Fedora Master
STOP POSTING
- Joined
- Jun 28, 2017
- Messages
- 32,568
Well, TW isn't working on the game so someone has to.
The way modders autistically hold onto the permissions of their mods is to no one's benefit other than the modder's own ego.
Metro Go ping yourself, faggotSomeone ping me in this thread when the game is finally out of early access and there are sufficient mods to flesh out the depth of kingdom management.
Someone ping me in this thread when the game is finally out of early access and there are sufficient mods to flesh out the depth of kingdom management.
I came back to the game after a while because I wanted to try out the smiting system, made literal tons of gold with that and now I am having lots of fun.
Only real problems I ran into were the game crashing when trying to interact with a village while it was being raided and troops getting a little stuck during large sieges.
The combat's great, just needs balancing. But pretty much everything non-combat is a clear step-down from Warband (and warband was pretty shit with it in the first place!), however, which to me is really mind-boggling, because the overworld part is the EASY part of the game. Most of it only requires some scripting (as proven by modders already porting entire features from Warband)This game has it's issues but I've been coming back to it every few months since the EA dropped and I always enjoy myself.
By bearable I assume that there are no other actually viable sources of income in the game? I can have a few workshops and a few caravans, but how will I pay for garrison wages? I need muh Cataphracts and that's a catafact.I came back to the game after a while because I wanted to try out the smiting system, made literal tons of gold with that and now I am having lots of fun.
Only real problems I ran into were the game crashing when trying to interact with a village while it was being raided and troops getting a little stuck during large sieges.
You found the one exploit that makes the game bearable.
Noice, i see that Butterlord modding is advancing properly.
They aren't doing it to promote someone else's commercial game, they're doing it to see their idea made into reality (and to get a nice ego boost in the process from all the fans of their work). Just like TaleWorlds wouldn't be able to get a LotR license, these guys wouldn't be able to make an actual, full game on their own. The game gives them a platform on which to realize their dream of playing Mountain Blade reskinned into LotR or whatever, where they get to be as autistic as they want. Hell, there's that one mod for CK2 for Japan during the warring states period, that tries to trace the lineage of EVERY goddamn samurai of those times, and of his ancestors, becoming probably the most comprehensive work of genealogy for the period in the world (it has tens of thousands of entries...) – that's some advanced autism that you know would never be humored in a commercially made work.I'm continuously surprised by the amount of work people are willing to put for free into essentially promoting someone else's commercial game; especially with the recent proliferation of accessible game engines and tools. The only mods I've made or would consider making are 1)small, personal tweaks and 2)overhauls based on copyrighted properties, so basically things I could not build my own project around anyway; so a LotR mod, or a Firefly mod; whenever I'm so attached to specific characters or lore that I'm just unwilling to settle for a similar, derivative setting.
I would hesitate calling said part of modding 'exploitative', but I feel like there's some level of naivety one has to have to contribute to such projects, in a sense that, for the company that's made the game you're modding, you're not only a kind of an unpaid promoter, but a rather specific, how to put it, accidental 'black-ops operative'. Let me explain: TaleWorlds could never make an ASoIaF licensed game, or a LotR game, etc., certainly not without additional costs; meanwhile, realistically speaking, there are people who are going to buy Bannerlord on a premise that eventually, someone insignificant enough to get sued by the owners of those properties, is going to put a massive amount of work into creating a Bannerlord module based on them. And this was pretty clear, with, say, Kingdoms of Ardra being announced even before the release of EA version of Bannerlord. And the actual devs dont even lift a finger(beyond releasing the tools that is); the work just gets done.
I obviously respect any kind of drive to create something elaborate and time consuming simply out of passion or enjoyment. That said it seems unproductive and sketchy sometimes.
Indeed, the publisher Hooded Horse started with modding MnB: Warband iirc.You're also dismissing the potential for modding to be used as a springboard into game dev, which is a well-documented practice. Not just in terms of game design or whatever, but also the people creating art assets such as 3D models and textures, scoring music or creating sound effects and even writing when it comes to creating quest mods for something like Skyrim.
It also gives you something for your portfolio, yeah. In my experience of working in IT, unless you're trying to get hired by a big corp, your portfolio matters hell of a lot more than having a degree or whatever. If you're newcomer to the industry and just send your CV, the first thing they're gonna ask you at the interview will be "So, what can you do? And can you show it to us?". Ideally, you'd send a showcase from your portfolio together with your CV, and assets you made for a game mod certainly qualify. In fact, if you're going for a job in game dev, they're probably the best thing you could possibly send, as it means you can not only model shit, but are also used to working with programmers who have certain requirements of you (usually with sockets on the model) for them to be able to actually put it into the game.You're also dismissing the potential for modding to be used as a springboard into game dev, which is a well-documented practice. Not just in terms of game design or whatever, but also the people creating art assets such as 3D models and textures, scoring music or creating sound effects and even writing when it comes to creating quest mods for something like Skyrim.
A portfolio is absolutely the only thing that anyone in gamedev gives a shit about. They need to know what you can do and whether or not you can meet deadlines. The only time that having a qualification really matters is if you're going to emigrate to the US to work for a company there, and not because the company cares, but because Immigration Services are more likely to approve your VISA if you have a qualification.It also gives you something for your portfolio, yeah. In my experience of working in IT, unless you're trying to get hired by a big corp, your portfolio matters hell of a lot more than having a degree or whatever. If you're newcomer to the industry and just send your CV, the first thing they're gonna ask you at the interview will be "So, what can you do? And can you show it to us?". Ideally, you'd send a showcase from your portfolio together with your CV, and assets you made for a game mod certainly qualify. In fact, if you're going for a job in game dev, they're probably the best thing you could possibly send, as it means you can not only model shit, but are also used to working with programmers who have certain requirements of you (usually with sockets on the model) for them to be able to actually put it into the game.You're also dismissing the potential for modding to be used as a springboard into game dev, which is a well-documented practice. Not just in terms of game design or whatever, but also the people creating art assets such as 3D models and textures, scoring music or creating sound effects and even writing when it comes to creating quest mods for something like Skyrim.
I want a net daily profit though. I lose about 4-5k to mostly garrison wages every day and that makes me anxious. I would need about 7 million to not be anxious about losses like that and while that is attainable with smiting and war it is a chore.Even if you don't abuse smithing it's very easy to amass millions just by fighting wars. Typically in early game I'll do the trading thing for awhile and supplement that income with some quests and selling prisoners, that's enough to get you started and you'll be racking up gold in no time at all. You can start buying and selling trade goods from day 1 and easily make thousands and thousands of gold before you even do anything else. It's worth getting trade to 25 for the first perk that marks anything you can sell for profit with green numbers, that way you don't even have to think about it, if you see green, sell. You can still smith without abusing any exploits to make decent profit as well. Once you've chosen a faction to side with just get your workshops set up and start rolling over enemy armies, you'll have more gold than you know what to do with if you just play organically. I never really bother with caravans since they seem to just get destroyed the second a war breaks out, but I've heard letting a companion with decent tactics/scouting skill can help mitigate this. But for me it always gets to a point where I have so much spare cash that I couldn't give less of a shit about losing a workshop or caravan. Winning larger battles can easily get you 50k+ worth of loot to sell.
In my current game I wanted to try a mostly cav army, and I'm running around with like 70 cataphracts and 600k gold saved up and I haven't used any exploits, just playing the game normally. So even if I somehow lose all my fiefs I've got more than enough of a safety net to not have to worry about anything. It's basically impossible to not get rich unless you just lose every battle.
That said, sometimes it's more enjoyable to just craft a few 2h swords and start going to war, if you want to skip all the bullshit and just start conquering the heathens.
Found your problem, next time start with 80k.had about 400k when I started playing today