

don't see how it would change anything... the player just wouldn't get close, the AI would behave as Total War AI does. Getting involved in the fights and sending your specialised army against another's are two different kinds of thrills that are both solved by this I feel.Do not look here 说:Not for people that would rather play as commander instead of warrior.

jacobhinds 说:Having two different systems in a single game kills immersion pretty hard. It won't take an average player long to realise he's in a giant façade, one which would be open to exploitation (run away from an area so that your out-of-position soldiers will fight better under the automated system).
Terrain borders are nearly invisible in some mods, but the very presence of them subconsciously makes you avoid them. The human eye is incredibly good at noticing BS.
What might work is a dual-system approach to battle scale. In small battles, troops would act as normal, blobbing together and ignoring each other and doing all that lag-inducing stuff. In larger battles (400+ guys), troops who aren't immediately in combat would be scripted to move, but nothing/little else. This would require quite a rigid formations system where groups of soldiers don't compute their attack targets independently.
Meevar the Mighty 说:There is a complete absence of smoke and mirrors.
This. A tangential example that I can mention is the large game_start script that is run upon the player clicking the "new game" button. With my mod adding a lot of factions and parties and whatnot, the game took over three minutes to load a new game - and the worst part was that testing and implementing new features usually requires you to start a new game, at least once per "modding session". In any case, though, at one point I got infuriated, tossed the old script out of the window, and re-wrote it as a monolithic structure that loops over all parties only once - the default version has multiple loops over all villages, for an example, sometimes right after one another, which serve no practical purpose whatsoever, and that's not a problem when you've got some 150 villages, but with 1200 of them, there's a titanic difference.jacobhinds 说:You wouldn't be saying that if you looked at the warband source code. D:Meevar the Mighty 说:There is a complete absence of smoke and mirrors.
They way things are currently, there are a ton of really inefficient scripts, and that's just softcoded stuff -- the hardcode relating to combat is responsible for a huge amount of (possibly preventable) lag. Not every agent on the field needs to be running individually determined scripts, nor do they need to bother with attacking if they're in the middle of a formation. It looks ridiculous when you're on a horse with arrows and all 50 looters charge directly at you with knives raised in unison.
ToyBoat 说:Meevar no offence but I think you were the only confused by those numbers lol
Have you ever played that game? It's laughable. Most battles in that game are 50vs50 or something like that. Not even close to a total war game.jeehwanlee99 说:i think 5000 vs 5000 is quite possible if they optimize the engine enough. Maybe similiar to LOD and tesselation the combat near the player is like M&B but combat far away from player is like TW?
And I swear i remember playing a game where you can switch between fps and rts modes
EDIT: Rise and Fall Civilizations at War
Maybe if not totalwar-esque, we can at least have larger better simulated batttle (1000vs1000) like this
Janlulhannes 说:Even looked closely at combat in R2:TW ? Its just a set of 10 animations playing. There are not 5000 units in your army, there are 20 units in your army which consist of a visual depicting 200 soldiers each. There is hardly any calculation done. Nothing near M&B in terms of actual combat done.
wouldn't work. If I'd like to look at bunch of TWesque actors running in front of me, I'd launch TW. When I want to order around bunch of M&Besque drones, I play M&B.ToyBoat 说:don't see how it would change anything... the player just wouldn't get close, the AI would behave as Total War AI does. Getting involved in the fights and sending your specialised army against another's are two different kinds of thrills that are both solved by this I feel.Do not look here 说:Not for people that would rather play as commander instead of warrior.

Janlulhannes 说:I've been playing M&B since version 0.6 or something. Spent months on version 0.751. Dont worry folks. Taleworlds wont let you down, neither did they abandon their games. Have a lil goddamn patience.
Have you ever played that game? It's laughable. Most battles in that game are 50vs50 or something like that. Not even close to a total war game.jeehwanlee99 说:i think 5000 vs 5000 is quite possible if they optimize the engine enough. Maybe similiar to LOD and tesselation the combat near the player is like M&B but combat far away from player is like TW?
And I swear i remember playing a game where you can switch between fps and rts modes
EDIT: Rise and Fall Civilizations at War
Maybe if not totalwar-esque, we can at least have larger better simulated batttle (1000vs1000) like this
Even considering a battlesize near 5000 vs 5000 in M&B Bannerlord, with current AI and independant combat for each character is simply not possible. Anyone claiming it is, has no idea how this works.
Even looked closely at combat in R2:TW ? Its just a set of 10 animations playing. There are not 5000 units in your army, there are 20 units in your army which consist of a visual depicting 200 soldiers each. There is hardly any calculation done. Nothing near M&B in terms of actual combat done.

Do not look here 说:Janlulhannes 说:Even looked closely at combat in R2:TW ? Its just a set of 10 animations playing. There are not 5000 units in your army, there are 20 units in your army which consist of a visual depicting 200 soldiers each. There is hardly any calculation done. Nothing near M&B in terms of actual combat done.
This. This is the reason why this
wouldn't work. If I'd like to look at bunch of TWesque actors running in front of me, I'd launch TW. When I want to order around bunch of M&Besque drones, I play M&B.ToyBoat 说:don't see how it would change anything... the player just wouldn't get close, the AI would behave as Total War AI does. Getting involved in the fights and sending your specialised army against another's are two different kinds of thrills that are both solved by this I feel.Do not look here 说:Not for people that would rather play as commander instead of warrior.