Dev Blog 25/10/18

Users who are viewing this thread

[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_63_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Artificial intelligence (AI) is one of the most important features of any single player game. Getting it right is key to the experience: it has to be almost invisible, so players (sort of) forget that they are playing against a machine. It has to be clever and fast enough to be a worthy opponent, but not too much – humans are fallible, after all; and ultimately the player, as the hero of the story, is supposed to win. It has to make use of the game mechanics at hand, not just to be fun and varied but to show the player what can be done. This rings especially true in a game such as Mount & Blade II: Bannerlord, where skill-based combat and epic large-scale battles are at the core of the experience.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/83
 
Lemondude said:
major hype about this

would love to see a video showing formations
I second this. A combat AI video, not from player perspective, but top down view, spectating 2 AI armies clash would be great.
 
Lemondude said:
Terco_Viejo said:
Now that I've noticed the image, the tension and chord of the composite bow are not applied correctly. And taking a look at the video Mount & Blade II: Bannerlord Captain Mode - Khuzait vs Empire (2017) also appears this error. I hope I haven't delayed the release of the game for another two years..

You're just nitpicking. Such a small thing you didnt even notice until somebody specifically pointed it out to you. And you have to remember that Bannerlord isn't based completely on real life, maybe in Calradia composite bows are made differently???

+1
 
ngaborino said:
Terco_Viejo said:
A Reddit user just shared this:

lBDqq0J.png


hun_composite_bow.jpg


Now that I've noticed the image, the tension and chord of the composite bow are not applied correctly. And taking a look at the video Mount & Blade II: Bannerlord Captain Mode - Khuzait vs Empire (2017) also appears this error. I hope I haven't delayed the release of the game for another two years..

iKeuoO.gif

I just wanted to point out the same thing!
This is a shame at this stage of development, and also from a Turkish company! Turkish people traditionally use composite bows.
Maybe its a bug and will be corrected, but than they sould check their screenshots before posting.

I am a real traditional archer and bow enthusiast.  That is not a bug.  It is a mistake.  The real string is suppose to be where the red lines are.  There are many historical photos/drawings that show what the devs show.  Those historical photos are either wrong or only exist in strength training bows.  Also, I think the bow in the first siege video is wrong.  It looks like the bow is at the unstrung state.  And like you said, its a shame that a Turkish company got this wrong considering the association with composite bows.   
 
This is probably one reason how they got it wrong

http://www.manchuarchery.org/images/wufu.jpg

There is another photo that I couldn't find where a circus person was pulling a few bows at the same time.  The bow location was like the devs.  Either as a circus trick, or to help re-straighten the bow.  Don't remember which one.  But it is not used in real situations. 
 
Gee I don't know it's almost as if the game's not finished yet and there might still be details they've gotten wrong.
There's no way this is still going to be the case at release.
 
Noudelle said:
Gee I don't know it's almost as if the game's not finished yet and there might still be details they've gotten wrong.
There's no way this is still going to be the case at release.

If only they had ask for feedback.  Release some stuff so that they wouldnt have to go back and redo things.  But everybody doesnt think the same way.
 
formergamer said:
This is probably one reason how they got it wrong

http://www.manchuarchery.org/images/wufu.jpg

There is another photo that I couldn't find where a circus person was pulling a few bows at the same time.  The bow location was like the devs.  Either as a circus trick, or to help re-straighten the bow.  Don't remember which one.  But it is not used in real situations.

The string in that pic is actually attached to the correct points on the bow, if you look it continues past where it seems to connect and is looped around the ends of the bow, as is correct. I'm not sure what the other attachments are for, but I suppose it's possible that they are some kind of 'pulley' system, which would make this a very early example of a compound bow :iamamoron:. Whatever the reason, that bow is technically strung correctly, with something else I'm not sure the purpose of.

Either way, this doesn't bother me that much, and while I hope it's fixed, I probably wouldn't notice if it was still in the final game, as hopefully I'll be much more focused on the cav bearing down on me, or the infantry formation charging me to look at how my archers strung their bows :lol:
 
Callum, please consider adding small gameplay clips with these game mechanics blogs. Perhaps demonstrating the topic of the blog. I'm sure they'll be greatly appreciated by everyone.

Thanks.
 
Rabies said:
When it says the combat AI doesn't 'cheat', does that apply to Line of Sight?

The player obviously will be restricted to what they can actually see of the battlefield from their own character's position. Does the AI automatically know where everyone and everything in the battle scene is at all times?

I think so. Otherwise flanking wouldn't make any sence. But in Bannerlord we could also see the enemy if pressed backspace.
 
My biggest fear was playing against AI similar to previous games that I played thousands time. I am sure I it feel different and uniqe. This blog satisfied me enough, thanks.
 
Roccoflipside said:
formergamer said:
This is probably one reason how they got it wrong

http://www.manchuarchery.org/images/wufu.jpg

There is another photo that I couldn't find where a circus person was pulling a few bows at the same time.  The bow location was like the devs.  Either as a circus trick, or to help re-straighten the bow.  Don't remember which one.  But it is not used in real situations.

The string in that pic is actually attached to the correct points on the bow, if you look it continues past where it seems to connect and is looped around the ends of the bow, as is correct. I'm not sure what the other attachments are for, but I suppose it's possible that they are some kind of 'pulley' system, which would make this a very early example of a compound bow :iamamoron:. Whatever the reason, that bow is technically strung correctly, with something else I'm not sure the purpose of.

Either way, this doesn't bother me that much, and while I hope it's fixed, I probably wouldn't notice if it was still in the final game, as hopefully I'll be much more focused on the cav bearing down on me, or the infantry formation charging me to look at how my archers strung their bows :lol:

It seems a lot of people don't care much about this. But I am curius how would everyone react if there were swords with cross guard on the bottom and axe's with head in the middle of the shaft etc...

By the way that bow is a mongolian bow with little 'stools'. It is actually one of the advanced compount bows. When the string hits the stool, it adds a little more speed to the arrow.
kassai_farkas_II_mongol_ij.jpg
 
Well, I would think axe heads and sword grips in the wrong place would be slightly more noticeable, as well as more people would recognize they were in the wrong place. But again, if I was in the middle of a fight, running low on health, with 400 more guys to fight against, I'm not really looking to see if the sword's crossguard is in the right place, rather where the blade is lol.

So the string is not attached, but rather resting on the stools? Interesting, thanks for the explanation. :party:

Edit to clarify:

The string is not attached on the arms, but is correctly looped around the end.
 
Terco_Viejo said:

maybe that person dont have enough strength to pull it properly.
wonder will TW gonna add different type of drawing bow method too.

Lemondude said:
You're just nitpicking. Such a small thing you didnt even notice until somebody specifically pointed it out to you. And you have to remember that Bannerlord isn't based completely on real life, maybe in Calradia composite bows are made differently???

most devblog have nitpick realism comment like this, like mongol horse, tree or plant stuff, pulling sword from back scabbard etc. but honestly i think this help improve or correcting bannerlord anyway besides of learning new stuff.
 
I don't see it as nitpicking, it may be just a mistake by whoever animated the model. Pointing it out helps, considering that devs browse through those threads.

'It's sad because they're Turkish', on the other hand, is a comment that I feel is unnecessary.
 
ngaborino said:
It seems a lot of people don't care much about this. But I am curius how would everyone react if there were swords with cross guard on the bottom and axe's with head in the middle of the shaft etc...

By the way that bow is a mongolian bow with little 'stools'. It is actually one of the advanced compount bows. When the string hits the stool, it adds a little more speed to the arrow.
kassai_farkas_II_mongol_ij.jpg

I understand you perfectly. It's the little details that make the difference... and if there are those who conform themselves by saying...bah the modders will fix it or bah is not so important, a dlc will be made with that content...
Standard bearer carrying banner next to a spear, spears that do not pierce but hit, blood pools, position of the hands on the knobs, bows, that a rider does not grab the reins, green dust stelae in forests, reflections of water, limits marked in general map ....etc....final retouches .....
 
Talking about formations:
Will infantry men be able to perform a "couched lance" kind of formation where enemies get damage based on the speed of the horse/unit running into a couched spear?

Will archers and units with throw able weapons select the weakest target on their own (e.g. enemies without shields or an enemy closed up infantry formation) and can the player give them orders to attack certain targets?

Will units with shield AND two handed weapons switch their weapon more often if they see a use or no use for the shield?

Will Vlandian crossbowmen turn their back to the enemy if the reload their weapon to protect them self form incoming arrows with the back carried shields? Will they kneel down to reload (or even shoot) the crossbow?


About performance:
With parallel processing in mind, more cpu cores will enable lager battles? Thinking about upgrading my old pc for bannerlord only and with Ryzen or even Threadripper from Amd a higher core count is as cheap as I can remember.


Not directly related:
Will ammo for units respawn with time as it did in warband?
 
Terco_Viejo said:
I understand you perfectly. It's the little details that make the difference... and if there are those who conform themselves by saying...bah the modders will fix it or bah is not so important, a dlc will be made with that content...
Standard bearer carrying banner next to a spear, spears that do not pierce but hit, blood pools, position of the hands on the knobs, bows, that a rider does not grab the reins, green dust stelae in forests, reflections of water, limits marked in general map ....etc....final retouches .....

Some guy say I dont care if in the heat of the battle the models are not correct, i dont look at them... Okay. But how much of your playtime are these specific moments?

What I dont understand, that they took the time, made the research, modelling, texturing, animating, put in all the effort and resources, and the end product is wrong.
Yes, modders can fix that, but I think, in an ideal world mods are for adding new content, features, etc. Not for fixing the vanilla game. (khmm Arma3)
 
What worries me about all this is that the individual becomes part of the group as a whole. Attacking, defending, moving and retreating together is something that has not been seen in the different gameplays (possibly due to tactical shortcomings of the human player) and that Taleworlds has not done emphasis on showing directly and properly (to date) only have been seen shield wall, lines and some circular formation purely defensive.
At the time of giving the order to attack, the active/npc follows badly the order to attack in group breaking the formation of this one and carrying out "the hateful melee of the chaos".
How do these formations affect in an active or passive way? How does the ia handle an attack in formation against a devense in formation? Bonifications? Is it possible through the use of formations to perform advanced human tactics vs. machine or is everything reduced to the melee ball? Many unresolved questions .

od2VF3.gif


dqQVZJ.gif
 
ngaborino said:
Terco_Viejo said:
I understand you perfectly. It's the little details that make the difference... and if there are those who conform themselves by saying...bah the modders will fix it or bah is not so important, a dlc will be made with that content...
Standard bearer carrying banner next to a spear, spears that do not pierce but hit, blood pools, position of the hands on the knobs, bows, that a rider does not grab the reins, green dust stelae in forests, reflections of water, limits marked in general map ....etc....final retouches .....

Some guy say I dont care if in the heat of the battle the models are not correct, i dont look at them... Okay. But how much of your playtime are these specific moments?

What I dont understand, that they took the time, made the research, modelling, texturing, animating, put in all the effort and resources, and the end product is wrong.
Yes, modders can fix that, but I think, in an ideal world mods are for adding new content, features, etc. Not for fixing the vanilla game. (khmm Arma3)


I am happy with such minor blunders in realism  as it softens the ground for the introduction of chainmail bikinis  :party:


Ref AI's impressive improvement

I am just curious how the AI behaves if 20 of his footman and the player are on the field -  if there is the good old column queueing up for a 1 vs 1 or not ?
 
Back
Top Bottom