Was building new castles not a thing?

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I just pointed out that huge tower / castle in the middle of a village didn't look natural .. maybe I'm wrong, maybe villages where you live are full of castles ? The game was designed so actual nearby castles and towns are suppose to protect the villages. LACK of patrols generally means these villages aren't protected, as forces are off elsewhere. We need patrols, not castles everywhere.

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I just pointed out that huge tower / castle in the middle of a village didn't look natural .. maybe I'm wrong, maybe villages where you live are full of castles ? The game was designed so actual nearby castles and towns are suppose to protect the villages. LACK of patrols generally means these villages aren't protected, as forces are off elsewhere. We need patrols, not castles everywhere.

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With all due respect, I don't think you understand what this demo is trying to do by reviving the old version of village upgrades from Taleworlds (mexxico's idea).
Taleworlds 2015 demo​
Bloc's demo​
Gjv4mt9.jpeg
5M2Uehn.jpeg
y6Owl.jpg
VjvK7.jpg
nSaUb.jpg

Apart from being able to build a tower as a military watchtower where you can increase the number of militia and security against raids, in Bloc's version you can actually build a watchtower very much in line with what we had in warband (messenger post + watcht tower) but applied physically both in the in-mission scene and in the campaign map as well.

Regarding the patrols issue, the best comment I agree with 100% is this one which add a set of improvements/ideas to aplly for Castles due the little importance that Taleworlds is giving to castles (castles as a pure settlement). I think that this + the application of Bloc's demo, would increase the playable experience.

Castles should do at least some of the following:
Reduce the wages of the garrisons in them by default.
Train the troops inside them much faster.
Allow you to recruit noble troops from them.
Automatically recruit troops to fill the garrison from the surrounding villages.
Automatically send out troops to defend nearby villages from raids or aid nearby armies in battle.
Send out small patrols to wipe out any bandits.
Serve as a hideout for smaller armies and parties fleeing from bigger ones.
 
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The game was designed so actual nearby castles and towns are suppose to protect the villages
Yeah well the design is bollocks.
Apart from being able to build a tower as a military watchtower where you can increase the number of militia and security against raids, in Bloc's version you can actually build a watchtower very much in line with what we had in warband (messenger post + watcht tower) but applied physically both in the in-mission scene and in the campaign map as well.
That behemoth of a Flakturm towering over the village of barely a dozen wooden huts standing in the middle of a field still looks comically out of place. At that point it might as well be a stone mott & bailey keep or militia headquarters and that's in a wealthier village because of the stonework needed on that thing. Why insist on recreating the same ridiculousness when you could simply make a tower of wood that serves it function of reconnaissance just as well or a tall but lean stone tower if you're so hung up on making it stone.
 
Yeah well the design is bollocks.

That behemoth of a Flakturm towering over the village of barely a dozen wooden huts standing in the middle of a field still looks comically out of place. At that point it might as well be a stone mott & bailey keep or militia headquarters and that's in a wealthier village because of the stonework needed on that thing. Why insist on recreating the same ridiculousness when you could simply make a tower of wood that serves it function of reconnaissance just as well or a tall but lean stone tower if you're so hung up on making it stone.
As far as I understand it, the placement of these in-mission props is defined by code in a more or less random way (cardinal points position variable), not manually and made up by the scene editor. The interesting thing here in this demo are the effects and how the player interferes with them through this project manager.

And those structures/props you're talking about exist in the game with their corresponding miniatures (rescalable if necessary) and culture-sensitive or would you have to create them from scratch? ... I say this because if it's the second way, I'm sure Bloc will be grateful for your help with those 3d models... but for the moment I think he'll be happy with the native ones :iamamoron:.
 
As far as I understand it, the placement of these in-mission props is defined by code in a more or less random way (cardinal points position variable), not manually and made up by the scene editor. The interesting thing here in this demo are the effects and how the player interferes with them through this project manager.

And those structures/props you're talking about exist in the game with their corresponding miniatures (rescalable if necessary) and culture-sensitive or would you have to create them from scratch? ... I say this because if it's the second way, I'm sure Bloc will be grateful for your help with those 3d models... but for the moment I think he'll be happy with the native ones :iamamoron:.
That's great. My gripe is with the flak tower, not the mod, or the original idea by mexxico, itself.
 
Imagine if Bloc went a step further and completely axed the warband like castle system in favor of the original Mexxico's version for bannerlord making them fully buildable on villages and only keeping cities and villages that could be fortified with a castle on the campaign map :party:
 
With all due respect, I don't think you understand what this demo is trying to do by reviving the old version of village upgrades from Taleworlds (mexxico's idea).
Taleworlds 2015 demo​
Bloc's demo​
Gjv4mt9.jpeg
5M2Uehn.jpeg
y6Owl.jpg
VjvK7.jpg
nSaUb.jpg

Apart from being able to build a tower as a military watchtower where you can increase the number of militia and security against raids, in Bloc's version you can actually build a watchtower very much in line with what we had in warband (messenger post + watcht tower) but applied physically both in the in-mission scene and in the campaign map as well.

Regarding the patrols issue, the best comment I agree with 100% is this one which add a set of improvements/ideas to aplly for Castles due the little importance that Taleworlds is giving to castles (castles as a pure settlement). I think that this + the application of Bloc's demo, would increase the playable experience.

I'm 60, my eyes can only concentrate for about 10 seconds before they say "..I've had enough .. blurry time! ." then my brain says " .. I'm with you eyes! "

But having this fortified villages as a Mod is best idea, gamers can try it and remove it if they want. Lets get this game officially released ASAP then the modders can takeover and MASSIVELY improve this game ..

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As far as I can remember, they said that with the upgradable castle mechnics, AI lords will all upgrade their villages to castles for defense and left no city/village for economic prosperity at some point, therefore they decided to remove this feature.
On my opinion, that is nonsense. Based on the game experience, winner of war will keep winning and there is no way to stop the snowballing. All the political/ecomics mechnics that may somehow slow progress of war and conquering remains unimplemented by now. Then it is pretty reasonable to upgrade all village to castle for defense, the AI is behaving in a proper way.
 
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