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报告翻译问题
If you don't want to mess with that part of the game you can get Improved Garrisons that lets you make patrols that run around and clear looters and stuff.
And yeah, its nice to level up low tier troops, but its a pain when it comes to secure the little villages ^^
While this is how it works right now, this is likely a bug. I read developer's posts suggesting to go after hideouts to control bandits and looters. In my experience this does nothing. You can however, send out your companions to roam, they do attack bandits.
One of the problems with hideouts is that any bandit groups that had a job to go to a hideout that was just destroyed will respawn that hideout. That was supposed to be fixed in a past patch. BUT, even if it was fixed, the respawn rate and the density of hideouts is just... bad. Every single spawn location for a hideout will spawn a hideout regardless of how many hideouts are currently spawned. That just can't be what's intended.
Companion armies will also do extremely stupid things... At least when I last tried the mechanic. The lack of any useful order set to give them other than "Join Army" makes them fairly useless.
(I know it's kind of a rant. But... it is a rant. :) Just had to give it a voice.)
But otherwhise I agree, it should be good to have some option for reduce the number of brigand (or cretaed guard), especially next to your fief.
I think that is truly TW's intent behind the mechanic as well as to introduce the player to an early-game "threat" of combat that they've got to face. After all, the player can't just start learning about the game's combat by attacking a King's army.
But, the effect on the rest of the game is telling - The intended game element is unbalanced.
Faction/Campaign Map AI can't handle the hordes of bandits that are capable of accumulating right now. In certain regions, Lords can't survive for very long. Patrolling Lords are basically just free experience points for accumulated bandit groups."Infested" is a conservative term when it comes to describing certain regions where the geography of the map naturally forces bandits to accumulate.
It's not so very terrible for the early-mid-game player onward. But, it remains problematic for certain regions and certain group types (farmers, mostly, and small patrolling Lords) and towns/factions throughout the game.
If Towns had "Patrols" it might help and may be a "lightweight" solution to the problem that doesn't require a ton of balancing work or tricky pitfalls. If they had a suitable "leash" then they wouldn't range far. And, if they were mounted units, like a "Mounted Sheriff" unit from PoP (Or whatever it was called) then they could be of a size that could still catch small bandit groups in the area, yet still be strong enough to survive when they did. :) And, they'd be weak enough to get overwhelmed, too.
Base their respawn on town prosperity or some Lord attribute/improvement and it may "balance" out a bit - The player would be safer near prosperous towns, but would find increasing danger the further out they ventured past that town's patrol range.