Zariusz
Liturgist
Fuck, this music is so good
Question for the group...
Let's say you felt so disgusted by the abject failure that is Bannerlord, that you decided to say fuck it and make your own Mount & Blade style game. What type of features would you include to differentiate your game from M&B, so that it doesn't come off as a low-budget clone?
Assume that at a minimum, you will be aiming for good combat, and prioritizing the game's simulation aspects so that the AI is competent instead of blatantly retarded, and the world feels believable instead of shallow and superficial.
What else would you try for? Here are a few I thought of.
- Design systems that allow you to expand your power by means other than just battle. Maybe you are great with money and can buy your way to the top. Or a schemer who attacks your rivals with propaganda, assassination, fraud, etc. Or a charismatic cult leader type who gets people to believe you are a messiah. Etc etc etc.
- Add castlebuilding and other cool features that Bannerlord doesn't have.
- Choose a setting that's different than M&B's faux-medieval one. This could draw on other real-life cultures, or even be a fantasy world with other races.
- Pick an art style that's more stylized and abstract compared to M&B's simulationist aesthetic.
- Add magic so that some characters can throw fireballs and stuff.
- Create different origin stories that affect who your allies and enemies are when you start the game.
- Create an end state goal that depends on fighting off an invasion. You aren't just trying to unify the kingdom so you can rule it -- someone has to pull everyone together or you'll all be killed.
Not saying any of these ideas are good or bad... they're just ideas. Thoughts?
I'd add actual borders between nations and make the countryside a thing, rather than have lone villages isolated by wasteland, which you could improve if it's part of your holdings. Might be mostly cosmetic, but it always bugged me
Tzarevgrad Tarnov is famously two forts on two adjacent hills on the two sides of a river: one for the nobility, one for the clergy.
Also raised villages should have a chance of stop existing and you need to make a new one.In medieval times the borders were not a line crossing across the land like today. When certain province ends was often more of an informal consensus than a clear line. Also small border skirmishes were commonplace even in the times of peace.
You should add village building and economy management. I want to set up new villages and build roads inbetween.
Heh that's also a way you can take the game. " O powerful knight-sama, filthy Swabians had razed our village, only you can help to repopulate it!"Also raised villages should have a chance of stop existing and you need to make a new ones.In medieval times the borders were not a line crossing across the land like today. When certain province ends was often more of an informal consensus than a clear line. Also small border skirmishes were commonplace even in the times of peace.
You should add village building and economy management. I want to set up new villages and build roads inbetween.
Also the crazy amount of recruits in short times need to go. The grind in M&B is crazy due to how humans reproduce and train like some mutant rabbits.
Question for the group...
Let's say you felt so disgusted by the abject failure that is Bannerlord, that you decided to say fuck it and make your own Mount & Blade style game. What type of features would you include to differentiate your game from M&B, so that it doesn't come off as a low-budget clone?
Assume that at a minimum, you will be aiming for good combat, and prioritizing the game's simulation aspects so that the AI is competent instead of blatantly retarded, and the world feels believable instead of shallow and superficial.
What else would you try for? Here are a few I thought of.
- Design systems that allow you to expand your power by means other than just battle. Maybe you are great with money and can buy your way to the top. Or a schemer who attacks your rivals with propaganda, assassination, fraud, etc. Or a charismatic cult leader type who gets people to believe you are a messiah. Etc etc etc.
- Add castlebuilding and other cool features that Bannerlord doesn't have.
- Choose a setting that's different than M&B's faux-medieval one. This could draw on other real-life cultures, or even be a fantasy world with other races.
- Pick an art style that's more stylized and abstract compared to M&B's simulationist aesthetic.
- Add magic so that some characters can throw fireballs and stuff.
- Create different origin stories that affect who your allies and enemies are when you start the game.
- Create an end state goal that depends on fighting off an invasion. You aren't just trying to unify the kingdom so you can rule it -- someone has to pull everyone together or you'll all be killed.
Not saying any of these ideas are good or bad... they're just ideas. Thoughts?
This looks more like Battlezone than M&B.
Feudal Japan mod that has a lot of screenshots published. Kingdoms of Arda, a lord of the rings mod. If not Arda there will be a Lotr mod.Any good total conversion mods in the horizon?
Hard to say if it'll even get made in the end, but I think their strategy layer looks more WARNO/Eugen Systems wargame inspired, personally. I think the M&B comparisons come from stuff like this:This looks more like Battlezone than M&B.
Feudal japan looks nice i will look forward to thatFeudal Japan mod that has a lot of screenshots published. Kingdoms of Arda, a lord of the rings mod. If not Arda there will be a Lotr mod.Any good total conversion mods in the horizon?
Fuck, this music is so good
In medieval times the borders were not a line crossing across the land like today. When certain province ends was often more of an informal consensus than a clear line. Also small border skirmishes were commonplace even in the times of peace.
You should add village building and economy management. I want to set up new villages and build roads inbetween.
I believe that developing the village and seeing it's AI people do little AI people things is a reward in itself.In medieval times the borders were not a line crossing across the land like today. When certain province ends was often more of an informal consensus than a clear line. Also small border skirmishes were commonplace even in the times of peace.
You should add village building and economy management. I want to set up new villages and build roads inbetween.
What do you think the purpose of a village should be in-game? I think they should be a source of:
(a) money
(b) resources (i.e. food, wood, iron, etc) and
(c) conscripts for the army
My thought is that instead of it just being a free-for-all where anyone can recruit soldiers from anywhere, the ability to conscript troops from a fief should be the sole right of that fief's owner. So the army would be structured like this.
The difference being that the levies actually outnumber the warriors by a dozen-to-one or whatever. So once you become a vassal, you immediately feel a huge increase in your power, because you now have access to hundreds more troops.
In medieval times the borders were not a line crossing across the land like today. When certain province ends was often more of an informal consensus than a clear line. Also small border skirmishes were commonplace even in the times of peace.
You should add village building and economy management. I want to set up new villages and build roads inbetween.
What do you think the purpose of a village should be in-game? I think they should be a source of:
(a) money
(b) resources (i.e. food, wood, iron, etc) and
(c) conscripts for the army
My thought is that instead of it just being a free-for-all where anyone can recruit soldiers from anywhere, the ability to conscript troops from a fief should be the sole right of that fief's owner. So the army would be structured like this.
The difference being that the levies actually outnumber the warriors by a dozen-to-one or whatever. So once you become a vassal, you immediately feel a huge increase in your power, because you now have access to hundreds more troops.
Mount and Blade FortniteMake a game that focuses heavily on logistics, like Cesar campaigns. Let the player win by building many kilometers long walls across the battlefield. See that walled city? Build a wall around it, so the defenders can't sally out at night. Then build a wall around yourself, so none can attack you when you besiege the enemy.
You could rather than have solders know you commands telepathically have couriers you send across the battlefield.
Not sure what you're talking about here. The original Mount & Blade had villages that spawned peasant parties and recruits from a pretty early Early Access version.
Anyways, the original reason for including villages in M&B Warband was the Battle for Sicily mod for the original game (that dude ended up joining the dev team as a designer). In the mod, logistics and specifically food were a much bigger thing and villages were there to help simulate an aspect of supply lines more or less. Big parties would set out to siege a castle let's say, they'd break some troops off into a separate foraging party to raid the local villages to keep the siege going for longer, but the longer the siege went on, the further out they'd need to go for untouched villages and the more vulnerable they'd be to the enemy parties catching them and killing them. If the forager parties got taken out, the big siege army would eventually start running out of food and then be forced to break off the siege and go home.
It was a way to have indirect warfare, lead the enemy into ambushes, whittle away at them over time, etc and break up the 400 guys vs 400 guys battles that characterized the game before.
It was incorporated into the main game as more of a generic thing though (lords and the player can recruit from villages, villages supply towns with goods, you can trade with them for goods, etc) and the logistical aspect was lost, forager parties never became a thing and AI armies only take troops numbers and not food/supplies into account when making decisions.
For you ?Thinking of trying this one out. Best mods for first playthrough?