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Those don't look like "Plains" to me.

So, I end up loading into a fight after reading the Auto Resolve where it says that the battle location takes place in the "Plains" as well as looking visually at where im located on the map with not a single tree in sight around me, and then i get a marsh surrounded by trees. Begs another question, if I would have auto resolved, would it have auto'd on that map I loaded into or would it have auto'd with a Plains modifier to cavalry/horse archer troops? submitted by /u/tjburke93123 [link] [comments]

Despite their recent efforts to fix sieges, there is still a long way to go here. Dont give up!

There is not a single strategy game today in which sieges are fun. It takes a lot of work to make this possible. In bannerlord, i can see the majority of development time going into sieges. It wouldn't surprise me if sieges alone set back the release date of bannerlord an addition 3 years. It hasn't been done yet, by any developer.

We're talking several sets of AI working in conjunction with siege equipment, destructible environments, and various "tactical" triggers. Like knowing when its a good idea to use the window in an arrow tower rather than the roof. Or when to hold firm at the front gate versus chasing a nearby threat. This, among hundreds of other AI tweaks are what make sieges fun. I hope to see the AI take advantage of the rocks above the front gate as well.

The team even took it to another level and set out to make this formula work on different architecture. When it would have been totes easier to simply copy and paste castle layouts with a different set of paint like any other developer would do.

But whats here is going to be something fun, rather than the chore it was in warband, or any other 4x strategy game with siege components (they all suck).

At the moment, the major issues are as follows

  1. CPU usage is ungodly high (i7-7700k), i think this is due to conflicting AI triggers because once the last troop on one side dies, my FPS shoots from 30 to 150
  2. Some triggers don't work consistently, and cause troops to sit idle when they should be attacking. This is a complicated issue and i see the team is working on the underlying mesh issues.
  3. Attacking player needs some love. We're not currently in control of enough of whats going on to make a difference.
  4. Shield wall formation at the gate needs to be revised so that the troops are blocking the entire entrance. Currently its possible to walk around the troops guarding the gate and go wherever i please


Submitted November 28, 2020 at 09:59PM by GreatWork123 https://ift.tt/3o5trA3

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