible with the current version of the game, perhaps waiting on the fully release game, most of these mods will be up to date and better.
Yes i tryed many, and it's difficult to find a good stable solution...

For information : i tryed together these mods :

- dynaCulture,
- companionpartycontrol,
- fourberie,
- improvedgarrisons,
- manageableCommanders,
- RecruitEveryone,
- TrueNobleOpinions,
- TrueRansoms,
- TrueRelations,
- ScoutingMovmentSpeed,
- UnlimitedCAP,
- WorkshopCaravanExp,
- WorkshopAdvanced,
- StartCampaignMarried,
- CharacterCreation,
- CustomWanderers.

One of these mods break my game. So, Guess which one ?

If you find which one (I know, since it's just the last one I added) you will have a combination of mods that work together (still have to check over time...)

What I miss the most, in fact, are more "RolePlay" modes and with fun companions. But that's the hardest thing to do...

The only one I found is totally stupid and hip "prostitution", "sex", slavery... Completely stupid... The same thing with a "medieval" story mixing intrigues, investigations, pagan beliefs, bards, and fights would be much better.


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Nawari

Veteran
Yes i tryed many, and it's difficult to find a good stable solution...

For information : i tryed together these mods :

- dynaCulture,
- companionpartycontrol,
- fourberie,
- improvedgarrisons,
- manageableCommanders,
- RecruitEveryone,
- TrueNobleOpinions,
- TrueRansoms,
- TrueRelations,
- ScoutingMovmentSpeed,
- UnlimitedCAP,
- WorkshopCaravanExp,
- WorkshopAdvanced,
- StartCampaignMarried,
- CharacterCreation,
- CustomWanderers.

One of these mods break my game. So, Guess which one ?

If you find which one (I know, since it's just the last one I added) you will have a combination of mods that work together (still have to check over time...)

What I miss the most, in fact, are more "RolePlay" modes and with fun companions. But that's the hardest thing to do...

The only one I found is totally stupid and hip "prostitution", "sex", slavery... Completely stupid... The same thing with a "medieval" story mixing intrigues, investigations, pagan beliefs, bards, and fights would be much better.


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Manageable Commanders and improvedgarrisons seems to duplicate the same function somewhere, They are not compatible. So I removed "manageableCommanders".
 

Nawari

Veteran
Yes i tryed many, and it's difficult to find a good stable solution...

For information : i tryed together these mods :

- dynaCulture,
- companionpartycontrol,
- fourberie,
- improvedgarrisons,
- manageableCommanders,
- RecruitEveryone,
- TrueNobleOpinions,
- TrueRansoms,
- TrueRelations,
- ScoutingMovmentSpeed,
- UnlimitedCAP,
- WorkshopCaravanExp,
- WorkshopAdvanced,
- StartCampaignMarried,
- CharacterCreation,
- CustomWanderers.

One of these mods break my game. So, Guess which one ?

If you find which one (I know, since it's just the last one I added) you will have a combination of mods that work together (still have to check over time...)

What I miss the most, in fact, are more "RolePlay" modes and with fun companions. But that's the hardest thing to do...

The only one I found is totally stupid and hip "prostitution", "sex", slavery... Completely stupid... The same thing with a "medieval" story mixing intrigues, investigations, pagan beliefs, bards, and fights would be much better.


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I would add that this list of "mod" works well together. But it does not satisfy me in the sense that after playing the "bandit" (this is the interest of certain mods presented above, in particular "fourberie") for several hours, boredom sets in again quite quickly because it leads nowhere. It would take mods that offer "playable and fun RolePlay goals" to be achieved in stages without changing the gameplay too deeply. "Fourberie" is excellent but it lacks this common thread that would give meaning to our actions. Concretely : In the "fourberie" mod, we have functions in the cities that allow us to act in increasingly difficult "deals" (scams, thefts, etc.). In the Hideouts, we have, thanks to this mod, the possibility of doing "deceitful" actions directed towards Lords. We can thus order a "murder" of a designated Lord for example. The mod is not very "verbose" so I have not yet fully understood the consequences of all these actions. It would be all the more interesting if we had a goal to achieve (such as assassinating the leader of a faction with a bonus as a result). Ideally, it would be welcome to have an "anonymous" npc who gives us "orders" of "fourberie" and in conclusion, gives us our "reward".
 

Nawari

Veteran
For my part, what is missing in the native game, and in particular in the campaign:

He is a Calradia RolePlay "order giver" and storyteller.
If I had to work on such a game project, I would do this:

- make an endearing companion: (as in a novel, you have to give a strong identity to this character, I would make him "endearing", "funny" and "mysterious" at the same time), let's call him "Flibuste",
- tell the history of Calradia: work on the background in depth, the history of each people in detail, the history of each city in detail, the history of each village, in detail, the history of beliefs (this which would promise in the years to come, big updates with new elements around these beliefs), with the trades, with the history of the great characters. A lot of work to do but essential to provide a background worthy of the name. This is a real "literary" work, this work could even give birth to a publishable work,
- put libraries in all cities where we could find story elements of each place, library updated regularly with new elements,
- The special companion, "Flibust", would regularly give players RP elements of Calradia: history of places, villages, peoples, beliefs, this special companion would never die (you would have to block these "skills" so as not to make a "superhero) and would not age. He would be "really special and mysterious". these characteristics some bonuses from the start (not in trade, it would be useless to have this companion if he is permanently responsible for a caravan, this companion must accompany us everywhere and remain in the group.),
- This companion would accompany each "Update".

That's how you make a good game, because the mechanics of a game serve a story. And there, the development possibilities are endless, only the limits of our imagination (while respecting the technical constraints inherent in the game).

Obviously, this requires hiring a writer. It's hard work, and all work deserves pay.

In my opinion, this writing work should have been done from the beginning of the development of "Bannerlord". Now we have to look long term. Developing a "background" means enriching a game by giving it a unique identity.
But this work must begin quickly. TW must therefore find a "writer" now knowing that it will only have consequences on the game in a year or two, maybe more (it leaves time to correct the game and improve it even more).
The writer, he must be given time to discover the game, give him a "specification" (the expected content, the character, the libraries, possibly dialogues for the npc in the villages and towns, npc "immortals" there too to meet the RP need, it won't have a big impact if they are just merchants, "citizens", librarians, etc.), discuss with him the constraints inherent in a video game, and then leave him "card white".
And in the end, it will be a long-awaited "MAJ".

A page on the TW site could regularly provide information on the "RPG" progress of the project.

Many players will use it to make their "own Roleplay blogs".
 
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