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Hello! And thank you for taking the time to write this insightful message. I reported all your points to the other devs on Discord, hopefully they'll find some time to read them in the upcoming day. However, from my side, I can already give you some brief answers:
1) You're totally right and we should tweak the number of days required to perform these kind of tasks.
2) I don't exactly get the point in that, this is very common in a lot of other mods. You could simply take it as the village elders being scammy: at the end, if you're at the stage of the game where you're required to beg for village elders to give you volunteers, you might as well be aware that you're an easy target for dishonest folk targeting newcomers like you.
3) Don't get the point of this one either, formations AI are present in every good mod for Warband as of now. To prevent the archers to have footmen in front you just select the archer division and move it in front of your infantry.
4) This is an easy fix, noted.
5) You're not totally wrong on this one, hopefully those kind of quests can be replaced with something more meaningful.
On Number 3, there is more to this. Play a Native/unmodded game. Go into a Pitched Battle with troops. Do the initial F1-F2, F2-F3 keys (not pressed simultaneously, but you press F1 Key then F2, short pause, then press F2 Key and then F3 Key. If you've never done this before, then - welcome to Battle Management 101 in this game. Look left, look right. You have troops "In Line" as historically stated and portrayed. Press F2 then F3 again - they all spread out the line further, etc. But notice, Not One Troop is forward of you. And do this same thing in any Diplomacy-foundation based Mod - all the same, most all the time, no one messes with these default arrangements. In your Mod, now do it. Notice - you don't have a Line. You have a Mess instead, and you get Troops forward of the Main Character who are literally 10-20 paces in front of you that block your line of sight and line of fire (as if they want to get shot in the back of the head). I'm guessing that one of your Modders didn't like the Default setup (I could teach that person a thing or two about how to shift from the Line to a better formation but then we're talking multiple Key Strokes -- all of which are the same combinations of Keys no matter the Native or normally modded Diplomacy game). So you essentially changed from Default so much, that one is actually LESS prepared for the fight that is coming at you, because now the player is forced to rearrange things, especially in early game where you aren't sure of all your various culture's troops and who's a skirmisher and who's a bowman and do I want this one forward or the other one back on the Line -- again, it's a mess, and I'd revert back to Defaults and let the Player decide (not the Modder decide) on how they want to shift from normal game Defaults from that base line formation setup.
1. The entire Party is not participating. In Native game and any Diplomacy-foundational mod, the player's Party participates up to the "Unit Limit" for spawning the fight on-screen. I had the lowest/default setting slider for this mod, which is 100 units in fights. But when my post-training sequence ended and then the fight against "bandits" begins, only my Companions and Main Character were generated into the Village for the fight, and ZERO troops in my Party spawned into the fight. Something is wrong with this picture and needs to be fixed in this mod for Training Peasants missions in terms of the fight that is generated. Another way this is proven out is that upon looking at my Party, none of my Troops in the Party were wounded at all, yet 100% of Companions were wounded (further proving that no normal line troops had spawned for the village fight).
2. The enemy forces should be looked at for both scale and size in relation to Game Day/timing. I did a Train Peasants mission on Day 40 but the "bandits" generated were all heavily armed footsoldiers that easily ran through 25 Peasants and my Main Character and 8x Companions (all thinly outfitted since it's Game Day 40 or so). Don't get rid of the early game "easy bandits" equivalents of the Native game, for at least 30-40 Game days. One thing the Native game Developers were intending - that the Peasants can help tip the scales to win the fight, if you bring enough people. But it's a bit imbalanced if you can't possibly win the fight unless you bring in what would be the equivalent of a Game Day 200 level force with leveled up Companions and 100% of available Party Members (see Point 1 aforementioned) that are in a much higher level, higher quality and heavily armed state.
Otherwise, these Train Peasants missions are pointless meat grinders until Day 150+ in the game.