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Mount & Blade II: Bannerlord

flabbyjack

Arcane
Joined
Jul 15, 2004
Messages
2,592
Location
the area around my keyboard
I have like 1.5 million gold. So EZ to make $$.
Step 1) Fight nobles
Step 2) Sell their horses

Wish siege engines would work and soldiers wouldn't get stuck not climbing ladders. AFAIK it's not in the known issues list.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,779
Location
Australia
Wish siege engines would work and soldiers wouldn't get stuck not climbing ladders. AFAIK it's not in the known issues list.

I haven't had siege engines bug out yet, but I've definitely had some issues with odd ladder placements when storming the walls, with the AI refusing to use one of them or otherwise getting stuck at the top. I haven't done enough sieges at the same locations to determine whether or not it randomly occurs, or whether certain ladders just don't work properly at the moment.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,145
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I have like 1.5 million gold. So EZ to make $$.
Step 1) Fight nobles
Step 2) Sell their horses

Wish siege engines would work and soldiers wouldn't get stuck not climbing ladders. AFAIK it's not in the known issues list.

It's way too easy. I wish the merchants were more cutthroat and didn't pay several thousands for a tier 3 fur-armband. Wish there were a mod for it, maybe put a max buy for 500-600.
 

dehimos

Augur
Joined
Jan 11, 2011
Messages
275
Found a nice little mod on Nexus. It's called Combat and Movement Improvements.

It basically slows down the game, makes armor useful, some weapons are better suited for different tactics and enemies. It also increases the space soldiers take, the thing Lithium Flower was complaining about. So far it feels good in-game. Suddenly my shieldwall was holding, even against a cavalry charge. Another aspect of the mod is that archers will fire at much longer ranges at a higher angle, which looks cool when arrows rain on your enemy, or well... you.

Feature list:

Not tried a siege yet, hopefully it won't mess it up too bad... but you never know.

Very interesting, he changed .xml so it does not affect libraries or future patches.

I was looking at these files because I wanted to change the use of the spear (the fucking peasants using the fucking knife instead of the fucking long thing) but I couldn't find anything :mixedemotions:

Charm in 1.0.9 is bugged. Talking to tutorial Headman gives instant huge boost of ~30 points.

Check this: talk to any lord, exchange 1 dinar and you will receive charm points.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Anyone figured out how to make bank with workshops yet? I made a carpenter's in a town that has a village that produces hardwood and the bloody thing is making me 5-7k a day. The town isn't particularly prosperous, either. Meanwhile my other 5 workshops are making between fuck all and like 500. So that got me wondering if the villages' production influences it any but I haven't tested it yet. A lot of villages also produce crap that you can't work in a shop, so maybe it's something else.
I believe that workshops do in fact buy their raw materials from the town market, so anything that's produced in local villages will likely be plenty available at a good price, for high profits.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,241
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
So, until I join a faction, all I can do is accept jobs from villages and chase looters/bandits around the map in groups of 5-13?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
So, until I join a faction, all I can do is accept jobs from villages and chase looters/bandits around the map in groups of 5-13?
You can also clear bandit hideouts and trade between cities. Also you don't need to join the faction fully, you can just be their mercenary captain.
 

AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
982
Yes trade can be very lucrative. Also you can compete in tournaments along the way which is fun and potentially lucrative.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
Also not being part of faction means you are not at war with anyone so your workshops don't get lost to enemy faction and your caravans are not being attacked by lords.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,078
I'm waiting for some decent mods. Is it possible to add more troop tiers? I mean, something after legionaries for example? Is there a cap for a troop line?
 

Turuko

Learned
Joined
Jun 12, 2019
Messages
352
Location
Verbobonc
https://www.reddit.com/r/mountandblade/comments/fx4sp7/all_companionswanderers_and_their_skills/

Given the list above, what are the best types of companions in your opinion? Scouts, healers? Is a smith worth hiring?

the companions with abilities that are partywide, problem is it's not so clear which is which
Roguery and tactics for es should be only party leader
Heal, engineering and scouting should be partywide (when they have the role assigned to them)
high trading and stewardship for the caravan leaders
 

IDtenT

Menace to sobriety!
Patron
Joined
Jan 21, 2012
Messages
14,392
Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
261550_20200410160835_1.png


Can someone please explain to me what the fuck Garios thinks he is doing?
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
https://www.reddit.com/r/mountandblade/comments/fx4sp7/all_companionswanderers_and_their_skills/

Given the list above, what are the best types of companions in your opinion? Scouts, healers? Is a smith worth hiring?

  • Scout helps your party detect tracks, get information from tracks, spot armies and units from farther away. This clan role should be given to a companion with a high scout skill to get the most benefit.
  • Engineer helps your army raise siege engines and take enemy fiefs. This clan role should be given to someone with a high engineering skill level. If you don’t want to raise your own level, simply find a companion with a high engineering level and give them this clan role!
  • Surgeon benefits from a companion with a high medicine skill. A better surgeon means that your troops have a higher survival chance and a quicker healing rate if they do get wounded.
  • Quartermaster is related to stewardship skill. You should give it to a companion with a high stewardship skill. You should probably give this role to your own character as they will more than likely have the highest stewardship skill. Quartermaster directly relates to how big your party can be and as we all know size matters. A high stewardship skill means a better quartermaster which means a bigger party.
 

AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
982
I created a caravan with a trade 100 companion. At first it was just draining 200 a day in wages but after a few weeks it started netting a few hundred a day. I also have a brewery in a south empire city that's doing around 200 a day and a wool weaver what's barely profitable. Will try switching the weaver to something else.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
3,574
What are everyone's thoughts on quality vs quantity of troops? At first it was looking to me like quantity was a better approach, because all units have same HP now and I've seen Looters kill Sea Raiders, upper tier infantry, etc. The gaps between upper- and lower-tier units are not nearly as wide as they were with Warband.

However my current force consists of the following...

Legionary X 80
Palatine Guard X 80
Elite Cataphract X 40

... and they are pretty bad ass. Battle advantage is still a thing, but I recently demolished a 450-troop army of Battanians and only suffered about 15% losses. The only downside is they are expensive as fuck to train and maintain... burn rate is about 3k gold per day but I have three caravans running which are pretty much covering it right now.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,067
Patch Notes e1.0.10
d79c617012b868e7e6a6d978d8246a2d36c05a0b.png


Versions
Native: e1.0.0
SandboxCore: e1.0.10
Sandbox: e1.0.10
Storymode: e1.0.10
CustomBattle: e1.0.10

  • Fixed a rare crash that occurred when players created their own kingdom in the main storyline.
  • Fixed a crash with the text management system.
  • Fixed a rare crash that happens when attacking a besieged settlement after an external interruption to the world map siege occurred.
  • Fixed a rare crash that happens when attacking hideouts after leaving during the attack and returning to the preparation.
  • Fixed a bug that made the “Escort Merchant Caravan” quest's remaining days an unreasonable number.
  • Fixed a bug that occurred when determining opposition kingdoms in the main storyline.
  • Fixed a cloth simulation issue which reduced FPS in big battles.
  • Fixed a flickering issue with flag marker UI elements.
 

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