DaDude9211的最近内容

  1. DaDude9211

    -- Official Unofficial 'Ask Questions About Warband Singleplayer Here' Thread --

    When I started talking to a lord he said, "I think you owe me X denars, Y. Do you intend to pay your debt anytime soon?"X being 105 and Y being my player's name. Paying him doesn't do any sort of quest completion or give any hints to its origin, and if I don't pay him he just says to not keep him waiting too much more before continuing to normal dialogue.

    I have not the slightest clue how I have become indebted to him, or what causes this dialogue. I was wondering where it comes from? 105 denars is no big deal, but it's distressing to think I could randomly owe lords random amounts of money.
  2. DaDude9211

    Companions won't couch

    IMO, polearms aren't the way to go for companions if you're solely worried about effectiveness. I advise sword/shield and bow. The AI is inherently bad at riding a horse, and their horse thus gets killed often - polearms in the hands of the AI are poor in infantry combat, with few exceptions. Bows are also way better at siege offense/defense than thrown weapons (and polearms for that matter). Late-game a high archery proficiency will bring bows to be 1-hit-killing just like throwables do, except you get about 5 times as much ammo and have an exceedingly better range. The only companion I give throwing axes to is Rolf, because he starts out with Power Throw and I don't like wasting it. Giving him two bags is better IMO than giving him a polearm.
  3. DaDude9211

    Experience earned for killing enemies.

    This topic is full of lulz. Instead of worrying about it, just kill everything. The time spent killing people instead of making the chart will get you more exp than said chart will. That being said, even if you know which unit type gives the most exp, it's probably not worth it to hunt them because they'll be rarer and take longer to kill. If you really want to exp grind, Mountain Bandits are little more than mounted looters, which is good because them being mounted means they run to you more quickly and you can thus kill them faster. Deserter groups made of crossbowmen are also good ones to hit up, they won't wall-of-arrows you like normal deserter archers, but are still turd-cakes in melee.
  4. DaDude9211

    What would the game be like if...

    Ludial 说:
    one thing, mister 'let's over-specialize our troops' - what happens if one of your specialized units is routed and thus does not support the rest of the army? Many battles have been lost because one of the specialized troops present was routed and the niche it was occupying became empty, thus leaving the army as a whole crippled. A good example is the first Athenean campaign against the Aetolians, where the hoplites were destroyed easily after the Athenean archers(which were the only thing holding the javelineers at bay) fled at the death of their captain(a discipline problem most likely related to the low status of skirmishers in Greek society). Another frequent scenario is when the archers get a flanking assault from the cavalry, get routed, and then the cavalry proceeds to hit the infantry in the back, or simply leaves it(now unsupported) to its own archers.

    Because, sure, you guys use combined arms tactics, but if the A.I. was smarter, it would use them too!(completely on topic)

    In which case you'd have a face off of almost equal forces and you'd have a tactical nightmare. Something I try to avoid by fielding versatile troops.
    Why do I think that Vaegir marksmen and Rhodok sharpshooters are the best units in the game:
    1. Decently armored(thus survive for a longer time)
    2. decent athletics(due to their lighter attire they run faster than actual infantry units)
    3. ranged capability(don't have to fear other archers as all my troops can shoot as well, and anyone approaching gets covered in shafts, which is better than any pike)
    4. GOOD IN MELEE! Marksmen have a rather low-end PS value, but that's outweighed by extensive use of strong cutting weapons, and frequent use of long and strong cutting weapons(the Dacian falx and the zweihander come to mind, allegedly being good at splitting shields and armor and cutting pikes, respectively); while sharpshooters have a better PS value and use huge shields.

    What happens when I field an entire army of shooty heavy infantry(because this is what these guys basically are):
    Having an entire army of them(say, 100 guys), first of all, has a much more devastating effect than fielding one third of my army as archers(30, in this case). The barrage I get out of them is enough to dehorse most mid-tier horsemen(and almost all Khergits) in the middle of their charge. Additionally many horsemen get shot at point blank range when charging. And since those horsemen are part of a combined arms force, they're unsupported by their other troops, and grossly outnumbered by folks who are furiously hacking at them with sabers and long axes(it happens very often that a knight finally loses his war horse while in the midst of my troops, which simply spells doom for him). Basically, fighting a combined arms force is rather easy for me as they come piece meal and are thus easily destroyed. The only ones who give me hell in a field battle are Rhodoks, as they always move as a homogenic force, always at least half of them are ranged troops (who are also good in melee) and their infantry have big shields(much less vulnerable to missiles than cavalry) and long weapons(you mentioned the 'pike rampart' thing :wink:).

    Now, Nords and Rhodoks are supposed to excel at sieges. But they fail against my marksmen. Let's see why:
    Nords/Rhodoks assaulting:
    With archers occupying the battlements, the assaulting force receives an extremely intense barrage before reaching the breach in the wall, where it's met by the long axes(do you get the pattern already? long weapons...long weapons...long weapons... IT'S ALL ABOUT THE RANGE, as in 'who gets to hit first'). When defending against a 5 times outnumbering force of Nords, the only two times the Nords almost managed to overwhelm the wall were when a lord with a war axe(as long as a voulge, and quite more powerful, especially in the hands of a lord) managed to clear up the place a bit(1st time) and when, near the end, there wasn't that many defenders left, so the wall was becoming empty. Similarly, against a 2 or 3 times outnumbering Rhodok force, the only time I had to intervene was when a sergeant with a glaive actually managed to get onto the wall and started clearing it up. In both sieges I had fairly low casualties. Forest bandits are almost as good as marksmen and sharpshooters, as they're archers who tend to favor long axes and staves for melee.

    In a siege assault it usually doesn't even get to melee - I just shoot the garrison off the walls. Only get trouble if it has decent archers(or in greater numbers) on the walls. Otherwise the infantry is helpless, only thing shields do is increase the time it takes me to slaughter them(finally bought fraps yesterday, need to find a compression program too, and I'll be able to post some vids, starting with the 'arrowstorm'). And if the infantry storms out, it gets butchered with the axes and sabers.

    I have no idea why nobody thought of it throughout history, but I personally think that certain armies would have been much more successful and devastating if they were versatile(for example, if the English longbowmen during the 100 Years War were also armed with bills, instead of specifically having billmen for that, they'd be much deadlier).

    About your first paragraph: Firstly, you generally want/have two groups of any important major niche unit in a large scale battle, precisely encase you lose said important group. Secondly, when the death of a commander results in the routing of his troops, **** generally hits the fan regardless of what units are on the field. To quote, "Another frequent scenario is when the archers get a flanking assault from the cavalry, get routed, and then the cavalry proceeds to hit the infantry in the back, or simply leaves it(now unsupported) to its own archers." That definitely proves me wrong, because you know, holding enemy infantry in place with your own and then using the superior speed of your cavalry to move around that scuffle and attack a unit weak against cavalry totally isn't unit tactics.

    Now, mister prove-someone's-points-for-them - I'm going to stop replying since you have obviously taken offense from my statements and as I stated that was explicitly something I wasn't attempting to do. Enjoy your marksmen, I'm glad you like them. Goodness knows I'll be enjoying them too when Warband comes out and I get to mop the floor with them with heavy cavalry supported by mixed infantry. :smile:
  5. DaDude9211

    What would the game be like if...

    Since this thread is about the worth of nords now...

    I once defended a castle (some Nord of southern Swadian castle, had a large single ladder up to it) with 107 men, about 30 nord warriors, huscarls, and swadian knights, with veterns and men at arms sprinkled in. 7 or so Swadian lords, including the King wanted to take it from me. They had some 637 men. Naturally, having no ranged units except veterns and huscarls random chance of them in siege mode - I was worried. Some while later the siege was defeated. They never go onto the wall. Some 14 men were taken casualties, most of which were nord warriors and veterns, only 1 huscarl was wounded. This is with normal damage and good ai. With death reports on, I'd say about half of all kills by my men were from the huscarls, and about a third from the swadian knights (morning stars are some scary things...) I'd say ~20:1 is pretty darn good for forces that were 2/3rds dog-arse, even against mixed units.

    Point in case, you guys are comparing heavy infantry with light infantry and crossbowmen supposedly trained to fight in mountainous environments with archers hailing from a sea-faring nation. It's just kind of silly really.

    Look at the hastati, they were generally armed with what? A sword or gladius, a couple javelins or pila,  and heavy armor, generally with a shield. Before Gaius (lol) was around, these were the meat and potatoes of the very Roman infantry that ended up giving the Romans their big scene in history, even after the reforms the Romans stuck with the whole 'heavy infantry with a shield and a small light weapon and some javelins to throw before engaging'  idea, coming up with the probably far more well-known Roman Legionare. Huscarls are similarly armed. I don't want to give the Romans TOO much credit, but I'm pretty certain they had a winning combo there.

    Lets compare the Rhodoks to the Macedonian Phalanx. The Macedonian army, I remind you, being regarded as many as one of the greatest military forces of the era, Alexander the Great led these dudes at one point. The Phalanx portion of it itself being loosely based off the Greek tactics used by Epaminondas - You know that Theban general who beat the Spartans... twice. They had massive pikes, shields, and medium-light armor, and of course a back up sword for close-quarters. Their very use caused enemy moral to drop; you couldn't charge them with cavalry, their low-baggage made them hard to outmaneuver, and if you got to the front you'd still be getting poked at from the guys behind him - throw in some heavy cavalry to mess with any would-be flankers and you've won the battle.

    Eventually of course, both of these famous units came to an end due to countering tactics and weaponry. You know how the Phalanx got taken out? Legionares. Huh, I think I mentioned them a couple paragraphs back... funny. But you know what took out hastati? The advancement of cavalry. Indeed being an infantryman used to be prestigious before they figured out how devastating cataphracts could be, it totally reversed the importance of units. Interestingly enough, what unit was it that no cavalry in their right mind would charge? Oh yes, layered pikemen as seen in the previous paragraph.  :!:

    Each unit has it's purpose. Each unit has it's advantages and disadvantages. No such unit-tree is inherently better than another. Arguing that one unit is the be-all-end-all doesn't do much more than show what a silly general you would make for an army. Unit tactics. Learn them. They have made and broken every single major empire in history. The Roman Empire, the Mongol Empire, the Persian Empire, the shogunate, the Ming Dynasty, and the Songhai Empire - all of them, the latter of which even having its forces routed by CATTLE. I don't mean to say this condescendingly or as an insult to your views or intelligence - it's easy to get caught up with faction/team/etc. bias like this. When I was a kid my grandfather rooted for Auburn (football team). I grew up doing it. Do I now admit that they're one of the worst teams in the region? ... yes - but it took years :razz:.


    ... Anyhow, now that that's over and we can get back on topic... If the AI was a lot better they'd probably have to lower the top-tier khergit unit's levels even more. With the current skill and damage system archery and cavalry would just become too much more powerful if the AI became smart with them, Khergits, focusing on both, would probably become really tough to beat. You'd have to respectively get more control over units, and doing that while in combat would be hard, making it more like an RTS with you as a commander, as a game with no risk of death, being a warlord and going into the fight with your troops is fun.
  6. DaDude9211

    Something odd just happened in Praven.

    If you think this is bad, just wait until the exclamation points start invading - they're not as peaceful as their question mark brethren :mad:.

    That being said, I've seen this before, pretty much it's what happens when it tries to load something and doesn't recognize it. Question marks are used in lots of games this way. It's no big deal, you just over-wrote something or somesuch if you backed up your files just move them back, otherwise reinstall. Exclamation points come in when you really screw something up. Heh heh heh, be glad you don't have those.
  7. DaDude9211

    A Few Nub Questions

    Q#1: The penalty for party size on moral - is it based of the portion of your max party size, or just the number? I'm interested to know, because I'm going the solo route with no vassals to compete with castles for, so I want to know if there is any point in trying to get more renown. Getting...
  8. DaDude9211

    In the thick of battle - Your favoured weapon?

    DaDude9211 说:
    THOR-AXE THE IMPALER 说:
    Kurt Zibling 说:
    Ludial 说:
    Don't sweat over it. Just learn to use the bastard sword and love it :mrgreen:

    No steel stick in your hand will save you from being headshot by a decent archer, sir!

    :smile:

    This man has a point. As I stated before, fine line between courage and foolishness. You can't use that bastard sword of yours to block any arrows. And I don't know about you, but I'm opposed to having an arrow through my gut.

    That's what shields are for. The bastard sword, being the awesome bastard it is, can be used single-handed with a shield. I agree with Ludial, bastard swords are awesome. Geez, you can even say bastard as much as you want if you have one. Personally, I prefer the heavy redefinition, gotta love that +4 reach.

    That being said, NPC archers aren't that big of a deal, until Warband comes out I'm just going to keep chopping with a Sword of War. Best 2H length with moderate speed and damage? Yes, please. IMO proficiencies can fix speed and damage being outdone - they can't make your sword longer than it is.
  9. DaDude9211

    And the Horse he Rode in on...

    Pheasant Pucker 说:
    BTW, what is the point of a warhorse? Chargers are tougher and hunters are faster, it doesn't excel in any area. Maybe chargers should have the riding requirement of 5 points?

    It's a compensation. A: Warhorses cost like, half as much. B: they have less armor, charge, and hp than chargers, but they have more speed and maneuverability. They have more armor and hp (equal charge) to a hunter, but less speed and maneuverability. They only totally fail when you add the modifiers: A champion charger vs. heavy warhorse, the warhorse only wins in HP, and only by 5 hp - definitely not worth 10 armor, 1 speed, and 5 charge.

    You'll notice a similar difference between the Bastard Sword and Heavy Bastard Sword (the separate weapon). Both are different while plain, but when you have a Masterwork Bastard Sword vs. a Balanced Heavy Bastard Sword, suddenly you have a cheaper weapon that is negligibly more effective, the Balanced Heavy Bastard Sword will have the same speed, but 4 more length and a lesser strength requirement - the Masterwork sword only has 2 more swing damage. (On an unrelated note, Heavy Bastard Swords are probably my favorite 1H weapon... Longest reach, best thrust damage, second best swing damage, can be used 2handed, sure, it's a little bit slow for a 1H but it's the second fastest 2handed weapon... you get to say 'bastard'... the list goes on.) Ironically enough they weigh the same amount as normal bastard swords. I never understood that.

    Overall, on the higher-tier equipment you'll notice it's generally better to take the meatier choice and get the speed-increasing bonuses on it, than the speedier one and getting the heavier bonuses on it.
  10. DaDude9211

    Tactics Against Superior Numbers

    Plan A(hills): King of the Hill
    1. Have all troops follow you up onto a hill, estimating the best combination of closeness, surrounding area, and height.
    2. Have infantry hold the position, then tell the cavalry to charge before the enemy gets close. Depending on the type of units the enemy has, you might tell the infantry to charge with the cavalry, but have the archers hold (Like if you're up against nords or rhodoks).

    Plan B(plain): Cavalry flank
    1. Have all infantry charge.
    2. Cavalry follows, you go around to one of the sides of the enemies formation.
    3a. Have the cavalry charge, try to time it so that your infantry and cavalry hit their formation at roughly the same time.
    3b. If your opponent has lots of archers have the cavalry stay just outside their range, then have them charge once your infantry enters it and draws the fire.

    Plan C(very hilly): Marksman-assisted combat
    1. Grab the nearest hill that overlooks a valley
    1.5 (optional): Dismount cavalry
    2. As the enemy comes over the opposite hill have all units charge. Try to time it so that your forces meet in the flatest area or closer to their hill.
    3. Immediately tell all archers to hold on top of the hill.
    4. Pray that despite being outnumbered, you have more high-level archers than they do.

    Plan D(plain with river between, assuming you can arrive first): Water on rocks
    1. Hold all infantry in the river (blocks opposing cavalry going after archers)
    2. Hold all archers behind the river (eats opposing units coming across)
    3. Have all cavalry charge

    Plan F, (all terrains): Leeroy Jenkins A.K.A. The Rasputin
    1. Make sure your medic is still conscious.
    2. Hold all troops at the nearest hill, or if none are available, the starting area.
    3. Charge by yourself at the enemy and scream a fitting battle cry at the computer monitor, like "LEEEEEEEEEEEEEROOOOOOOOOOOOOY JEEEEEEEEEEEEENKIIIIIIIIIIIIINS!"
    4. Retreat, losing very little moral because you're so outnumbered and you took only 1 casualty.
    5. Go back to step 1.
    6. ???
    7. PROFIT!!!

    I play on 276 battle size/normal combat speed/block by mouse movement/attack direction disabled/good ai/normal damage, and all of these generally work well against larger numbers - 171% difficulty. Plan C probably working the least well and Plan D I've only done once, so I might have just gotten lucky. I won't guarantee anything if the enemies have more than one and two thirds times the number of troops you do. I also generally use good troops like swadians/nords/sword sisters, so don't be surprised if your caravan gaurds and rhodoks aren't up to snuff.
  11. DaDude9211

    How will you play in Warbands multiplayer?

    Due to latency making archery more difficult I'll probably drop my bow and pick up a shield and throwable. I'll also probably do a lot more couching. Player characters generally have heavy armor and more hp than your average grunt, couching counters both. That and some other minor advantages couching has on a system with latency, being you don't have to time the attacks.

    Soooo...

    vs. NPC: Lance/2H sword/bow
    vs. Players: PROBABLY Lance/1H sword/shield/throwable
  12. DaDude9211

    The Heroes?

    fragonard 说:
    amondrubee 说:
    3-4? Last I checked you can have 7-8 companions without them ever leaving...
    Correct. There are two groups of eight heroes that get along and will stay together.

    Four actually...

    Alayen, Baheshtur, and Firentis (Two good fighters and a mounted fighter)
    OR
    Katrin, Nizar, and Marnid (moderate medic, mounted fighter, and whiny merchant)
    PLUS
    Artimenner, Borcha, Lezalit, Matheld, Rolf (Engineer, tracker, trainer, useless, fighter with throwing)
    OR
    Bunduck, Deshavi, Jeremus, Klethi, Ymira (best fighter, archer/tracker, best medic, useless, and minor medic that's useless because of Jeremus)

    The instant dilemma you'll notice is that unless you let there be a conflict, you can't get Jeremus, the main medic, AND Artimenner, the only engineer. Solution? Let there be conflict. If you take out Matheld form the third group, who both hates and is hated by Jeremus (and is pretty useless to boot), then he only hates and is hated by 1 person - not enough hate for either to leave if both have their friends. Artimenner likes Lezalit, they're both in the same group so no problem. Jeremus likes Firentis, who is in group 1, as long as you take group 1 he won't leave  - despite Artimenner's presence. This is my personal favorite setup also, you get an engineer, tracker, trainer, medic, and fighters, with no redundant on skill-based characters.
    There are also several groups of 9, that while there is a conflict, the party is stable; one of which is the above + Ymira. Ymira's friend is Alayen, whom is already in the previous group, and Matheld, someone she hates, was already taken out. The other person that doesn't like her is Lezalit, but Artimenner is in the group so he's okay. I haven't tried this personally, but theoretically it should work fine.

    If characters are listed as Wounded their Party skills will be disabled until they regain some health. So, if you're wounded, then Jeremus won't get any bonuses to the healing stats you have, Ymira's natural bonuses can help here, although I don't think that's as useful as turning her into another fighter, dispite her low starting proficiencies.

    TL;DR: Alayen, Artimenner, Borcha, Baheshtur, Firentis, Jeremus, Lezalit, Rolf, Ymira is a party made of win.
  13. DaDude9211

    does it make sense to never ransom off enemy lords?

    The escape chance is normally 30% a Prisoner Tower reduces it to 5%. Note this is for lords only, normal units get 0% chance regardless. I don't really know why you'd want to keep normal prisoners though... they sell so well to slave traders. :twisted:

    Personally, I suggest selling them off or not even taking them prisoner in the first place. When they inevitably run to a different faction the increase in their relation with you can be handy. I try to do this in moderation so that their relation stays around neutral so that it doesn't bite me later, but I still get a fair profit.

    Selling them off gives you money. Money gets you better gear. Better gear means you don't have to care if there are those extra lords running around, because you can kick their tootsies anyways. Additionally, keeping them prisoner is temporary. Armor and weapons are fairly permanent boons if you don't get taken prisoner often.
  14. DaDude9211

    And the Horse he Rode in on...

    Horses. Equine. Medieval tanks. What's your favorite horse and why? I'm looking at the different possibilities and trying to decide what would be the best end-game (cash and required ride skill irrelevant) mount for my companions and I. So far I think I've narrowed it down to my three personal...
  15. DaDude9211

    So guys and girls what kinds of food do you keep with you in your inventory :p?

    Smoked Fish. South-eastern Nord villages/towns sell them for 5-25 denars a pop. That and they have tons of other uses... http://www.youtube.com/watch?v=IhJQp-q1Y1s
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