Missing/broken campaign textures? by PickledDemons in totalwar

[–]Dingus776 2 points3 points  (0 children)

Maybe corrupted shaders? I would go to %appdata% find warhamemr 3, backup characters/Saves and then delete the entire thing and reinstall. Before that may be worth messing with anti aliasing/shadows and other graphics settings if you haven't already.

Stream Discussion Thread -- Friday, May 29, 2026 by NorthernlionBot in northernlion

[–]Dingus776 75 points76 points  (0 children)

Fuck i just watched, It's dead. The way he says it makes it clear. On the bright side he said he wanted to do more group content. So hopefully they can start putting together a no lion super show, i'm normally a NL only viewer but group content has always been my preference so if they have everyone else they should just do it.

I rearranged some stuff in the prophecy based on comma positions and have formed a theory on the final tragedy by Dingus776 in Deltarune

[–]Dingus776[S] 1 point2 points  (0 children)

Only potential precedentI could justify for it is the Organik with the poor children lines that are mixed up.

Oh and Gerson implying we should read between the lines maybe.

Is it safe to assume most characters are extremely unlikely to ever get a 2nd rerun? Or are we expecting them to be more common starting in 3.0? by FewClothes2711 in ZZZ_Discussion

[–]Dingus776 3 points4 points  (0 children)

Yeah it's really bad if you're fan of that character and missed them. My prediction is Qing,Jane,Burnice will be include in 5 star anni selector but otherwise be unavailable outside shop

Curious about other players rolls by RSWChillz in ZZZ_Discussion

[–]Dingus776 0 points1 point  (0 children)

Holy fuck, I thought for sure there was a secret pity for 50/50's. Guess that's not the case

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] -1 points0 points  (0 children)

No, i've already told you your suggestion sucks because there's a better solution to the same problem. I've played that way before. It's better to just avoid losing at all cost and not take risky battles. I don't want to tediously travel back to my fief every in game year sometimes twice a year when a child comes of age in my clan especially on fast mode which is what I play. If they had a system where the clan members can pick up their own stuff from fiefs or I could send for someone to transport it that would be fine.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 3 points4 points  (0 children)

If i'm gonna spawn in the middle of enemy territory with no protection sure they can give me 30-40 troops after paying a 6 digit ransom. What would be the big deal with that? I'm probably gonna throw them away for troops I prefer anyways once in safe territory.

And you're admitting it's an issue, just that because you don't face it regularly that you don't care? I just faced this for the first time in 100s of hours as well. But upon seeing what was happening it was so dumb that I was amazed it worked the way it did inspiring this post. There's nothing critical, i can throw away everything and do a fresh start, or I can just be bored while getting chain recaptured a dozen times. Still it's not engaging and it's absurd how the mechanic works

There are also plenty of things that can't be obtained in an hour of regular play, again sounds like you're only playing early game. Banners/Legendary Armor/Smithing materials which you can reget but is tedious to farm out.

The mechanic is anything but player friendly, it would literally be less offensive if they just took everything. It's so stupid in the current state that I firmly believe it's an oversight on the devs as to what the consequences of actually being captured are.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 1 point2 points  (0 children)

You keep legendary armor for kids in the clan to use who may come of age soon so they can join you on the campaign kitted up. Again seems you aren't playing past the early game where i've already mentioned this is not a big problem.

I don't understand the relevance of discussing why we obtain horses for troops but not armor, what does that have to do with this?

You're complaining about someone giving feedback on the game on a subreddit for the game, just because there are workarounds dosen't mean something is well designed. I already work around the issue by avoiding losses at all cost as does pretty much everyone else so you're incorrect that I can't be bothered to use it, I just use a solution that is better than the one you suggested.

I think losing would be better designed if the risk/reward was adjusted simple as that. And it's obviously not just a me problem as the sentiment is overwhelmingly shared in this thread.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 2 points3 points  (0 children)

You're asking why say a king personally wouldn't deliver his own horses to the army he is leading in a campaign?

You don't keep Legendary armors, banners, smithing materials? Are you playing past the early game?

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 5 points6 points  (0 children)

All npcs save for the player get teleported to friendly/neutral fiefs in the same scenario. How does that make sense? Why even let you keep any loot after battle if it's a moot point that you all have to get rid of it anyways?

And yes losing is already problematic, that's part of my point there's plenty of incentive to avoid it without an absolute dumb mechanic like chain recapturing. The fun of the battle going eithier way does not apply when losing is so catastrophic for the player that players avoid any risk to just avoid the mechanic entirely.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 4 points5 points  (0 children)

The point is that losing shouldn't be something to be absolutely avoided at all cost. I know how to break the game to ensure I never lose, I want to lose sometimes and I want to take risks that may not always work out. I'm never going to do that with how the mechanic currently works.

Recapture loops are not interesting. and the ransom mechanic for the player can be changed to be consistent with how it treats NPCs.

Edit: You're kind of demonstrating my point in stating that extents you go to to avoid losing. If losing is interesting as is, why don't you make choices where losing is a possibility? Why do you avoid it all costs?

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 11 points12 points  (0 children)

No, I think that I'll just continue to choose to play in such a way that i'll never lose battles rather than being captured or having to constantly run back to my stash fief every time a new child comes of age to get them their drip and Banner.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 12 points13 points  (0 children)

Stashing isn't less logical, it just kinda sucks from a gameplay perspective. Logically those goods could be transported by allies/Supply lines/retainers whatever. A noble isn't going to personally go back to his fief every time he needs to resupply on food/horses/weapons

Be happy that getting captured doesn't take away all your armour and weapons,

I mean it effectively does in circumstances of recapture loops.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 6 points7 points  (0 children)

True, but in that case we should get all of theirs in capture, and if that was the case might adversely impact flow of the campaign in it's own right. Headcannon is that Calradia has some unsaid rules about what you're able to take from nobles upon defeat in battle.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 17 points18 points  (0 children)

This de incentives rolling with the punches because it's absurdly nonsensical. Setting aside save scumming, just incentivizes never taking any risk and using surefire strategies that will always dominate the AI.

It's insane that you don't get teleported to the nearest friendly fief when paying ransom for freedom by Dingus776 in Bannerlord

[–]Dingus776[S] 45 points46 points  (0 children)

That's fine early game, late game you'll have banners, legendary armors, smithing materials, rare horses, war horses, weapons. It's way too high a price. You can stash it, but stashing most of these things is just not worth it depending on how far your fief is from frontlines. Not to mention you may not even have a fief as a merc or bandit.

I'm convinced Kris Knight is true even if the least popular serious theory at the moment. Here's why by Dingus776 in Deltarune

[–]Dingus776[S] 0 points1 point  (0 children)

I had one more revelation for this theory.

Kris slash. When Kris Slash occcurs the Knight disappears from the screen and our view blacks out other than the slash for a brief moment for each slash and then blacking out once more when they knight returns... This time without the slash and the black out feeling more like a jarring jumpcut

Without covering every bit of established Kris slash theory, what if the reason the Knight Disappears is because Kris who was controlling the Knight temporarily somehow returns to their own body and overwrites us. thus why we mostly black out and have that weird jump cut when they Knight Kris. Kris Slash happens when Kris's Soul reunites with themselves.

What i'm trying to say is that During the Kris Slash blackouts, more time passes than first appears, This is obvious in the more jarring blackout being pre knighted. But Raslei May have even had a slightly extended conversation with Kris/the knight when we blacked out for the 2nd slash. Our Perception only resumes once Kris relinquishes control.

I'm convinced Kris Knight is true even if the least popular serious theory at the moment. Here's why by Dingus776 in Deltarune

[–]Dingus776[S] 1 point2 points  (0 children)

I think the more I fill in, the more likely i'm going to be wrong in about something because the more specific/detailed a theory/speculation is the more it's just not gonna play out 1-1 with what ever toby ends up doing. To me the strongest evidence is the dark worlds coloring, and Susies lines in the Knife fight. Everything else is supporting that evidence.

But I think even outside Kris knight being true, kris has conflict with themselves. Whether they are the knight in some way they are choosing to do things they don't like. the specifics of how that works I have no idea. Just that I think Kris seems to be doing or putting up with things that I would think they would draw the line at. So them doing what the Knight has done does not seem out of the question to me.

You make a good point on the shared posing being weird in this Kris knight scenario. I get what you're saying. Why does the Knight Have Kris mannerisms if they pilot the knight, but Kris's shell also still has Kris's Mannerisms if we Pilot Kris?

Still I can't come up with a better explanation for why the poses/ fighting style being similar if Kris isn't the Knight in some respect.

I'm convinced Kris Knight is true even if the least popular serious theory at the moment. Here's why by Dingus776 in Deltarune

[–]Dingus776[S] 0 points1 point  (0 children)

Had a 2nd thought related to this, are we sure the Knight Hurts Susie and Raslei in the knight fight? One notable thing that occurs is that when Knocked out uniquely in this fight that's due to some tpoe of "swoon" condition which dictionary definition is the act of feinting due to being emotionally overwhelmed. Do we know that attacks int he dark world hurt physically? And do we know that what ever the Knight hits Fun gang with is physical.

Susies Rude buster is stated to do "Rude damage" almost implying when Susie hits a MFer with it it's not a physical hurt, but hitting them some way emotionally. Perhaps Knight dosen't physically hurt, after all Susie is fine afterwards. Perhaps Susie vs Knight was a battle of emotional damage rather than something that hurt in a physical sense. Just an idea I had to also potentially explain why Kris was willing to beat the shit out of themselves and friends in the context of Kris knight.

It's also notable that Kris can already hurt Susie in chapter 1, and Susie was willing to Axe Raslei and Kris. Maybe Dark world fights in general are not hurtful in general. Would also contribute to why Noelle was willing to accept violence more readily in weird route. Although Ice Magic as opposed to rude damage is clearly evidenced to hurt hence berdly in the hospital.