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Age Of Bannerlords - Development Update II - RTS Mod

Second development update on Age of Bannerlords. A short one - since I don't have free time lately, I was able to work on it this weekend only, but hope you guys enjoy it. -- Hey, I finally opened Patreon! Check it out if you want to support me https://www.patreon.com/bloctheworker If you guys are using Brave browser, you can also tip me from main channel page -- Notes: - Bannerman: A new troop that boosts armor and damage for units that are around. Only recruitable from Castle when on Era II - Upgrades: Now you can utilize blacksmith to increase strength of your armies. You can buy armor upgrade or weapon upgrade which will give 20% boost to all soldiers upon unlocking the advancement. - RTS-like Camera: I know some people complained about the camera being too fluid/Bannerlord like, so I added a fixed RTS camera for easier control over the map. You can now switch back and forth with "B" - RTS camera is faster and can be controlled with WASD, you can also scroll in and out with mouse wheel. Background Songs: Cinematic Epic [Trailer Music] by MokkaMusic / Dune https://youtu.be/qpiU82QFYAY Epic Battle [Epic Music] by MokkaMusic / Rome Battle https://youtu.be/xw6pOeDmCeY

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Research Email

I had an idea which is probably quite a big project to be honest, it would be cool if one of your units could either build (or allow access for another unit to build) a type of "settlement" where it comes with a wooden pallisade prebuilt around a type of town centre. From there you can build other buildings within the walls. If you have ever played Battle for Middle Earth 1 (not 2) you will see what I mean. In that game you start with the walls prebuilt but my idea would be that if you have a map with resources in different locations you might want to build a small settlement near a resource point that comes with the palisade already up in a circular village. So you build your main base, and then set up one or two villages with ready made palisade in other areas of the map.

Bloc

I understand where you are coming from but that's not practical in AoBL setting. First, walls/pallisades are purely cosmetic at the moment. Because of engine limitations I had to remove colliders and walls become useless. I'm trying to think a useable way for those but I'm not sure how to tackle that yet. And "resources in different locations" this is not a thing in AoBL because I'm trying to make it's map-making process as easy as possible. Plus, AI would need complete overhaul if I change this logic. Current version is following more similar structure to non-aoe games ( I think Stronghold had similar system )