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Mount and blade warband best archers
Mount and blade warband best archers











mount and blade warband best archers

Speaking of farms, the Khergits being horsefolk get an increased income, morale bonus and cavalry experience bonus from the farms.

mount and blade warband best archers

We saw regions without farming have near 400 farming income so with full farming nearly a thousand, thats been taken down a notch.

mount and blade warband best archers

Thus far I've struggled making that a thing so for now the income is negligible on a grand scale.įarming income was also a thing that is turned down. Castles aren't meant to garner income and in my opinion, should actually cost the player money to maintain. Now we're on the subject of money trade and taxable income from castles has been turned down. I was thinking of giving them other benefits from stables but decided against it since they'd either gain too much money or too much population growth from it. The Nords have gained the port but lost the ability to build stables within castles. They are the only faction capeable of building the t3 port in cities and the only one capeable of building a port in castle regions. Now, ports have been given to the Nords, Rhodoks and Sarranids for construction with the higher income from it to the Nords. No worries, there's no distance to capital issues. Now that I think of it, I'll have to see if disabling moveable capital is a thing. Each capital has been given a royal palace which gives various boosts to the city and is indestructible. It only happens with their castles and thus far I'm not entirely sure what causes it due to the lack of information that comes up in the system.log Once that issue is resolved we can start campaign testing and with that also making the settlements more unique to each nation (they're currently carbon copies '^^).

mount and blade warband best archers

Secondly, which is a more serious issue than the incapabilities of the AI, is that there is a UI issue with the factions designated as northern_european culture (Swadia and Nords) where the game will crash upon clicking their castles as a different nation. So I'm thinking about a script where there can't be any war declarations being thrown out for the first 10 turns (which means putting all the factions back to neutral, though with severely crashing their standings with each other) and hopefully, I don't know if this is capeable, making sure that getting an alliance is simply impossible. For starters, the AI can't really deal with the fact that basically 80-90% of their holdings (all villages) are uninhabited by troops and thus instead of moving in to take the fight to the enemy, they'll occupy various regions first. However, there are few issues we've run into. This basically puts us in a stage where we can test the campaign balance out.













Mount and blade warband best archers