deuxhero
Arcane
https://forums.taleworlds.com/index.php?threads/custom-servers-beta-test-battle-mode.451095/
Private servers in initial pre-beta testing.
Private servers in initial pre-beta testing.
The game has already surpassed the amount of content and systems of Warband, and more is on the way.
2022 is the year of Bannerlord.
https://forums.taleworlds.com/index.php?threads/custom-servers-beta-test-battle-mode.451095/
Private servers in initial pre-beta testing.
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.