Dev Blog 29/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_68_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>When you read the word “scene” you most likely think of a movie or play: a character does or says something in a certain situation and place; when that’s done, the scene is over. But in level design, the word has a different meaning. There, a scene is more like a scene in a pen and paper roleplaying game, where the dungeon master defines the space (say, a tavern), the context (bustling with people because there’s a huge storm outside), and the most relevant information game-wise: where the exits and entries are, what the important NPCs are doing… The narrator doesn’t actually write what the characters are saying or will say: what they do is create a space full of possibilities to play with.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/88
 
NPC99 said:
Terrain is important in tactics.

No doubt. In m&b tho? Hardly. V:C was better in that department due to fatigue.

It will become more important on larger Bannerlord battlefields. Watch the videos. The weaker side’s infantry trys to defend the high ground.

Hopefully.

One flat scene would be ridiculous and instantly tedious.

I think I didn't make my case clear. I am not lobbying for just one flat scene. I just said it would not be such a hassle, since terrain is getting boring in m&b fast anyway and is not the thing that makes battles exciting.

Therefore I do not see a lot of difference between one premade sand dunes map for desert and random generated sand dunes. I do not pay attention to dunes when I hit those desert nomads :grin:
 
Bleiz glaswenn, thank you for this, very interesting, i agree with you but i encountered in my historical ressearches for the sudmob of 1429 nobles likes Gilles de Rais who was vassal of Duke of Britain for his Retz lordhsip and vassal of King of France at same time for lordships in Anjou and Maine, because he had territories under influence zone of each. So i think it can be more complicated (maybe there were just lying :iamamoron:). There was also Briton lord that had lands in england, that's why Arthur de Richemont was called like that because he had inherited Richmond lordhsip in england, maybe from the time of conquest by nordmans i don't remenber exactly. I think its a game of power it wans't legal to have two suzerain but some lords were so powerful that a king or a duke was quite happy having certain lords as a vassal even if they already got a Suzerain, and maybe its legal if you have territories under the suzerain usual zone of influence ?

When you have many lordships if you're lord of A B C you swear fidelity for A to duke of britain as your title of lord of A and For Band C to king of france as the lord of B and C. Its just its the same physical person but not the same morale person, so technically it works.
 
JuanNieve said:
Where is the madafaking devblog?
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fadohacolu said:
Syndrella said:
About the map scenes I guess it will be the same as warband now with there will be fixed places like the original multiplayer maps and be randomised like the wilderness and it will be the same or similar like total war games where the seasonal changes impact your troops performance and tactical options in a slight way.

Random generated parts also will be in the game I feel because if they have assets then they can add some code to generate random scenes with using the assets and the current season. Just like the peoples in bannerlord these can be randomly created. There will be fixed npcs and scenes and locations but the vast majority of the map still remain random generated. Why I think it will be because this can also help the modders job so they does no need to bother with a new map and changing scenes and creating a bunch new ones only what they want. This can speed up the modding process so I guess both option will be in the game.

Do you have a source for that? I don't recall reading anything about procedural generation, and it doesn't sound like Taleworlds.

I do not have any source of that I am just thinking on the possibilities since that would be a great work both to them and both the modders if the whole map need to be handcraft all of the scenes on places like forests, plains, deserts etc which are pretty random.

We will see how they did it I am just speculating on this point.
 
Demat Ettenrocal ! (I hadn't notice you are Briton too !)

Yes, I completly agree with you : they were cases, where some vassals had several lords, but exactly as you pointed out, it was more a game of power (Gilles de Rais is a very good exemple !). This practice could just trigger some... legal difficulties in case of conflits between some of the suzerains of a same vassal, but otherwise I guess it was worth taking the risk if they did it !
And you're also right on your second point : you can ba a vassal of a Lord for a certain territory and the vassal of another for an other one (the funniest example I know is the case of the King John who was both King of England which should meant he couldn't have a suzerain technically speaking but was a vassal of the king of France for his Duchy of Normandy... and it became event more complexe because as such he had some privileges others had not like to right to stay in his Duchy and to invite the King to come to him intead of having to come to Paris, but one day, because of a feud between John and another vassal of the King of France, the later summoned John to come to Paris, not as Duke of Normandy, but as his vassal, which John refused, which started a war etc.)

Through my remark of your comment, I just wanted to underline what the theoretical rule was. With the time, it became more and more perverted or simply ignored. Anyway, feodal Law is quite a mess...

Kenavo ar wech all mignon ker !
 
Yes that's a good way to start pretty cool wars :mrgreen:, gain fiefs by mariage, try to be vassals of Kings and Dukes at same time, few generations later its a total mess :dead:
 
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