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Peijen
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Post by Peijen »

Alan wrote:I'm up to level 30 now. Yeah I'm a loser.
Holy shit, do you play 20 hours a day or something? I have been creating different types of characters to try out different play style. I don't think I have a character that's higher than level 15

Jonathan
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Post by Jonathan »

My level 3 nun is kicking some ass. I have 12 Intelligence and 4 Training and Surgery, so every night I get a few more upgrades. Minions upgrade and equip for free, so basically I get mercenaries for 55 up front and their weekly wage. I have 21 guys right now because my Charisma is only 7. I dumped a point into Agility which I shouldn't because I don't need Riding 2. I need Leadership 4 so I can get a stack of seven troop types.

I sold the starter shield and used the money for townspeople. The first night, I couldn't pay their wages, but they didn't leave, so I was able to kill some river pirates easily.

My main problem now is keeping guys alive long enough to make it to mercenary. I have a handful of caravan guards, finally, and I'm starting down the vaegir path.

The biggest mistake is sending in troops without leading them when you only have 1 Advantage, because the enemy will still kill them one-to-one. You need 2 Advantage before you send them in. Leading them, I usually have minimum casualties if I order them around rather than try to whack guys with my staff.

Even if I don't hit anything, I still get exp after a fight.

Jonathan
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Post by Jonathan »

Oh, and caravans give mad experience, so I'll pretty much be doing those from now on.

Peijen
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Post by Peijen »

Dwindlehop wrote:Oh, and caravans give mad experience, so I'll pretty much be doing those from now on.
You mean attacking them or escorting them?

Jonathan
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Post by Jonathan »

Escorting. Gave me 400+ experience and took about five minutes. Would have taken longer if I was attacked, of course.

Peijen
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Post by Peijen »

Yeah, so far I like the commander build the best. Create a priest, get 500 gold, go to river something or another (up river from the starting town near the mountain), visit the count and get the prisoner from him for 500. Let him join your party. That way you don't have to waste points in tracking, pathfinding, or spotting. Don't bother with the guy in the starting town, he is not very good and take up an extra slot that you really need.

With 2 character and really high movement speed, you should be able to chase down small pirate parties and run away from the big ones. Get him a horse (hand me down seems to work well), bow and lance and he should do alright against 1-3 enemies.

I wish there is a way to speed up the party with peasants in them, they are so damn slow.

Jonathan
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Post by Jonathan »

With my nun I didn't bother getting any gold. Sold the starter shield and bought townspeople. Skipped the training and tournaments and went straight to pirates.

How do I get my movement speed up? Currently it's something awful like 5.8.

Thanks for the tip on the NPCs. I'll go get the prisoner now. I could use the spotting.

Jonathan
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Post by Jonathan »

Commander-wise, I found the nun to be a little better than the priest because she has 10 Intelligence instead of 9. Means you can start with 4 Surgery and 2 Leadership.

If I was going to start over, I'd sink all my funds into townspeople. I held some back for emergencies, so I wound up killing almost all the townspeople by making them fight pirates in small groups. I think I only have maybe 9 or 10 left. The better plan is to get as many as your gold and Leadership will allow.

Peijen
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Post by Peijen »

Dwindlehop wrote:How do I get my movement speed up? Currently it's something awful like 5.8.
Horse increase YOUR speed, the total party speed is the average party speed plus slowest party member divide by 2. Pathfinding increases your party speed. If you are carrying lots of heavy items it slows you down as well, to soften the weight penality, buy a few stumper horses and put them in your inventory. I am not sure if faster horses helps to carry cargos better or not.

5.8 is pretty good if you have peasants (first tier units) in your party.
Last edited by Peijen on Tue Apr 26, 2005 8:52 pm, edited 1 time in total.

Peijen
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Post by Peijen »

Dwindlehop wrote:Commander-wise, I found the nun to be a little better than the priest because she has 10 Intelligence instead of 9. Means you can start with 4 Surgery and 2 Leadership.

If I was going to start over, I'd sink all my funds into townspeople. I held some back for emergencies, so I wound up killing almost all the townspeople by making them fight pirates in small groups. I think I only have maybe 9 or 10 left. The better plan is to get as many as your gold and Leadership will allow.
there seems to be a limit on numbers of character that shows up in the battle field, I don't know how it all works though.

George
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Post by George »

Yeah, there is a maximum. Every time someone dies, you'll see that "reinforcements have arrived" and another guy will spawn. I accidentally fought sea raiders with 14 guys on my side. Every couple of seconds I'd see "reinforcements have arrived" because they slaughtered my people that fast.

And none of my caravan guards have survived to become mercs because they have a habit of charging the largest group of enemies and being swarmed. But thanks to training, I usually have a watchman ready to upgrade soon after.
I feel like I just beat a kitten to death... with a bag of puppies.

Jonathan
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Post by Jonathan »

My first few caravan guards died exactly like that. Being the only horseman, each one charged and was surrounded. I now have two mercs and five guards, and I think the secret is to upgrade the watchmen in a big batch.

Also at least one of my vaegir peasants had a horse. Now they're all footmen. I wonder what the difference is between vaegir veterans and skirmishers. Currently, I don't have the Leadership to promote my footmen.

I guess they reinforce starting from the top of the party list, since the prisoner has not been in my battles and he is at the bottom of the pack.

It seems caravan routes can be traveled several times... ?

With pathfinding I'm back up to 6.2!

Jonathan
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Post by Jonathan »

How do you equip Borcha the prisoner?

Peijen
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Post by Peijen »

Dwindlehop wrote:How do you equip Borcha the prisoner?
Party->select borcha->talk->first option

Give him the item, and if he can use it he will automatically equip them. pay attention to requirements. You can view his stats by asking him to tell you about himself.

Alan
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Post by Alan »

Here's my character, started out as a Squire.

Code: Select all

Level 31

Xp: 183612
Str: 15
Agi: 15
Int: 9
Cha: 18

Ironflesh: 1
Power Strike: 5
Power Throw: 0
Power Draw: 5
Weapon Master: 5
Shield: 1 (never use...)
Athletics: 2 (always on horse...)
Riding: 5
Horse Archery: 5
Trainer: 3
Tracking: 1 (I have that other guy with it so I didn't need this)
Tactics: 3
Pathfinding: 0
Spotting: 0
Inventory Management: 2 (very useful)
Wound Treatment: 0
Surgery: 0
First Aid: 0
Prisoner Management: 1
Leadership: 6
Trade: 0

One Handed Weapons: 90
Two Handed Weapons: 251
Polearms: 148
Archery: 193
Crossbow: 103
Throwing: 90
Basically I started putting the points from leveling up into the weapons I never use.

Here's my party:
Borcha
Swadian Militia: 5 (will eventually be sharpshooters or sargeants)
Swadian Man At Arms: 8 (will be knights)
Swadian Sargeant: 8 (highest level infantry)
Swadian Sharpshooter: 11 (highest level archer/crossbowmen)
Swadian Knight: 18 (highest level cavalry)
Marnid

Oh yeah, I just discovered that if you have a lance and are charging your horse, the reason you start pointing it forward is because you are in the "Couched Lance" position. Then if you just run your lance-point into an enemy without using the attack button you do MASSIVE damage. Like 60-100+ damage against dark knights = instant kill against just about anything. It's pretty ridiculously powerful, but I guess it should be ridiculously powerful - after all that's why they used lances.
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Alan
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Post by Alan »

Well dark knights raped my men at arms and a couple sharpshooters so I recruited a bunch of peasant women who will eventually become Valkyries. I think those sound pretty cool, don't really know what they do.

I think the toughest enemies to fight are swadian crossbowmen. They can kill most my troops in like 1 hit, and if I'm unlucky, me in 1 hit too.
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Alan
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Post by Alan »

Women are hard to keep alive.
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Peijen
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Post by Peijen »

Alan wrote:Women are hard to keep alive.
Tell me about it, I had 5 sword sisters (I didn't know there is Valkyries...) took me about 40 women to make 5 sword sisters, and you know how hard it is to find 40 women? Of course the sisters were raped by the dark knights.

Also, I though you knew about the couched lance so I didn't mention it. It's actually quite hard to aim that stupid ass point though. I found going from right to left is the easiest to aim because the horse is not blocking your view.

Peijen
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Post by Peijen »

also you need to put some points into surgery so you can keep some of the units killed during battle. 1 pt = 10% chance of saving killed unit

Alan
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Post by Alan »

Dwindlehop wrote:I wonder what the difference is between vaegir veterans and skirmishers. Currently, I don't have the Leadership to promote my footmen.
I think skirmishers are ranged units. Which sometimes doesn't mean too much, just that their skills are skewed slightly toward archery and they are more likely to spawn with a bow/crossbow and extra quivers.

Also I think knights/men-at-arms are more likely to spawn with horses than say, skirmishers or infantry.
Last edited by Alan on Tue Apr 26, 2005 11:33 pm, edited 1 time in total.
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