Author Topic: A guide of the players, by the players, for the players  (Read 13051 times)

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Duh

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A guide of the players, by the players, for the players
« on: February 20, 2012, 11:34:15 AM »
This is a request for the players of the mod with too much time on their hands:

I would very much appreciate a starter guide and a (seperate) late-game guide, which adress the different features and explains how to use them efficiently for playing. Especially the starter guide should be more of a short overview, which allows the inexperienced player to take a quick look and get started. I would be happy to help folks with this, if they have a question regarding a game mechanic or whatnot and if things turn out well, i want to add these guides into the mod.

Cheers,
Duh

Feel free to use this topic to propose a guide, make suggestions, critique, etc.
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Windyplains

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Re: A guide of the players, by the players, for the players
« Reply #1 on: February 20, 2012, 11:58:01 AM »
So, I've been playing Mount and Blade for a while now. Mostly Native and Blood&Steel. I download and installed Floris yesterday and am loving all the features of it. The only problem is my troops get massacred when I fight bandits. I'll have 25 (made up of 2 companions, Swadian militia, archers, and peasants) against their 15 and all my troops will get killed. I pick off the enemy with archers and then charge with my infantry when they're close enough, but that doesn't seem to do it.

Any advice and appreciated.

Somethingmoreuniqu:

Everyone has different strategies with dealing with the various bandit groups.  Each region of Calradia has their own 'specialty' and here is my general notes and strategies for each:

Looters are generic to all Calradia.  They are essentially the local townsmen and villagers who have opted to follow Al Capone's advice that you can go further with a smile and a sword than you can with a smile alone.  They are lightly armed and armored and can be easily tackled with your own forces at a ratio of 2:1 (if 20 Looters you can defeat them with a force of 10, etc.)

In the Rhodock Mountains you will come across mountain bandits.  Mountain bandits are armed with crossbows, swords and polearms.  Their highland armor and shields place them in the I2/A2 category which, coupled with the terrain, can give a low-level force a run for it's money.  Low-level forces should engage only at 1:1 ratios or greater (1 friendly force per 1 mountain bandit.)  Mountain bandits will normally close to within crossbow range (they carry hunting and light crossbows) and begin to pepper your force.  Unless you have a predominant archer force you need to move quickly to engage mountain bandits as crossbow bolts have a nasty tendency to do major damage.  My general tactic is to place my infantry in the front in with shieldwall formation, archers behind them and begin advancing to engage the bandits - hopefully before they get a chance to deploy into their crossbow formations.  Once upon -and in the midst- of the mountain bandits their organization quickly crumbles and and it becomes a mop -up operation.

On the Swadian plains you will find the forest bandits.  Like their mountain cousins they are primarily an archer force, only they are armed with bows and have near Vaegir speed.  They are more heavily armored but their tactics are similar - close in to within bow range and then proceed to shower your forces with arrows.  The tactical solution is the same as well.  Infantry in shieldwall formation with archers behind.  Advance on the bandits until you are close enough for a quick charge, preferably while they are still advancing on you, so as to break up their organization and prevent them from using their most potent weapon - the bow.

In both of these instances I did not bring up cavalry.  This is because in early game a low-level force dos not have much cavalry available.  If you do have cavalry then deploy them so as to strike the rear of the bandits as you are advancing.  A horseman swinging swords, sabers, etc will break up the bandits cohesion quickly which allows the infantry the opportunity to close quickly without shielding the incoming missiles.

Along the Nordish coast you will find the Sea Raiders.  The Raiders are well armored and aggressive and fight like their Nordish cousins.  As such you need different tactics to deal with them.  I will place my archers to the front (advance then spreadout) ) with infantry in shieldwall formation behind.  Sea Raiders will charge towards you, depending on the shock of the charge to break your line.  As they advance their own line begins to look like a spearpoint with 1-3 individuals being the spearhead.  The object here is have your archers/crossbowmen soften the oncoming line as much as possible and then charge with your infantry through the archers spreadout position to blunt the Sea Raider's charge and overwhelm it with your own.  Much of the Sea Raider arsenal is made up axes and spears couples with good armor.  Tangle with Sea Raiders only when you have overwhelming forces (3+:1) as you ill be taking casualties.

In the snows of Veagir you will come across the Taiga Bandits.  Not as heavily armored as the Sea Raiders, they are quicker and use javelin-type weapons that are very deadly to lightly armored troops.  Their tactics are similar as the Sea Raiders and the countertactics is the same as well.  Again - take on Taiga bandits if you have troops in the I3-I4 range because they are tough nuts to crack.

In both cases the best tactical unit to use against Raiders and Taigas is cavalry.  Deploying cavalry to strike the flank or rear will quickly shatter their lines and send them scattering.  However, your cavalry has to be at least 50% of the attacking enemy (if they have 10 Sea Raiders you need at least 10 cavalry) to make a difference otherwise they will be quickly chewed up.  Couple a cavalry charge with an infantry charge for guaranteed victory.

On the Khergit steppes are the steppe bandits.  Feared by some, I find the steppe bandits to be handily defeated by holding ones position and pressing "stand closer" 3-4 times so as to compact the troops as much as possible.  Steppe bandits rely on the speed and weight of the cavalry charge to shatter the enemy line and in the ensuing melee use the height advantage  a mounted man has over a dismounted man to win the fight.  The steppe bandit charge, however, is shattered instead as it cannot penetrate the my massed force and they in turn are chewed up as they cannot defend against the longer swords and pole arms of my defenders.  If you have cavalry then order them to charge after the initial bandit charge hits your massed forces.  This will keep your casualties lower as the surviving bandits from the initial charge will turn to to their bows unless they're being chased by your horse-soldiers.

In the Serrinid desert you will find the desert bandits.  The desert bandits, themselves, are as easily defeated as the steppe bandits.  The desert bandits, however, bring along a big caveat - the Black Khergit.    A level 6/7 cavalryman in heavy armor carrying a wicked sword/hammer/lance who laughs at massed infantry.  DO NOT attempt to battle Black Khergits unless you have some high level forces to counter them. Two or three Black Khergits in a desert bandit band will mean a bad day for low-level or even medium level troops.  10+ can very well mean disaster.

In summary then:

Against Looters, mountain and forest bandits:  Infantry in front in shieldwall formation, archers behind and
advance on enemy until close enough to charge without breaking your formation to much.  If you have cavalry use to strike enemy rear.

Against Sea Raiders and Taiga bandits: Archers spreadout in front , infantry in shield formation  in rear.  Let the enemy advance on you using the time to allow the archers t soften the advancing forces, have infantry advance through the archer's lines and strike the bandits/raiders before they get a chance to fully deploy their axes and javelins. If you have cavalry strike on flanks or rear.

Against steppe and desert bandits: hold position, stand closer (X3 or 4), and let them crash upon you.  After initial charge, counter charge with your cavalry (if available).
In closing allow me to offer these additional tactical points:

1. Try never to charge the enemy without being in formation first.  This will allow the enemy to concentrate on you in piecemeal fashion  and will result in higher casualties.

2. Try never to make a frontal assault (especially with cavalry) against a fixed enemy (meaning he's already in position waiting for you.)  In the best-case scenario your casualties will be high, in the worst-case scenario you will be beaten back.

3. Black Khergits are a bad, bad thing to have to face when they are your foe, and are a real joy if they make up part of your cavalry force.

Windyplains

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Re: A guide of the players, by the players, for the players
« Reply #2 on: February 20, 2012, 11:59:33 AM »
Companion Information:
    NPC #   
COMPANION         DISLIKES              DISLIKES              LIKES                    THIS PERSON'S SUPPORT IS OBJECTED BY
1
BorchaDeshaviGhazwanMarnidLezalit
2
MarnidBaheshturNadiaBorchaKlethi
3
YmiraOdvalSajjadAlayenBaheshtur
4
RolfBundukDeshaviSajjadFirentis
5
BaheshturMarnidKatrinGhazwanFloris
6
FirentisKatrinNizarFlorisMatheld
7
DeshaviBorchaRolfKlethiEdwyn
8
MatheldJeremusEdwynNizarMarnid
9
AlayenFlorisOdvalYmiraBorcha
10
BundukRolfLezalitKatrinDeshavi
11
KatrinFirentisBahesturBundukArtimenner
12
JeremusMatheldArtimennerOdvalNizar
13
NizarNadiaFirentisMatheldBunduk
14
LezalitEdwynBundukArtimennerKatrin
15
ArtimennerGhazwanJeremusLezalitRolf
16
KelthiSajjadFlorisDeshaviJeremus
17
FlorisKelthiAlayenFirentisGhazwan
18
NadiaMarnidNizarEdwynAlayen
19
OdvalYmiraAlayenJeremusSajjad
20
SajjadYmiraKlethiRolfNadia
21
GhazwanBorchaArtimennerBaheshturOdval
22
EdwynMatheldLezalitNadiaYmira

Note: Data taken from script_initialize_npcs and current for Floris 2.5.

don viktorio

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Re: A guide of the players, by the players, for the players
« Reply #3 on: February 20, 2012, 12:15:20 PM »
Hi.

I want to give an advice or two too :P.
This is a nice money guide    (http://forums.taleworlds.com/index.php/topic,216384.0.html   ) - i do the same thing BUT

First - look a spot on the map where u are going to settle - i mean like I did - Praven/Suno...
Then the nearest 4-5 towns use the new banking system to have money in the super late game when if u have like 10 000 - 15 000 or more gold to pay in a week to troops so u can pay them without always selling bandits/ captuered prisoners. I mean that so late better to get rid of all (walkaries,slave crushers - or u can also put them on the bottom of your party window when you don't fight and the opposite also. But this way u loose like atleast 40-50 people to get prisoners AND against enemy lord with really good army or a lot of enemy troops u need 6-7 tiers of strongest units in the game.) So like i am for now - day 100(third optional try) i get like from Suno/Praven/UXhal like 40 000 and i will max in Veluca to get 50 000.This way every 2 months u get like 40 000 and u pay for the army(my army - 160man almost all tier 5-7, + around 20 companions) - 8000-1000 money per week or something. This way you will have all the money u need in the super late game(ofcourse late contioniue to invest in the banks(money landers...)

This was my advice for the money system ( I still hope to see a new patch that u take all the money from 1 place... :D )
So about the entire begining of the game.

First like i do with this character just get to level 10-15...Max your archery(if u want to in later game) and Power Strike,Iron flesh to 6-7 atleast.
Then u max your inteligence to 35-40(i am still like to 25-35 or something...level 24-25 ...)When u have like 40 inteliggence Per a kill I THINK(not sure did not play since 4 days) - u get from a tier 6-7 troop like 560xp and because of the intelligence u get 700-800 or smh. I think that I explained everything here like an idiot but still this is one of the best tactics i think.In the super late game u must not wait like 20-50 days for a level u know..this is easier and faster and Ofcourse THE most important thing:

With this intelligence max - the party map speed, party see range,wound treatment,the bonus after a battle that heroes regain hp,the 4% per level chance a dude get's knocked out rather than go to god.<<<!!! also some other important intelligence stuff(persuasion at 10 > 100% !!).For the all left use like Artimennter and Jeremus - for engeniiring,and alll...(play with them max them same way...have all PARTY skills to 10 If u can.)For looting and foraging pick a random guy max 6-7 PW,IF.THen only agility and theese 2 + other bonuses for him.So after u max inteligence to 35-40 then max all IF,PW,PD and all to 10.
Then u coud max shield,athletics,horse archery - Agility skills and other to 4-5-10 BUT then it will be still so hard to get levels so better just go to straitgh Charisma and other skills(LEADERSHIP!!!). Forgot to say - before that all to level 4-5 atleast... YOu can max PM to level 10 in char expor (easier but so frustrating to sell 20-30 prisoners per course rather than 50. If u are like to day 500-1000 ( I never  made it so far :D) U will have almost everything needed at MAX. U can either max all agility fighning bonuses OR STH so u are like 120hp ++ OR ofcourse to spam CHAR for more army(i am talking about level 70+ or smh iv'e seen really nice pictures ^^)

I think i only explained all the skills and money in the early/late game. There are simply so so many things but I think this is the basic of the
basic in this nice mod :) . I hope i helped and that u will understand most of the things i said :D .

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ruralvirginian

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Re: A guide of the players, by the players, for the players
« Reply #4 on: February 21, 2012, 04:53:45 PM »

The first thing i try to do in the beginning is get a few manhunters and level them up. Not so hard to do since most bandit groups usually drag a few of them around. Having manhunters/slavers in your party means easy money because they give you a bonus to your Prisoner Management skill which is pretty awesome for the following reason: having 40+ slavers gets you +3 PM so that means 15 more slaves to sell. You can find slave traders often enough so this is the one of best sources of income in the early stages of the game.

Also, when leveled up a bit they pack quite a punch, a band of 50 Slave Crushers can crush double that amount of bandits easily and considering bandits are 130 denars a pop that's a nice chunk of change for low risk adventuring.
What i do is set them in a separate group and send them out when I'm done softening up the enemy with my archers, they just mop up and i always have full prisoner slots for sale.

When battling lords i tend to choose tier 5 and above prisoners, because lower quality troop just aren't profitable and are just taking up valuable space. If you have 3 or 4 battles between every visit to a town you'll easily fill up on tier 5+ troops or bandit prisoners. Actually anything above 130 denars is profitable because bandits are easiest to catch and you can always go pick up a few if you're short on cash, everything else is just bonus money.

They are also excellent for getting them tier 7 troops which are so hard to train since you can just look for a bandit group that has high tier prisoners, with the bandits in 2.5 that's not that hard, they rape every lord they can get their hands on :D then it's just a matter of luring that gang out of reach of the main host of bandits and there you go - with a little patience, tier 7 troops rescued and recruited.

There's another way to get tier 7 that i found just now but it involves being farther into the game. When lords change faction they still keep the original faction troop preference, so what i do is i try to find lords who have changed sides and are in the enemy faction, then you just send in your slaver crew and imprison their higher tier units. When you finish fighting you just go to camp and recruit prisoners, and you don't get a morale penalty if you use only that factions troops (which i normally do, not sure about this if you have a multi-faction army)

So anyway just remember this:
Prisoner Management at 10 gives you 50 slots for prisoners, with bandits/sea raiders that are 130 a pop you get 6500 in one go! How bout that for easy money! :D

Well, that's my guide on slavers, maybe i missed something so feel free to contribute, always looking for good advice on this awesome game and even more awesome mod ;)
What am I doing tonight? The same thing I do every night... Try to take over Calradia! - the Brain


hieronymos

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Re: A guide of the players, by the players, for the players
« Reply #5 on: March 25, 2012, 07:34:59 AM »
Early Game Guide for Floris Expanded v2.5
As others before have said, the Early Game is all about:

1) Making money to build enterprises and buy land to create tons of residual income to pay for your huge late-game war machine. The easiest way to do this is by:
1a) Capturing bandits, looters, sea raiders and deserters; and selling them to ransom brokers. To do this you need the Prisoner Management skill--1 level lets you grab 5 prisoners--so build it up quickly. And get a blunt weapon to knock them out with, like the military hammer, empire hammer, etc. Being mounted is really useful, too, as you've got more mobility to close on and chase banditos using ranged weapons. Being mounted also allows you to do drive-by hammer strikes, which are roughly 200% more powerful--useful in early game when you're weakest. Supplementing your party with 15 or more Manhunters will not only boost your Prisoner Management skill, but net you more captives, as manhunters are all mounted with blunt weapons. Other hammer and maul equipped troops are: Vaegir I3 Grid-->I4 Mladshiy Druzhinnik line, which can eventually upgrade into the mounted C5 Druzhinnik --->C6 Elitniy Druzhinnik. Also check out the Sarranid I3 Cemaat--->C4 Kapikulu Suveri--->C5 Beylik--->C6 Sekban. These are the two premier mounted troop-capturing lines in the game, and should form the core of your army, until you are filthy, stinking rich. In Floris v2.5 there is a new Sword Sisters cavalry line that ain't bad either: I3 Hospitaller--->C4 Beritten Jungfrau--->C5 Schildjungfur--->C6 Walkure.  To actually capture a bandit party in combat, I prefer my party to be 100% mounted, then approach bandit party at a trot [use commands F1,F2]. If enemy party is too strong for you, stop [F1,F1] and thin them out with arrow fire. Then charge [F1,F3]. Using command to 'use blunt weapons only' [F3,F3] is also useful here. Against mounted desert and steppe bandits, avoid their lethal lances by veering off to right as you approach them, hopefully pulling them all off to an angle in pursuit (they will charge you en masse), then [F1,F3] to have your riders charge their now exposed flank. Experiment until you get the timing right, as it will allow your boys to het the enemy in the flank and not get couched. Use your bow to shoot the horses of those bandits that aren't taken out in the initial scrum. Once on foot, you or your boys bash 'em on the head.
1b) Soloing Sea Bandit Parties for Loot: in v2.4 Sea Bandits were arguably the toughest, baddest banditos around, and had pretty pricey loot. Starting out with noble background & squire gave you a starting horse + lance, which you could use to inflict couched damage (means one-hit-one-kill). You'd go out, ride around those mangy vikings, waiting for them to fire all their axes; then start taking them out with your lance. Soloing a party of 25 could net good loot, a few prisoners, and 30 or so renown. Personally I preferred to go the horsearcher route, killing some (their archers and 2H axemen) until my arrows ran out. Then doing rapid drive-by strikes with a military hammer to thump the rest. Either way, in v2.5 Sea Raiders have more bows, which makes them more dangerous to a lightly armored horseman. And they have less loot. It's a different world...
1c) Winning Tournements: if you've got smokin' hot fighting skills, then following the tournement circuit is the best way to make tons of $$$ in the early game. With the new tournement system in v2.5 you can make around 8,000 per; or disable it and use the older native version to bag the winner-take-all pot of 26,000.   Either system can be daunting until your fighting skills are good, but you can make it much easier by selecting 1/4 damage, poor combat AI, slowest combat speed in game options tab. Winning tourneys is a great way to win $$$, gain 20 renown per, and impress the ladies--as you can dedicate your success to 1 single or married lady in the castle after the match.
1d) Freelancer: in v2.5 you can now join a lord's army as a ranker. Many players find it a great way to build up the gear, xp, etc. of a new character to lvl9 or so.
1e) Trading: in v2.4 this was an excellent money maker at all stages of the game. Now, with the new trading system, I see it as a waste of time. But go form you own conclusions. There are several guides out there for the old system that still largely apply. After about day 7 when commodity prices and volumes stabilize, try Iron from Curaw (to Reyyavadin or most other cities).

Once you've started earning dough, quickly invest it in Silk Manufacturies, which in most cities net ~550/week. Make placing factories in all/most cities your first economic goal. After you've done this, start buying land, the rents for which you can collect every 2 weeks. Having a ton of residual income is essential to training up and maintaining your high-tier units later in the game; especially during times of peace when there's only low-value bandits around to capture for ransom.
 
2) Accumulating renown and honor. These are essential commodities on your rise to becoming ruler of Calradia.
Renown determines many things, especially the max size of your army, and how much 'respect' you get from other nobles. Get it >500, or even >1,000 before getting really political. Fight battles--the steeper the odds against you, the more renown; win tournements; duel for ladies; and rescue villagers from bandits to win renown.
Honor is what you get from doing, well, honorable things, like releasing enemy lords you capture in battle or not accepting the quest reward from a lord after killing an outlaw. Raiding villages, refusing ransom offers for captured lords, etc. loses you honor. Honor is very, very useful when you get it >300. Then watch every single 'honorable' personality-type lord in Calradia (it's about 30% of them) develop a huge liking for you. Even if they've never met you.

3) Sucking up to nobles--preferably entirely of the faction you wish to eventually join, so that they will let you marry their daughters, and more importantly support your being awarded the cities you capture. To actually have the king of the faction you join award you the city or castle you so painstakingly captured, you will need to get the support of 5 or more lords of your faction. Usually only lords with whom you have a rating of 20 or above will support you. Other tan being a goody-two-shoes with super high honor, such good relations must be earned the hard way, by doing quests for them, or more easily, by rescuing them if they're prisoners, or capturing then releasing them after battle.
Rescue a faction lord who's getting his butt kicked by an enemy party, and get a relations boost proportional to how outnumbered he was. You also get a relations boost with his faction.
A great strategy I often use is to scan castles and cities of a faction you're not a war with to check for captured lords. When present, go to the castle dungeon and take out the jailer and all nearby soldiers. Then enter dungeon, speak to captive, have him 'stay behind' you. Exit dungeon, kill remaining sentries. Then captive lord goes free, netting you a personal and faction relations bonus. The I'll become a merc for faction whose dungeons I just emptied, so I can have chance to meet and beat very same lords I recently freed. Capture and release, for more relations boost.
Also: every time you defeat an enemy lord, go speak with your faction king for +1 relations. Every time you go to a feast, speak to the hosting lord fo +2 relations. Once you have a castle or city, you can host feasts, and speak with every guest for a +1 (or is it +2?) bonus.
Giving away quality troops was a great way in v2.4 to gain massive amounts of relations. Seems to be diabled for v2.5

4) Details:
4a) Gathering, Sorting, Training Companions: the early game is also about collecting up all of your companions, from the taverns of Calradia. There is a method for how you create a stable group of companions who aren't at each others throats. There are plenty of good guides out there for native; but Floris 2.5 has several new ones. The quick and dirty way is to a) recruit every companion you find (you can always dismiss him/her, then ask a Traveller in a tavern their location); b) fight a battle ASAP--even against 3 looters (this will trigger an 'I like so-and-so scripted event by 1 companion for the 1 other companion they have an affinity for). Usually I retain them in pairs, waiting until each of a pair expresses their liking for the other, creating a "stable pair" before starting on another pair. Any companion who likes 1 companion will put up with another he/she dislikes. If you carefully assemble your team pair by pair, you can have 17 no problem (unless you raid villages and walk the dark side). Don't know if this approach works for v2.5, where there are 5 new companions added.
Regarding training, I prefer all my companions as Heavy Horsearchers, and train up their skills accordingly. All will have high to maximal Trainer skill--essential to rapidly train up peasants into elites in the mid-/late-game. Most of them will also have a 'specialty', like Jeremus for surgery other medical skills. Rolf, Baheshtur, Mattheld, Alayen are nobles, and I usually groom some or all of them to be future vassals (with good Trainer + Leadership + Tactics levels). Ymira & Katrin I'll make my backup medical speciallists. Then I'll have 1 primary, 1 backup for Spotting, Foraging, Looting, Engineer, Trading, Persuasion.

4b Yourself: Regarding how to train up your own character, there are plenty of good guides available, and all address different playstyles. Floris v2.5 is a huge sandbox and Calradia your oyster. Personally, I ensure that by late-game I'm close to maxed out in Leadership, Persuasion, Tactics, Pwerstrike, Powerdraw (I like bows), and Athletics (didn't use to like it; but now find it gives huge benefit when fighting on foot in battles, siege assaults, & tournements). Riding & Horsearchery: 4-6 is enough. Ironskin & Shield: used to max out; now 2-4 is enough. All others are not needed, as long as you have companions with them.
4c Village Relations: every thirty days or so you can do village elder quests Train Against Bandits and Bring Cattle. Do them. Every month. Extremely important, as a high village relation will let you recruit more and better recruits--even if at war with village owning faction. Getting good troops late in game is crucial; so lay groundwork in early game by ensuring that every game-month you take these missions. For example, in my current game at day 29, I did both missions back to back on a Vaegir village, and then got to recruit 27 H5 Posadnik! For 270d. At that point in game, the time + money (around 13,000) to train up such a force from scratch would've been huge. What a deal!

Conclusion: So now you're ready for the mid-game, which usually means fighting as a mercenary, and painstakingly building up an army of elite troops that will form the backbone of the army you will use to conquer Calradia. My personal preference is to start with a 100% mounted force: 70% Hammer-armed cav, 30% H.Horsearchers; then as I grow towards the 200+ mark to end up with a force that can win sieges: 35% hammer-armed cavalry, 40% elite archers, 15% H.Horsearchers, 10% infantry. As a mercenary leader, remember to keep doing village elder quests every month. Make a ton of money on troop ransoms as you perfect your tactical formation command skills to win battle after battle, gaining renown, honor and lord relations. The mid-game is also about shaping the map, and setting the stage for which heavily weakened faction you will eventually join. If you wish to be Swadian, for example, and they are strong, then it must be you who humbles them by fighting for one of their enemies. Defeat their armies, earn the friendship and respect of their nobles, take their strongholds...until they're down to 2-3 castles. Then join them as a vassal. And start winning their cities back, making sure it is you who are awarded these as fiefs. Once you've got 2-3 cities, 1,000 good troops, and a fine looking Nord wife..you're ready to become a king in your own right. Your majesty, Calradia awaits!

Thurak

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Re: A guide of the players, by the players, for the players
« Reply #6 on: April 18, 2012, 03:14:24 PM »
Companions overview originally posted by monnikje

(click to show/hide)

Bankoleva

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Re: A guide of the players, by the players, for the players
« Reply #7 on: June 15, 2012, 08:05:47 PM »
BUMP....

Seems to be a few new players around figure i'd bring this up in the forum thread.

Parhelion

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Re: A guide of the players, by the players, for the players
« Reply #8 on: June 15, 2012, 09:28:12 PM »
Would love to see some information added here or to the wiki on the new companions added by Floris -- specifically, which ones do and don't like raiding and which ones can count as nobles.

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Re: A guide of the players, by the players, for the players
« Reply #9 on: June 15, 2012, 09:39:10 PM »
This may be a little nit picky,, but is there a list somewhere that tells which companions are noble and which are commoners?

Edit*

Whoops. Someone beat me to it.  At least my nit picky-ness is not alone! :)

Muglos

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Re: A guide of the players, by the players, for the players
« Reply #10 on: June 16, 2012, 10:11:29 PM »
Sorry for the double post. The Floris wiki is more specific than I originally thought. It does list which companions are noble and not. I should look more thoroughly next time I need information.

I think this information can be pretty valuable late game if you are creating your own faction and wish turn some of your companions into vassles. I made the mistake of making some of my companions, who were not noble, into lords and it made everyone upset who was a noble. They get really pissy if you give commoners land to rule over.

 I hope this helps.  Here's the list for those who are interested:

Noble:

Rolf
Baheshtur
Firentis
Matheld
Alayen
Lezalit
Floris
Ghazwan

Commoners

Borcha
Marnid
Ymira
Deshavi
Bunduk
Katrin
Jeremus
Nizar
Artimenner
Klethi
Nadia
Odval
Sajjad
Edwyn

Kind Regards,

- Muglos




« Last Edit: June 16, 2012, 10:14:34 PM by Muglos »

winrehs007

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Re: A guide of the players, by the players, for the players
« Reply #11 on: June 17, 2012, 07:30:33 AM »
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Tulla

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Re: A guide of the players, by the players, for the players
« Reply #12 on: June 17, 2012, 11:59:43 AM »
I'm a complete noob when it comes to building a character in Mount and Blade- but have been looking a little and seen people write about an Intelligence Build or Strenght build for that matter. Can anyone link me to guides that might delve deeper into these builds?

Thanks in again!

winrehs007

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Re: A guide of the players, by the players, for the players
« Reply #13 on: June 17, 2012, 02:54:13 PM »
I'm a complete noob when it comes to building a character in Mount and Blade- but have been looking a little and seen people write about an Intelligence Build or Strenght build for that matter. Can anyone link me to guides that might delve deeper into these builds?

Thanks in again!

I don't know how much this would help, but I'm sure it would give you a general idea based on your preference when creating a character.

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DaElf

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Re: A guide of the players, by the players, for the players
« Reply #14 on: June 28, 2012, 01:12:52 PM »
My cavalry strategy guide:

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