Recent content by Arnald

  1. Arnald

    General Discussion and Suggestions

    thewanderingknight said:
    Arnald said:
    this is by far one of the best mods i ever played, some of the best models/textures i've ever seen

    but what really sets it above many others imo is that everything fits together, the artwork, the color palette everything just fits with eachother, you dont have weird and out of place looking armors of anything like that, lots of kudos to the artists


    my only complaint is the lackluster soundtrack (imo), you should use the C&C generals gla soundtrack watch?v=OBm2mz3IHoM

    would love to see more factions in the future, this could become the Broken Crescent of M&B :grin:

    EDIT: btw when is updated less demanding version coming ? yes i play on a toaster

    You can easily replace the music with files with the same format and name in Sands of Faith music folder. As said in the changelog this new version only changes the town scenes and sieges, so there isn't any reason to update that edition since the new scenes just make the mod more demanding which defeats the purpose of the "less demanding edition".

    my bad for not reading the log then, thought i am missing on lots of new things by playing the less demanding edition
  2. Arnald

    General Discussion and Suggestions

    this is by far one of the best mods i ever played, some of the best models/textures i've ever seen

    but what really sets it above many others imo is that everything fits together, the artwork, the color palette everything just fits with eachother, you dont have weird and out of place looking armors of anything like that, lots of kudos to the artists


    my only complaint is the lackluster soundtrack (imo), you should use the C&C generals gla soundtrack watch?v=OBm2mz3IHoM

    would love to see more factions in the future, this could become the Broken Crescent of M&B :grin:

    EDIT: btw when is updated less demanding version coming ? yes i play on a toaster
  3. Arnald

    SP Medieval [WB] AD 1200 (1.600) from 09.02.2018

    why cant i control the troops of my vassals in battle ? (i am also marshall)

    also noticed owning lands does not increase party size, it didnt increase even when i became king, i am king with max party of 56 men

    anyone having same issues ?
  4. Arnald

    Really bad sound bug ;(

    have the exact same issue, never had it before, tried deleting the game, save files and everything related, after reinstalling the problem is still there somehow
  5. Arnald

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    how can i tweak the relation loss when a vassal loses a battle ? will it affect the vassals of enemy kings too ?
  6. Arnald

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Caba`drin said:
    Arnald said:
    @Caba'drin do you happen to know how i can make vassals accept troops like in native ? i am playing floris (gameplay) right now vassals wont accept many troops from me,
    What problem are you running into with Floris? From what I can see on a quick look, apart from some Diplomacy adjustments (lords won't accept troops if they have far beyond their 'ideal' party size), the option is still there. Are you not seeing it at all? Or is it there, but not working?

    Arnald said:
    playing ACOK mod which also uses diplomacy i had a bad experience with this limit, knights that i was giving to lords were disappearing from their parties after a few hours, all of them :mad: :mad: :mad:, dunno for sure if it's diplomacy or maybe that mod was messed up
    so now if i have a lord with 80 troops and i give him 100 knights will he keep them or will they disappear because of the limit ? if that's the case how can i tweak this ? if possible ofc
    In Floris Gameplay/Expanded, I don't see any obvious trigger or script that would make troops disappear based on being over a party's ideal size.

    then i guess it was just some problem with that mod, anyway what i need to tweak is vassal troop limit, i want my vassals to accept as many troops as i give them, is there an easy tweak for that ?

    EDIT: now that i think it kinda feels like cheating having lords with hundreds of soldiers so nvm about that

    i do however want to tweak fief income now, i want to double it, i tried using tweakmb but with floris it wont work, can you help me with that ?

    EDIT: nvm tweakmb works with floris




  7. Arnald

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    @Caba'drin do you happen to know how i can make vassals accept troops like in native ? i am playing floris (gameplay) right now vassals wont accept many troops from me, playing ACOK mod which also uses diplomacy i had a bad experience with this limit, knights that i was giving to lords were disappearing from their parties after a few hours, all of them :mad: :mad: :mad:, dunno for sure if it's diplomacy or maybe that mod was messed up

    so now if i have a lord with 80 troops and i give him 100 knights will he keep them or will they disappear because of the limit ? if that's the case how can i tweak this ? if possible ofc
  8. Arnald

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Caba`drin said:
    Arnald said:
    is it possible to tweak the amount of relationship gained from feasts ? and if yes then how ?

    This is calculated in scripts.txt in the script "faction_conclude_feast" and there are 2 things that would be easy to tweak:

    You could change the 'divisor' of the relation boost calculated by the quality of the feast. (Quality of the feast divided by this number results in the relationship gained). That will be found toward the end of that script/block of numbers. By default it is 20, so search for that near the end of that block of numbers and before the next script name. A higher divisor, the less relation is added and the lower the divisor, the more relation is added. This will apply to any and all feasts in game.

    Or, just a little after you find that 20, you should see
    2111 2 <long number> 0
    That 0 is the lowest amount that can be added to relation--make that number bigger if you want to raise the floor of the relation added. This will only apply to player-run feasts.

    thanks, right now i am still early in the game and cant test it but if i got it right changing "20" to something like "10" should double relationship gained right ? also will this affect the relationship gained during feast or only at the end of the feast ? in other words when i talk to a lord that came to my party will i get +1 relationship as always or with this change it will be +2 ? or this will change only the rep i get at the end of the feast ? (which is fine anyway)

    EDIT: i just realized it's "faction_conclude_feast" so i guess it's only for when feast ends, thanks again
  9. Arnald

    Compilation of 82 little tweaks to the text files to change your gameplay(links)

    is it possible to tweak the amount of relationship gained from feasts ? and if yes then how ?
  10. Arnald

    Need strategy help.

    Bohemond Chesne said:
    (Note: I've not noticed a significant change in gameplay with the last update, certainly I haven't noticed an issue with archers being less effective. Am I being dense?)

    OP your problem (by the look of it) might be too few spears.
    High end infantry (such as sgts) tend to have significantly fewer spears than low end, so try to keep ½ your infantry in the low end for dealing with the cavalry. Combine with mirco-managing your formations you should get on better.

    OBVIOUS POINTS WHICH ARE ALWAYS  WORTH RE-ITERATION:
    At low level, with few (or no) companions you need to be very careful about when to engage. I wouldn't recommend going into battle alone until you have a good few levels and companions, unless you greatly outnumber the enemy.
    I also recommend not joining a faction strait out and going hunting for those valuable customisable fellows, well equipped companions are worth their weight in gold.
    ...And don't feel bad about importing a character. The whole levelling mechanic is hardly realistic anyway :grin:

    Still having trouble?
    Here's a step by step strategy for a combined arms force (I've used it with single nation forces from  England, Wales, France and Denmark with no difficulty, and it holds up in the current version of Europe 1200 fine).

    Force Composition:
    I try to model my tactics on the conventional tactics of the period, i.e. strong use of combined arms, with shock cavalry.

    Divide the force into 6 sections

    1: Shieldwall (spear & shield armed infantry)
    2: Heavy Infantry (armour and a few two handers)
    3: Archers (bows and crossbows)
    4: Cavalry
    5: Cavalry
    6: Bodyguard*

    Each section contains at least 2 companions equipped either as a banner-man (heraldic lance) or the same as the troops they lead. Section size has room for variance but I generally find that every group being even save the Shieldwall which benefits from being roughly half again as large, if your faction has good archers a few extra of those can be well worth taking as well.

    Both cavalry units contain a mix of lances, swords and one or two mounted archers.

    *This optional section is made up of a small core of heavily armoured, mounted troops given the “follow me” order at the start of the battle then ignored. I like to have one bannerman, one archer, one lancer, and one two-hander. All with shields.
    Battle Order:
    A field battle is divided into three phases:
    1. Opening: Form up to receive the initial cavalry charge.
    2. Harassing: Cavalry and archers break up the enemy formation as it advances.
    3. Repelling: Infantry meets infantry.

    With multiple waves; stage 2 and 3 cycle.

    Stage 1: Opening
    Immediately place the infantry sections into three rows close together, with the Shieldwall at the front and Archers at the back. The lines should be close enough that a horseman hitting the front rank is engaged by the men of the second rank. Tell any throwing weapons in the front two ranks to hold fire, and spam the 'close ranks' order till the infantry is in a nice dense block.

    Meanwhile your own cavalry will have engaged the enemy and knocked the corners off them. As soon as your infantry are formed up, pull the cavalry back and place them with one group just behind each flank.

    The enemy cavalry will now normally pile into your line, impaling themselves on the spears and be wiped out in a few seconds.

    Stage 2: Harassing
    As soon as the first wave of enemy cavalry have been killed, phase 2 begins. Send one group of cavalry forward (charge), and move your infantry to a strong 'anchor point'.

    Anchor Points- The basic theory of an 'anchor point' is that you use the terrain to strengthen your line in some way. This can be by placing the line behind a river of steep slope, so that the enemy are slowed in reaching them, or by placing a large rock, cops of trees, or similar obstruction on one flank to reduce the enemy's ability to flank.

    Form you infantry up again, this time ordered Archers, Shieldwall, Heavy. You may want to spread out the troops a little to make stage 3 faster. Give orders for all to throw/loose at will.

    Throughout this stage cycle your two cavalry sections, sending one to charge while the other retreats. You can even use the minimap to order them from way-point to way-point, criss-crossing the enemy.

    Stage 3: Repelling
    When the enemy infantry get close (roughly throwing weapon range) pull the archers back to behind the other infantry (leave a slight gap) and order all of the infantry to close up ranks again.

    Pull one cavalry section behind the most exposed flank of the infantry, and send the other out FAR to the flank on the most open side (you want them to have room to reach a full charge later).

    The enemy should now arrive in a thoroughly broken state rather than a big mass. Many will be felled by arrows and javelins before they get into touch. If the enemy are standing off with spears tell the heavy infantry to charge, but do not let them get too far. The infantry work best as a big unified formation. Once the two lines are solidly stuck into each-other charge your (far) flanking Cavalry unit into the hostile Archers.
    The other cavalry are to bolster the line if it starts to buckle, or else to be used held back for harassing enemy routers and the next wave.

    Once the enemy infantry are thinning out, and the archers dealt with, clear the last few off with the heavies and both lots of cavalry then reform for Phase 2. If your archers are running short on missiles don't bother changing the infantry formation this time.

    Fundaments of the strategy:
    Local superiority- The whole point of stage 1 and 2 is to break up the enemy and ensure that when they arrive at your line it is in small groups. This means that every one of them will be met with a greater number of defenders.

    Shieldwall- Dense bunches of infantry are very tough in melee, especially when fronted with spears to keep horses at bay. Having the front rank of the force made up entirely of shielded spearmen the force is made very sturdy against archers and the initial charge, while the damage in a sustained fight is dealt by the second rankers.

    Combined arms- By cycling your cavalry, you keep casualties low, for maximum disruption. The circling horses also encorage the enemy to turn their shields away from your archers. By then pulling your archers back to a few paces behind the shield-wall they can keep loosing at enemy flankers (and horsemen), but will step in and kill enemy horsemen or heavy infantry who punch through the front lines, this leaves the enemy surrounded and quickly dispatched.

    Micro-Management- By keeping very close control of your formations you can reform and react before the enemy. You won't be doing much fighting yourself, instead thundering back and for keeping an eye on progress and throwing about commands, while your bodyguard keep you safe. You are a general first, a warrior second. Focus on skills which give your men advantages (such as Surgery or Tactics) and keep your force large (Leadership, Persuade) with personal skills being limited to those which keep you alive and mobile.

    Flexability- This force is designed to do as well in seiges as in open battle. In such situations your two cavalry sections (and your body-guards) become your specialist teams for holding choke points while re-enforcments move into possition, the archers greatly help them in this role.

    Note: If anyone wants a hand with a detailed siege-assault strategy for this style of force I would be happy to comply.



    Hope that helped, either directly, or by aiding in reflecting upon your own tactics.

    Thx a lot for all the time and effort put in this, really nice tips, but i just cant beat those armies without tremendous casualties no matter what i do, i don't know, i suppose i am just bad and that's it, i wanted to roleplay as a viking (lol) raiding the english and scottish and using an army as close to a viking warband as possible but those damn tennants just roflstomp anything in melee xD they can also easily absorb all archers damage, and when a lord has like 60-70 of them.. i feel helpless
  11. Arnald

    Need strategy help.

    Alex_S said:
    Important changes form 5 to 7 if I remember correctly were:

    1: Horses got more speed and dramatically increased charge damage; this makes for devastating heavy cavalry that will inflict lots of casualties if allowed to charge en mass.
    2: Spears were improved bcuz they were crap and no one used them, not even the AI (but this doesn't seem to be smth that affects you judging by your story)

    If your archers aren't doing damage my guess is you're playing against a faction with lots of units that have shields and good shield skill, that's generally what causes archers to be ineffective. If the enemy has lots of two handed weapon units or many ranged units that tend to not use their shields much then your archers will do damage.

    I suspect that what's getting you is the increased speed and damage of horses, they get to your lines quicker when charging so your archers don't get a chance to take down their horses.


    I myself prefer to use heavy cavalry as my primary force. If you can get most or all companions in the mod and equip them with heavy armor, good weapons and horses you'll get a pretty sizable force that can only get wounded, not killed, so even if you take some heavy losses it won't be such a crippling setback. Just remember to keep your surgery and medical companion or companions away from the fighting, this will ensure you take even fewer losses and are ready to fight again sooner.

    yeah i looked more at lords armies and i see they have only top units (wtf?) their infantry is ALL tennants, their cav usually 8-10+ knights and some 3-4 insignificant skirmishers or inf, bust stil if you look at my reply above, archers cant take down even stationary cavalry
    i tried heavy cav as main force, had around 50 knights rest were hrosemen, squires..etc, i charged with knight in front and lighter can behind, the outcome was atleast 10 knight killed and many wounded, much more dead among light cav(surgery is at 4-5 i think), no matter what i do i just keep losing lots of soldiers, it's like autoresolving lol (and this game has the WORST autoresolve ever), althrough i win almost always it's pain getting the army back in shape, it's time consuming to the point of killing all the fun
  12. Arnald

    Need strategy help.

    Arsaces said:
    Firstly, one question: How do you use the companions?

    Then, when enemy cavalry pursuits, you should be experienced enough to kill their horses.
    Try to fight on flat terrain to use your archers in full effect and at great distance.
    There are many way, for example put your infantry in the halfway, and your archers about 20 - 30m backward and when the part of their cavalry will be engaged with your infantry and the rest will be chasing you (i.e. you character), your archers will do the rest.
    Anyway you must break their spine before they have the chance to do the same to your army, believe me it is really possible, I myself never use cavalry only archers and good infantry.

    my companions make the cavalry force together with some other few (donzel, squires), they are fairly equiped, with gear from raiders mostly,
    it's not possible to use archers well on flat terrain since the infantry in front will block their sight, i always try to place them atleast a bit above infantry so they can see the enemy,
    in one of the battles whrere the enemy didnt not charge right away they kept trying to flank me til they got almost all their army stuck on map border, at that point i started skirmishing behind their inf, they turned their shields to me and archers STILL were unable to cause any good damage, not to mention that their cav once again were almost intact when reached my inf althrough they've been staying on place for big amount of time, my archers should have killed atleast half of them or tleast unhorse most,
    i'd say my archers are usually at a balanced disance from inf, around 20m(more or less), if i placed them further their already crap accuracy would be even worse,
    well.. i dont know now, if you read my previous posts, i could break even the spines of kings with inf/archers
  13. Arnald

    Need strategy help.

    Arsaces said:
    All warfare is based on deception.
      So draw the attention of the enemy infantry i.e. make them to turn away from your archers (provoke them to attack you), the same is true for cavalry.

    it's not possible to draw the attention of 80 horsemen and than keep them on me all of them, and the sad things is that they dont even need all of them to beat my army, atleast 30 of them are enouth to completly overwhelm my army
    it just feels like a battle between stats/attributes, the army with higher stats/attributes wins no matter what
  14. Arnald

    Need strategy help.

    Black_Scythe said:
    so when they engage my inf they are still at full strength and easily overwhelm me
    That's how it was AFAIK up until the 14th century, the mod is historically accurate. Cavalry still had way too much importance in warfare, the heavier the better. I play with one faction that has no cavalry, and that worked for me.

    tried an army made of cav, i had mostly squires, a few bachelors and pages, did a battle against a scottish lord with 98 men, the result is 27 dead and 30+ wounded, i was left speechless,

    at this point thought i must really suck at this game now, so i download beta 5 grabed a few infantry and some welsh archers, had 59 men in total, did a battle against an english lord with more than 90 men, i got like 1-2 casualties and 2-4 wounded, i had no companions, i was lvl 1 so no surgery, tactics or anything, there is INDEED a damn huge diference

    Well, I guess game had some changes, maybe Korinov can tell us. But the i like difficult games in warband. And at least yuo won this battle, casualities seem fair if the enemy lord has higher quality and quantity of troops, no?

    so either shields strength is on steroids or archers are complete crap (most likely this one)
    Well wierd cuz welsh and english lonbowman should be creme de la creme in this period. Or maybe i'm just rambling cuz i'm way too high and i have no idea how i managed to type all this ****. Anyways if you can afford and entire armsy of Knights/Bannerets go for it, but dont go fighting lords right away, but invest some points in training for you and your companions cuz it's cumulative (is that the word?) and train your army without being a lord, fighting bandits, starting with looters and fighting brigands when youre almost there. Then if that doesnt work, something is wrong with your game, might be aliens  :mrgreen:

    did a battle in beta 7, again with 59 men of wich 21 were WLongbows rest was various mixed infantry, against an english lord with an army of 120 men, result: 3 dead 3 wounded , at lvl 1 :razz:

    there's only 1 reasonable answer to the question "WHAT IS GOING ON???!!"
    120i8mw.jpg

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