Information about developments at snowballing problem

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game = fun yes or no ? so i stop, i don't want to spam, just this forum is too much technical and serious for me.
Where do we can to find good informations structured, organized, and without comments or rumors. Just real information on the game. Is there a real site made by TW where you can find "official" information on all the schemes of the game? A real site where you can have all the tricks of the game? It's crazy to sell something without knowing how to explain how it works ... I paid 45 Euros as many others gamers and i think i have the rights to have a good "notice", when you sell something you have to be able to explain simply how it works, no ? Where ?
 
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game = fun yes or no ? so i stop, i don't want to spam, just this forum is too much technical and serious for me.
Where do we can to find good informations structured, organized, and without comments or rumors. Just real information on the game. Is there a real site made by TW where you can find "official" information on all the schemes of the game? A real site where you can have all the tricks of the game? It's crazy to sell something without knowing how to explain how it works ... I paid 45 Euros as many others gamers and i think i have the rights to have a good "notice", when you sell something you have to be able to explain simply how it works, no ? Where ?
Search up bannerlord guide on youtube.

Also this exists
 
I have one question, "technical question" :smile: :

I would have liked to have found more precise explanations on how to combine the troops, how to use the companions with the troops ...

I noticed with my own observation : my "forest bandits" and "chosen wolf" when led by a battannian companion, seemed more effective, but, it's just an impression. And it's those kinds of "details" that make the game fun. If this type of combination really works, then there must be plenty more ... In short, I was creating two archers subgroup, one with vlandians crossbow led by a specialist vlandian companion, and one with "forest bandits / chosen wolf "(I unlocked the skill to have the strongest lvl) led by a specialist battanian companion. I love all these "light archers", they move fast and come without commanding them to the sides, they skirmish, they leave, they switch sides, they are fun. They run in all directions. My real question is: is the companion useful in leading them or will they act the same without him?
 
is the companion useful in leading them or will they act the same without him?
i don't think they get better AI with a companion leading them. at least i don't remember the game giving off this impression.

but if you take a look at the perks, some of them are activated if the hero is the captain of a division. it has various bonuses to damage, movement, accuracy and maybe other things i'm not remembering. but i don't think i've seen anything about AI.
 
game = fun yes or no ? so i stop, i don't want to spam, just this forum is too much technical and serious for me.
Where do we can to find good informations structured, organized, and without comments or rumors. Just real information on the game. Is there a real site made by TW where you can find "official" information on all the schemes of the game? A real site where you can have all the tricks of the game? It's crazy to sell something without knowing how to explain how it works ... I paid 45 Euros as many others gamers and i think i have the rights to have a good "notice", when you sell something you have to be able to explain simply how it works, no ? Where ?
I try to post information but people just bury it in captioned images.

What do you want to know?
There's 2 kinds of info, info like "do this and this happens" and then technical info, which many people want like "the reason this skill levels slow is because *math math math*"
 
I have one question, "technical question" :smile: :

I would have liked to have found more precise explanations on how to combine the troops, how to use the companions with the troops ...

I noticed with my own observation : my "forest bandits" and "chosen wolf" when led by a battannian companion, seemed more effective, but, it's just an impression. And it's those kinds of "details" that make the game fun. If this type of combination really works, then there must be plenty more ... In short, I was creating two archers subgroup, one with vlandians crossbow led by a specialist vlandian companion, and one with "forest bandits / chosen wolf "(I unlocked the skill to have the strongest lvl) led by a specialist battanian companion. I love all these "light archers", they move fast and come without commanding them to the sides, they skirmish, they leave, they switch sides, they are fun. They run in all directions. My real question is: is the companion useful in leading them or will they act the same without him?
It's all placebo, they don't get a bonus from being the same culture or what not. For "captain" perks what matters is the companion in the same formation group (1 2 3...) who is highest in the party list (if multiple are in same group). Only this one's perks effect the groups, if they get KO'd it will switch to the next companion in the group.
Perhaps you vlandian companion has xbow perks that help the troops? It's possible for sure. Same with batanian, they could have bow.
 
I am going to try to learn how to mod the game to remove the overall horses speed bonus for all factions.
I think it has to be this especially after your previous testing. Just a small quick sample of 1.5.5 vanilla but here are some party type distributions and unaffected daytime speed from the start of a game (so before parties of mass recruits) for a few of the factions.

KingdomPartyCav+Cav ArcherArcherInfTroops% CavPlain Speed
BattaniaCorein
10​
15​
75​
100​
10%​
4.7​
BattaniaCaladog*
42​
14​
101​
157​
27%​
5.4​
KhuzaitHurungag
35​
30​
30​
95​
37%​
6​
KhuzaitMongchung*
64​
36​
58​
158​
41%​
5.5​
NorthernGyphor*
17​
46​
90​
153​
11%​
5​
NorthernVariasis
12​
35​
54​
101​
12%​
5.1​
SturgiaFafen
6​
9​
72​
87​
7%​
4.9​
SturgiaGodun*
12​
19​
138​
169​
7%​
4.7​
VlandiaOspir
11​
23​
83​
117​
9%​
4.6​
VlandiaAlmagun*
36​
29​
60​
125​
29%​
5​
KarakhergitYildrum*
115​
1​
116​
99%​
7​

Some notes:
  • Khuzait are just so much damn faster and have such a huge portion of horses compared to everyone else (~40% compared to 10%-30%).
  • Also Caladog is no joke with a similar percent as the Khuzait thus helping his speed get up there. This is likely what battania parties end up looking like after a successful battle or two.
  • Vlandia seems slow
  • Also just a little bonus throw in with the Karakhergit being a full cav party with a speed of 7
 
I think it has to be this especially after your previous testing. Just a small quick sample of 1.5.5 vanilla but here are some party type distributions and unaffected daytime speed from the start of a game (so before parties of mass recruits) for a few of the factions.

KingdomPartyCav+Cav ArcherArcherInfTroops% CavPlain Speed
BattaniaCorein
10​
15​
75​
100​
10%​
4.7​
BattaniaCaladog*
42​
14​
101​
157​
27%​
5.4​
KhuzaitHurungag
35​
30​
30​
95​
37%​
6​
KhuzaitMongchung*
64​
36​
58​
158​
41%​
5.5​
NorthernGyphor*
17​
46​
90​
153​
11%​
5​
NorthernVariasis
12​
35​
54​
101​
12%​
5.1​
SturgiaFafen
6​
9​
72​
87​
7%​
4.9​
SturgiaGodun*
12​
19​
138​
169​
7%​
4.7​
VlandiaOspir
11​
23​
83​
117​
9%​
4.6​
VlandiaAlmagun*
36​
29​
60​
125​
29%​
5​
KarakhergitYildrum*
115​
1​
116​
99%​
7​

Some notes:
  • Khuzait are just so much damn faster and have such a huge portion of horses compared to everyone else (~40% compared to 10%-30%).
  • Also Caladog is no joke with a similar percent as the Khuzait thus helping his speed get up there. This is likely what battania parties end up looking like after a successful battle or two.
  • Vlandia seems slow
  • Also just a little bonus throw in with the Karakhergit being a full cav party with a speed of 7


Yes, plus Battanian lords also have the bonus in forest which makes them faster. Vlandian parties template has tons of crossbowmen for some reason and not much cavalry units, so this is probably the main reason because they are not fast at all.

The mounted units speed is for sure still making Khuzaits OP but not sure if it is all about this. Maybe a mix of things like cavalry units speed bonus (plus Khuzaits bonus disabled in my campaigns), great map position with borders settlements well protected (forcing Khuzait enemies to attack deeper settlements), and Khuzaits being able to pick their wars carefully while NE is always involved in wars against WE, SE or Sturgia.

Not sure if testing without mounted units bonus for everyone would be a good idea because this would make everyone too slow. My next test will be modifying kingdoms leader’s personalities to make Monchug more aggressive (increasing valor and reducing mercy) and the opposite for Lucon and Garios. I would also love to find how to change initial enemies and friends for characters but I do not know where to find it.

I also would like to try the Khuzaits template for parties and force them to upgrade to infantry units instead of horses and check the results.

A great thing about 1.5.6 will be factions come backs, because in 1.5.5 once a faction starts losing some fiefs, you know that this faction is pretty much done and won’t be able to do much more without player help. On the other hand, this won’t be enough for itself and it only will decrease considerably the snowballing speed (which is actually an amazing thing), but won’t fix 100% snowballing issue if Khuzaits remains as they are now.
 
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Instead of changing how many of cav units Khuzait has in their parties or removing their cultural bonus, why not make some units as a counter to horse archers in auto simulations. Like if a party has too much archers when up against any party which has horse archers, in auto simulation the party which consists of lots of archers will perform better against them. Could TW change auto simulation equation like this? Would this be helpful for solving snowballing?
 
Instead of changing how many of cav units Khuzait has in their parties or removing their cultural bonus, why not make some units as a counter to horse archers in auto simulations. Like if a party has too much archers when up against any party which has horse archers, in auto simulation the party which consists of lots of archers will perform better against them. Could TW change auto simulation equation like this? Would this be helpful for solving snowballing?

Keep in mind that I am not actually suggesting any change for the momento. What I really want is to understand why Khuzaits are so OP, because I have the feeling that maybe there is something which we are missing and not taking into account, a bug or something else.
 
It's all placebo, they don't get a bonus from being the same culture or what not. For "captain" perks what matters is the companion in the same formation group (1 2 3...) who is highest in the party list (if multiple are in same group). Only this one's perks effect the groups, if they get KO'd it will switch to the next companion in the group.
Perhaps you vlandian companion has xbow perks that help the troops? It's possible for sure. Same with batanian, they could have bow.

You confirm that I was doing the right things and now I know that is valid. I felt the difference with or without a companion. Generally, I delegate command during the fighting, too painful to manage everything in real time. Sometimes I take a group for me. I prefer small fights with 150 - 200 troops each, than big fights with 2000 where I do not understand anything that is happening. With small fights, things are more visible. And sometimes I intervene when I find they are doing anything. Big fights, I really delegate everything, I do nothing, I don't like leading them, often I play them in simulation.

Thanks for your informations
 
Yes, plus Battanian lords also have the bonus in forest which makes them faster. Vlandian parties template has tons of crossbowmen for some reason and not much cavalry units, so this is probably the main reason because they are not fast at all.

The mounted units speed is for sure still making Khuzaits OP but not sure if it is all about this. Maybe a mix of things like cavalry units speed bonus (plus Khuzaits bonus disabled in my campaigns), great map position with borders settlements well protected (forcing Khuzait enemies to attack deeper settlements), and Khuzaits being able to pick their wars carefully while NE is always involved in wars against WE, SE or Sturgia.

Not sure if testing without mounted units bonus for everyone would be a good idea because this would make everyone too slow. My next test will be modifying kingdoms leader’s personalities to make Monchug more aggressive (increasing valor and reducing mercy) and the opposite for Lucon and Garios. I would also love to find how to change initial enemies and friends for characters but I do not know where to find it.

I also would like to try the Khuzaits template for parties and force them to upgrade to infantry units instead of horses and check the results.

A great thing about 1.5.6 will be factions come backs, because in 1.5.5 once a faction starts losing some fiefs, you know that this faction is pretty much done and won’t be able to do much more without player help. On the other hand, this won’t be enough for itself and it only will decrease considerably the snowballing speed (which is actually an amazing thing), but won’t fix 100% snowballing issue if Khuzaits remains as they are now.
For me the real question is why did the developers plan for such a weak "Sturgian" faction. They don't resist anyone. The Aserai are playable, and manage to deal damage to everyone. The Sturgians ... it's a disaster. Is there a player who managed to dominate the map with the Sturgans? If possible, I would like to know the right recipe.
 
For me the real question is why did the developers plan for such a weak "Sturgian" faction. They don't resist anyone. The Aserai are playable, and manage to deal damage to everyone. The Sturgians ... it's a disaster. Is there a player who managed to dominate the map with the Sturgans? If possible, I would like to know the right recipe.
I have its not really hard
 
For me the real question is why did the developers plan for such a weak "Sturgian" faction. They don't resist anyone. The Aserai are playable, and manage to deal damage to everyone. The Sturgians ... it's a disaster. Is there a player who managed to dominate the map with the Sturgans? If possible, I would like to know the right recipe.

To me it is not about weak or strong factions made on purpose. What I am seeing is that the map design is what actually making some factions too strong and some other weak. Just compare the Khuzait map with NE map:

Khuzait:




NE:


It is pretty clear why Khuzaits are able to recruit armies much faster than other factions. Just look how close fiefs are to each other and how easy to access and at the same time protected their fiefs are. Now check NE map, the best area for recruiting troops is Amprela, Syratos castle and Episona Castle, but these villages get constantly raided for Khuzaits pretty early and NE lose all its recruiting power pretty fast.

Plus the Khuzaits army composition is simply better, even removing cavalry bonus in simulated battles and Khuzaits cultural bonus, Khuzait lords are simply much faster and Khuzait map is pretty easy to defend and reirforcements can arrive pretty fast. Raiding the Khuzaits villages is almost an impossible task for NE lords because Khuzaits parties are just much faster and able to protect their villages pretty effectively.

So yes, some factions feel much stronger but I think that it was not a deliberated devs decision, but they understimated the potential of a good map position. Battania also has a great map and fiefs are pretty pretty close but I just have to change some few things to see Battania getting wrecked because they are pretty much surrounded by everyone, while Khuzaits are placed in a corner, have pretty close fiefs to each other, and have speed advantage... No much to do to fix this without making drastic changes IMO.
 
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