Dev Blog 09/08/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_101_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>As development on Mount & Blade II: Bannerlord steadily proceeds, we are constantly looking at how best to allow players to interact with the game’s many features. One big change in this regard is the way that we are handling sieges. Sieges are key events in Mount & Blade games, and we are making great efforts to improve this aspect of the game in Bannerlord.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/121
 
Having a simulated economy that deals with offer and demand organically is very different than being forced to carry specific goods to do specific tasks at specific places.

Just my opinion.
 
darksoulshin said:
FBohler said:
Noudelle said:
darksoulshin said:
Building siege machines involves the use of resources such as wood, iron and stone.
Therefore the distance from the source of these resources and their rarity in the besieged area must imply an extension of the construction and use times of the same.

Clearly having an engineer with skills speeds up the construction processes, but an engineer cannot make the material appear out of thin air.
Therefore, given the same engineering competence, two areas with different availability of resources imply a different amount of time in building the same siege machines.
This without taking into account the material that can be brought in the party's inventory.
So:
1) is the material to build the siege machines taken from the surrounding area or must it be transported into the army inventory, or is this mechanic not really taken into account with its obvious consequences?

if the answer is yes:
2) Is the time taken to build siege machines proportional to the rarity of resources in the area?

if the answer is no:
3) Is there the possibility of implementing this mechanism based on a number of variables (wood / stone / water) relative to each point on the map?
so that if the siege takes place in a certain area, the influence range of the besieging army will cover a certain number of points which will therefore offer a given number of resources, which apply a multiplier to the speed of construction.

think about it, a castle, not exactly in the best conditions, is difficult to take by the enemy because the besieger had not taken into consideration the lack of resources in the territory and had not brought the necessary material and therefore cannot build siege machines in time before the allies of the besieged arrive.
No thank you to all that.

Sounds like too much micromanagement for me.

but the only thing you need to do is look at the enemy territory and see if there are forests, wood and stone
If yes, go quiet, otherwise fill the inventory with resources too.
Assaulting a castle should require efforts to have time and resource management skills.
If they implemented the construction of shelters, as in viking's conquest, the choice of the place in which to place it would also fall on how much that place offers resources to us but also to a possible besieger.
It would be enough to move the mouse on the map and have a small window with the territorial resources.
This could work as a difficulty mod but I don't think I would want that for native
 
But what kind of challenge and reward this feature would add other than just another chore to perform just for realism's sake?
So let's add deseases because they were a thing in the middle ages!
:facepalm:
 
FBohler said:
But what kind of challenge and reward this feature would add other than just another chore to perform just for realism's sake?
So let's add deseases because they were a thing in the middle ages!
:facepalm:
I thought in the game will be inevitable old age and  diseases :roll:
 
Then a devblog with the title "Sieges Part 3 The Assault" is about to arrive.

Regarding the HP bars; ass and opinion everyone has one.
My opinion is that as shown that information looks like a game for mobile cybermedieval 3044.
 
I don't see it as much more micromanagement intensive than the features like requiring horses for cavalry or food for troops. It sounds like another good addition to sieges which will make them more impactful and rewarding since a lot more goes into them. However it definitely requires that the resources can be quickly and reliably sourced, or else it might become micro intensive/tedious.
 
I really like what you have done with sieges, and from the short video from the blog on sound it looks like u can walk along the walls during the bombardment stage and watch which seems really cool and immersive(or it could have just been the beginning of the siege)

One thing I hope you improve upon in sieges is something about there length, in some mods and just native the sieges could last up to an hour(I’m sure more.) I’m sure the increased troop count will help but is there anything else to counter it. Question:what is the troop count your looking for nowadays? I know it was 800 people/ horses? A while ago has that increased or decreased?

I like that you can see the battle camp on the campaign map. The campaign map looks really good in my opinion in all the screenshots and the gameplay from last gamescon (especially with the lighting.) I’m also super happy with the change you made the the town names. The rainbow text always just didn’t look that great but the new ones look SO good. :grin:

Exited for next dev blog and the upcoming gamescon. Also can’t wait to get my hands on bannerlord when the eventual beta goes public. Have a great week and keep on what your doing, it looks great!  :party: :party: :party:

 
Terco_Viejo said:
Then a devblog with the title "Sieges Part 3 The Assault" is about to arrive.

Regarding the HP bars; ass and opinion everyone has one.
My opinion is that as shown that information looks like a game for mobile cybermedieval 3044.
Hmm, I got an idea. I'm a bad artist, sorry.

Maybe can remove the health bars, and use circles for this.
Same information, but does not overload interface and does not overlap each other.
 

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vicwiz007 said:
I don't see it as much more micromanagement intensive than the features like requiring horses for cavalry or food for troops. It sounds like another good addition to sieges which will make them more impactful and rewarding since a lot more goes into them. However it definitely requires that the resources can be quickly and reliably sourced, or else it might become micro intensive/tedious.

What I expect to see for "horses for cavs" or "materials for siege equipment" if added is that in early game, make it a challenge to acquire them, in mid game make them something you have always think about and for late game they could be just a tiny bit of detail for the player.
 
vicwiz007 said:
I don't see it as much more micromanagement intensive than the features like requiring horses for cavalry or food for troops. It sounds like another good addition to sieges which will make them more impactful and rewarding since a lot more goes into them. However it definitely requires that the resources can be quickly and reliably sourced, or else it might become micro intensive/tedious.
Requiring horses for cavalry is some sort of balancing to take away the idea that almost every high tier troop will be a mounted one.
Requiring food is meant to force parties to gather resources and prevent infinite war waging.
Is there any point in putting a chore upfront sieges? As we speak about realism, it won't take that much resources to make a full fledged siege engine. It's more about labor and know-how than anything else.
It's just like requiring weapons and armor to upgrade troops or seeds to produce vegetables.
 
FBohler said:
Requiring horses for cavalry is some sort of balancing to take away the idea that almost every high tier troop will be a mounted one.
Requiring food is meant to force parties to gather resources and prevent infinite war waging.
Is there any point in putting a chore upfront sieges? As we speak about realism, it won't take that much resources to make a full fledged siege engine. It's more about labor and know-how than anything else.
It's just like requiring weapons and armor to upgrade troops or seeds to produce vegetables.
I don't think we should even consider realism here. As TW said, they usually choose fun over realism, so it's safe to assume that the decision was made for a positive impact on gameplay. So why can't this be balancing in the same way that food and horses are? I think it has great purpose for balancing, as we see in Warband you can too easily besiege a settlement on a whim, with no resources lost whatsoever. Whether this is too much of a chore depends on a lot of factors.

Bjorn The Hound said:
vicwiz007 said:
I don't see it as much more micromanagement intensive than the features like requiring horses for cavalry or food for troops. It sounds like another good addition to sieges which will make them more impactful and rewarding since a lot more goes into them. However it definitely requires that the resources can be quickly and reliably sourced, or else it might become micro intensive/tedious.
What I expect to see for "horses for cavs" or "materials for siege equipment" if added is that in early game, make it a challenge to acquire them, in mid game make them something you have always think about and for late game they could be just a tiny bit of detail for the player.
I hope the same.
 
KhergitLancer99 said:
FBohler said:
AmateurHetman said:
Piconi said:
Health rings arround siege engine icons slowly vanishing clock wise is a great alternative .

This.

This this.
This this this.
I will get a warning for this.
Everyone actually mean THIS !
THIS is how i would like it to look, sort of:
index.php


Finally after couple of edits i think i managed to upload the full size ! At least i see it.

If i didnt, click on the image below to enlarge (same image)
 

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Piconi said:
KhergitLancer99 said:
FBohler said:
AmateurHetman said:
Piconi said:
Health rings arround siege engine icons slowly vanishing clock wise is a great alternative .

This.

This this.
This this this.
I will get a warning for this.
Everyone actually mean THIS !
Dont know how to post an image in real size in text box so i just attached it !

Click the image below to enlarge
That's really good.
 
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