Sturigans is more weak after update?

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I see. Well no, Sturgians don't start with any horse producing villages. There are hover couple in Batania not too far away if you need to resupply.
I loaded up in the Khergit area.

However, my concern was for Sturgian Lords.

If they lose a battle, do they have to buy horses? If so, lack of horses may ensure they never field cavalry.

In your tests did you ever see their army composition?
 
One thing they did improve for sturgia in 1.3 is their shields and the shieldwall now looks a lot better, almost testudo like.


you can see they angle their shields to the right-left if they are on a flank, down if they are in the front, up if they are in the back row. Handheld ( not forearm brace ) big round shields are the only ones to do that, the animations are different. You can tell when using yourself a big round shield, the range of motion is larger.


Still not advisable to leave them in shieldwall to fight, but to advance on enemy archers is good enough.
 
I loaded up in the Khergit area.

However, my concern was for Sturgian Lords.

If they lose a battle, do they have to buy horses? If so, lack of horses may ensure they never field cavalry.

Oh I get it now. Well thing is, I doubt that lords need horses to upgrade their cavalry. I can't tell for sure but I have newer seen AI "consuming" horses when upgrading (for example your companions or town garrisons). I am not 100% sure about it thou.

In your tests did you ever see their army composition?

Yes, couple of Sturgian armies that I have noted down while making my observations:

total -cavalry
744 -23
239 -12
510 -13
445 -19

Generally their armies have about 3-5% of cavalry.
 
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In my opinion, sturgian units are good! I like them more than other factions, but we have some simulation issues. Probably fixed already in 1.3 beta

Ah yes. That's something I have noticed for cavalry in general. They tend to aim very low against targets on horseback with their melee attacks (both spears and swords/axes). It's as if devs did not made AI to differentiate between target on foot and on horse and set the "attack height" the same for both.

In tournaments this leads to AI killing lot of horses under you.
 
Ah yes. That's something I have noticed for cavalry in general. They tend to aim very low against targets on horseback with their melee attacks (both spears and swords/axes). It's as if devs did not made AI to differentiate between target on foot and on horse and set the "attack height" the same for both.

In tournaments this leads to AI killing lot of horses under you.
Not horseback only, I dismounted in video, moved straight forward/backward on foot, and just crouched sitting to rest and they used their swords as fans to make me a nice breeze :smile:

I noticed this when my hardened brigands and horse raiders weren't able to cut any of fleeing enemies. Mounted units don't flee, you know...
 
Not horseback only, I dismounted in video, moved straight forward/backward on foot, and just crouched sitting to rest and they used their swords as fans to make me a nice breeze :smile:

Looks like a problem of coordination between movement and attack animation. They move to your left side while trying to attack to their left side. You of course are on their right side.
 
Looks like a problem of coordination between movement and attack animation. They move to your left side while trying to attack to their left side. You of course are on their right side.
Seems that their AI is placeholder as other units AI too. Archers don't know how to shoot at head/legs at all, nailing shields, and you can kill a lot forest bandits in hideouts very easy. At realistic and challenging ofcourse. My shields were like a hedgehogs...
 
| really like the Idea of cutting of the dinar castle off with tyal or cutting the paths behind dinar off so there is still some reason for both sturgia and khuzaits to go to war. Forcing Khuzaits to focus imperials more and forcing Sturgians to focus on Westerners Battanians and Vlandians. At the same time I don't believe this is necessary if Taleworlds would implement snow penalties and snow attrition (which would be especially devastating against grass loving horse armies)

Also @hruza I've looked at you posts and I have to admit. You just flatout deny any disadvantages that the Sturgians have. Even knowing that the only factions bonus not working is enough for you to admit that Sturgians are far off the most disadvantaged nation in the game, you are just so heavily biased against the Sturgians, that discussing this topic with you is just a waste of time.

Getting back to the topic. Perhaps the snowbonus can make a lot of difference. Especially if the snow penalty is huge. (which it should be... I remember travelling by car through Austria and Germany... I was able to go max 30km/h instead of the 140-150 km/h, which would easy make the penalty 80% decrease of speed while in snowy areas. Not to mention going by foot you would need to warm up every few hours otherwise your feet falloff and you just die.

I believe they can rebalance Sturgia without any map redrawings, by introducing snow to the game (actuall working snow, not just visuals) and introducing some snow-based attrition,, which again the Sturgians won't suffer as much as the other nations. For example snow is devastating for most horse armies (Ask napoleon... when he tried visiting Moscow). So for khuzaits or Vlandians attacking Sturgia with big horse armies would be certain suicide and balance out the mechanics quite a bit.

Also as I mentioned before. Horse armies in snowy areas should consume food at 4x the normal rate. Especially if there is no grass to be consumed.. Like in the desert or snow areas.
 
Also @hruza I've looked at you posts and I have to admit. You just flatout deny any disadvantages that the Sturgians have. Even knowing that the only factions bonus not working is enough for you to admit that Sturgians are far off the most disadvantaged nation in the game, you are just so heavily biased against the Sturgians, that discussing this topic with you is just a waste of time.

Sturgians are my favorite faction and I have played most of my games so far as a Sturgian character. Waste of the time is discussing things with people like you who make assumptions about the game without bothering to actually check if it's true or not. None of you showed any data or testing so far to back up your claims. I have posted hard facts. Sturgia have 23 lord parties while Batania have 17. You can complain about Strugia been the weakest faction all day long, but 23 will still be more then 17, no matter how much you gone complain.
 
Sturgians are my favorite faction and I have played most of my games so far as a Sturgian character. Waste of the time is discussing things with people like you who make assumptions about the game without bothering to actually check if it's true or not. None of you showed any data or testing so far to back up your claims. I have posted hard facts. Sturgia have 23 lord parties while Batania have 17. You can complain about Strugia been the weakest faction all day long, but 23 will still be still more then 17, no matter how much your spin.

I've played more than 280+ hours with Sturgia. I've posted multiple post on this forum about sturgians and their troops and mechanics since march 30, with data and screens and you name it, I did it. I've ran multiple tests to make certain problems visible and come up with solutions for Sturgians or the game itself, but I stopped doing that. It would just end up in useless discussions obfuscating the whole point, just like this topic. Now and then, when I encounter something strange or frustrating I come read whether my feelings are shared by others.. If so.. then I'm not the only one experience specific negatives about the game.

For example have been trying for weeks to convince taleworlds to adjust the damn unlogical stats on more than 20-40% of their troops, seems like they did it in last patch, which is nice and gave me some hope they actually do pick up things from the forum. But reading your comments you are not constructive you are just trying to prove your point. which is your holy truth and nothing else. If you played Sturgians as much as you say. then you would know that without HEAVY PLAYER INTERVENTION the Sturgians just die out as the first and in a best case scenario they die out as 2nd (or with Gods help they die out as 3nd nation) within 500 days of gameplay.. MEANING THEY ARE UNBALANCED. there is a whole list of disadvantages when not even looking at the troops. you flatout deny all these points. so what are you even doing in this discussion, except trolling?
 
I've played more than 280+ hours with Sturgia. I've posted multiple post on this forum about sturgians and their troops and mechanics since march 30, with data and screens and you name it, I did it. I've ran multiple tests to make certain problems visible and come up with solutions for Sturgians or the game itself, but I stopped doing that. It would just end up in useless discussions obfuscating the whole point, just like this topic.

Then stop bothering us if you are not interested and you find it useless. Come back if you have something to contribute in to discussion. I have posted my observations from tests and I have posted numbers. You have nothing to prove those numbers wrong, you are only ranting at this point.
 
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If the the penalty itself is 20% then the effective bonus is +5%.
It's actually even less: +4%.
Meanwhile Vlandians upgrade their already bs knight armies 20% faster and Khuzaits get +10% to movement bonus from cav everywhere on the map.
Khuzait cultural trait is the best by far. I'm still trying to figure out if it boosts the speed of mounted infantry (with enough spare speed horses in inventory) as well. If it does, then it might be a little too good, because it's effectivelly giving a permanent +10% to map speed everywhere, while others get +4% and only in some terrains.

I'd like to point out, however, that I don't think Khuzait cultural trait should be tuned down. Other factions' traits should be tuned up instead, as necessary, so all traits can be equally meaningful, not useless.
 
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I think the geography really does play a role, some of the Sturgian fiefs are extremely isolated from their core empire and while the looking at the distance itself it might not look like a lot, its very narrow horizontal nature and the huge amount of natural barriers really do turn into a bit of a painful trek.

Examples, I've stepped foot more times in Revyl as a merchant in my neutral merchant saves than in my Sturgian vassal save, while I actually enjoy the relative isolated wilderness and think its mostly fitting, I think sometimes it does translate in a very slow response by vassals in forming armies, I can't count how many times armies have been started up in Revyl or Sibir, being extremely far away from the frontlines AND from the lords forming up the armies, this along with the very difficult to traverse terrain has made my two Sturgian saves a survival game lol.

Another issue I noted was Nevask or whatever it is, the fief is completely cut off from Sturgia proper, thus being very prone to be taken by Vlandia. It would make sense if naval travel was a thing but, since it isn't and it's a castle, this means its villagers have to travel a HUGE distance to reach Varcheg to trade their goods(though I cant quite confirm how big of a problem this is, do villagers trade in neutrals towns or just in their own faction? do they go trade in Battania if they are neutral? still think its an issue because if Sturgia goes to war with Battania it could be a problem).

Some of these issues I feel also happen in Aserai but I feel to a bit of lesser extent, I've had a save with Khuzaits and traveling and meeting up with armies wasn't anywhere near the same problem.
 
I don't know why,i update to 1.3Beta,and i alter code to make sturgian_shock_troop and sturgian_veteran_warrior fight with other t5(250v250),in particular imperial_legionary .but they can not have a good kd.
before 1.3Beta, sturgian_shock_troop can win all other people,yes ,it is so strong.but after 1.3 they are weak! even they have more greater attribute!
i feel more sad.
why we can't have a strong of infantry faction sturgia like story????
this is weird, probably unintended, or a really bad balancing judgement by whomever is responsible at TW. At any rate, don't play the beta, it's a big mistake, I've learned from experience.
 
I'd like to point out, however, that I don't think Khuzait cultural trait should be tuned down. Other factions' traits should be tuned up instead, as necessary, so all traits can be equally meaningful, not useless.

The Vlandians don't need help with theirs but yes, the fact that the other factions get what amounts to niche, baby-bonuses is annoying.

"Immunity to snow penalties for movement" is where it should start, and only tune down from there if necessary.
 
Yes, Nevyansk and Dnin villagers are going to Varcheg usually.

I just think its a ridiculous amount of distance for villagers to travel, considering this is a Sturgian starting fief and especially because they have to through Battanian land to get there.
 
It's actually even less: +4%.
84 is 5% higher than 80. It's literally 0 at the moment since snow penalty isn't a thing though.

Are there any Sturgian villages that produce horses?
Dnin of Nevyansk castle produces horses. Vlandia also only has a single horse village but at least they get another one at the beginning of the game. Good for them I guess.
 
It's actually even less: +4%.

Khuzait cultural trait is the best by far. I'm still trying to figure out if it boosts the speed of mounted infantry (with enough spare speed horses in inventory) as well. If it does, then it might be a little too good, because it's effectivelly giving a permanent +10% to map speed everywhere, while others get +4% and only in some terrains.
My current game is on 1.30 as Battanian, and when moving in forest I get a movement modifier of "Feats +0.61". ie. its giving me +10% of my total movement speed before the forest penalty when moving in forest.

Regardless, the principle balance point still stands that 10% bonus to movement speed ONLY in Forest is inferior to what is effectively 10% bonus everywhere for Khuzait.
 
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