Running out of Companions to be Advisers

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Pretty simple question, one that's probably been answered but I'm new here so I felt I'd ask.

I'm to the point now where I have several castles and a town and I know I'll accumulate more as time goes on.  The problem is, as I see, eventually you won't have any more companions to assign to be advisers.  Given that each castle/town requires two to fill completely, I'll run out rather quickly, plus I'll lose the benefit of some of my solely combat-focused heroes as well as my trader/gaoler/quartermaster. 

Is there any way around this?  Is this intended?
 
Well, have you tried not assigning them for every castle/city? Windy mentioned something about working on this, adding more companions I think...
 
Eventually I won't have a choice, but one of my favorite aspects of the mod is the ability to add patrols and allow companions to manage aspects of the holdings. 
 
Well, we'll have to wait for more companions...or, it would be nice to have more control over patrols, I mean being able to send patrols everywhere from one centre.
 
Perhaps ADDING a new type of noble: the offspring of lords. Aka, give each lord 2 or 3 more sons/daughters.

These offspring have no fiefs and can either be used for marriage or be assigned as advisors. Making the offpsring of a noble an advisor could act as a 'standing' protection with that family..ergo if you do something the lord/head of the family doesn't like and would normally lose you 10 standing points..having one of his children as an advisor would reduce that loss to just 2 points.

Taking it further, if each son/daughter is made into a mobile npc...meaning he/she can join you in your warband just like a companion, then each of those offspring could be given unique abilities that incline them to be either good recruiters/trainers or administrators or engineers, etc, etc..in short, abilities that would make them better at certain advisory positions.

Since this would apply to all lords, it creates a vast pool of 'noble companions'... and you can go warbanding around with your wife/husband too. Everyone wins.
 
skyfaller 说:
Perhaps ADDING a new type of noble: the offspring of lords. Aka, give each lord 2 or 3 more sons/daughters.

These offspring have no fiefs and can either be used for marriage or be assigned as advisors. Making the offpsring of a noble an advisor could act as a 'standing' protection with that family..ergo if you do something the lord/head of the family doesn't like and would normally lose you 10 standing points..having one of his children as an advisor would reduce that loss to just 2 points.

Taking it further, if each son/daughter is made into a mobile npc...meaning he/she can join you in your warband just like a companion, then each of those offspring could be given unique abilities that incline them to be either good recruiters/trainers or administrators or engineers, etc, etc..in short, abilities that would make them better at certain advisory positions.

Since this would apply to all lords, it creates a vast pool of 'noble companions'... and you can go warbanding around with your wife/husband too. Everyone wins.
This all sounds vaguely familiar.  You have to be a watcher at the assembla site to see the message boards there and read that link.  The short of it is that we been planning exactly what is quoted and it is part of this diplomacy overhaul I'm in progress of doing.  Odds are it will get kicked to v0.25 to support an earlier release of 0.24.
 
Well that looks nice and well :smile:

Oh and Windy... if you are going to rename all of our good lords, how about deciding a single language familly and naming convention for each kingdom and sticking with it.

For example Swadia - German names like Graf Luthar Brandt von Suno OR English names like Count William Ironhide of Praven.

How about that?
 
Well, Swadians are supposed to be Norman(ish) so I guess current names are OK...
 
D3monic 说:
How about that?
I suppose that depends on if Silverstag sees another update past v0.24.  It seems that Taleworlds has chosen to ignore the fact that their lastest update has broken the ability for folks who purchase warband on steam from this point on to use mods that require WSE or versions of Warband older than 1.160.  That would put Silverstag on the list of mods that now has a community that can only get smaller unless either WSE gets updated to 1.160 or the mod gets rebuilt to work without it.  The first is unlikely (understandably so) and the second is more effort than I'm willing to commit at the moment.

Windyplains 说:
Captain Lust 说:
New keys do not work with older versions. This is a known error and there is nothing we can do about it.
There is absolutely a couple things you could have done about it.  First, if you're going to abandon Warband in favor of building Bannerlord you could have quit making negligible updates to it that repeatedly broke the game's compatibility with its mods.  Second, you could invested even an fraction of the effort your modding community has given you back into it by incorporating the Script Enhancer's functionality into the standard module system.  Yes, I know you had an internal discussion about it and you choose to look forward instead of backward.  If the company would have stuck to that then it would be fine as the game that has functioned just fine on previous updates would continue to do so except you did make updates and again they've broken things.

I've been waiting on the side of this issue urging folks to have patience that Taleworlds will fix the problem then I see this is your "best effort"?  Your modding community has seriously improved the marketability and longevity of this game, yet over the last couple of years their efforts are repeatedly treated in a poor manner.  You let the Napoleonic Wars team update the engine in a manner that broke numerous major mods that had to rework their character creation setups to prevent crashes (1.150's update), annoyed the WSE creator enough with rapid fire updates that he finally quit supporting you (1.150-1.153 updates) and then when we thought the company was finally done tweaking warband it got updated only to have you release 1.158 right behind that update breaking it again.  In the beginning the company worked with modders, but in the last couple of years it seems more like the community continues on in spite of Taleworld's efforts instead of as a result of them.

I can say for one that as someone who's spent years helping develop mods for your game under the Floris and Silverstag titles that I have gone from a stance of definitely supporting you in Bannerlord to one of not really wanting much to do with Taleworlds.  You may really want to reconsider how you look at the invaluable resource your modding community represents for you if you want Bannerlord to enjoy the same or even more success than Warband has.  Simply unbelievable.
 
Windyplains 说:
D3monic 说:
How about that?
I suppose that depends on if Silverstag sees another update past v0.24.  It seems that Taleworlds has chosen to ignore the fact that their lastest update has broken the ability for folks who purchase warband on steam from this point on to use mods that require WSE or versions of Warband older than 1.160.  That would put Silverstag on the list of mods that now has a community that can only get smaller unless either WSE gets updated to 1.160 or the mod gets rebuilt to work without it.  The first is unlikely (understandably so) and the second is more effort than I'm willing to commit at the moment.

Say it ain't so Windy!
 
Well, I know nothing of modding... But how about you Windy joined forces with all of the other Guys who are making WSE mods and tried to update WSE for 1.160? I know it probably is way harder than I imagine, but it would be great shame to see the end of all the good mods out there who rely on WSE...
 
D3monic 说:
Well, I know nothing of modding... But how about you Windy joined forces with all of the other Guys who are making WSE mods and tried to update WSE for 1.160? I know it probably is way harder than I imagine, but it would be great shame to see the end of all the good mods out there who rely on WSE...
I don't have that kind of time or background to update WSE, but if I did I'd still be against it as they could just as easily break it's functionality a month later.  I'll have to think on it for a while and decide which direction I'll be taking Silverstag now that it is inaccessible for newer players.  That's a very bad place to be for a mod.
 
Well I can imagine that. I only hope there will be some solution to this "Key Crisis" sometime in the future. Oh, and just so you know, no matter how you decide about Silverstag, I will be supporting you, even if you quit working on it. I know it's not much, you won't buy anything from that, I just wanted you to know.
 
D3monic 说:
Well I can imagine that. I only hope there will be some solution to this "Key Crisis" sometime in the future. Oh, and just so you know, no matter how you decide about Silverstag, I will be supporting you, even if you quit working on it. I know it's not much, you won't buy anything from that, I just wanted you to know.
Thanks.  I appreciate it.  It is definitely a hobby I've come to enjoy, but it is also a hobby I can enjoy working on other game types.  Things may yet still work out, but I definitely felt Taleworlds needed to hear things from my point of view as a modder of this project.  Modders are the best unpaid interns you never hired.
 
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