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Author Topic: Mount & Blade II: Bannerlord  (Read 105218 times)

nenjin

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Re: Mount & Blade II: Bannerlord
« Reply #465 on: April 05, 2020, 04:23:48 pm »

I'm starting to think that that the best bet for trading is to know what stuff generally goes for, and just buy it in bulk when it hits super cheap levels, and tote it around until you can make the most money on it. I've been burned quite badly by trade rumors before, and for how much time I spend reading and checking stuff, it's just easier to know like, if Hide is 30d, buy it. If Leather is less than 80d, buy it. If Silver Ore is less than 90d, buy it.

Also there is any way to change who escorts you during your walkabouts? Sorting people by their order on the party list no longer really seems to matter the way it did in Warband.
« Last Edit: April 05, 2020, 04:31:50 pm by nenjin »
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Broseph Stalin

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Re: Mount & Blade II: Bannerlord
« Reply #466 on: April 05, 2020, 05:08:02 pm »

Smelting and refining is a money maker probably enough to deserve a nerf, I financed my first four caravans off of it. It's also super boring and turning a widget into a more expensive widget is definitely not worth building a skill around.

Creating your own weapons is great, I have a one handed sword bigger than a two hander and it is blinged the fuck out. There's not a viable way to pace it though, are you going to have smithing be a shockingly short progression in comparison with other skills or is it going to be a miserable grindfest of refining until you're more able to do the actual cool thing you're in it for?

LoSboccacc

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Re: Mount & Blade II: Bannerlord
« Reply #467 on: April 05, 2020, 05:41:01 pm »

that's a problem plenty game solved already, you make it grindy and you put trainers that can give you shortcut for money or quest reward so that you can level it up via alternative systems one can enjoy more than the grind and sit within the existing game rules
« Last Edit: April 05, 2020, 05:42:35 pm by LoSboccacc »
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Folly

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Re: Mount & Blade II: Bannerlord
« Reply #468 on: April 05, 2020, 05:48:42 pm »

I've been burned quite badly by trade rumors before

I find trade rumors extremely reliable, as long as I don't put too much stock in any single rumor. I look for patterns among multiple rumors, and buy/sell based on those patterns.
And yeah, after a while I do also develop and sense of what things are worth, such that I can buy/sell things without looking at the rumors.
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Urist McScoopbeard

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Re: Mount & Blade II: Bannerlord
« Reply #469 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.
« Last Edit: April 05, 2020, 06:00:03 pm by Urist McScoopbeard »
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nenjin

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Re: Mount & Blade II: Bannerlord
« Reply #470 on: April 05, 2020, 07:13:02 pm »

I've seen trade rumors be wrong by more than 50% value sometimes in a short period of time. RNG or the movement of the market in that time frame, or both? Who knows.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
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Zangi

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Re: Mount & Blade II: Bannerlord
« Reply #471 on: April 05, 2020, 08:23:42 pm »

Trade rumors are the prices that show up when you hover over the item in the store right?

It only shows you prices of places you've recently visited.  It can be very very wrong.
Like when you dump the price and it still thinks the price is still high when you move to the next city over wrong.
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sambojin

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Re: Mount & Blade II: Bannerlord
« Reply #472 on: April 05, 2020, 09:05:36 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?
« Last Edit: April 05, 2020, 09:07:57 pm by sambojin »
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Folly

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Re: Mount & Blade II: Bannerlord
« Reply #473 on: April 05, 2020, 10:13:55 pm »

I've seen trade rumors be wrong by more than 50% value sometimes in a short period of time. RNG or the movement of the market in that time frame, or both? Who knows.

Just like you, there are NPC's roaming around the map buying and selling goods.
Trade rumors show the price something was worth the last time you were in that village/town. Or if you talk to a townsperson and they tell you a price rumor, the tooltip will show you the price at the time you talked to that townsperson.
So if, for example, you enter a town and see they are paying 30 denars for grapes, so you go out to a village and buy a ton of grapes at 8 denars, while you are doing that an NPC may visit that town and sell a bunch of grapes, so when you get back the price is now 10 denars. And since your soldiers nibbled on the grapes during the trip you end up making no profit at all...

This is why you look for multiple trade rumors on a single item. NPC traders may spoil one deal, but they won't spoil all of them.
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nenjin

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Re: Mount & Blade II: Bannerlord
« Reply #474 on: April 05, 2020, 10:33:16 pm »

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?
« Last Edit: April 05, 2020, 10:34:50 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Urist McScoopbeard

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Re: Mount & Blade II: Bannerlord
« Reply #475 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!
« Last Edit: April 05, 2020, 11:47:41 pm by Urist McScoopbeard »
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Inarius

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Re: Mount & Blade II: Bannerlord
« Reply #476 on: April 06, 2020, 03:04:09 am »

I've tried the game.
I'm surprised at how much GPU (and RAM) this game uses, compared to...rendering.
I mean, i have played many other games, and never never before i have had to play in low or lowest to have a really fluid rendering.

And it's not because the game is so realistic. Clearly.
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Lapoleon

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Re: Mount & Blade II: Bannerlord
« Reply #477 on: April 06, 2020, 03:29:54 am »

I've tried the game.
I'm surprised at how much GPU (and RAM) this game uses, compared to...rendering.
I mean, i have played many other games, and never never before i have had to play in low or lowest to have a really fluid rendering.

And it's not because the game is so realistic. Clearly.

There was a bug that sometimes popped up that switched the graphics card used to your basic card on your motherboard. It might be worth to check to see if the game is actually using the dedicated GPU.
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Inarius

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Re: Mount & Blade II: Bannerlord
« Reply #478 on: April 06, 2020, 03:53:28 am »

I tried yesterday
I'll wait one week or two before trying again
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Urist McScoopbeard

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Re: Mount & Blade II: Bannerlord
« Reply #479 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.
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