With death system implemented, we need local notable system improvement

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Lag'ier Barlida

Master Knight
Otherwise there will be fewer and fewer notables to recruit troops.:sad:

I just found one village only has one notable people and realized the problem.

PS: Please implement character export system so we could store our characters for future tests, I had trained more than 30 characters and it had been a pain in the ass to retrain my character for new save. As there are game destoryer problems like this issue I mentioned.
 
Otherwise there will be fewer and fewer notables to recruit troops.:sad:

I just found one village only has one notable people and realized the problem.
I have like 4-5 villages (maybe more) in my game without a single notable :smile:

But I never thought this could be related to the death system, but makes sense.
 
I suspect it has to do with the hidden mechanic of notables simply disappearing when they have no assets and low (under 100) power. Some of the missing notables in my game are too young to have died of old age and even where they are of the right age to start rolling to die, there are way, way too many of them.

With that said, they need to start clustering their ages a bit younger, probably about 25-37 years old, to stop this from being obnoxious.
 
I suspect it has to do with the hidden mechanic of notables simply disappearing when they have no assets and low (under 100) power. Some of the missing notables in my game are too young to have died of old age and even where they are of the right age to start rolling to die, there are way, way too many of them.

With that said, they need to start clustering their ages a bit younger, probably about 25-37 years old, to stop this from being obnoxious.

We need the replenish of new notables, as even you make current notables younger, they will still pass one day.
 
I suspect it has to do with the hidden mechanic of notables simply disappearing when they have no assets and low (under 100) power. Some of the missing notables in my game are too young to have died of old age and even where they are of the right age to start rolling to die, there are way, way too many of them.

With that said, they need to start clustering their ages a bit younger, probably about 25-37 years old, to stop this from being obnoxious.
I've seen a few village notables still around with power around 84-87.
 
I've seen a few village notables still around with power around 84-87.

Yeah, there is RNG involved. Actually, let me just quote the dude, so you know where I'm getting this from:
@Apocal This is actually a mechanic in the game. If a notable falls below 100 power and has 0 caravans, 0 workshops, and 0 properties, they have a small chance to disappear each day. The lower their power goes the greater the chance, so it's not surprising that it would happen more often when the notable power system was broken and their power was tanking.
@MArdA TaleWorlds That's almost definitely caused by notables being disabled as a result of having < 100 power. The power decay from having an unsolved quest/issue is causing rural notables' power to fall below 100 and they're slowly getting disabled over time. Disabled notables never get replaced, so eventually villages are left without any notables to recruit from. You can see that happening in the DailyTickHero and DisableNotable methods in the UrbanCharactersCampaignBehavior class.
 
Yeah, this is definitely caused by disabled notables with < 100 power. For dead notables they already have a replacement system. When a notable dies they get replaced by a relative and all of their relations transfer over seamlessly, so disappearing notables is not caused by death.

The chance for notables to be disabled has been recently lowered too. The equation is now (((100 - Power) / 100) x 2), so a notable with 50 power has a 1% chance of being disabled per day (if they have no caravans, workshops, or property). There is also actually a system that is supposed to spawn new notables each week if there are any that are missing in a settlement, but it's not triggered by the disabling procedure as of right now.

Hopefully that all makes sense.
 
Yeah, this is definitely caused by disabled notables with < 100 power. For dead notables they already have a replacement system. When a notable dies they get replaced by a relative and all of their relations transfer over seamlessly, so disappearing notables is not caused by death.

The chance for notables to be disabled has been recently lowered too. The equation is now (((100 - Power) / 100) x 2), so a notable with 50 power has a 1% chance of being disabled per day (if they have no caravans, workshops, or property). There is also actually a system that is supposed to spawn new notables each week if there are any that are missing in a settlement, but it's not triggered by the disabling procedure as of right now.

Hopefully that all makes sense.

It does, but what it doesn't make sense is why they implemented that methodwithout it triggering the spawn of new notables... I mean its obvious that if you have a deleting system and no add system, there is going to be a point where everything is gone.
I hope they fix that in the next hotfix (if the method is already coded it shouldn't be that hard to make it work and trigger it when a notable gets deleted)
 
It does, but what it doesn't make sense is why they implemented that methodwithout it triggering the spawn of new notables...
The method that disables notables has actually been in the game for a long time (maybe since release), but they've recently changed the way notables' power changes to make it dynamic. It isn't totally balanced yet, which is why you see many powerful notables, many that are < 100, and some that even have negative power. This was not a problem previously because notables' power almost never fell below 100.

I also think the mechanic only affected town notables before (which is why it's in the UrbanCharactersCampaignBehavior class), but something changed to make it affect village notables now as well, which are more susceptible to being disabled because they don't own any workshops, caravans, or property.

But yeah, seems like it was an oversight and hopefully they can get it patched up without much additional effort.
 
Otherwise there will be fewer and fewer notables to recruit troops.:sad:

I just found one village only has one notable people and realized the problem.

PS: Please implement character export system so we could store our characters for future tests, I had trained more than 30 characters and it had been a pain in the ass to retrain my character for new save. As there are game destoryer problems like this issue I mentioned.

You can use the cheat console to level up, add troops, items, cash etc. You don't have to train a character up each time you start a beta.
 
You can use the cheat console to level up, add troops, items, cash etc. You don't have to train a character up each time you start a beta.
Cheat is way different from loading a trained character, M&B wise, however maybe you are right, I can use cheat to "expert" my old character back. :facepalm:
 
general creation system of totalwar three kingdom will be good, instead of finding winderor from citys we can take them from sugest list of our army. adoption system can solve lords death problem
 
Yeah I was wondering why some villages were losing notables. This is ridiculous lol. If a village has less than 2 notables, there should be an opportunity for the game to spawn a new one.
 
0D4C46079E2C5EFBBD3181E9A8C389348B9C0CEA

Yeah, sounds like a nice joke XD
 
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