![]() In Bannerlord, you can fight as much as you want because you can always raid caravans. And if the selling price isn’t good enough, sabotage the local people who provide the same service and ensure they can’t compete. One of the most effective and evil ways of becoming powerful in this game is to play the role of the ruthless merchant. There are many viable strategies and each of them requires not just a particular set of in-game skills but also a particular set of gaming skills. Meanwhile, your goal is to get rich by any means and build an army. ![]() There are many different factions and each of them has a hierarchy. But in Mount & Blade 2, you’re just another adventurer who’s trying to survive and thrive in a world torn apart by war. In many games, you’re being told from the start that you’re supposed to become a great hero or some kind of savior. It also adds a lot of new skills and features that make it highly replayable. This title takes everything that’s great about the original Mount & Blade and makes it three times better. but he really should've added 6 to everything (since we're actually dealing with a logarithmic scale) to triple every arrow's damage so all archers get equally boosted.Knights of Honor Mount & Blade 2: Bannerlord Image credit: TaleWorlds ![]() So why even bother to build expensive stables when mounted sergeants would do?Īlso important for mods - this would make the Realistic Archery mod unbalanced, since he multiplied the attack points of all arrows by 3, so longbows do 18 attack instead of 6, peasant archers do 15 instead of 5, etc. I think this is really important for deciding which soldiers to recruit, especially for deciding whether to use 1200 cheap ones or 600 really expensive ones (in battles I have seen my expensive knights and heavy inf get creamed by hordes of peasants, even without ap weapons. This would also mean that the "ap" or armor piercing attribute means (target armor-1)/2 instead of just target armor/2, which is what export_descr_unit.txt told me in the description (and I think the in-game advisor may also have told me that at some point) This also means that the shield still provides most of its protection, even from the sides or back while the in-game advisor kept telling me (before I shut him up ) that the shield does nothing (although this wouldn't be the first time the in-game advisor has lied to me before, not just from this game) The reason I think this would be wrong is because that would mean a retinue longbowman with 8 missile attack that hits a dismounted chivalric knight with 8 defense (2 from armor, 6 from shield) would only have a 1.9% chance of killing it, and if soldiers can only be either dead or alive (not wounded with partial hp left) then they would be able to walk up to the longbowmen with only a few losses, (obviously not true, at 120 unit size, one unit can easily lose 10 or 20+ men per volley at close range)Īlso, this would make units almost impossible to kill, unless they're attacking over 10 times/second. AFAIK, that uses the engine from Empire, which might have changed that stuff. It looks like it's actually a logarithmic scale so a 10 damage arrow would be 1.2^(10-5) = 2.488 x as powerfulīUT that's for Shogun 2. But according toį/vb/showthread.php?75233-How-the-Combat-System-Works I've always assumed that how powerful an unit's attacks are scales with the square of their attack points, so a 10 damage arrow does 4 times as powerful as a 5 damage one. So I guess most wounded soldiers (those that look bloody) aren't really any weaker (of course, their attack may be decreased, but I'm not sure how to really test that) Normal soldiers can start dying under the first missile barrage. ![]() (Easily exploitable by hit and run attacks for minimal losses) But when I think about it more, when playing with elephants, which (I assume) have to receive 6 fatal hits to actually die, or Hospitaller Marshall, which have 2 hit points, when they are under missile attack, (or when all their soldiers are somewhat equally engaged in melee combat,) they rarely lose any men at first, but after their clothes turn bloody and stuff, they start dying really fast. I'm not sure, but I thought individual soldiers had hit points (which would have to be decimal numbers), so once they get non-fatally hit, they would be more likely to die from the next hit. I have a pretty good feeling that this is different from combat from games like Age of Empires (where each attack does the same amount of damage, every time, no randomness involved) because I see, e.g., soldiers can die in one hit from a longbowmen at times, but the guy next to him (who should have identical stats, but not sure) might take 2 or 3. (I'm new to the forum, but been playing this game since it came out 7 years ago) ![]()
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