Skidrow knights of honor 28/31/2023 ![]() ![]() I like that non-marshals have less unit slots, but 8 slots are so few in terms of solidifying battlelines for your armies. In combat: Why the hell does everyone have elite cavalry? Even the peasant rebel armies, and smallest undefended cities (with no generals)Īllow moving around building in a city to organize them as you like.Īllow more knights? Or make it as a setting.īigger armies. It’s not intuitive where units can ’stand’ It doesnt even seem to speed up the loss of garrison or resilience. Out of supplies doesn’t cause ”instant” surrender. I get the decrease when you go to war, but hey, they declared on me. Not being able to influence the class of the next kingĬrown authority loss when papal state DoW you. In extension to that: having several provinces randomly rebel when your king dies with no prince heir. Getting 4 daughters with no way of influencing getting just 1 prince. Some of the chance-based events in the game just feels bad: ( or at least make it an option in settings. Plz automatic pause when coming into the campaign screen as well as combat screen. Is anybody else experiencing similar issues?Īfter logging in about 100 hours, with a half finished Denmark campaign 1110 AD, and a "advantages" win in a England campaign 1110 AD, here are some of the issues and QoL i think are at least debatable: This sort of thing has been happening to me so often in so many games I wonder if there is an underlying problem with the chance event predictor success rate. It took four tries at a chance of 85% success before he was able to adopt the population. Later in the same game, I had a cleric try to adopt population. 14 isn't a massive sample size, but 1 of 14 seems odd. Statistically, with those odds about 10 should have taken the bribe. ![]() Of those 14 I bribed, only 1 took the bribe. Each rebel had between a 65% chance and 72% chance of successfully being bribed. It's almost like they go out of their way to be within range of enemy archers.Īlso, last game I had a whopping 14 rebels captured. ![]() I usually solve this by shift+click to set waypoints, but it's annoying and puzzling.Īlso, armies will also needless path within range of an enemy town or castle, when the most direct route to where I've ordered them is not even closer to the enemy town or castle. Does anybody have insight on how armies choose to path? My armies will regularly take a long route to a location when there is an obviously closer route through mountains, for example. ![]()
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