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ROMA INVICTA edition

>M&B Wiki
https://antifandom.com/mountandblade/wiki/Mount_&_Blade_Wiki

> BANNERLORD
>Pastebin
https://pastebin.com/tAvcAbpT
>Custom Banner Maker
https://bannerlord.party/banner/
>Banner Code Sharing
https://docs.google.com/spreadsheets/d/1MEM-0Fz0yetJ8cZgLrPpHuDU6dO33bhsFiHsiWwiCDM
>Asset Extractor
https://github.com/szszss/TpacTool
>Create Custom Companions
https://butterlord.com/wanderers

> WARBAND
>Warband Pastebin
https://rentry.org/x7u7t
>Noob Guide (READ This) https://imgur.com/a/FMAqV
>Anon's Mods and Upstab Guide: https://pastebin.com/agwZu9Df

>Thread(looted): >>2139476
>>
>>2158568
I get it's basically rolling in mods to the official game with less features but damn, i cant believe they actually put out a decent new update.
>>
>Battania gets wiped out within the first year
>Aserai neither loses nor gains any territory ever
>>
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>>2158576
>Durka durka fag
>Spending so much time in the norf my army doesn't even look Aserai anymore
>Aserai will never be threatened by anyone cuz of that big fukkin ocean.

I'm saying my nasheed through tears habibi.

Honestly the ability to cross that fucking ocean has me excited alone. No more "whoops you gotta spend 40 days and 40 nights wandering like fucking moses to get anywhere."
>>
>>2158564
i hate how night has more visibility than day now.
>>
>>2158568
What about emergent factions like in Total War? That should be a thing like in the diplomacy mod, but less broken (Vlandia keeps having rebellions and civil wars every 30 seconds)
>>
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>>2158585
I was looking at those rivers in the north recently and thinking about the naval raiding possibilities. Both Aserai and Sturgia could benefit greatly from water mechanics.
Next step would be to make those castles guarding the crossings actually guard them
>>
>>2158606
I am not sure if we can now do a 360 degree circumnavigation of the continent, but I think it's close. From what I recall the big lake between Sturgia and Northern Empire is clearly sea-visitable, and I think the caspian sea for Chaikand is accessible by rivers. So it's just a question of if you can go directly from rivers from the caspian to the perassic sea (Mediterranean).

>>2158603
I had rebels emerge for me but they didn't do much. I really loved how Separatism made the map split up into clan by clan though. I'm probably going to pause on that campaign unless I get a motivation to continue with 1.3/warsails on the horizon but it makes me happy insofar as instead of big tedious blobs it's lots of little feudingstates.
>>
>>2158606
They're reworking quite a bit of the map again in case you forgot
>>
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>>2158619
I haven't been keeping up with the new stuff. Sounds like they are keeping rivers in mind so that's good
>>
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>>2158606
Polite reminder that War Sails will bring its own new map which will be significantly different to the current one.

Also the beta is fun but MAN I'm really missing the mods which enable culture conversion on settlements and remove FOW from characters in the encyclopedia.
>>
got given a hundred of the player's elite troops and got my party wiped out within one season again award
>>
i wish i lived in a world where turks cared about making good games
>>
>>2158635
>can't choke off Aserai trade anymore
>can just sail and take their towns instead of taking the long way round
idk what to feel about this. not that it matters because i won't be buying it until they fix the base game.
>>
>>2158649
bro? 1.3 is a step in the right direction.
i will venture as far as to claim the Turks are amongst the best game devs if not the best.
>>
>>2158658
one good patch doesnt make up for the travesty of bannerlord development
>>
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BY JUPITER
WHAT IS THAT THING
>>
>>2158659
bannerlord as a skeleton is better than warband.
the game just needs some rebalance and some flesh then it'll be great.
the Turks making the skeleton so fucking smooth in an age where devs ship monstrousities that don't run well on the best hardware available should be respected desu.
>>
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I have a dastardly plan in mind
with Fourberie mod you can infiltrate cities and assassinate lords
in theory I should be able to marry any cunt haver if her husband is dead (by me)
so lads which one should i go after?
>Bimbo
>Cutey
>Bimbo but militant
>Brown Tomboy
>REVERSE TEUTOBURG FOREST
>>
>>2158568
Whats the consensus on RBM? It seems cool but i hear it makes armor values just way too high or something. Tbf i would like to use it if we had a proper dark ages mod where most people dont have armor.

Also is High Middle Ages Calradia good?
>>
>>2158670
theyre all ugly as fuck but verina the least, so her I guess
>>
>>2158670
I think militant mimbo is good but that might be a fetish thing
>>
>>2158679
>consensus on RBM?
Like you said, it's good but the armour values make slashing weapons nearly pointless. I prefer warbandlord but I do like RBMs changes to spears quite a lot. If I do use it I like to pair it with https://www.nexusmods.com/mountandblade2bannerlord/mods/2505 so that heavy armour is more rare.
>>
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>>2158670
>>
>>2158679
I made some remarks last thread but anon touched on the primary thing - slashing is 100% utterly worthless. If you have lots of unarmored guys then maybe it's more useful, but when I switched back from RBM but kept the poise I was happier.

With poise you have to switch weapons if you have a ranged one - I have the x2 player stamina and I'll be at ~100 poise when I start a match then switch my weapons in and out in one quick cycle and it goes up to 200 proper. The replenishment rate is kinda tedious but in one on one (such as in the arena) when your poise is broken you get it back. I'm also not huge on DBM's arrow autism where you now have multiple (and I mean multiple) arrow weights and bow strengths. It becomes needlessly cluttered although at the end stage my ~90g arrows with a 135 bow were one shotting heavily armored guys whereas without RBM my best bow is not as strong. So RBM seems to both make archery weaker but also make the highest end of it stronger.

I am having fun with RBM's balancing off, it's AI changes on, unblockable thrust added and RBM's arrows off. So you get poise, some AI stuff, and unblockable thrust as a separate mod is really must-have for how it stops
>teehee if I hold my widdle knife like a mustache over my head I can block your 30mph spear thrust (:
Jist is that now only shields, chambering, or parrying can block a thrust - not simply standard directional block. And since it applies to you as well unless you are a weenie and turn it off it feels fair.
>>
How is Bannerlord these days? I didn't care too much for what it had to offer when it entered early acess and then forgot about it.
Am I right in assuming it is worth it if I enjoyed the OG and Warband? Especially considering all the updates and mods that it has now.
>>
>>2158663
>bannerlord as a skeleton is better than warband.
Lol no it's still a total war game larping at being Mount and blade
Bannerlord will never be a real rpg
>>
>>2159000
ironic considering how much of a shitshow the Warhammer 3 siege is
just like Warband
>>
>>2159012
Bannerlords sieges are the exact same theme park ride every time. Units go to the same positions with the same equipment on the same tracks every time you do a siege, it's a lot more cinematic but it's way less variable than warband sieges. I've had amazing strategic victories in warband sieges by moving my men to areas that are more favorable for them to fight in, whereas in Bannerlord I've literally never commanded my men in a siege because the game does it all for you anyway
>>
>>2159055
>I've had amazing strategic victories in warband sieges by moving my men to areas that are more favorable for them to fight in, whereas in Bannerlord I've literally never commanded my men in a siege because the game does it all for you anyway
Translation:
>I cheesed sieges in Warband because I could never get numerical superiority outside of being marshal due to how bad the lord herding mechanic was and now that I do have numerical superiority in sieges I don't even bother
>>
>>2159055
>cheese triangle on wheels moves to wall
>men pour out
>victory
woah
>>
>>2159060
Using advantageous terrain is not cheesing it's using your eyeballs and your brain. If you wanna keep letting the game play for you then you're in luck with the current state of the games industry
>>
>>2159064
>Using advantageous terrain
Setting your entire marksman/sharpshooter army into a line in front of the castle and waiting for all the defenders to drop dead as they stand in front of the ladder hole with their cardboard shields up is cheesing.
>>
>>2159068
I was actually talking about defending but figures you'd go for the simplest strategy to think of
>>
>>2159084
>defending
Skill issue or just lazy?
https://www.youtube.com/watch?v=16eKXR6YwhA
>>
>>2159092
I'm not going to watch your eceleb video because you can't formulate an argument
>>
>>2159098
I'll take that as a concession.
Next time you start arguing, try having an argument that isn't based on your personal feelings and actions.
Funny thing is that the positions that guy takes are pretty much the same you would cheese a defense with in Warband.
>>
>>2159105
No it'll entirely be based on my own experiences because I've been playing mount and blade for longer than you've been sucking cock. If you're deferring to some faggot on YouTube then you already have no opinion or thought so your post and point is meaningless
>>
>>2158933
The beta patches are very promising, a complete 180 from the state of the game previously.
>>
>>2158679
The issues with RBM go beyond just the combat changes. In all it's a total mixed bag. While the combat changes can, especially with other mods like de re militari, completely change the feel of commanding your armies for the better, it makes slashing damage useless so any situation where you're actually fighting is less enjoyable. On top of that with the way the game computes equipment value it inflates your economy substantially so unless you also run mods to increase troop costs you'll run into situations where you're funding an entire army, caravans, and workshops off of a handful of bandit hideouts. It also overly nerfs ranged units, crossbows especially into uselessness.
>>
>>2159055
The vast network of tactical decision revolving around "guys walk up ladder"
>>
>>2158933
Wait until War Sails comes out and Patch 1.3 to release in full before you jump back in.
That said, the 1.3 beta is pretty fire right now. Things are looking good for the first time in a long time.
>>
it's been a while since I played Butterlord and I can't remember sieges all that well
did it have
>boulders to drop on attackers storming gatehouse?
>warforks to push away ladders?
>long range siege equipment capable of killing units, destroying other siege equipment?
>starving out enemy?
>wall damage from bombardment?
>murder holes in the walls?
>makeshift barricades for archers attacking the fortifications?
>>
>>2159060
>how bad the lord herding mechanic was
...It was ever an issue? All it takes is befriending a few lords until they agree to follow you and running to besiege a place.
>b-but they can abandon you mid-siege!!!
I've barely ever seen it actually happen. Probably engineering issue on your part.
>>
>>2159055
Bannerlord sieges have the POSSIBILITY of being better by allowing you to choose the approach. Perhaps not dynamically, perhaps by picking 1 out of 2 or 3 sides of a settlement or castle before starting the actual assault. Those could be separate scenes using the same map. And you could even expand them by having options like instead of building siege engines you could build ramps, fill ditches or even sap the walls with tunnels and trenches. The systems are all there.
>>
>>2159182
Yes to everything except murder holes in the walls.
>>
>>2159234
>murder holes
There's murder holes in the gatehouse at least. And the AI does use them because I was in there at one point then I got my ass knocked out instantly. The gate was up, it was nothing but me and my men inside so it had to come from above.
>>
>>2159274
Yeah sorry I was thinking of murder holes like on the battlements. They definitely exist in the gatehouse as I too have learned the hard way in the past.
>>
>>2159276
don't apologize to that faggot. he mentioned dropping stones in front of the gate and murder holes in the walls as separate points.
>>
>>2159234
I'm pretty sure a few very rare castles have ground floor arrow slits into the gatehouse kill zone. They might not be between the gates themselves but in front of the inset first one though. I'm not about to boot up and go castle hunting to find it but if anyone notices it in a siege battle pop a screenshot.
>>
>>2158663
>bannerlord as a skeleton is better than warband.
If only, the only thing the retarded Turks improved was battle sizes.
>>
If you were king of the roaches and in full control of Taleworlds, what mods would you shamelessly steal next? Lets assume you can't really get the dev team to do anything that hasn't been proof-of-concepted first by a modder, what would your ideal vanilla be?
>>
>>2159461
might as well lift other features from Fourberie
>alliance with bandits, bandit hideout, back alleys and profits from them
>assassination, sabotage, rebellion formation
>disguise yourself as guard
RBM
>shield not being forcefield that envelops character without gaps
Eagle Rising
>Pilums, gladius
>elite units with limited numbers that can, boost morale, increase party size
>banners working like shields
>unique imperial regional units for the conquered lands, essentially auxiliaries
>faction armory with the best stuff
Bank system with interest rates
Player Governor
>AFK in a settlement with your super skills
Governors handle issues
>auto solves quests in that town
Bannerlord.XpTweaks
>let me set my own rates you fucks
Stop Starving Yourselves
>prosperity will be capped, no more loyalty/garrison drops from lack of food
>>
>>2159461
I don't use ch**ts
>>
>>2159461
>my little warband
Have some divisive bullshit quest grind mechanic tied to it instead of doing what WF&S did of just having individual full plate units cost 1000 gold and recruits, but my goal with it would be that by the long term mercenary, army commanding lord, or kingdom period you'd have a unique recruitable faction locked inside your chosen main quest culture.

Having ANY banner might be an easy thing to center the idea on. In the base game you get the Dragon banner, in sandbox you have to defeat some lords or win high end tourneys. That in leau of/alongside needing to be a certain clan tier and you have a taleworlds tier system that will be their brand of annoying yet also gameable.

balance wise just have strict until modded item pools. Maybe make more gear equal accross the board outside of cosmetics so no more 2 plumed nasal helmets but one has twice the stats despite being in the same gear tier. Anything more detailed like item value limits means fixing the economy itself and lol, they're not doing that.

>RBM polearm AI/thrustable polearms
just steal it if it can't be replicated, bury it in the code and backdate the commits, it turns out there was always ok spear combat in a alpha dev branch actually how did RBM get such similar code must be convergent evolution just one way to make it happen no other explanation

>Warband DLC
Just delete the empire and make rhodoks out of vlandian sharpshooters. Free/old school cheap at like $5 for a taleworlds stamp on a troop tree overhaul mod.

>Remake With Fire and Sword
>Remake napoleonic conquest with a campaign
codeveloped off of the same europe map and town/castle/village tileset. Those mods do fucking numbers and so did those games. Just make them taleworlds, the children yearn for the transitional warfare simulator.
>>
>>2159461
Culture conversion.
Nothing worse than being given a fief from a different culture and seeing that you need 10,000 in-game years to build anything due to culture issues.
>>
>>2159520
Fief management in general needs work.
They advertised the whole "whoa your towns can grow and you choose what to build and they can eventually turn into cities or castles" thing but right now all you can do is assign a governor and pump some pocket change into boosting build speed, maybe settle some issues in the villages but that's a reactive option. It's surprising there's not even something as simple as a taxation rate slider on the kingdom level, let alone systems for population and culture management
Kingdomwide the policies are a fine system for managing things of a macro scale and maybe that would be the place for decisions about cultural changes, but when you're a lord who owns a castle and a few villages, it would be nice to have enough interaction to make them feel like they're really yours.
For example there's an event where some of your elite units will want to settle down on your lands in exchange for training the villagers. It would be nice if you could actively make the decision to hire or assign someone to train a village in archery for example and get a higher yield of ranged units when recruiting from there in exchange for lower produce or something.
>>
>>2159527
>takes whole month to build one market stall
>practically zero chance to build fairgrounds for loyalty if your culture is different than settlement's
>can't queue up Tier I, Tier II, Tier III of the same building in a row, can't automate it
>>
>fief "management"
>you just spam queue up everything for some 0.5% bonuses to militia or whatever and then leave
This doesn't qualify as gameplay. The decisions being made are minimal. Might as well remove the whole system until they make something better.
>>
>>2159113
>I've been playing mount and blade for longer than you've been sucking cock
What a fucking newfag, holy shit
>>
Is the Eagle Rising Mod dead?

I wanted to play germanics badly but wait for the next Update too
>>
>>2159806
they are not very active at the moment
last mod update was may
joined their discord and it was also pretty quiet, guess they are busy
funnily enough they recommend another similar mod called "Burning Empires"
>>
>>2159461
>Unblockable thrusts
If not just stealing it 1:1 but adding a bit or adjusting on it I'd make it so spears benefit from speed/momentum and after a relatively low threshold are able to push through any block that isn't a chamber/shield/parry. So standing face to face you might be able to block a spear thrust with a 1h or 2h, but with any kind of momentum (Ie they are running towards you or are on horseback) you can't.
>RBM
Poise/Stamina. Make it tied to endurance (Albeit this just makes it even MORE of a must have stat).
>Separatism
Do the whole 'every clan starts off separate' but maybe have for the empire the split be less clan-by-clan and more a civil war. Maybe make it an option when you start the campaign with three choices:
>Unified states (Vanilla)
>Clan factions (Every clan is a faction, the clans are just in alliance)
>Confederated (What I spelled out above)

>>2159541
You have to literally just let loyalty build with fairs for awhile then staggeringly get fairgrounds built until they stop having temper tantrums. Honestly if culture divides were more present I'd like it, but as it it feels tacked on.
>>
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>>2159461
>Horses
Like the description of the mod says, the game is called MOUNT and blade, anything that makes owning a horse a little less trivial and dettached would go a long way. Naming them, levelling them up and having different stats would be perfect.

>Serve as a Soldier
LIterally why isn't this in Vanilla. Murderhobbo early phase should not transition into full mercenary and then lord without a recruit into a guard or bigger army phase in between. Now that manhunters are back that's a perfect opportunity.

>Arena Overhaul
I don't care if it's cheese i want more contest types, i want fights where your troops are in your team and where you get to choose your gear

>Complex Characters
closest we've gotten to someone adding personality and some degree of short term memory to NPCs. Just put some fucking intern to work writing flavor text and greetings that check the game logs so the game reminds you the things you do actually get noticed and remembered by the game.

>Improved minor factions
Another Literally why isn't this in vanilla. They're factions. They should have settlements, hideouts, temples, camps, anything, so long as you can actually visit them.

>Reinforcement system
Oh look now lords being brave or treacherous cunts actually plays into something, and you won't get ganked all by yourself just because your allies are a few pixels too far on the map

>Unlanded clans
>True Noble Opinion
>Succession Laws and Civil Wars
>Separatism
All of these together as one, just make nobles bickering and having little fights a constant within kingdoms that actually stops factions from bulldozing the whole map once they get too strong, and gives you lots of warfare that isn't inter-faction border conflicts.
>>
>>2159461
Just incorporate rts camera and give units a rebalance so rbm becomes redundant and I'll be happy
>>
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Soon
>>
>>2159461
I've chilled it here before, but Feudal Warfare.
I like the fact that not just anyone can come and steal a fief's recruits, and that it actually makes it easier for the Clan Members and Faction Rulers to recruit from their own fiefs
There's the extra of the distinction between different tiers of class soldiers makes it seem more historically accurate, although I don't think this should be part of the base game, even if I do use it and like it.
>>
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If you don't do village quests and max relations with as many villages as you can, you are LITERALLY cucking yourself out of conquering Calradia
MAX Villages
DISREGARD NOBLES
DISREGARD GUILD MASTERS
BUNDUK was RIGHT the POWER is in the PEOPLE
I will be laughing my way to all of your castles and all of your towns with my instantly replenishing armies of HIGH TIER RECRUITS whom I pick up at any odd village in batches of 32-85 thank you very much
>>
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>>2160351
depends on the task
>HELP HELP MY DAUGHTER IS A SLUT
fuck that
>I NEED A NEW MAKITA HOOF PICKER
not my problem
>Deserters
takes ages but yeah sure
>MY WIFE CAN'T GRAZE ON NEIGHBOR'S LAND, SOLVE IT
not my problem
>Play Monopoly / Pay for land deed
no, shove lance up your ass
>Deliver herd of normies to Myzea
sure
>WE NEED SLAVES I MEAN FREE LABOR
no
>Brigands!
only if there is a base nearby
>bandit base near by
sure
>>
>>2160383
The bullshit ones like "48 hammers" or "24 sumpter horses" where you just would waste time finding territory are for companions.

>>2160318
Im going to try it since I wasn't as big on what DBM chose unit wise.

>>2160351
Don't forget cityslickers with their gucci loafers and fancy Swadian butter. They can also give you improved unit options.
>>
>>2160383
>>WE NEED SLAVES I MEAN FREE LABOR
>no
Your mistake, that shit pays a fortune if you give them some actual troops instead of looters
>>
>>2159477
where did this meme start from again? monster hunter?
>>2159482
>just steal it if it can't be replicated, bury it in the code and backdate the commits
the terms and conditions allow taleworlds to steal mods.
that anon is a retarded newfag that doesn't know how warband features came about >>2160383
he means warband. there is a perk in bannerlord to increase relations with a random notable when you defeat an enemy lord so you don't really need to chase village quests.
>>
>tfw now remembered:
>what's the matter my good man?
warband was so fucking kino AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
nah, just noslagia goggles
you can't even talk to elders without galloping there every time
>>
>>2160422
That's the weakest nitpick you could go for
>>
>he thinks that's a village elder dialogue
>>
>>2160444
doing the same pointless activity over and over is weakest nitpick?
>>
>>2160444
Still better than "muh manhunters"
>>
Am I the only one who likes to play as the "Police"? Just going around killing bandits with my patrol, protecting caravans and hunting fugitives along with collecting taxes and suppress the revolts.
>>
>>2160503
No, but that caps out pretty quick. Like everything there is no depth in anything. Once you can do the caravan protection mission (have like 20 T3+ cavalry) against the mule riding unarmored bandit cavalry you can do that mission forever. My personal limit is about 10 in a row, so the quest like 3 times, before I want to do something else.

If they made "deserters" attack caravans now that'd make the mission have some variability. different numbers of troops and different quality, opportunity for better prisoners to recruit/sell, chance at very high quality loot, etc.
>>
>>2160503
i always simp for Rhaggy and play as her most powerful and loyal vassal.
>>
>>2160503
I would play as a bounty hunter with all blunt damage units until someone would ask me to join their faction in Warband after I'd built up a lot of renown
I don't know if that happens in Bannerlord, but I've gotten mercenary contracts at least
>>
https://steamcommunity.com/games/261550/announcements/detail/530984728991368564 ship blog
>>
>>2160510
>I don't know if that happens in Bannerlord
It does.
>>
>>2160506
They used to send local bandits instead of the shitty looters on horses, that was kino, but it was also hard as balls.
>>
>>2159461
i would abandon it and build real warband plus
fuck fixing roach problems
>>
>>2160412
>where did this meme start from again? monster hunter?
/twg/?
>>
>convince Crotor to switch sides
>he's granted a castle and two cities, including Epicrotea I assembled a 3k strong army to take
>then takes all his shit and defects to Vlandia
Fucker. Although maybe this one's on me for arguing oaths are easily broken these days.
>>
>>2158568
Does the succession crises mod have any incompatible modules? It keeps crashing my game when i try to open it, if anyone wants i can get my modlist.
>>
>>2160681
Should have given him more money when you convinced him
>>
>>2160512
>And like other upgrades, even decorative elements can carry weight in combat. Figureheads blend visual flair with tactical value, similar to banners on land. A Khuzait ship may sail with a horse prow that improves its travel speed, while an Aserai vessel might be seen with a hawk or viper for better ranged precision or faster ballista reloads. Some figureheads improve the attached ship’s crew battle morale, others enhance ramming or boost throwing weapon damage — giving you the freedom to match form and function across your fleet.
the Turks are alright sometimes.
>The Drowned God gives every man a gift, even him; no man could piss longer or farther than Aeron Greyjoy, as he proved at every feast. Once he bet his new longship against a herd of goats that he could quench a hearthfire with no more than his cock. Aeron feasted on goat for a year, and named the longship Golden Storm, though Balon threatened to hang him from her mast when he heard what sort of ram his brother proposed to mount upon her prow
>>2160718
you don't have better exception window mod?
sometimes, it outrights shows which mod is causing the crash.
>>
So when does early fall end? I'd rather they take their time but I want to shitpost
>>
I'm on the discord for the upcoming PoP game, and you'll be pleased to know it WILL have layered lore, not unlike an onion, per SaxonDragon himself
>>
>>2160512
I just realized that with ships being modded in we might see someone do some age of sail shit. That'd be neat. I appreciate that they are really going legit on this and not just half assed. Bats seem right fucked with their little babbu birlinn unless they get something better. Vlandia seems pretty good.

>>2160812
September 21st to December 21st is fall. Divided in three that'd be
To october 21st
to november 21st
to december 21st

So october 21st is early fall. I'm assuming a december release, but I expect a delay is possible.
>>
>>2160762
>You dont have better exception window
I do it only really shows that Succession Crises is causing the crash, and idk why, i sent the report to the creator bur he hasnt replied back which makes sense he's a busy guy.
>>
>>2160837
Pop game? As in an actual game not a mod?!
>>
>>2160868
Yeah exactly

There's no release date or much information really, but there's a game coming
>>
>>2160871
Genre? Playstyle?
>>
>>2160875
It's still a PoP game, so it'll be like mount and blade
>>
>>2160720
200k gold and a dozen elite horses not enough for his fat ass? Oh well, at least it's not flying Lucon's colors anymore.
>>
>>2159461
>Dismemberment plus
>Succession crisis/Succession laws (shouldve have been a day 1 feature)
>adventurers
>Commanders and Conquerors
Etc.
>>
>>2159919
I cant fucking live withour Arena Overhaul, Improved Minor Factions, etc. I think its because early game tournaments are a big thing, bringing back that Warband tourney uniqueness and actually improving it.
>>
I've been playing Gekokujo for a while now. Is there a way to fix the castles not getting any troops when I choose no reward, and I can only donate troops once it's captured, when I leave, I can never donate again. There's this castle I captured about 40 days ago and it still has very few troops.
>>
>>2160950
No, you must put them all in when you have a chance
freeing prisoners is your friend; its very easy to steamroll past the midgame just using freed samurai prisoners
>>
>>2160875
i heard they're working with different bannerlord competitors and keeping their options open.
>>
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Would it be possible to overhaul Bannerlord's troop recruitment system so something closer to the one from Silverstag?
>>
>>2161174
Given they haven't hardcoded it or any shit I'm pretty sure you could, you'd just have to know the C# to do it.

Also who else liable to not do horsefuckery but instead go naval?

JK I'm still going to do horsefuckery because I can't quit you, umas. But it'll still be nice for a major combat mechanic that isn't sieges to favor infantry.
>>
>>2158568
What mods do i not need anymore if i choose to subscribe to Shokuho or ROT?
>>
>>2159852
>If not just stealing it 1:1 but adding a bit or adjusting on it I'd make it so spears benefit from speed/momentum and after a relatively low threshold are able to push through any block that isn't a chamber/shield/parry. So standing face to face you might be able to block a spear thrust with a 1h or 2h, but with any kind of momentum (Ie they are running towards you or are on horseback) you can't.

Isn't that how the mod actually works though? It uses the crush-through flag that axes and hammers have for updown swings on blocks so its actually overcoming the blocks instead of ignoring them. Would be a matter of setting up a higher threshold of speed on them. Personally i would limit that to only the wind up and end of travel speeds and not the stronges section in trajectory of the thrust, because it would still be too punishing to use spears. And you seldom even need to block em, you just dodge.
>>
>>2161263
it just makes the static block not block thrusts, so animation wise you just stab guys in the face for the locational damage of rbm. perfect parries and chamber blocking still work, as do shields.

It's surprisingly balanced/makes spears work. If it's like 2 spearmen versus 7 looters, they poke 2 then get zerged as they try to maintain their attack distance. if it's 10 v 10 the spearmen win with zero losses instead of dieing in melee. Shields work but RBM makes the lines stand at spear distance instead of blob at 50length mace range, then the poise meter means thrusts go through when guys get staggered instead of two lines of guys waiting until their shields break.
>>
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I wish the AI was smart enough to do cool formations of different kinds of troops like 'Fast Skirmishers', 'Shock Infantry', 'Shieldmen with Spears' like formations in Total War instead of just massing all troops into a single giant blob and throwing them at each other.

At least in that case it would actually make having different kinds of troops interesting.
>>
>>2158568
Do you still lose the whole fuckin workshop when war is declared? Is there a mod that fixes this? I get workshops are kinda shit but still
>>
>>2161281
I find that the AI trips on its own feet when trying to do anything that isn't charging at you. I just wish it wasn't so easy to outmanoeuvre the AI.
>>
>>2161281
>>2161339
I was testing custom battles in the beta, I went defender and set up a standard shield wall and then tried to send my archers on the flank. They were going for my shield wall initially but aborted to chase after my archers, making me charge my infantry to stop them. It didn't go well for them but I hadn't seen them do that before.
>>
>>2161368
I'll also mention that troops on the charge order would waste time chasing fleeing enemies until I wrangled them back which I didn't see them do so egregiously on 1.2
>>
Someone tell me they fixed shuffled captains when joining battles.
>>
Also I don't understand how they made different faction themed menus but still didn't make player centric one with latest saved character surrounded by current party.
>>
>>2161397
Because you didn't make the suggestion.
It's all your fault, anon.
>>
>>2161263
Might be, I dunno I'm just speculating. Either way I really love it for the reasons >>2161274 spelled out. Spears gone from 100% worthless except for anti-cav (Warband) to generally worthless except for anti cav (Butterlord), to meaningfully solid as your baseline.

I was tempted to use the spears break mod because that would really just make it peak, but I was greedy in that I love muh lance on horseback.
>>
>>2160503
I like pretending to be a knight, watching over my fief.
>>
Noble recruits should be recruitable directly from castles rather than castle bound villages
>>
>>2161577
for some cultures it makes sense for them to be in villages
the other problem is how do you recruit when you are at war with them
>>
>>2161596
You just don't.
>>
recruit training
>>
>>2161651
Ngl i wish organizing the army battle start was more detailed. As in choosing zpecific tiers and weapon types instead of just "high tier, low tier" and "polearm" or whatever. Is there a mod for that?
>>
>>2161396
lmao no
>>
did they increase the parts unlock rate or was i buck broken to the system?
i gathered a bunch of swords after like 20 massive battles, got a smith companion and unlocked all the 2h parts pretty fast.
>>
>>2161700
I miss the blunt command 1h-2h and shield command that have never come back for bannerlord. Without mods there is nothing to save you from the dipshit AI weapon priority
>>
>>2161913
>give the blunt weapon command to troops without blunt weapons
>they pull out their fists
heh
>>
>>2161577
Feudal Warfare adds Master-at-Arms to Towns and Castles that pretty much exist to handle Noble troops recruitment for you.
>>
>>2158568
>Armour that doesn't look like complete fucking garbage
WOOOOW
If only the devs could not be retarded too
>>
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Can't wait for mods to update to 1.3.0
>>
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>>2161950
Vanilla armors have their charm. I wish some of them were better modeled, but I like that they don't look like 1:1 copies of historical finds, as much as having some pausible realism to themselves.
I've tried replacing vanilla Calradia troops' armors with realistic alternatives and it just makes the world seem much more dull in comparison due to lack of variety.
>>
>>2161950
medieval Byzantines were just goobers, but turkey apparently has it's own home grown basedoubesayinwewuzromeandsheeit thing about them
>>
>>2161958
I tried getting the fancypants shit to work but my game didn't want to cooperate. When it comes to the vanilla gear some of it isn't bad, some of it is but as you said when you have really great gear options for Vlandia, Calradia and to a lesser extent maybe Sturgia or something it makes the others stand out like a sore thumb.

I need to try it again when 1.3 comes out as I love the sleek norman knight look, I hate the poncho mail hoodie cloaks.
>>
>>2161981
I agree, i personally think Sturgia has the best style
>>
>>2162056
I personally always felt the same way, bur now that the big round shields are gone I don't feel the love the way I did before.

What sucks is that Nords are gonna gave the big round shields now, which I love, but the Nord colours of orange and black are ugly compared to the beautiful Sturgian blue and white. I am conflicted about the coming of the Nords.
>>
I have fond memories of playing warsword (the warhammer mod for warband) and struggling to survive as a mercenary or minor noble because of how overtuned everything was, with huge bandit stacks and most lords walking around with 200+ armies. I tried downloading the mod again to play again but it seems like they've toned it down a lot, noble parties are mostly normal sized and bandits are borderline anemic, smaller than what I remember seeing even in vanilla. Does anyone know if there's a setting to change the world difficulty or barring that, what version of the mod changed things so I can revert back?
>>
I don't get how so many of you are still playing bannerlord. Every time I try I'm having fun for like three hours until the oceanwide puddle boredom sets in.
>>
>>2162235
How's Warband then?
>>
>>2162127
>I have fond memories of playing warsword (the warhammer mod for warband) and struggling to survive as a mercenary or minor noble because of how overtuned everything was
play poop. you'll love it.
>>
>>2162235
heavy modding makes a big difference.
but we're not playing either game. bannerlord is too smooth but lacks sovl and warband is very clunky but woth lots of sovl.
i'm just doing my duty as a cuck paying beta tester by doing runs to report bugs.
>>
>>2162237
>>2162240
I don't even play warband anymore either
>>
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>>2162241
So what *do* you do?
>>
are they ever going to fix the faces?
>>
>>2162246
nta but I mostly doomscroll and sometimes read something relatively obscure
>>
>>2162091
Personally they either didnt need to change sturgia or didnt need to put so much into the Nords, Sturgia is already (supposedly) a multi-cultural/Multi-ethnic confederation kingdom, the nordic influences coming in is natural and the point of the game was to show where the factions of Warband were 200 years ago.
>>
>>2162235
Mods extend the joy of the midgame
>>
is war sails going to be the warband to bannerlord's m&b1?
>>
I was watching someone play AWOIAF and it appears to have a pretty cool scripted main questline. I'm not into GoT though, so are there other mods that have a cool narrative structure?
>>
>>2162323
war sails is literally the viking conquest of bannerlord, just smaller.
>>
>>2162326
i'm trying to cope here
>>
>>2162323
lmoa no
>>2162326
i'm not sure it's even that. it just adds one faction and the ships and sailing mechanic. VC added a new map, tons of factions and sailing.
>>
Is warsails just gonna add vikings? Like will the boats be free for everyone or will it be a dlc because it sounds kind of stupid that you won't be able to use boats to travel to places if you dont buy the dlc...
>>
>>2162623
>Like will the boats be free for everyone
lmoa hell no
>because it sounds kind of stupid that you won't be able to use boats to travel to places if you dont buy the dlc...
war sails changes the map of Calradia to have navigable rivers in it and switches towns around.
there will be a base game map and a dlc map.
>>
>>2162623
I remember someone saying the people behind Viking Conquest are working on it, if so boats won't be free but it won't be hard to get ahold of the poorest quality ones while the best will require serious cash.
>>
>>2162623
without the boats addon dlc you'd just be playing 1.3/normal track of the game. The new faction and boats are an expansion.
>Also now that they have to update a module and the base game imagine how absolutely fucked game updates and stability will be going forward.
>>
god willing Eagle Rising and other mods take advantage of the ships so we can have some kino
>tri-reme
>Dromon
>Galleas
>Caravels
>ship of the line
>Galleons
>motherfucking ironclads
>turtle ships
>whateverthefuck floating houses Japanese use for ships
>>
>>2163208
While I have no hope in war sails doing anything meaningful for bannerlord I do strongly hope they start making entirely new games in the current engine.
>new pike and shot with fire and sword game
>sid myers pirates successor ship combat game
>remake the OG mount and blade for the 3rd time
>napoleonic conquest 2
>pull a second viking conquest with the senjuko guys to bring japan to the giajin in a M&B game that doesn't melt PCs
they have a limited window to capitalize on all the devhell the new engines taken to get to the 1.3 build
>>
>>2163208
>>2163208
>Blood&Gold: Caribbean! For Bannerlord with Warsails.
>>
>>2163208
I'm 99% sure if Eagle rising doesn't die they will. Theyr'e shifting to the europe map as I understand it which means naval affairs are not an option, they're essential. And as they are baking ramming into the base game it means we won't suffer from needing to make it.

>Multiplayer gunpowder age of sail shit
>50vs50 with like 20 men to a ship so you get 2 ships of the line and 1 smaller ship or something
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
>>2162326
>Viking conquest of Bannerlord
Not enough cool features (no the new faction and boats dont count) as far as we've seen for it to be VC.
>No camps and foragers
>No settlement creation
>No special weapons and loot in """dungeons""" and interesting characters
>Workshops still suck ass.
>>
>>2163208
>>2163614
Ramming is one thing but i wanna know if more wacky things like the Corvus can be made, i imagine a simple activator that just drops down and locks ships together + has pathing so that NPCs can walk over to board wouldn't be too outside the realm of possibility. Add to that a Ballista with a Harpax on it and ropes actually pulling ships together, or hell, fire pots like that goofy shit in Total War Rome 2.
>>
>>2163649
Agreed on all points except for workshops, they're a lot better now honestly.
>>
>>2163744
i'll ram you
>>
>>2163977
Your clan isn't high enough level for that, fuckboy
>>
>>2163529
Yeah Buddy! Historical carribean
>>
Oregon Trail Lord
>>
>>2163044
Tbh I think it would be prudent for mod devs to just say they will no longer update their mods with the base game in mind barring major fixes and improvements.
>>
>>2163974
Do they still just dissapear and not go under sequestration? That's always been my main gripe.
>>
What is your frame rate on max settings + 1000 units in a custom battle with 100% cavalry on the default map?
Mine drops to around 60 FPS. Bottlenecked by a 7800X3D.
>>
>>2164156
15fps
>>
Since caravans cumdodge now better, are they worth the investment now?
Its pretty hard to beat a companion for 500 (add 200 for 10 recruits for alley) to get daily income of ~130 daily in rich cities.
>>
>>2158568
Does anyone know yhe mod Dynamic Clan System? It seems cool, like 3 to 4 mods in one. Whats the compatibility.
>>
>Boats release
>It stays eternally bugged and barely working
All in a days work
>>
>>2164451
landboats incoming
>>
https://www.nexusmods.com/mountandblade2bannerlord/videos/592
>>
new boats look kind of meh for the most part
>Empire
Dromon, no greekfire by the looks of it
>Vlandia
Cog, nothing wrong with it
>Aserai/Khuzait
kind of boring and samey
>Battania
floating trash as expected from the faction
>Sturgia
longboat but slightly different
>Nerds
longboat
>>
>now enjoy a gorillion BIG BATTLE without meaningful interactions on water too!
>>
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>>2165083
>he doesn't position archers behind infantry/on elevation and order them to hold arrows until enemy is close
>he doesn't position the infantry into line formation and send them against enemy
>he doesn't order cavalry to follow him, repositioning to hammer enemy infantry in the back
Kergit/Khuzait hooves typed this
>>
>>2165091
i stopped doing that because it gets so fucking boring.
i have never ever mained the horsefuckers. they're even more boring than the optimal m&b strategy.
>>
>>2165092
>>2165091
Does RBM make battles like this more interesting by the way?

Unironicslly i sort of had this problem in Warband as well, i did the same shit again and again with the hammer and anvil, im actually gonna do a infantry/archers only playthrough or something because of it.
>>
>lose my first battle this campaign
>game crashes
lmao i remain undefeated!
>>2165327
in warbandlord, the first battle against Sturgia is a curveball.
i consistently lose the first engagement if i had similar number of troops to them.
idk about RBM but anons and everyone recommends the AI option at least.
in vanilla, you can fuck with the AI since it can't handle several divisions of troops. have infantry make several squares and several archer groups circling around and firing at the enemy from the sides or behind while your cav deal with their archers.
>>
>>2165346
Yeah i mainly mean the AI, hammer and anvil can be countered if the AI moved their infantry up first.
>>
>>2164454

as long as no landsharks incoming
>>
>>2158568
Reinstalling Bannerlord. Any advice on how to actually get and keep territory as a merc/independent? I'll be running the richest trade empire in the realm and have powerful allies, but I still can't manage to have the forces necessary to capture or hold anything for more than a few days before a murderblob destroys me.
>>
>>2166045
>don't formally make kingdom
>make peace with guys you stole land from
>repeat until bored
>>
>>2166054
in my experience even as independent your clan will eventually get attacked by that kingdom, even with peace treaty signed they will eventually start war again, they also do that if they lose all holdings
>>
>>2166072
You do what anon said but from rebel kingdoms (usually conquered towns). Once you take over, nobody declares war on you.
Unless this is patched in 1.3 but considering the state of the game and Ara's laziness, I highly doubt it.
>>
Should I make a waifu or a dudebro conqueror in Bannerlord?
>>
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>>2166085
Dudebro bald chad player with your harem of waifus from each race
It's the staple
I had a screenshot of the lot of them somewhere but here's this instead
>>
>>2166093
>not dressing waifus in beautiful dresses
ngmi
>>
>>2166095
I enjoy seeing legs you Asarai dog
>>
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>try out aging mechanic
>do the main quest
>older bro is freed, 2 little siblings are inside the city until they are old enough to for adventure
>meanwhile woo empire cutie, get married
>2 siblings are old enough to join me, get them in my party
>start traveling, pink message appears
>"Alea has become pregnant"
>oh cool I guess my wife is preg... wait a minute
>that's the name of my little sister
>baby is born
>screen confirms I am the father
>still no child with my wife
>check my mods, nothing about Alabama or incest
I didn't expect it turn into Crusader Kings 3 game this early
tl;dr my character got his little sister pregnant Instead of wife somehow
>>
>>2166103
Lmao, you fell for the ol switcheroo
>>
we must be butter men
>>
>>2166085
if you have primae noctis, dudebro and get a rapebaby or two out of Rhaggy. it's a staple.
>>2166098
>enjoy seeing legs
>doesn't have them wear short tunics
ngmi
>>
>>2166103
>somehow
>>
https://old.reddit.com/r/mountandblade/comments/1nyit50/mountblade_warband_diy_formation_look_like_a_cute/
How effective is the Loli formation?
>>
>playing as swadia
>reach sarranid lands
>battle in sand ensues
>pretend im not familiar with the terrain
>deliberately order a charge with heavy calvary and infantry in a wrong position
>lose a lot of troops
>pull back the calvary
>walk back and forth in front of the line
>complete reforming the calvary while the infantry hold the line in a disadvantages position
>order a charge again but actually in a good position
>win with fairly heavy losses
>mutter to myself ''we should capture a small castle and wait to familiarize ourselves with these lands''
Kino
>>
is bannerlord good yet
>>
always was
>>
no it wasn't
>>
>>2166179
cute
>>
>>2166268
it's pretty fun with tons of mods but i wouldn't recommend it just yet.
>>
>>2166243
>not ordering a charge and winning like Richard The Lionheart please disregard that his soldiers disobeyed and charged on their own
>>
>carved for myself the wimp territory except for Ortysia since i don't want to deal with wars but just sit comfily in my territory
>other lords get Hortegea and Lageta
>sitting in my fief congratulating myself for making my mistress the strongest monarch
>kingdom takes Ortysia from the Aserai
>my mistress grants it to me
>kingdom takes Garnator castle
>my mistress grants it to me
>my mistress is asking me for help
>can't deny her request
>rest of the playthrough is dealing with Aserai armies sieging Garnator castle and sometimes taking it back
>>
>code is really messed up this time... they removed the entire idea of having "Culture Objects" which a lot of code was based on... will have to figure it out.
it's over, primae noctis bros...
>>
>>2166657
>Jesse, what the fuck are you talking about?
>>
>>2162324
late reply but that one roman mod i guess. nihil or something
>>
>>2167079
https://steamcommunity.com/sharedfiles/filedetails/?id=1612746028
This? It looks really neat, I'm going to have to check it out.
>>
anyone here played Warsword warhammer mod for Warband?
watched some guy play as Chaos Warrior trying to become Daemon Prince
I was wondering if other factions have anything remotely cool
like Bretonnians embarking on a quest to become grail knights or elves getting the widow maker sword?
>>
>>2165091
that's so basic
>>
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CAN THEY JUST RELEASE WAR SAILS ALREADY

THE LONGER THEY WAIT THE LONGER MY MODS WILL TAKE TO UPDATE, AND I WANT TO MOD MYSELF IN 1.3.0
>>
>>2167843
Soonℱ

I dread the day 1.3.0 actually drops because a ton of mods have updates for it lined up and a ton more don't and i haven't been keeping track of it at all. Some updated for 1.2.12 and 1.3.0 and i will have to go back and fucking fetch em and check one by one. I'm just praying, fingers crossed, that enough older mods still work, that i won't have to redo my whole list.
>>
>1.3
>doesn't fix shuffled captains when joining battles, community manager even went so far as to say its an intended feature
>combat ai still shit, can't shield bash/kick, runs straight at you in arena when you have ranged weapons
>no reason to explore town scenes which are all well done
>no reason to sneak into towns - merchants, arena, prison and palace guard, all tell you to fuck off

ALL of this is easily resolved. Why turks are so damn lazy.
>>
>>2158568
I heard 1.3 includes siege diplomacy (finally) does that mean AI army leaders will actually take time to SIEGE the castle or town instead of storming the walls that have like 5 catapults? Its genuinely a pain joining lord armies sometimes because they're too retarded to starve the enemy out like normal people and HAVE to attempt storming the walls.
>>
>>2168052
I'd just be happy with a toggle to disallow companions from joining battle. Jumping through hoops to evacuate your noncombatants gets old and is why I always skill myself to never need noncombatants.
>>
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>>2168116
>Lowborn wants to fight in a way that's easy for lowborns
>>
>>2168052
>no reason to explore town scenes which are all well done
I have to admit, while it became a pointless chore in the end, visiting the scenes in Warband created some amount of charm. They removed the chore but at the same time, this optimized a minor bit of immersion out of the game there.
>>
>>2168116
no.
i've broken in and joined a defense of mine own town. we still had 2 catapults and the enemy had a ram and two siege towers.
my troops managed to destroy one tower but i failed to properly use the catapult to destroy the ram.
i ordered the troops massed at the gate to charge out while i focused on destroying the ram. once it was destroyed, i ordered them to fall back and gave command to the sergents then all of them gathered on the remaining tower and the enemy eventually routed.
it was kino.
idk if the gates close on their own or if a troop closed them when i ordered the fallback.
>>2168152
can't you give your companions the first medic skill that gives them 30% recovery after every battle and thus are never wounded?
>>
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>>2168052
>>2168186
the answer really is just astonishingly simple and also something Warband had already: random encounters when entering towns. And in Bannerlord you have so many more places to have them that the belligerent drunk and muggers at night should be one of dozens of possible things to run into.

>(high crime)run into gang in alley trying to extort random peasant
>run into city guard taking bribes from a notable
>tavern brawl
>refugees from looted village just squating on some corner
>(town is prosperous) citizens throwing a party or a feast and inviting you
>recently arrived caravan unloading huge pile of goods
>soldiers from the local garrison parading down the street
>public auction
>public trial of a random criminal
>council meeting of the notables
>funeral for dead citizens being held
>(low prosperity) victims of starvation or disease being collected
>peasants fighting over a chicken or some other hilariously stupid shit
>desperate mother trying to make you take in her children she can no longer feed
>bunch of people approaching you asking for money
>>
>>2168316
I remember warband had peasants approach and ask for money if village was poor and giving money would actually raise it slightly.

As for exploration, I'd shamelessly steal also Sea Dogs/PotC ideas on top of your ideas

>NPC's on street and tavern can give quests, both generated and unique. With ships I'd steal the 'transport townsman to town x' quest directly as well as add 'travel with townsman/villager' if surrounding places are swarming with bandits.
>Town will have one "main merchant" which is used when you trade via menu but you can explore other street vendors which will have slightly randomized goods but still within town's resources and production and only accessible by exploration.
>"Dungeons" which once cleared will provide unique rewards such as good mid game items - A thieves guild/an alley/sewers to clear out from bandits. These should be a step up to Arena and would fit well with stealth update we have already.
>Dead drops which contain anything from 100 gold to random small items like daggers or jewels, but are hard to spot.

And add

>visible damage and some corpses if town was taken over by siege.
>>
>>2158568
Is Fourberie good? As far as i can see Alleys are retardedly sad sources of income and worth. My 10 sturgian linebreakers and legiononaries i placed are apparentally quivering at... 5 not-a-looters. Does Fourberie fix it?
>>
>>2168380
>Is Fourberie good
it introduces alternative playstyle, my current playthrough I assassinate rulers and cause rebellions left and right, trying to destabilize regions
you can also level rougery much easier thanks to pickpocket mechanic inside the city
>alleys
never bothered with them
you have the option to challenge the resident big shot gangster to a duel
if you win you get the alley OR you can ask him to put in a good word for any other gangster around the world (with high enough charm you can bounce off various jobs and cities to make every gang leader like you, giving small contributions to you)
>>
>my daughter died in battle
she was only 21
i executed all the Aserai lords i was in battle with.
>>
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>>2159461
I want good mid-level parties to fight that aren't mercenaries or trade caravans. Like more significant bandit parties, which is in a mod which I forgot (lol)
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>>2168410
Aren't deserters supposed to be a thing in Warsails?
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>>2168344
Also smuggling
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>>2168410
I use Bandit Militias and it's pretty great. Bandit parties will occasionally interact and combine while elevating one of themselves into, essentially, a tier 0 lord bandit boss. It's still mostly bandit units but they get a few normal troops and they also have higher tier bandit units you would otherwise only see in camps. Left alone, I've found 150 stack bandit hordes that will decimate local economies because they're still fairly fast.
>>
>>2168544
They're a thing as of 1.3.0 without War Sails

>>2168410
>>2168593
I think another good way would be just rogue merc companies going around extorting villages, it'd be a)different from normal bandits because bandits attack parties on the map while mercs would go around targetting actual settlements and caravans that most bandits won't touch and b)you'd get to see very specific troop types you normally never see on the field unless you yourself hire them off a tavern, and you'd get their rare(er) loot.

They'd be way more dangerous than bandits because they're higher level trained troops but as parties they'd just have the one gimmick instead of being well rounded armies so you could still bonk them by using better tactics or varied troop types.
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>>2168613
>Tfw no Sea Peoples fucking your shit up
>>
>>2168593
>Bandit parties will occasionally interact and combine
this was added in 1.3 for deserters. idk about other bandits.
>>
>>2168623
Sea raiders better become top tier loot pinatas again or so help me god
>>
>>2168385
>assassinations
Hot dog that actually sounds like a really cool feature
>>
>>2168116
Most siege attack shits will modtly knock army troops unconscious, and getting more isnt even a problem
>>
>>2168655
it is, but difficult to pull off
throne chamber is always guarded, and in order to get in you need to yoink a disguise off a guard's corpse (alt and block button)
when you enter you are assigned a random guard group from 1-5, nobles will ask you group you're from, if you mention the wrong one they will alert everyone
once you kill/alert expect everyone to rush you, so either you fight 10+ people or have to run through the city and hope to escape
throne room also often contains blackmail material you can use to lower stability
Fourberie works with Eagle Rising as well (and kind of makes it easier since you can bring pillums into city)
>>
>>2168667
cool. can assassins be sent after you?
>>
>>2168700
no
you can also train your own assassins (by the looks of things with bandit lairs)
and yeah you can become neutral with all the bandit clans except looters
>>
>>2158568
Dismemberment mod has become a must have for me, wish there was a more detailed gore mod but i underatand that shit would be a pain to pull off i guess
>>
>>2166728
that's a post under primae noctis mod discussion on LL by the modder.
>>
>>2168705
gay
>>2168710
does decapitating a lord actually kill him or is it just visual?
>>
>>2168720
NTA but afaik dismemberment only happens when you deliver a killing strike, it checks that flag first
>>
>>2168733
i meant to ask if the lord dies not just get knocked unconscious.
>>
>>2158568
You guys ever reach that point where your personal retinue includes like 500 troops that cost thousands of gold to pay every day but you're fighting so many wars that it doesnt matter because you'll be making it all back
>>
>>2168720
No, i suggest installing Death 4 All for that so you have higher lord kill chance.
>>
>>2168771
>every day
Easily the worst part of Bannerlord
>>
>>2167660
idk but it's definitely worth playing, it's grown into one of the best mods for warband imo
>>
>>2168833
it's historically accurateℱ though
>>
>>2168913
it would be if your troops demanded more pay if they are about to face really shitty battle or do sieges
professional national army would face other issues like soldiers wanting to leave service eventually and settle down to farm or some shit
>>
>>2168921
>professional national army
there were no national armies in the middle ages. hell, not even nationalities.
>would face other issues like soldiers wanting to leave service eventually and settle down to farm or some shit
kino. make it happen.
have soldiers after a certain number of knockouts at max level just retiring due to headaches from.being concussed too many times.
>>
>>2168921
>if your troops demanded more pay if they are about to face really shitty battle or do sieges
this is also kino and must be made too. idk why i forgot to include it.
>>
>>2168913
I don't care about accuracy if it makes shit gameplay
>>
>>2168913
Is it? I'm sure this is something that would change based on the time and place, but I have a hard time believing that troops in medieval European armies got paid on a daily basis.
>>
>>2168941
This
The amount of times you hear about leaders sweating balls and looting places because they owed their troops months of wages
Not to mention the pain in the ass of having to pay ALL of your troops one by one every single day, even with each lord paying their own soldiers.
>>
>>2168941
Ingerland had contracts with records you can view today and indeed troops got paid daily (stipulated by contracts)
payment method however could be changed, some armies charged soldiers for their equipment and food others simply delayed the payment until certain threshold was reached (either just marching for a long time or taking over objective)
nobles and some contractors(think rare siege engineers and such) would receive fixed sum
>>
>>2168958
So in other words, a certain place during a certain time payed their soldiers, in general, daily and now according to previous anon every army in the whole world at any point in time did that too
>>
>>2168928
>public school didn't mention the ompagnie d'ordonnance or the fyrd or the Assize of Arms or...
it's more complex than yes or no for 1000 years of history codensed into one "middle" age, but for over half of that most major european powers had codified military requirements and some form of standing army.

It'd make a lot of sense if the big benefit of being a Lord with lands is being able to call men to military service instead of pay them like as a mercenary. But that also begs for a troop tree redesign where as someguy "recruits" aren't faction troops at all but instead hard men and drifter types that upgrade into mercenaries/bandit troops.
>>2168921
double pay/additional tier based payment for being assigned to the siege team to take a fief would be a simple mod. It could be a morale modifier that debuffs normal troops but is neutral for companions. As a mercenary (you) the player would also be paid say 2-3000 gold by the army leader but as a lord you don't get any extra cash/have to pay yourself if you're leading the siege
>>
>>2168627
Neat. I'm on 1.2 still as I can't possible play without my lewd mods but I'm excited for 1.3 and warsails. Did they add any customization to bandit spawns? Like kingdom, the amount of roving bandits is something I switch up between campaigns and the bandit militia lets you switch that stuff up.
>>
>>2168833
I still miss weekly payments, but oh well, gotta win 3 more tournaments and sell the prizes off to support thw horde i guess
>>
>>2169010
>Did they add any customization to bandit spawns?
no but there are lots and lots of bsndit parties now.
>>
>>2158635
>>2158619
remember what they took from you
never forget
never forgive
>>
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>>2169124
forgot image
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>>2168941
weekly, bi-weekly and monthly was more common desu
daily is just impractical
>>
https://www.youtube.com/watch?v=_y8k_1nhhio
>streams programmed for today

dropping soon
>>
>>2168941
They didn't, because it would be a huge waste of time to pay hundreds of dudes every day. The thing with bannerlord is it begins as kind of a small gaggle of chucklefucks who would receive payment of a daily basis, but pretty soon you become a proper army where you might pay out every couple weeks but nothing represents this change.
>>
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>>2169127
>Update
This map was Warbandkino, but I'm glad we're getting the updated one from Warsails with actual rivers.
What I hate is that for sure they still won't make certain chokepoints on the campaign map matter because the AI is dumb and cant think strategically. And Roads for sure still won't give you a speed bonus.
>>
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>>2169127
>radia(ta stories)
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>>2169225
I wonder if they will ever use those unused nations the encyclopedia
>>
>>2169225
they could have added rivers to the warbandlike map too...
the bannerlord release map looks hideous desu plus it has retarded bullshit like how the sturgians are split up, or aserai being only connected to the rest by 2 chokepoints really far apart, or battania having extremely well defined natural borders meaning any land they gain or lose is instant bordergore
>>
>>2158635
So the big islands in the Perassic are just staying empty?
>>
Do I really need to baby sit alleys when they become under attack? Is there a trick to manage them properly?
>>
>the good ol' days of huscarls defending your town are soonℱ
too bad i'm not buying the dlc
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>>2169247
No im half sure that putting a lot of troops just makes it less likely to happen, really i think it's a very underdeveloped system meant for """"roleplay""""" because there are better more noble and of course ignoble to earn money in the game. It's kind of cheating because i like to use Arena Overhaul which makes tournaments rely on training/stock armor like in Warband, but horses and items from tourneys can be sold for mucho bucks.
>>
>>2169241
I rember something about them getting completely deleted actually but don't quote me on that
>>
>>2169247
i have never in my life entered an alley
>>
Just captured Ethos and kicked the Empire Immortals the fuck out of there. What's a good knighthood order to replace them with? I want to revive the Griffon Order later but I'm still a vassal for now.
>>
>>2169231
Which ones?
Vakken and Darshi? They are the cultures of Minor Clans, much like Nord, but I'm guessing Nord will be the new, not-minor clan culture that gets updated in the DLC.
>>
>>2169363
yeah those
there was also mention of Khuzait fleeing from some other nation, forcing them to essentially leave behind nomadic traditions and settle down
>>
>>2169363
>>2169366
I keep forgetting, were they part of said steppe horde and just broke off like some Turks or were they forced to migrate west because of the steppe horde east like idk the Pechenegs or Cumans.
Also i think it would be insanely funny in an anti-climactic way if instead of the big steppe horde still being there they actually broke apart long ago into warring succesor states like so many steppe hordes do, could even be the subject of a DLC
>>
>>2169342
make your own CKO. with Noldot equipment and qualis gems.
>>
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>>2168964
>It'd make a lot of sense if the big benefit of being a Lord with lands is being able to call men to military service instead of pay them like as a mercenary. But that also begs for a troop tree redesign where as someguy "recruits" aren't faction troops at all but instead hard men and drifter types that upgrade into mercenaries/bandit troops.

I think you can do with far less drastic changes because the game already has this normally inaccessible militia tree to every faction which is kinda wasted. I think the best way would be to have four threes for a faction which would in fairly broad strokes cover how every military recruitment/career system worked in the middle ages.

>Militia troops:
>recruited from a lords' land, cheap to recruit as you're only covering the cost of equipment and a lump sum for their families at home
>they don't get paid but once a certain number of months pass they'll demand to be dismissed or start deserting gradually
>most useful on defensive wars where you can quickly shit out a 300-500 strong army of militiamen to pad your force before sending them home

>standing troops
>recruited from anywhere in the kingdom at normal costs
>they go through the standard troop tree being paid monthly and will only ask for retirement after 16 in game years if they live that long, at which point they go any fief you own

>mercenary troops
>recruited in towns, mercenaries get paid a high sum to tag along for about a year and demand instead a cut of things like loot and high morale
>once their contract is done they will either offer to continue or fuck off

>Noble troops
>core troops of every lord, recruitable once you have a fief with a castle
>they don't get paid but their cost gets taken out of your tax revenue at the fief
>they'll go with you wherever for as long as you want
>>
>Boat combat
Unironically can't wait.
>>
>>2158568
wtf is happening on the leddit bros
https://www.reddit.com/r/mountandblade/comments/1ny2o2k/when_enemy_kingdom_attack_my_caravan/
>>
https://www.youtube.com/watch?v=E6zzpya2FT4
>>
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>>2169420
>>2168964
I'm once again suggesting you try Feudal Warfare.
>4 Disting social classes from recruited troops. Lowly freemen, merchans and craftment, professional soldiers, minor nobility and retainers.
>Troops can't be instantly recruited from fiefs unless you are their lord/king. You need to build a decent relationship with lords before they lend troops to you. You need to rely on bandits, mercenaries, or peasants you rescue at first.
>Fiefs now come with a Master-At-Arms that will recruit minor noble troops and bring them to you once you're their lord.
>Other stuff

I wanna make a troop tree overhaul for the mod, but I'm struggling to figure out which would be the best logic behind it.
General concept is for troops higher in the social class will be better equipped and trained than those of lower classes, even if they share the same tier as them. So a Tier 3 Noble Troop would be better equipped and better trained than a Tier 3 Peasant.
Input appreciated.
>>
>>2169494
simplify it, too many units
also naming
>>
>>2169474
is this a reference to Raynald of Chatisomething and Saladin?
>>
>there's no release date for warsails now
Wtf turkroaches are even doing?
You literally have one farking game(dlc) on your workload
Fucking finish it
>>
>>2158568
Is Roma Invicta properly playable as a campaign now? I’ve been waiting for a total conversion other than the Game of Thrones one (which is okay) for so long.
>>
watched the new sneaking mechanics in action
just wow...
>limited to shitty dagger and basic ranged weapons like sling
>no disguise
>takes ages to sneak behind someone
>it doesn't fucking award roguery skill points
>if you're discovered you're given small period of time before mission just aborts you
>none of this offers any substantial benefit
really fucking hope Fouberie mod gets updated and dude behind it salvages this travesty
>>
>>2169494
I'd second that what always kills these types of deep systems is being not fun to play.
Making the recuitable troops bad doesn't fix the immersion problem, making troops good but expensive and retainers good and not expensive starts to fix the issue. The biggest problem is that units with armor don't go to the front/sides of formations like they should, which fucks up your ability to actually fight a proper battle. Ideally a force of 100 infantrymen would have 20 guys in full plate, then the rest in medium to low/no armor hiding behind that first line. When the good troops die, then you get put into a rout scenario. Instead you have 80 guys with no armor zerg forward into the other sides 80 guys with no armor, they all die on both sides, then the remaining 20v20 duke it out to the death because tier3+ troops won't retreat. It's all fucked and means any troop tree that removes gear from tiers of soldiers for roleplay reasons undermines the undermodeled combat.

what I vaguely consider to be the logic behind my personal mylittlewarband troops is that they're mercenaries in the high medieval-renaissance sense. I give pretty much everyone pikes or polearms (in RBM where they don't suck) then by T4 they start to get decent amounts of armor to go with it. No soldier even the recruit is 100% useless like stock, but you don't give them say a tier5 cavalry option that's OP out of your infantry line like every stock/most mod troop trees
>>
>>2169588
Yeah, the general idea is to make Low tier units more useful, so even a Tier 1 recruit has decent weapons (For example, giving all T1 Imperial recruits at least a small shield and a sling, paired with some sidearm like a shortsword or a simple axe), so that they're al at least decently competent.
Meanwhile, armor would be slowly obtained by troops, but Peasants would never be able to obtain much other than maybe a gamberson and a helmet, while noble troops have decent weapons and armor from the get-go.

Making a mod like this seems pointless if it isn't paired with mods that actually improve the combat/AI/Armor of troops such as RBM, Warbandlord, Lethal Weapon, Realistic Combat Adjustments, etc., so I'm still looking for what the best combination of them would be.

>>2169505
Maybe. The point is to be able to have a decent set of tiered troops and a clear preference of a faction to use certain units, but I also don't want the player to find themselves in a situation where they can't find troops of a particular type because the trees are so slim.
>>
>>2169626
I've never looked into how it'd be done, but "regular" recruits instead of being just armed peasants should evolve into mercenary troops. If feudal warfare can divide things into 3 trees per faction, the one you can get as a non noble shouldn't be land bound peasants or the shire reeve, it should be men who want to join a mercenary company which did exist in the 14th-17th century in significant numbers to fuel the meatgrinder wars of the continent.
I'd make those troops more varied/wider tree, recuitable at T4-5 from towns as a replacement for the useless mercenaries, recruitable at low tier through the standard recruitment interface.

the levy a lord could print out of a held fief should be more rigid and pretty much just be spearmen/bowmen/light horse with a tier2,3,4,5 variant for better arms and armor off a base of good. Then the noble line is your specialist faction unit. Mercenary forces should have a lower floor of guy with pike or spear/shield but an equal upper bound (for more money) with T5 of the noble or retinue trees.

a handful of noble vlandian heavy cavalry should completely fuck up dozens of say aserai retenue light cavalrymen, while the light cavalry should be evenly matched to an infantry spear wall itself. And in reverse the jareed spamming noble aserai hybrid cavalry should be able to fuck up an infantry block with near impunity and do well on broken ground against shock cavalry, but also utterly eat shit against infantry or a heavy cavalry charge if ordered to charge onto their spears. And the faction mercenaries should be able to do all of it competently, but only if you invest in them and can keep them paid.
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>>2169647
pretty much something like
https://www.nexusmods.com/mountandblade2bannerlord/mods/2896
but recruited directly from villages and towns in T1-3 form instead of only being able to get trash units. At their best they'd be better than levy/retainer troops of lords (why a kingdom would hire your merc band to begin with) while at their start they're all the second sons and ner do wells who want to make war their profession with only their pike to their name.
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>>2169647
I'm using the mod Custom Series to plan the Troop Trees in-game.
The game handles three 'Occupation' of troops: Soldier, Mercenary, and Bandit. I don't know if there's any difference between Mercenary and Soldier troops other than Mercenary troops being more expensive to maintain, but with the mod it's perfecty possible to make one Soldier troop troop upgrade to a Mercenary type troop and viceverse because Occupation is tied to the troop, not to the troop tree.

I was planning on also expanding on the Mercenary troop trees. With Feudal Warfare the player is mostly forced to rely on recruiting Mercenary troops from Taverns if they want to get troops for their army.
What I could do is expand the Mercenary Troop Trees from T0 all the way to T5 or T6 and make them more varied so that they're the troops the player will find easy to recruit early game but can turn into excellent troops, at the drawback of being very expensive later on.

Meanwhile, the levies lords can recruit from Notables would have a more strict upgrade pathing, but be cheaper and of course much easier to recruit for the actual Lords of the fiefs.
>>
>>2169546
i'm glad they delayed it. i (want to) think the massive backlash when they announced it actually caused them to want to improve the base game and we're not yet satisfied with the 1.3.1.
>>
>>2169575
>>limited to shitty dagger and basic ranged weapons like sling
you get a small one hander like a falchion or some shit and you can use a recurve bow.
>>it doesn't fucking award roguery skill points
they said it was an oversight and will be fixed.
it's still shit.
>>
>>2169657
...I could make it so that T0 Peasant units can either upgrade to T1 Soldier units or T1 Mercenary units. so that they'll only ever appear as Soldiers when recruited from Notables, but as Mercenaries when recruited from taverns, but T0 Peasants rescued from bandits or other parties can be upgraded either way...
Although it might get a bit too convoluted.
>>
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>>2169685
Maybe if I reduce the Soldier troop trees to represent their limited social mobility and then make it so that the Mercenary troop trees of each faction allow peasants to raise to the equivalent best units of each tier (Crossbowmen, Sergeants, Banner Knights), but for a heavier monetary cost than it would normally be?
>>
>>2169474
muslim retard spamming up the subreddit
click and read the user's description
>>
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>>2169708
Hold on, I might be going mad with power.
>>
>Your daughter has died in childbirth
Nothing has been spared me in this world...
>>
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What's a setting you think would convert well to into bannerlord? I think a Kenshi conversion mod would be rad af
>smaller scale armies
>bandits everywhere, but they also fight eachother
>steal the japan mods feature of looting battlefields
>deserts and alien looking biomes
>no cavalry
>>
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>>2169815
lol

https://www.moddb.com/mods/bannerkenshi
Pretty sure it's dead, tho.
>>
>>2169818
Nobody can compete with his aura
>>
>>2169494
I think I tried feudal warfare once but just getting relations to the point that I could start playing the game was a grind unto itself.
>>
>>2169827
It does make the game more grindy. It doubles the amount of Clan Tiers, Makes it so that you have to reach Clan 2 to become a Vassal instead of just Clan 1, but lets you still do Mercenary contracts at any Clan Tier.
The idea is more or less to use Mercenary Troops until you can actually obtain your own levies, but it takes a while.
>>
>>2169588
>The biggest problem is that units with armor don't go to the front/sides of formations like they should
Almost like we had that option and they removed it
lol
lmao
fucking cockroach motherfuckers
>>
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>>2169708
>>2169749
>check out custom series
>more depreciated than mylittlewarband
>tfw game will never, ever justwork
1.3 playthrough never it seems

looks promising as a setup. I've never gone full autism to do a mod ready full troop overhaul but for my own use in rbm I made a polearm and archer or crossbowman focused army a few times with swadian armory as the main source of equipment. If I could bridge the trees to make mercenaries upgrade from/into a troop tree I'd finally be somewhat happy with the state of the game. i wish batannians weren't such an anachronism to this largely ~13th century setting for there to be clean western and eastern pattern mercenaries
>>
>>2169836
noble line is heavy cavalry but as a quasi balance I made the only cavalry in the normal unit tree a (historical) mounted bowman that the AI would be forced to use as a cavalryman but works in player hands as a medieval dragoon to get somewhere then dismount. Lightish lancer with bow for dismounted use in the pattern of the scottish guard or hundred years war and italian wars mounted bowmen that could act as light infantry or light cavalry while raping the countryside.

with rbm and unblockable thrusts the polearm troops and spear heavier armies of the teased faction trees are actually good. hanging strapped shields and polearms holds with the historical record how the infantry of france and other countries ideally wanted infantry to be armed/armored in the late 15th century.
>>
>>2159055
I've defended multiple seiges after losing the walls by pulling back into the town/courtyard and holding there, the trick is to use put your infantry into a square and then cover them with your archers from another part of the settlement - the infantry sit there and take the punishment while the archers do the killing
Likewise, I am typically badly outnumbered on the first few siege assaults after forming a kingdom and prefer to get around that by being extra tactical with my assault group, if you can get inside and open the gates the enemy will expend their entire force trying to close them again, essentially turning what should have been a costly siege assault into a much more winnable defensive battle
>>
>>2161964
The ottoman empire (from which turkey emerged) styled itself as a continuation of the roman empire
If you had walked into a random part of ottoman territory circa 1850 or so and asked a peasant where you were they would have replied
>you are in the Roman Empire
>>
>>2166045
you need to pick your start location more carefully and build up some capital first, try to find a town that is isolated from the territory of whichever faction holds it as it will be both weaker and harder for them to get armies too - it really helps if they are at war with someone else as well
If you just hide in a fortress when the enemy attacks they will starve you out, instead you wait outside until they begin assaulting the walls and then break in to join the defence This costs you some troops but in exchange it allows you to murderfuck the stack to death in a defensive siege battle
actively patrol your territory whenever you are not under siege and try to catch enemy armies before they get to big/group up with other armies
recruit as many Battanian Fain Champions as you can
>>
>>2166085
waifu conqueror with harem of waifu companions
I typically make two of them lords when I found a kingdom (three or more means I dont get to pick which settlements I keep) so that I have an entire waifu empire under my command by the end of the campaign
>>
I think the only time I actually hit the kingdom tier was when by marrying Caladogs daughter and being the golden boy of battania for a bit, he managed to up and die then the lords all ignored his son's to make me the new king. A king with all wrongculture fiefs in northern empire/sturgia lands. After about the 4th 4 way way war fought to maintain our slightly expanded borders I hung up the playthrough. A default faction leader not having access to the secret infinitely snowballing money chest really fucks up the ability to do what little diplomacy exists in the balance of 1.10 or whatever was the build when these shenanigans happened.

I was not at all set up to permanently imprison nobles or any of the other cheesy shit that's a hard requirement to play past the point of being a vassal.
>>
>>2158568
Man does anyone else get kinda bored at the 500 day mark in Bannerlord? It's like by that time the Battanians are already dead, the other empires have eaten each other or are being conquered by the Khuzaits or Aserai. I wish shit could last a bit longer sometimes. Good thing i got Diplomacy i like civil wars happening.
>>
>>2169891
>be bannerlord
>any build of the last 4ish years
>day X00
>anti snowball AI behavior assures there are 2-3 unassailable juggernaut factions and everyone else is too broken to do anything but also unconquered
>empire either unchanged or one of the 3 died
>all remaining factions so expansion tag spooked that any war becomes a 4v1 automatically
>border areas ground to literal dust from repeated conquering from lost racial lands, lost held lands war causing tags
>only thing AI will ever fight over, just to trigger disaster wars until your bookie has it's own disaster war
did 1.3's diplomacy changes change this at all?
>>
>>2169891
I've usually conquered the entire map before that point
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>>2169927
Exactly, its got the total war Medieval 2 problem where i dont bother getting to gunpowder half the time because you've won by that point.
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>>2169911
Idk, i just play with the Diplomacy mod so people actually have non aggression pacts, alliances, and shit.
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>>2169891
The game cant simulate how taxing a war actually is on someone, and creating and recruiting armies is too easy, i kind of want to play with Death For All since it makes lords dying way way easier, making it easier to simulate how taxing a war could be. Its either that or making armies cost way more influence or making recruitment harder idk.
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installed Warsword Conquest
I don't remember a damn thing about Warband's skill system, going to dick around in arenas for a now
>>
what engine does blord use and is it accessible to the public
I've been daydreaming and ideasguying a warbandlike game like probably everyone ITT has but obviously doing 1000v1000 unit fights where the soldiers have even a little bit of complexity is probably unfeasible on unity or unreal
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>>2169958
Nice name. From what I remember, trainer is the only skill that stacks. Surgery and first aid is good, if your dude that has those skills go down they stop working so it can be good to have a backup healer. Looting and inventory management aren't bad. Iron flesh I remember being useless on normal damages because you either have enough armour to shrug things off or you'd get one shot. Looks like you've got a lot of the good ones already.
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>>2169861
they called themselves Romans before even dreaming of taking Constantinople.
https://en.wikipedia.org/wiki/Sultanate_of_Rum
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>>2169958
>>2169969
Party skills are still good on the player as the companion skill stacks on a ratio I can't remember (at max it'll be 10+4)
Ironflesh is trash unless the mod buffs it
INT a best
God, its so much better than bannerlords dogshit system
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>>2169972
looks like ironflesh is actually breddy good here
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Should I start my anti-imperial conquest with a Sturgian, Battanian, or Vlandian based clan?
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that's big ogre
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>>2169985
Battania seems the most appropiate for an anti-imperial story.
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>>2170019
What should I name my clan?
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>>2170003
for you
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>>2170021
Aruernoi
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Best husbando in Bannerlord so my waifu queen can produce quality heirs?
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>>2170003
You should be fine as long as you're not Roman.
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>>2170132
Derthert
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I finally bought Bannerlord because it was on sale and after about 50 hours I just want to go back to playing Warband total conversions. I've been running around raiding villages as a merc for a long time to stack up money, but I don't know what to even use the money for because my army size is too small to do anything by myself even with elite troops, the AI never helps me do anything useful, and anything I invest my money in has an awful return. On one character I tried to rush becoming a vassal but I couldn't defend my shithole fief by myself in an endless stalemate 4v1 war with no income.
Am I just having a skill issue? Does it get better in the late game? Can mods fix it?
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>>2170270
try the beta. they buffed towns tariffs.
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>>2170270
>raiding
oof
>no leadership, no clan tiers
>rush right to vassal, the thing that never works in any M&B game
>skill issue?
somewhat. At least you haven't executed any nobles ...right anon? ...right anon?

seal club bandits until tier2, become merc pretty much perpetually, get army to the 130 range through clan level and perks (also look for the small list of useful companions with a skill in stewardship), then consider becoming a vassal for a kingdom you have cultivate high relations with through
1. fighting for them and donating nobles to print off 100% positive relation
2. fighting against them and just letting them go every time to print off 100% positive relation
Ideally one of your same culture or one invading your same culture. You want a fief the same culture as you and your governor. This can be done through 3 ways
>invade your cultures lands and be awarded fiefs from it
>retake your cultures lands after they've been lost in war
>take over a rebelling town of your same culture after it was lost by an enemy from wrong culture modifiers

alternatively pick up companions of the culture your faction is invading and park them in the governorship to get the loyalty bonus and any bonuses their perks give you, then switch on permanent bread and circuses with a small, small chance you might be able to build something.

Going into things half cocked/doing a conquest run where you'll just have a shitload of wrong culture fiefs the only thing you can do is set the daily task to [games and festivals] and never visit the castle again, just retake it if or when it's conquered. Land is barely a permanent thing in bannerlord when you're in a zone that makes perpetual border wars, just don't get attached to it.

also before becoming a vassal and arguable instead of becoming a mercenary, make caravans that print off 200 gold a day on average with no trade skill. at war they can get captured but it's rare.
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>>2170270
Personally id install a mod like diplomacy and arena overhaul, it brings back some Warband features like non-aggression pacts and actually interesting tourneys. In addition you likely wont be doing 4v1s with Diplomacy as much as factions now also have to deal with war exhaustion and at times internal politics.

You could also install wealthy workshops to make them more profitable.

Honestly i think im really disliking how this game doesnt seem to like you "playing tall" so to speak. I actually screwed up becausw im currently rocking a band of like 400 guys right now, making like 50k a pop every battle from hunting down lord after lord and even a few armies on my own. Cureently at 700k and barely anything i want to spend on. I feel so empty in a way, like an obese guy who hates it but can only feel satisfaction from eating more food.
>>
yeah think I am going to drop Warsword
units that have "Dodge" skill can just contort bodies 5x times in a row avoiding any damage, so a band of 20 gutter runners is effectively an army of 100
certain undead units have chance to insta kill units, including heroes(that means you too dummy)
arena layouts range from
>sniper heaven, I can no scope 40 people without being harassed
to
>here is a gigantic city with spawn points so afar you can kill like 4 people in total out of 40
and god have mercy on your ass if you're not playing as human, getting armor piece from non vendor is an experience and a half
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>>2170299
I've done 3 games, the vassal rush was the second game. On my current one I'm pretty much at the point you described where I should consider becoming a vassal. I just have a feeling that it's going to be disastrous and I'm going to lose all my built up troops and money in exchange for a shitty border castle that I can't hold. I'm playing as an imperial and pretty much sticking entirely to imperial lands for the moment.
>make caravans that print off 200 gold a day on average with no trade skill
Yeah I have no idea how these work, guess I should look into it.
>Land is barely a permanent thing in bannerlord when you're in a zone that makes perpetual border wars, just don't get attached to it.
I really hope this isn't the case. Map painting is my raison d'ĂȘtre.
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>>2158568
Yknow what i wish? I wish the sack and pillage options for settlements had actual encounters. I was playing the artem animation mod and and that mod with the battlecry that sometimes makes enemies flee more and it was genuinely cool to reach that part in sieges where the enemy starts running back to the keep because some of them are still fighting at the walls ans holding their ground and shiet while me and a contingent of men are running down the stragglers in the city itself, breaking the gates open, etc. Etc. I felt like that scene in the northman. It was awesome.
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>>2169985
Battania for story. Vlandia for success.



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