Mount & Blade: Warband
Lords of Calradia
Bugs & Suggestions
Suggestions


  • Stop Lords from changing factions, or at least allow it to be possible somewhere in settings.
  • Allow villages to have garrisons? As well as villages to be able to be taken separately from a town (only if there is a nearly castle or town)
  • I'd like to see some sort of marriage with claimants, making them useful per say to possibly be able to take over a faction instead of having to create on. Like I'd love to be 'King of Swadia'
  • I'd love to see more stuff with the king and his family, maybe being able to marry their children and possibly have an event where you have a chance to kill the king and become the new king - either the king dies or he declares war on you.
  • Also on top of that, the spouses should have the co-existing titles (baroness, countess, duchess, queen & empress).
  • Perhaps allow a custom tree for player made kingdoms for more uniqueness?
  • Generally more missions, poems & the like, give me spice. I'm happy to help script some in, add me if you're interested.
  • When a pretender takes control you can also reinstate the former monarch.
  • You can marry companions that have been knighted.
  • Formal unions of kingdoms. (if a kingdom is considerably weakened the king will swear vassalage to a larger force in exchange for protection)
  • You can have a daughter with your wife so you can marry her with a lord and improve relations with him.
  • Kings have crowns when inside a town/castle - maybe even the possibility of adding armour with crowns on such.
  • Would be cool if like bannerlord you can have armour outfit & passive clothing outfit - and allow the buying of clothing. Maybe make some clothing of the lords a bit better too.
  • At a feast you can poison a lord, which will incapacitate him for a while. this can be a quest.





    I think it would be cool if you have a title given to you for what you own. So:-
    • Owns nothing - not a noble (without banner) - Captain Kyle Beachamp
    • Owns nothing but is a vassal or a noble without tied to a kingdom - Lord Kyle Beachamp
    • Owns a village - Baron Kyle Beachamp
    • Owns a castle - Count Kyle Beachamp
    • Owns a town - Duke Kyle Beachamp
    • Has their own kingdom - King Kyle Beachamp
    • Owns all of Calradia - Emperor Kyle Beachamp (or perhaps a certain amount of land, like half of calradia)




    Bugs

    • Something I've seen is that newly weds get the title of countess but already existing wives don't.
    • The bandit issue needs sorting ASAP - literally only a couple hours in and you can see groups of 40-50 bandits, and they sometimes roam around in 2 or 3 parties so you could potentially face anything from 50-200 bandits, and it is well, stressful.
    • Sometimes castle and town sieges are locked into 'taking the castle' where a spam of text keeps displaying that 'X kingdom has taken X castle from X kingdom' - the spam can go on for anywhere from 5 - 30 minutes. The castle has no garrison when the kingdom takes such - it just gets stuck with the said fief transferring into the besieging kingdom.
    • You don't gain right to rule when you make peace with a kingdom.
    • Mercenaries don't run off to fight random bandits, that gets annoying fast.
    • Changing of the court is bugged - just doesn't allow it to happen, just says you don't have the required materials.
Последно редактиран от Captain Obvious; 2 апр. 2019 в 10:46
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Показване на 76-90 от 315 коментара
@Vlad I have no idea what you mean by osp, I jsut think music from Hans Zimmer or Two Steps From Hell or Mark Petrie sounds a lot better than the Native Music. Kingdom of Heaven soundtrack has some good music pieces as well! Don't get mad at me @Captain Obvious lol.
Strawman  [разработчик] 26 авг. 2018 в 18:59 
Open source project, so I can use it legally.
@Vlad hmmm not too sure about that... I know there are copyright laws on youtube for using the artist's music without their permission. But im not too sure if those rules apply if its in a mod.
Bug:

- Just fought a enemy caravan, I am also marshall in the game so ended up with like 400+ vs 7 and after fight didnt get anything. I have been getting mixed loot. some fights it works correctly and others i receive nothing even with lvl 5 looting. has to be a bug
Първоначално публикувано от Hypaspistai:
@Vlad hmmm not too sure about that... I know there are copyright laws on youtube for using the artist's music without their permission. But im not too sure if those rules apply if its in a mod.
it's still applied to some extent. but as much as i know if u do some changes to it, u could still use it, regardless, u could alwys sent email and ask to use it for the mod.even tho u not getting paid for the mod, u still publicly putting it out there
Another bug: Every time I raid and plunder a village I just get denars and a ♥♥♥♥ ton of Butter. Like 30-40 things of butter. Thats it...
I just gave the mod a quick test. The recruitment system is interesting. However I am not a fan of having 5 or 6 different troop trees depending on if you do or do not own a village or castle or whatever. My idea of the recruitment system was more along the lines of the lance system in 1257ad. Where by each lance consists of 9 men and regenerates every week, when you disband the lance the lance returns to its initial village with all the troops that were upgraded. However you can only recruit them from places you own. The consistency of the lance is when first recruited is 9 low tier units, 5 infantry, 3 ranged and 1 cav. The fact that you could only get more each week, meant you had to be careful with how you used your menu, and if you had no holdings mercenaries from towns would be very cheap to use. But when you become a lord, they become incredibly expensive. My idea was also to have the lance system act as an economic system as well, so when at war you don't pay as much for your troops but the amount of money from your village decreases as there are less workers tending the fields.

In 1257ad however, you can't recruit troops in castles or towns as lances (from what I remember). So I propose that in towns, a similar lance recruitment system is used, however as towns are larger and have a greater population which is generally more wealthy, you can recruit medium tier units with the same ratio as mentioned above, also with economic consequences though not as severe, whilst having a generally higher regen rate of troops as there are more people. In castles there would be a lance system for high tier troops, however these would regen slowly and be more expensive. They however would not impact the low income generated by castles as castles don't really produce money from soldiers, they would act as training hubs and strongholds for high tier units.

This is just a suggestion. I don't mind the current system, but I prefer the idea that you don't know exactly what kind of melee units you might get in a lance. Or limited availability of cav forcing you to think carefully about how you fight. It also forces you to value your troops more, focusing on keeping them alive so they can be upgraded and re-recruited later, but also to be disbanded during peace to increase your monetary gain.
Strawman  [разработчик] 27 авг. 2018 в 5:45 
@barry the butter thing is an issue with diplomacy Ill try and fix it though.
Strawman  [разработчик] 27 авг. 2018 в 5:49 
@scott I hear ya, Im adding a total or base population. With the next update. So levies will be drawn from it. Losing troops will have more of an economic impact on the fief. The other stuff will remain about the same though, hopefully I can find a good balance.
Първоначално публикувано от Scottx125:
I just gave the mod a quick test. The recruitment system is interesting. However I am not a fan of having 5 or 6 different troop trees depending on if you do or do not own a village or castle or whatever. My idea of the recruitment system was more along the lines of the lance system in 1257ad. Where by each lance consists of 9 men and regenerates every week, when you disband the lance the lance returns to its initial village with all the troops that were upgraded. However you can only recruit them from places you own. The consistency of the lance is when first recruited is 9 low tier units, 5 infantry, 3 ranged and 1 cav. The fact that you could only get more each week, meant you had to be careful with how you used your menu, and if you had no holdings mercenaries from towns would be very cheap to use. But when you become a lord, they become incredibly expensive. My idea was also to have the lance system act as an economic system as well, so when at war you don't pay as much for your troops but the amount of money from your village decreases as there are less workers tending the fields.

In 1257ad however, you can't recruit troops in castles or towns as lances (from what I remember). So I propose that in towns, a similar lance recruitment system is used, however as towns are larger and have a greater population which is generally more wealthy, you can recruit medium tier units with the same ratio as mentioned above, also with economic consequences though not as severe, whilst having a generally higher regen rate of troops as there are more people. In castles there would be a lance system for high tier troops, however these would regen slowly and be more expensive. They however would not impact the low income generated by castles as castles don't really produce money from soldiers, they would act as training hubs and strongholds for high tier units.

This is just a suggestion. I don't mind the current system, but I prefer the idea that you don't know exactly what kind of melee units you might get in a lance. Or limited availability of cav forcing you to think carefully about how you fight. It also forces you to value your troops more, focusing on keeping them alive so they can be upgraded and re-recruited later, but also to be disbanded during peace to increase your monetary gain.


i love the Lance system.

also think that the old rome mod way of doing companions and sieages is awsome if u have time to look at it
Hey I found what I believe to be a bug, I attacked and took Culmarr Castle from the Rhodoks without any problem by breaking down the gate, but when the ai came to retake the castle from me they appeared to be unable to break the gate due to the ai not even advancing any troops. The battle then becomes a stalemate due to you being unable to break the gate down as well. I've let them attack me two times with the same result (only won defending sieges with cheats)
Strawman  [разработчик] 30 авг. 2018 в 5:57 
@cmd this bug will be fixed, thanks
every time i try to speak to einar through the party it crashes the game.
Strawman  [разработчик] 30 авг. 2018 в 15:40 
Is Einar your kid? Is anyone else having this error?
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