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Already debated and replied.Because it's not an issue with the game, but a mod. Thus, it's not TW's responsibility to fix.
Do you have anything new?
Already debated and replied.Because it's not an issue with the game, but a mod. Thus, it's not TW's responsibility to fix.
I did. I even replied with a mod recommendation that will make the campaign easier. You can just zero out the AI's initial parties and armies.No it hasn't.
Yeah, that's the difference: you start gradually rising. Read the first comment with a thought (and probably some other comments in the thread). When you start as a kingdom, you don't have that gradual rising into power. Read it.
With Diplomacy mod?I did. I even replied with a mod recommendation that will make the campaign easier. You can just zero out the AI's initial parties and armies.
You can't start the game as a kingdom without a mod in the first place.With Diplomacy mod?
Too bad that everyone doesn't know it, or can't use that.
If you think that's a good solution, don't you think it should be available in the game without finding the mod with it?
Do you really want to have them unbalanced mods? Why?
I really want Taleworlds give the player the possibility to adjust the campaign start. There's multiple ways you could have a campaign where you start as a kingdom. You could reduce the number of towns and clans the other kingdoms have, you could set a time when no-one would declare a war against you, you could start with a high tier army (or garrison).
Yeah but there are PLENTY of mods. People don't know what all mods do. I have browsed a lot of mods, I had no idea Diplomacy would have such an option.You can't start the game as a kingdom without a mod in the first place.
Even if you could remove player's choises to define campaign parameters, or developer's way to balance the game... how many would do it? Probably some, but most likely very few.If you knew how mods are made you wouldn't be saying this. mods edit or override the games C# code directly. The developer has no control over what they do without essentially removing all mod support. It's not feasible, or even really possible, to limit how balanced or unbalanced a mod is.
However i don't think total customization of gameplay is good for theb base game. Balance issues aside, having some baseline common player experience is always good thing. Otherwise there is no player community because everyone starts playing a different game even without mods, and it makes guides etc useless.
Even if you could remove player's choises to define campaign parameters, or developer's way to balance the game... how many would do it? Probably some, but most likely very few.
IMHO that's not a good reason not to have such thing in the game code.
But you said there already is total costomization.
Have you not played strategy games before? Plenty, if not most, offer players make choises about the campaign. I don't think that is any kind of community destroyer. Nor makes guides useless.
It would probably be only a fraction of mod developers that would remove the code which balances campaign start, or the code which enables players to adjust campaign setup parameters.Can you rephrase this? I'm not sure what you mean.
..you are at risk of making half the game obsolete if you allow players to start as lords with a full army in the base game. I think if they add lategame starts they should be preset scenarios that present their own challenge, not just cheat modes that allow players to skip half the game. That kind of cheatyness in mods is a different story because people understand that they're not playing "the base game".
It does. That's why there is a whole section and dedicated dev support for modders.I would rather see a game that allows players to choose the way they like to play the game, than a game that makes them play the way which the developers wanted.
It would probably be only a fraction of mod developers that would remove the code which balances campaign start, or the code which enables players to adjust campaign setup parameters.
And if some modders would remove that part, in my opinion it is not a good reason to not have that code in the game.
Got it?
In my opinion, if that's the way players want to play, it's good they could.
Some may get bored to start as the poor peasant every time.
It would be their choise.
I would rather see a game that allows players to choose the way they like to play the game, than a game that makes them play the way which the developers wanted.
Good grief!It does. That's why there is a whole section and dedicated dev support for modders.
What are you talking about? I for sure didn't ask code pre-emptively analyze other mods.But it's not possible to implement such a code, even on a theoretical level. Code that analyses other code is almost impossible to write, and extremely easy to circumvent. It's called the Halting Problem.
It's freaking easy to see how strong your kingdom, garrison and party are compared to the A.I. kingdoms.
Look, I have experience of programming myself. I know what I'm suggesting.You can only do that after the game has fully loaded. Much of the campaign is procedurally generated from data that doesn't make it obvious how strong X or Y will be. The only way to implement what you're describing would be to terminate the campaign after it has loaded if the player is too weak, which is ridiculous. If you want player choice like this you also have to accept that you can create an unwinnable campaign if you change the options a certain way. This is not the developer's responsibility when it's user-made mods.
OK, if we're talking about the game without mods, there's no way you can start with your own kingdom.Good grief!![]()
Was the comment too difficult for you?
We were talking about the game (without mods), should it have different choises for the player.
Because it is a solution to a problem that only happens because of a mod you used. The base game puts up big, thick guard rails to prevent players from winding up in the same situation you were in.The mods offering different options how to start has been debated already, and the problem with mods are:
1) People don't know all the contents mods have. For example, if Diplomacy mod offers a way to set foe lords troops to zero, how many players know? 1% or less? I would wager far less than one percent.
2) Mods cause conflicts. Just about everyone who uses mods know it. For example I tried Diplomacy mod, but couldn't use it: conflicted with other mods.
If you think mods would be a solution to the issue, why would you not have it in the base game? For everyone.
That's what I don't get.
Everyone knows that, I've known it from the start.OK, if we're talking about the game without mods, there's no way you can start with your own kingdom.
Because it is a solution to a problem that only happens because of a mod you used. The base game puts up big, thick guard rails to prevent players from winding up in the same situation you were in.
Everyone? Are you sure about that?Everyone knows that, I've known it from the start.
I don't know if you can start game with a castle in vanilla or if this option is because of Cultured Start -mod. Because this is my second game and both have been with Cultured Start.
They already did. There is nothing stopping you from not doing this:I don't get it, why you have to resist the idea of the base game giving players choises. What's the harm?
This right here.I started the game with realistic damage (to me and my troops) and Bannerlord difficulty.
Yes, that's supposed to make the game hard.
Yes. All the time we have talked in this thread, is balancing the modded campaign start.Everyone? Are you sure about that?
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You are fine with them difficulty selections the game let's you choose before the campaign starts.They already did. There is nothing stopping you from not doing this:
This right here.
You don't know the difference of balanced starting setting and a difficulty setting?set the difficulty as high as it can possibly go, then complain the game is too hard and there aren't any options for balancing it.