Diplomacy Developments

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How would it break formation though?

HA and Infantry are in different formations

Oh, so you're saying that there would be two entirely different T2 units and a 50% chance of them being one or the other when you promote them? I was thinking only 50% spawn in with horses, in which case they'd all be in whichever formation you had the parent unit assigned to.
 
Oh, so you're saying that there would be two entirely different T2 units and a 50% chance of them being one or the other when you promote them? I was thinking only 50% spawn in with horses, in which case they'd all be in whichever formation you had the parent unit assigned to.
Well my idea was for AI only, to balance against other AI factions, not for players.

Maybe thats unfair though
 
@Stromming Would make them weaker against players too, though. Plus it sounds like a whole lot of effort implementing a system to do that just to affect one T2 unit.

@mexxico Don't know if you're on vacation already, and if you are I hope you're having a good time. Just noticed something about the tribute system though and wanted to write it out while it's still fresh in my mind. Would it be possible to make tribute expire after a set period of time, like a month maybe? Noticing factions getting into early wars and making peace for large amounts of tribute, then never going to war again so it's just constant income forever, and I think it's making strong factions stronger and weak factions weaker.

Example, last game as a Sturgia vassal we were getting 1000 tribute from a completely defeated Northern Empire for years, so it was basically just free money forever.

Current game Sturgia is doing a lot worse, down to just two cities, and we're paying about 2000 tribute each to Northern, Southern, and Western Empires and it's making all the Lords bankrupt and starting to cause defections. The Southern Empire tribute specifically has been paying out for years, and I don't think the two sides ever really engaged in combat, just one of those short wars followed by a quick peace w/ tribute.

I'll probably restart again after the next hotfix comes out and see how that affects it because Khuzait owns half the map again, lol. They managed to fight Northern Empire, Southern Empire, Aserai, and Sturgia all at the same time :sad:
 
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Well my idea was for AI only, to balance against other AI factions, not for players.

Maybe thats unfair though
He means that each unit is usually pre-assigned to a certain formation (infantry, archers, cavalry or horse archers). If that unit is usually assigned to HA, but has a 50/50 chance of spawning without a horse, then you're gonna end up with HA formations containing footmen. Even if it would just affect the AI, once you fight them on the field, you'll see their HA formation skirmishing you with footmen alongside them, which wouldn't make much sense.
 
Yes, shame it's hasn't been updated since it had very nice features Light Combat Mod Collection. Had a look and it should apply to all simulations since it patches GetPower(). It caches the power for different troops so it doesn't have to repeat the more advanced calculations in GetPower, likely due to performance issues as you mentioned.

Edit: It might not be/was ever truly balanced but it proves you could have more advanced/demanding calculations in bannerlords autocalc without major performance issues.
I can throw together a quick thing, once I figure out how to package mods in Harmony.

There already is one

@MostBlunted did you managed to use any of these mods? they seem not updated. and second one crashes on start.
 
To me the biggest problems with khuzait are the speed bonus is too op they have tier 2 cav im pretty sure the only ones with tier 2 cav that cav is way too good in auti calc for what it does in actual battle in general tier 2 cav kinda dumb most enemies have lots of enemies reduced with 1.5.1 can run from unfavorable battles easily beacause of the speed bonus can replace cav units way too fast after losing a battle they have a lot of favors but in my current 1.5.1 im playing as NE and sturgia just took baltakhand while we took the sorrunding castles makeb and chaikand sturgia stole the rest in my other campaign as vlandia khuzait collapsed from having too many enemies after NE made a comeback from one town reconquering a bunch of stuff but in my tests with no player input its better but still bad
 
This is only one test a piece, but I don't think the cavalry bonus is as strong as people make it out to be. I think it's the sum total of their advantages, but the extra speed is probably the biggest factor.

FWIW, I ran a test without the Khuzait bonus, but with cav autocalc advantages:


Pics go year by year, but the gist of it was that the Khuzaits started off by capturing Amprela like usual then taking a break. Meanwhile, the Western Empire -- having not lost Lageta for a change -- started gutting their opponents in almost every war. They took on Sturgia, Vlandia, Battania, NE and SE on a rotating basis, usually fighting two of them at once, and winning much more than they lost. Later the Khuzaits mopped up the eastern part of Sturgia and took two towns from the SE.

But after a pair of relatively long wars, the Khuzaits couldn't take anything from the WE.
 
Whatever the fix is, it needs to be soon. Every single game I play turns into Khuzait Whack-a-Mole Simulator where they're still taking territory from other factions even if I'm killing 3-400 of them at a time on one front, despite them being outnumbered 4-1 in total troops and parties in the field because they're fighting half the world at once and winning.

I can beat them easily where I am, but the AI can't hold the territory I take back for more than a week if I go to do literally anything but constantly kill Khuzaits and it's just not fun anymore.
 
I personally think the problem should be solwed in some different aspects of the game.
1. Slow down the capcured lords escape time a lot. Personally I think they should be kept in dungeons of castles until the peace is made. In some rare ocassions they would escape but that should be a uniq exception. Of course the result I expect from this is that NPC would be more cautious to move parties to enemy trritory...
2. The healing process of injured NPC lords should be decreased and their ability to recruit/train (while injured) should be drastically reduced.
3. It is so easy to get the nomads upgraded to mounted units that it is insane (tested myself). Took 100 nomads, fighted 40 looters twice and I had 80 mounted units. Aproximately 20 HA and horsemans. This is too easy for Khuzaits. Should be made more difficult, mybe horse dependent. 80 tribal warriors needs 80 horses.
If 4 Khuzait lords recover their parties to 100 in few days it's around 300 horses. If you check Khuzait towns/villages theres no way they can get so many horses (not to mention war horses). It's completely unrealistic.
 
I personally think the problem should be solwed in some different aspects of the game.
1. Slow down the capcured lords escape time a lot. Personally I think they should be kept in dungeons of castles until the peace is made. In some rare ocassions they would escape but that should be a uniq exception. Of course the result I expect from this is that NPC would be more cautious to move parties to enemy trritory...
2. The healing process of injured NPC lords should be decreased and their ability to recruit/train (while injured) should be drastically reduced.

How does these two help prevent snowballing?
 
1. If they are in prison they cannot recruit new party. If they are immediately released in one day they are back with 50+ troops (can join army).
2. If they are injured (lets say) their movment will be slowed down (as it is with our hero). Untill they are healed fully their slow movment speed increase the time of recruiting troops into their party.

As secondary effect it would slow down snowballing.

Edit: well at least if I understand properly what is meant by snowballing effect.
 
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I consider it necessary to withdraw the current diplomacy system from the main version of the game and return to the normally working diplomacy version 1.3.1. And to continue testing the existing system of diplomacy in the beta version of the game, to bring a workable version. Due to diplomacy, it is already reluctant to play, all the foolishness of AI is already bored to the extreme ... (Sturgia and the Western Empire, who are losing the war, announce to other countries). Why do you need a beta version of the game if half of the diseases of the main version are transmitted from it?
 
1. If they are in prison they cannot recruit new party. If they are immediately released in one day they are back with 50+ troops (can join army).
2. If they are injured (lets say) their movment will be slowed down (as it is with our hero). Untill they are healed fully their slow movment speed increase the time of recruiting troops into their party.

As secondary effect it would slow down snowballing.

It would increase snowballing since one defeat would remove their lords for an extended period of time and the enemy wouldn't stop.
 
1. If they are in prison they cannot recruit new party. If they are immediately released in one day they are back with 50+ troops (can join army).
2. If they are injured (lets say) their movment will be slowed down (as it is with our hero). Untill they are healed fully their slow movment speed increase the time of recruiting troops into their party.

As secondary effect it would slow down snowballing.

Edit: well at least if I understand properly what is meant by snowballing effect.
This would help the player's interests but not the AI on AI imbalances, which are the main problem.
 
It would increase snowballing since one defeat would remove their lords for an extended period of time and the enemy wouldn't stop.
Agreed. I would prefer prisoners to give a pledge not to fight again in the current war against their captors before being ransomed on parole. This would free them to fight their Kingdom's other enemies if it is engaged in multiple fronts. An honourable Lord would abide by his/her promise and vote for peace with their previous captor to shorten their period of exclusion from combat/looting. A dishonourable Lord would break their promise and could be executed if recaptured without or with lower relationship penalties.
 
It would increase snowballing since one defeat would remove their lords for an extended period of time and the enemy wouldn't stop.
We are probably referring to different aspects in the game. When I say snowballing I am referring to AI (NPC) lords collecting too rapidly new recruits in villages. My suggestions were an attempt to compensate this strange effect.
However I admit it might affect other parts of the game (player faction lords, recruitment).

This would help the player's interests but not the AI on AI imbalances, which are the main problem.
I do not imply it would fix the AI to AI imbalance. For that additional fine-tuning will be necessary. As I said above, this suggestions are supposed to offer possible compensation to "defeated lords snowballing" effect.
As a secondary result I would expect a decrease in amount of wars and battles AI to AI / AI to Prayer (because of harder party troop replenishment).
I think there are too many wars and battles in the game atm. I know some players like this "pace" of mount & blade, but from my perspective it should be closer to reality. Just this:

Avg Wars per year71510.9

I think that is too much. I don't think in history there were 10 wars declared per year. Maybe I am wrong but that is how I see it.
 
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