Author Topic: Banner Lord - Captains Mode (Gamescon 2017)  (Read 1102 times)

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Offline HESKEYTIME

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #15 on: August 24, 2017, 01:05:34 PM »
+4
The biggest singleplayer innovations we've seen so far are still in the siege videos imo. Siege engines (catapult, ballistae, rams, rocks and oil), multiple points of access, destructible walls/gates, ladders of death.

If some or most of these get into multiplayer, then it's a whole new game imo. Some of these were individually catered for in a very limited sense in various warband mods, but not all and even the bits that were in Warband mods relied on a lot of "let's pretend we saw some oil there" or "let's pretend we can see the wall crumbling after each shot".

As long as we still have the old game modes I'm all for new ones to try out. And I don't want them to deviate too much from what already worked in Warband, just enhance.
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Offline Leshma

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #16 on: August 25, 2017, 05:02:55 AM »
+1
AI doesn't look better, Mechanics look the same to me and actually a bit worse on the attacks.

You'll find better video game AI in... alternative universe.

Quote
Only improvements I see are graphical. What improvements do you see?

Like every game that came out during last decade.

Offline Xant

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #17 on: August 25, 2017, 10:23:58 AM »
+5
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Offline Drunken_sailor

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #18 on: August 27, 2017, 08:22:57 PM »
+1
They were playing multiplayer combat with bots looks good to me, imagine C-rpg with players each getting a squad to fight with.  Archer spam will be fantastic.
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Offline HESKEYTIME

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #19 on: September 20, 2017, 04:19:14 PM »
+4
https://www.taleworlds.com/en/Games/Bannerlord/Blog/25

Anyone for some hype?

Right now it's just talk, but it's talk with some numbers attached at least. Focal points for me were:
- "Currently our aim for battle sizes on current generation high end gaming CPUs is at 800 characters, at 60FPS."
- "The size of scenes is generally around 4 km square, which is much larger than in Warband"
- "Also, the designers now have access to a scene upgrade level system, (a scene masking system which is used in siege scenes to allow level 1-3 castles to be placed in one scene,)"

Scale and performance increases alone on this scale would blow my mind. Let alone graphical improvements with the new siege features we saw in earlier videos.
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Offline Jona

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #20 on: September 20, 2017, 04:30:05 PM »
+1
- "The size of scenes is generally around 4 km square, which is much larger than in Warband"

Any idea how many km^2 a warband scene would be, for comparison? I can picture almost exactly how large a warband scene is, but all these real world measurements mean nothing to me when talking about a game. You think they'd be ~1 km^2?
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Offline Drunken_sailor

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #21 on: September 20, 2017, 04:37:37 PM »
+3
Hopefully the bigger maps help increase the level of tactical game play and not just make it a bigger pain to hunt down the 5 remaining horse archers. 

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Offline Sagar

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #22 on: September 21, 2017, 02:38:36 PM »
+5
In new devblog they even mention cRPG among other mods for Warband.
http://steamcommunity.com/games/261550/announcements/detail/1464090667824385857
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Offline njames89

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #23 on: September 21, 2017, 02:43:19 PM »
+1
Pretty cool. cRPG should have been offered as paid DLC and supported properly. Could have made a lot of money. Shame the devs and taleworlds never coordinated on that.
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Offline HESKEYTIME

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #24 on: September 21, 2017, 03:04:46 PM »
+3
In new devblog they even mention cRPG among other mods for Warband.
http://steamcommunity.com/games/261550/announcements/detail/1464090667824385857

Cool, was searching their own website for today's update but looks like Steam got it first.

This is huge, just seeing all these variables clearly listed. Just as long as the performance and core combat mechanics (hopefully not changed much from Warband) are decent I don't see how we can go wrong. Everything else looks so easily moddable that even in a worst-case-scenario there'll be a game in here.

Respect that they included the crpg.net site, every other link is to Taleworlds and we know how they are about rogue mods having their own sites xD
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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #25 on: September 21, 2017, 06:39:58 PM »
+2
Quote
38. What modelling/viewing program(s) will or should be used for Bannerlord?
For basic polygonal modelling, our artists use mainly Max, Maya and Blender and we will document work flows for these. We also use a ton of other tools for sculpting, painting textures, viewing etc.
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Offline HESKEYTIME

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #26 on: September 28, 2017, 02:08:09 PM »
+1
https://www.taleworlds.com/en/Games/Bannerlord/Blog/27

Latest blog is interview with their QA Lead. It contains a bit of that balance discussion we all love so much.

Curiously it states that the expected counter to heavy infantry is 'shock infantry' like Falxmen from Battania. If that's true, that sounds very different from Warband since if you sent bots against each other in Warband the best armoured bots nearly always win.
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Offline Paul

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #27 on: October 12, 2017, 09:02:38 AM »
+1
Any idea how many km^2 a warband scene would be, for comparison? I can picture almost exactly how large a warband scene is, but all these real world measurements mean nothing to me when talking about a game. You think they'd be ~1 km^2?

I think at some point we measured riding speed on a courser with 6 riding or so to be about 10m/s. So traveling diagonally from one corner of a flat scene to the other would take almost 5 minutes.

Or might have been 14m/s. My memory is failing me.
« Last Edit: October 12, 2017, 10:27:35 AM by Paul »

Offline Vibe

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #28 on: October 12, 2017, 11:16:46 AM »
+2

Offline Drunken_sailor

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Re: Banner Lord - Captains Mode (Gamescon 2017)
« Reply #29 on: October 12, 2017, 06:14:49 PM »
+2
please no more posts in this thread until MB 2 release date is declared so I can stop getting these unnatural erections.
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