Look at this modded siege battle

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Wow, Bannerlord VC...
Amazing, what can be done with the current build - and also amazing, what TW is not doing with their even greater options.
 
There are too many things Bretwalda is doing that should be done in Bannerlord vanilla but probably isn't even on the road map.
 
There are too many things Bretwalda is doing that should be done in Bannerlord vanilla but probably isn't even on the road map.
Exactly. It's not in their "vision." Only a fast paced, bare bones rpg, with a broken main quest.
 
This looks awesome, and way further along then what I expected of total conversion mods at this point

Likewise. Also the fact that features might be in certain mods and not others worries me a bit.
I have the same fear. I hope most features can be stand-alone mods that are easily added to other mods.

the original Bretwalda had a spy mechanic. As a large slow army you could send these out to slow down enemy parties. Could not find anything similar in other mods.
luckily the party AI mod enables you to do the same thing in Bannerlord
 
Hopefully this rises to be the next VC for Bannerlord.

As seen from interviews long ago, potential DLC for Nords and naval warfare were mentioned, but not in a decisive manner, of course.
I just hope, if this talk does come to fruition, that the Bretwalda team efforts to implement naval battles don't go to waste, when they could have just waited for some time to have it already implemented for them.

Of course we can't know for sure if such a DLC will come in the end, or what release date the Bretwalda team strives for, so maybe they wouldn't want to wait for such a long time, but any parallel development would hurt the mod team, that's why i think they should focus on the map, scenes and armor models first.
 
Hopefully this rises to be the next VC for Bannerlord.

As seen from interviews long ago, potential DLC for Nords and naval warfare were mentioned, but not in a decisive manner, of course.
I just hope, if this talk does come to fruition, that the Bretwalda team efforts to implement naval battles don't go to waste, when they could have just waited for some time to have it already implemented for them.

Of course we can't know for sure if such a DLC will come in the end, or what release date the Bretwalda team strives for, so maybe they wouldn't want to wait for such a long time, but any parallel development would hurt the mod team, that's why i think they should focus on the map, scenes and armor models first.
Further reasons why a little bit more communication from TW would be so helpful.

luckily the party AI mod enables you to do the same thing in Bannerlord
Does it? I haven't seen that option.
 
Further reasons why a little bit more communication from TW would be so helpful.


Does it? I haven't seen that option.
you can fill a clan members party with cavalry, command his party to follow you and ignore every thing else. When you spot an enemy you can alt + click on them and the party following you will chase it down and engage in battle, giving you time to catch up.
 
you can fill a clan members party with cavalry, command his party to follow you and ignore every thing else. When you spot an enemy you can alt + click on them and the party following you will chase it down and engage in battle, giving you time to catch up.
I see, that'll be useful. Thanks.
 



Come on, TW.

Eh still got the A.I. YOLO'ing off the walls. No disrespect intended to the mod/creators as the mod as a whole looks pretty impressive.

Unit collision is something that needs to be addressed as well. The "angry bee-hive" of soldiers when too many units are in close proximity is just an eye sore - and from what I have observed the most common cause of Troops falling off walls, getting stuck, etc.

Ladders are pretty fixable from what I've heard, though siege towers and gates will likely continue to be a problem. I never really played Warband prior to BL, but it's really discouraging how sieges (and the A.I. behavior) are essentially the same - just with a few extra bells and whistles.

Though in TW's defense very few games have good siege gameplay. The Stronghold games are one of the few that come to my mind, but that's also an RTS. Total War games have struggled with it quite a bit over the years as well. But considering that large open battles and sieges are kind of the big selling points of this game, you'd think they'd be high priority for the Developers to get working. Who knows?

Look forward to getting another 20 Imperial Helmet variants this August though! (Nevermind there's only about 20 or so types of Gloves across all Kingdoms LOL.)
 
Eh still got the A.I. YOLO'ing off the walls. No disrespect intended to the mod/creators as the mod as a whole looks pretty impressive.

Unit collision is something that needs to be addressed as well. The "angry bee-hive" of soldiers when too many units are in close proximity is just an eye sore - and from what I have observed the most common cause of Troops falling off walls, getting stuck, etc.

Ladders are pretty fixable from what I've heard, though siege towers and gates will likely continue to be a problem. I never really played Warband prior to BL, but it's really discouraging how sieges (and the A.I. behavior) are essentially the same - just with a few extra bells and whistles.

Though in TW's defense very few games have good siege gameplay. The Stronghold games are one of the few that come to my mind, but that's also an RTS. Total War games have struggled with it quite a bit over the years as well. But considering that large open battles and sieges are kind of the big selling points of this game, you'd think they'd be high priority for the Developers to get working. Who knows?

Look forward to getting another 20 Imperial Helmet variants this August though! (Nevermind there's only about 20 or so types of Gloves across all Kingdoms LOL.)
Main thing that impressed me about this siege is that it is multi-layered, the defenders fell back to a stronger position. Even if this is a pretty simple map and just a demonstration it just shows what can be done.
 
Unit collision is something that needs to be addressed as well. The "angry bee-hive" of soldiers when too many units are in close proximity is just an eye sore - and from what I have observed the most common cause of Troops falling off walls, getting stuck, etc.
I think its a lack of animations, too you see this in 2 places in the video. One is at the first gate, several times the spearmen try to thrust their spears at the gate (lol, they really ought to pull out little hatchets or something) and immediately abort their attack as they seem to lack a minimum range.

You also see this after they breach gate #2 with some body-blocked swordsmen. For those packed-in ranks, they really need an over-the-shoulder animation - imagine holding the hilt up to your jaw-height then thrusting forwards over your friend's shoulder (even if it clips a bit). Without something like that to give them "reach" when packed in, it'll never improve IMO.
 
I think its a lack of animations, too you see this in 2 places in the video. One is at the first gate, several times the spearmen try to thrust their spears at the gate (lol, they really ought to pull out little hatchets or something) and immediately abort their attack as they seem to lack a minimum range.

You also see this after they breach gate #2 with some body-blocked swordsmen. For those packed-in ranks, they really need an over-the-shoulder animation - imagine holding the hilt up to your jaw-height then thrusting forwards over your friend's shoulder (even if it clips a bit). Without something like that to give them "reach" when packed in, it'll never improve IMO.

Presumably those spearmen don't have another weapon.

But yeah the "angry bee-hive" thing is just bad, it actually stops units being able to do damage a lot of the time. Friendly groups travelling in opposite directions along walls or narrow areas also end up getting stuck trying to force each other out of the way.
 
Eh still got the A.I. YOLO'ing off the walls. No disrespect intended to the mod/creators as the mod as a whole looks pretty impressive.

Unit collision is something that needs to be addressed as well. The "angry bee-hive" of soldiers when too many units are in close proximity is just an eye sore - and from what I have observed the most common cause of Troops falling off walls, getting stuck, etc.

Ladders are pretty fixable from what I've heard, though siege towers and gates will likely continue to be a problem. I never really played Warband prior to BL, but it's really discouraging how sieges (and the A.I. behavior) are essentially the same - just with a few extra bells and whistles.

Though in TW's defense very few games have good siege gameplay. The Stronghold games are one of the few that come to my mind, but that's also an RTS. Total War games have struggled with it quite a bit over the years as well. But considering that large open battles and sieges are kind of the big selling points of this game, you'd think they'd be high priority for the Developers to get working. Who knows?

Look forward to getting another 20 Imperial Helmet variants this August though! (Nevermind there's only about 20 or so types of Gloves across all Kingdoms LOL.)

It definitely isn't a perfect A.I but far superior, that's for sure. They weren't acting like complete addled brained stoners as they do in vanilla, all running into the same one ladder and the closest wall near it, while the one dude on the ladder struggles to remember how to even climb.

It seems like the defenders yeeting themselves off the walls might be a bug though, doesn't really look intended. Though it is quite hilarious. ?
 
TW has just done nothing with this game aside from a base for modding. I am overwhelmingly not impressed.
 
This is what made warband great, the mods....it'll be the same for bannerlord as well...let's just hope that TW would surprise us.
 
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