|
Mesadoram posted:That is actually great to know. I forget though if they have the same stats . Khan's guard do have better skills but it's very possible weapon skills don't actually work for troops and even if they do the weapon stats probably outweigh skill. Enigma posted:Interesting. Unfortunately there's no convenient way to do so. All you can do is look at the troop in question and go "oh hey I recognize that item and know it has x stats." In the case of the mameluke heavy cav I only really noticed it since the noble bow looks particularly different from other bows.
|
# ? Apr 24, 2020 00:21 |
|
|
# ? May 7, 2024 00:31 |
|
Oh man I just got nailed by a couched lance for the first time and oof 133 damage on easy.
|
# ? Apr 24, 2020 00:36 |
Enigma posted:Oh man I just got nailed by a couched lance for the first time and oof 133 damage on easy. Yeah that one always hurts. Usually they get my horse and not me. However, getting unhorsed is a very harrowing experience in this game, which usually involves getting mobbed an murdered a minute later.
|
|
# ? Apr 24, 2020 00:38 |
|
Lance troopers are loving brutal on Realistic both to the enemy and to you.
|
# ? Apr 24, 2020 00:50 |
|
Gobblecoque posted:Khan's guard do have better skills but it's very possible weapon skills don't actually work for troops and even if they do the weapon stats probably outweigh skill. I haven't really used Mameluke cav all that much. It's hard to say how much (or if at all) skills impact troops, in part because troop skills are so drat ubiquitous and high. Supposedly combat AI is based on the troop's weapon skill, and it feels like Khan's Guards are much better than the non-elite Khuzait horse archers at actually landing shots. Fian Champions, who have the same bow skill, will shoot further and hit more reliably than, say, Imperial Palantine Guard archers, but how much of that is tied up in bow skill vs better base bows, who knows.
|
# ? Apr 24, 2020 02:00 |
|
Enigma posted:If I wanted to have a mixed army rather than just a horde of horse archers (like, say, I was hit on the head or something) what sort of ratio of troop types works best and which kingdom is fun? My first playthrough I went with Aserai, but this playthrough I'm going with the Vlandian. Really loving those Vlandian knights, they kick rear end. I have them follow me and then charge into the rear of the enemy archers.
|
# ? Apr 24, 2020 02:48 |
|
My favorite bit with the Vlandians is how their higher-tier crossbowmen all carry pavise shields so they're remarkably effective even in a brawl. If the infantry get close enough it's not a bad idea to tell them to hold fire and charge.
|
# ? Apr 24, 2020 03:16 |
|
So anyone tested yet how the map dynamic changes if you start thinning out the lords en masse? I’ve been starting a genocide against all non-imperials as a imperial vassal, does the map eventually just flood with bandits if most of the clans just get guillotined?
|
# ? Apr 24, 2020 05:07 |
|
I think the AI does some chopping, since I notice some clans I want to get in my kingdom have 1-2 members. I wish there were some other ways of having a conflict between entities, like a vendetta against a specific clan, that could go on as long as ruler of kingdom doesn't ask you to calm down "or else..". Or at least a way to sack the city/castle, knocking down improvements for mad coins. Still I really enjoy the game in it's present form, it scratches that itch...
|
# ? Apr 24, 2020 11:23 |
|
Yes, AI does very limited chopping, you can in fact get a quest from a noble to catch his specific enemy so he can “deal with it once and for all”.
|
# ? Apr 24, 2020 11:40 |
Enigma posted:Oh man I just got nailed by a couched lance for the first time and oof 133 damage on easy. As a holdover from learning the hard way in M&B1, I will always peel off an attack if the enemy is playing chicken with me with a counched lance or a cocked spear. Gone wrong too many times.
|
|
# ? Apr 24, 2020 23:33 |
|
GruntyThrst posted:As a holdover from learning the hard way in M&B1, I will always peel off an attack if the enemy is playing chicken with me with a counched lance or a cocked spear. Gone wrong too many times.
|
# ? Apr 24, 2020 23:36 |
|
Fleetwood Crack posted:Yep, you want to circle around and come at them from the side. Yeah, I did in Warband (or just got the longest lance and aimed for the horse's head), I just had never been hit by a couched lance in Bannerlord, or even seen the AI try, so I got careless.
|
# ? Apr 24, 2020 23:41 |
|
This mod allows you to cut through multiple enemies in one swing, and is extremely satisfying if you've got one of those cutting polearms and enjoy that dynasty warriors feel. https://www.nexusmods.com/mountandblade2bannerlord/mods/344
|
# ? Apr 24, 2020 23:56 |
|
Now is there a mod that will let me put in DW3 music?
|
# ? Apr 25, 2020 00:00 |
|
Enigma posted:Yeah, I did in Warband (or just got the longest lance and aimed for the horse's head), I just had never been hit by a couched lance in Bannerlord, or even seen the AI try, so I got careless. This is why you get smithing to wazoo and learn THE REACH. tier 5 pike shaft and long glaive blade as two-armed polearm. Length 270, So about lance and a half. Takes about a minute to swing, So wind up half a mile before impact, release swing at 300 feet and watch the opponent eat dirt ten feet before your horses head :P
|
# ? Apr 25, 2020 00:29 |
Valtonen posted:This is why you get smithing to wazoo and learn THE REACH. tier 5 pike shaft and long glaive blade as two-armed polearm. Length 270, So about lance and a half. Takes about a minute to swing, So wind up half a mile before impact, release swing at 300 feet and watch the opponent eat dirt ten feet before your horses head :P Also does like, 5 damage. Which doesn't matter when you're running full tilt and it's multiplied at 100, but still.
|
|
# ? Apr 25, 2020 00:58 |
|
GruntyThrst posted:Also does like, 5 damage. Which doesn't matter when you're running full tilt and it's multiplied at 100, but still. 160. So enough to oneshot from walking, 200-350 from gallop. The 4.9 cutting modifier on the tier 5 blade is amazing. The inventory screen shows obe-handed damage unless two-handed is selected, leading to ”swing damage: 5” The real downside (aside the obvious ”cant hit anyone inside the same county”) is the looong windup and release. Its literally 3-4 second swing from beginning to the end. Valtonen fucked around with this message at 01:07 on Apr 25, 2020 |
# ? Apr 25, 2020 01:02 |
|
Beta patch is trash because it made a change that negatively affects my playstyle. Peasants now upgrade into their culture specific recruits instead of Watchmen. This means that access to the highly versatile Merc tree is restricted to rarely showing up in taverns.
|
# ? Apr 25, 2020 01:35 |
|
The rules for smithing cutting polearms are weird. Only certain poles actually give any base swing damage, so even with that 4.9x multiplier your damage wont be great outside of charges ... unless you use a falx blade for the head. The falx blade has no piercing damage multiplier at all, which for some reason means the game decides to let you do giant cutting damage even with the longest "pierce-only" poles. A 283 length, 118 swing cut base damage falx polearm is so unwieldly as to be useless in my experience, but if you want to make one then you sure can.
|
# ? Apr 25, 2020 01:42 |
|
Xerophyte posted:The rules for smithing cutting polearms are weird. Only certain poles actually give any base swing damage, so even with that 4.9x multiplier your damage wont be great outside of charges ... unless you use a falx blade for the head. The falx blade has no piercing damage multiplier at all, which for some reason means the game decides to let you do giant cutting damage even with the longest "pierce-only" poles. See for a falx scythe get one of the shorter tier IV shafts. The length highly changes the speed, and it is also dependent on the shaft type, not just length. Tier IV shaft with falx blade I could get a length 200 scythe with 172 two-handed swing dmg and a swing speed of 67- not the fastest around but still wieldable, Especially on horseback. It takes a ton of parts testing to find the ”good” combinations, But the TIV long falx blade is by far the best for all-rounder ”swing at everything, everytime” blade for field battles. I outfitted myself and all my heroes with them, Shield, short 2-harder swords for scaling walls and one stack of javelins. For giggles I pull the longer Tier V glaive for myself, But most of the time a faster, 180-200 reach falx is the way.
|
# ? Apr 25, 2020 02:19 |
Fleetwood Crack posted:This mod allows you to cut through multiple enemies in one swing, and is extremely satisfying if you've got one of those cutting polearms and enjoy that dynasty warriors feel. I really need to play with this mod. My current playstyle is unleashing all my horse archers while I ride around murdering people with a glaive. It would be so satisfying to kill like 4 or 5 guys in one pass with my long glaive
|
|
# ? Apr 25, 2020 02:35 |
|
Smithing is the worst grind. I really should mod that. I've Skyrim'ed a thousand daggers for a whopping 40 smithing skill and not enough parts to make anything worth a poo poo.
|
# ? Apr 25, 2020 03:19 |
|
Yeah, making a shorter polearm with the falx blade -- basically copying the rhomphaia -- is what I ended up doing as well. Just saying that if you want high cutting damage on your polearm regardless of your choice of pole, including using the longest ones, then you have to use the falx blade. You can't use a swordstaff or glaive blade even though they have a high cutting multiplier since their non-zero piercing multiplier means using them with a piercing-oriented pole results in a weapon that is still very heavily skewed to piercing damage. This is weird and opaque. I then decided I thought the rhomphaia charge was kinda silly, installed Keehu's Slicer which enables the mild base game 2H axe cleaving mechanics for more weapons and made some bastard swords instead, but that's neither here nor there I guess. Re: slow smithing skill gain and unlock rate, both skill gained and number parts unlocked are directly proportional to the value of the thing you make so make expensive things and not daggers to go quickly. Knowing this I ... still modded the poo poo out of it by removing the fatigue cost and quadrupling the discovery chance, because the smithing mechanics are dumb and slow even if you have the opaque and esoteric knowledge needed to approach it "correctly". Xerophyte fucked around with this message at 03:36 on Apr 25, 2020 |
# ? Apr 25, 2020 03:33 |
|
Enigma posted:Smithing is the worst grind. I really should mod that. I've Skyrim'ed a thousand daggers for a whopping 40 smithing skill and not enough parts to make anything worth a poo poo. Xerophyte posted:Re: slow smithing skill gain and unlock rate, both skill gained and number parts unlocked are directly proportional to the value of the thing you make so make expensive things and not daggers to go quickly. Knowing this I ... still modded the poo poo out of it by removing the fatigue cost and quadrupling the discovery chance, because the smithing mechanics are dumb and slow even if you have the opaque and esoteric knowledge needed to approach it "correctly". This - even if it appears to be way higher difficulty than your skill, make the most expensive item you can because that's what gives you the most smithing XP. As a bonus, you end up with a stockpile of ridiculously valuable weapons to sell.
|
# ? Apr 25, 2020 03:40 |
Valtonen posted:160. So enough to oneshot from walking, 200-350 from gallop. The 4.9 cutting modifier on the tier 5 blade is amazing. Oh, that explains why the cut damage was always so low! Xerophyte posted:Yeah, making a shorter polearm with the falx blade -- basically copying the rhomphaia -- is what I ended up doing as well. Just saying that if you want high cutting damage on your polearm regardless of your choice of pole, including using the longest ones, then you have to use the falx blade. You can't use a swordstaff or glaive blade even though they have a high cutting multiplier since their non-zero piercing multiplier means using them with a piercing-oriented pole results in a weapon that is still very heavily skewed to piercing damage. This is weird and opaque. Explaining Smithing in a nutshell. Also, the Kuzaits get horse archers as a level 2 basic recruit option? GruntyThrst fucked around with this message at 03:45 on Apr 25, 2020 |
|
# ? Apr 25, 2020 03:43 |
|
What sort of options are valuable? I can't make throwing weapons yet for lack of recipe parts. Should I make the best weapons even if my skill is 100 levels too low?
|
# ? Apr 25, 2020 04:26 |
GruntyThrst posted:Oh, that explains why the cut damage was always so low! I mean, there’s a reason that horse archers rolled over everyone they met, historically.
|
|
# ? Apr 25, 2020 04:47 |
|
Hey just as a warning, I think if you Exit to Menu shortly after or while an autosave is going, it will not only corrupt the autosave, but all adjacent saves. It's the only explanation I can come up with why I can suddenly no longer load anything that was just recently loading just fine.
|
# ? Apr 25, 2020 04:48 |
|
FlocksOfMice posted:Hey just as a warning, I think if you Exit to Menu shortly after or while an autosave is going, it will not only corrupt the autosave, but all adjacent saves.
|
# ? Apr 25, 2020 05:16 |
|
Beefeater1980 posted:I mean, there’s a reason that horse archers rolled over everyone they met, historically. If you can chose when and where to fight, and if you can hit at enemies while they can't reliably strike back, you basically win every fight. There is a reason the only time the Mongols really ever lost any big fights was when they had to siege a place and couldn't chose the field.
|
# ? Apr 25, 2020 05:20 |
Beefeater1980 posted:I mean, there’s a reason that horse archers rolled over everyone they met, historically. It's not that horse archers are good, it's that they get them at second level. That's like, double as fast as anyone else can get horsemen I think? Probably triple with the exception of the Aserei FlocksOfMice posted:Hey just as a warning, I think if you Exit to Menu shortly after or while an autosave is going, it will not only corrupt the autosave, but all adjacent saves. If you updated to beta 1.3 I think it just straight up broke 99% of mods, if you have any of those.
|
|
# ? Apr 25, 2020 05:20 |
|
On leveling smithing making as difficult items as you can (all parts high tier, blade as bug as possible) seems to ve the key. The weight and resource cost might be modifiers too? Anyway daggercrafting is propably the least efficiebt way to try grinding it after axes. Easiest way is to grind high-level two handed swords. Full tier IV two-hander gives out massive amounts of XP- I recruited a brand new follower with 4 END and had her craft one difficulty 242 2-hander for instant 50 smithing points. Polearms, one-handers and daggers give way less XP. You gain new parts both from crafting and from smelting, and it is tied on to skill gain, So leveling all party members teaches a lot of parts. Most parts are garbage, falx blade is as stated the overall most useful fir glaives and for 2-hand swords. I still have no idea how the game decides on bastard swords or which blades can be carried on civilian clothes- it doesnt seem to be tied on length But the blade type.
|
# ? Apr 25, 2020 05:28 |
|
7c Nickel posted:Beta patch is trash because it made a change that negatively affects my playstyle. Peasants now upgrade into their culture specific recruits instead of Watchmen. This means that access to the highly versatile Merc tree is restricted to rarely showing up in taverns. "Spawn probability of mercenary troops at taverns was increased from 33% to 50%." If nothing else, there's this for you.
|
# ? Apr 25, 2020 05:38 |
|
GruntyThrst posted:It's not that horse archers are good, it's that they get them at second level. That's like, double as fast as anyone else can get horsemen I think? Probably triple with the exception of the Aserei Steppe people ride horses. Like the equivalent of a peasant levy in a steppe society (this is making a sweeping generalization and nothing like that actually existed but just use it as a frame of reference) would each have at least a horse and a bow. The economics of owning a horse, and hell the stratification of resources in settled society in general, were very different out on the plains. It’s why steppe people were so feared as raiders but also valued as mercenaries and even as slave soldiers across the Islamic world because their just natural livelihood depended on skills that made them very dangerous soldiers/warriors in pre-modern times and even though nomadic people had much lower population densities to pull from, they had a much larger pool of people within their societies who could contribute martially/militarily I mean it’s fantasy land so they could do whatever but it fits for me. I mean honestly I know it’s for balance and technically the Khuzaits are semi-settled like Khazars or something, but it seems weird they even have their own native infantry. BlackJosh fucked around with this message at 06:15 on Apr 25, 2020 |
# ? Apr 25, 2020 06:11 |
|
BlackJosh posted:I mean it’s fantasy land so they could do whatever but it fits for me. I mean honestly I know it’s for balance and technically the Khuzaits are semi-settled like Khazars or something, but it seems weird they even have their own native infantry. If you look in the armory in multiplayer there's some neat background to the different cultures' armies. IIRC it says that the Khuzaits draw their infantry from conquered hill tribes.
|
# ? Apr 25, 2020 06:54 |
Valtonen posted:On leveling smithing making as difficult items as you can (all parts high tier, blade as bug as possible) seems to ve the key. The weight and resource cost might be modifiers too? Anyway daggercrafting is propably the least efficiebt way to try grinding it after axes. Javelins would be the best assuming cost is accounted into XP gain. A T4 javelin head with the T3 shaft is worth 64k. BlackJosh posted:Steppe people ride horses. Like the equivalent of a peasant levy in a steppe society (this is making a sweeping generalization and nothing like that actually existed but just use it as a frame of reference) would each have at least a horse and a bow. The economics of owning a horse, and hell the stratification of resources in settled society in general, were very different out on the plains. It’s why steppe people were so feared as raiders but also valued as mercenaries and even as slave soldiers across the Islamic world because their just natural livelihood depended on skills that made them very dangerous soldiers/warriors in pre-modern times and even though nomadic people had much lower population densities to pull from, they had a much larger pool of people within their societies who could contribute martially/militarily Oh yeah, I'm talking strictly in terms of balance. Historically it makes perfect sense.
|
|
# ? Apr 25, 2020 15:19 |
|
Looks like some nice changes and bug fixes for sieges in the 1.3.0 beta:quote:-Missiles can now pass through between siege ladders' steps.
|
# ? Apr 25, 2020 15:27 |
I definitely notice the fix for the pathfinding on the gates. They no longer go "gates down, make a break for the ladders!"
|
|
# ? Apr 25, 2020 15:33 |
|
|
# ? May 7, 2024 00:31 |
1.3 also introduced a nasty bug where the city defenders will sally out and suicide themselves on besieging armies though, so settlements are changing hands with wild abandon now. It's day 43 on my new save and the West Empire owns half the map already. This also means your own garrison will sally out from under you and kill themselves on the spears of the enemy and you're left defending a settlement with your army alone.
|
|
# ? Apr 25, 2020 15:51 |