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Messages - Urist McScoopbeard

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406
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 10, 2020, 09:55:28 am »
this deserves a doublepost: I just realised you can kick/shield bash people from the battlements

yooooooo. Quick question: how do you shieldbash??? is it just kicking while blocking?

EDIT: also allegedly it takes 18 in game years for your children to come of age??? Bruh. That's ALOT of time.

407
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 11:55:06 pm »
Yeah, never spoils. I do sorta feel like food stops becoming a real issue in the mid game....but I haven't tried supporting an army of 200 or something. Grain alone can sustain an army but if you want the morale bonus for food variety, there's limited stocks of stuff beyond grain and it can get quite pricey per unit.

Restarted my game and looked at the NPC Companion list in the Encyclopedia....NOW I'm seeing guys with Trade, Smithing, few of the non-combat skills starting to show up. Also brown people, which was definitely absent from all of my previous playthroughs.

The food thing is a bit of an oversight, but at the same time when you ARE running large parties (or gathering armies 400-1000+), food burns real quick anyways. In fact, I almost always gain tons of influence just by being the only lord in an army with enough food to feed the damn thing (and starvation destroys army numbers FAST).

408
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 04:48:30 pm »
Trading and cashflow seem to be more central to success than in Warband. Cashflow is a big issue, and you can find yourself easily going bankrupt w/o some sort of trade operation. (it's expensive to maintain a 100+ band)

409
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 03:37:53 pm »
the Trade skill baffles me--it might be because my main save was several updates ago--but I pull in thousands a day, tens of thousands a week sometimes and... narp, nothing it's at like... 30. I got 300K in the bank and have definitely turned over a million+

410
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 02:42:32 pm »
Gotta say, Bannerlord Big Battles are much better and surprisingly cinematic compared to Warband.

EDIT: I think I'm going to start a new Master Criminal run, i'll let y'all how much the systems are implemented there--I hear there are some big holes in player banditry and thuggery.

411
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 01:57:23 pm »
Well free peasants are the same as free corpses, but they are useful for quick cavalry! (peasant > watchman > mercenary scout cav(?)

412
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 08, 2020, 07:23:54 pm »
There are a lot of factors, but I've seen my own caravans peak at 4000 denars a day in profit. It's inconsistent, but it's very passive and they don't even get captured in war that often.

On the flip side I've found companion-led parties to be a huge strain on my cashflow, but hey that's the cost of aristocracy lol.

Also, Caravans are less... peace dependent than workshops? Workshops in cities held by an enemy get confiscated (at least I don't get MINE back, grumble grumble), but caravans operate around the clock 365 days a year.


I'm currently pretty heavily tied to Vlandia atm, (trying to curb the Imperial menace) but it would be interesting to achieve 100% mercenary businesslord meta.

Also I get cavalry wherever I can... there's a good string of 3 horse-producing villages in Northeast Battania, and also the Imperial Heartland. Otherwise... steppe and desert horses kind of ring the East and South sides of the map.

413
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 08, 2020, 02:49:03 pm »
Also I got my smithing to 175 on pretty much refining alone... but it's also day 800+ sooo...

414
General Discussion / Re: I like anime, do you like anime?
« on: April 07, 2020, 05:42:52 pm »
Just finished Fullmetal Alchemist. Nice.

Starting FMA: Brotherhood now!

415
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 07, 2020, 10:29:32 am »
Double post to inform y'all that there's a revolt mod out now--could be v interessante, though I think it just gives the fief back to the original faction rather than creating a new one--but that's a personal taste thing.

Also apparently there's a large population of degenerates on the Steam forums who think macroing is okay...

416
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 07, 2020, 12:45:05 am »
Does anyone know how to declare war after starting a faction? I've gone and made myself a kingdom but I can't seem to fight anyone except looters now. The button in the kingdom's section doesn't work and you can't start a fight by walking up to someone now.

As I understand it some of the Kingdom level diplomacy is a bit wonky ATM, to declare war you just have to go take hostile action against a lord or fief.

417
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 06, 2020, 09:36:03 am »
Two quick fixes:

1.) yes make sure the your graphics card didn't get switched to native in the Bannerlord graphics menu

2.) turn audio channels down to 128 in audio settings and then go into your PC's audio settings and disable enhancements on whatever speaker you're using--this apparently takes up a huge amount of memory too.

Both helped tremendously.

418
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 05, 2020, 11:35:18 pm »
If you end up anything then trading a lot of the better ones, do the various factions end up using slightly better weapons in a week or two's time? As in, are they actually an input for the AI's gear? Or do they just *poof* out of existence when sold, having fulfilled their purpose as a gold source?

Would it be too hard to tell, considering the randomness of troops engaged in fights, troop types, levelling etc anyway?

Well average soldiers are defined by a generic loadout that is coupled with their class. As far as lords... I doubt they upgrade dynamically--most start with top-tier armor anyways, and it seems like they always wear their faction's sunday best into battle.

EDIT: I am also unsure how liquid weapons are (in a meta sense)... I have seen a crafted sword I sold in one city pop up in another, and I'm not sure if they're important for recruitment or settlement garrisons so... idk, more science must be done.

I feel like a big change between Warband and Bannerlord is that trading is kinda more important to getting off the ground in the early game than it used to be. Gear drops are fewer and by and large shitty, so they don't represent a sustainable income. More they along with scavenge defray the upkeep cost as long as you're consistently fighting. I feel like you had to want to be a trader in Warband, it wasn't something you could half-ass very well. Here because horses are so fundamental to cargo space in general, it's easier to play the trading game at your desired level of engagement.

Was there a way to sign up with a lord as a footsoldier that anyone's seen?

Trading is definitely more central to the game... so much so I am actually having trouble transferring back from Mr Capitalist to Medieval Big Bos... I am the Crassus of Mercenaries/Minor Lords :(

So unlike some very good mods in Warband, there isn't an official sign up to be a footsoldier thing, but it's fairly on-base to approach any lord and ask to be a mercenary for a kingdom and just join various armies. There's even a monthly-renewable mercenary contract mod available already (be warned that otherwise, leaving kingdoms will net you a nasty -20 relations bonus even though you're just a hired sword).

EDIT: Also if anyone's interested I've got a little mod list for ya peeps:
*they're all extremely light-weight mods and don't really add or remove anything from vanilla

Tournament XP: Just like says, it allows you to level your skills in tournament play, very useful!

Bannerlord Tweaks: A bunch of random fixes, but best of all is the 400 smithing stamina, which strikes a good balance between having a limit and actually being able to smith quickly enough not to go crazy!

Don't Smelt Locked Weapons: Really helpful to preserve your legendary/crafted weapons from accidental smelting when you're turning your captured iron into sweet sweet denars.

War Attrition: Basically makes factions regularly declare peace after several sieges or high-value ransoms or bloody manpower losses, still tons of war but slows things down and helps to prevent snowballing.

Entrepeneur: Very lightweight investment mod that allows you to become a rural landlord, purchasing acreage in villages for small weekly profits ranging from 20-100+ denars per acre, useful for A.) wartime income for the international businesslord, and B.) diversifying assets/allow non-kingdom players to support larger armies.

Always Keep Horses and Food: Just a mod that locks horses and food in the trade menu so you don't accidently unload them all for some reason. Safety first!

419
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 05, 2020, 05:55:58 pm »
Smithing IS quite profitable. (also p easy to level up to be frank, mine is close to 125 rn)

Even refining cheap hardwood into charcoal and selling it where it's in demand can make 2000-3000 denars a cycle, which can be can become as quick as a single day--and if you really mass-produced I'm sure you could get to crazy numbers. The trick is to understand the raw materials are worth considerably more than the finished items themselves--especially if you melt down old weapons instead of buying ore.

Don't sell swords and axes--sell steel, iron, and charcoal.

As far as stamina goes (which can be a pain, ESPECIALLY when you're starting out, check out one of the mods that either A.) increased it to 400 or B.) removes it all together.

I'd even say this is a problem. More effort for things should translate into more value. Or at the very least be based on supply and demand. Are there higher grade weapons that sell for more than their materials? Does selling a ton of charcoal reduce the price nationally?

1.) Yes, you can smith some pretty dope stuff, but its pretty end game. (EDIT: to my knowledge. I never really have tried to sell weapons because of how generous the raw/intermediate materials profit margins are) The problem is more when you break down a weapon you get 100% of the materials you put into it so there's a bit of e=/=mc^2 going on that throws things out of whack (getting 3 hardwood from a wooden mallet is just impossible). Also the materials to make those weapons are so rare anyways that because you're the only one really crafting that stuff, the materials become more rare than the weapon (if that makes sense)--it's like selling an item that performs moderately better than usual versus selling the materials to create any item you want that performs moderately better than usual.

2.) Supply and Demand is a big deal. Prices fluctuate and the more you sell the further the price drops, sometimes precipitously in a single trade. (I've seen charcoal start out over a hundred and drop to around fifty denars over the course of selling 60-70 units).

3.)I'm am unsure of how global the supply and demand is, caravans move goods around to exploit known profit margins, but I can't speak to how responsive it is... though I have noticed that the overall price of hardwood has gone up since I started buying in bulk from multiple spots.

EDIT:
Mount & Blade 2: Capitalist Overlords.

Speaking of which, check out the "entrepeneur" mod, it essentially allows you to invest in villages similarly to enterprises--you buy fields/acres of production at a large up-front cost for weekly income--seems fairly balanced and honestly is a good money sink and/or alternative route to a large enough income to maintain armies capable of sustained warfare.

420
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 05, 2020, 03:16:24 pm »
Smithing IS quite profitable. (also p easy to level up to be frank, mine is close to 125 rn)

Even refining cheap hardwood into charcoal and selling it where it's in demand can make 2000-3000 denars a cycle, which can be can become as quick as a single day--and if you really mass-produced I'm sure you could get to crazy numbers. The trick is to understand the raw materials are worth considerably more than the finished items themselves--especially if you melt down old weapons instead of buying ore.

Don't sell swords and axes--sell steel, iron, and charcoal.

As far as stamina goes (which can be a pain, ESPECIALLY when you're starting out, check out one of the mods that either A.) increased it to 400 or B.) removes it all together.

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