Horses are an important factor in combat. They provide players with an advantage in both movement speed and attack speed. Each horse has its own stats so you should choose the one that fits your character. The speed of a horse can increase your attack. However, attacking on a horse while...
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Do those high-armor horses exist? I don't remember ever seeing more than 13 armor on a horse, and I've been checking religiously. Did they get removed in a patch or what?
Well yes, that's what I meant by giving him orders.
There seem to be weird hardwired behaviours about sieges, like the game knows better what I want than I do. Troops can pretty much only move forward, and even if I gather them all under one ladder to attack the weaker-defended side, as soon as I give the go to attack they disperse towards other ladders again.
I try to order my surgeon to retreat when assisting my king with a siege, so he doesn't pointlessly get wounded. Doesn't work. Are orders meant to not work in sieges? Or is there anything I can do?
If someone could make a mod for how to do this without actually changing the costs, just remove the pop up spam from all the hired officers being paid for, that would be awesome. And share the script/source changes, of course!
I'd be surprised if nobody ever made such a tweak for themselves.
Hey, guys. Has anyone ever made a mod that allows you to go from Rebel to King, and have your own vassals, and just that? I'm not interested in a mod that ads a whole lot of "new cool stuff", with sweeping changes and a bazillion new bugs. I am happy with the vanilla game, still learning it, and...
Is there any way, other than 1. spending skill points and 2. reading a book, that a skill level could be raised?
I just noticed I have 20 Charisma and 7 Leadership, even though with 20 Charisma my max should be 6. An earlier savegame indeed has 20 and 6, so something happened since that savegame, something that I missed and that raised my Leadership. Now I'm wondering what it could possibly have been. And no, I haven't read any stat-raising books.
No, I am talking about the numbers visible on the overhead map:
Even after editing Jaques' party template like this:
Code:
("oim_monfor_party", "Troop of Jaques de Clermont", icon_ewro_lord|carries_goods(3)|pf_default_behavior|pf_quest_party|pf_label_large,0,fac_neutral,merchant_personality,[]),
Yeah, I've added some minor changes of my own to the game already. Among others, that increased party icon size I mentioned earlier.
And yes, I applied the flag exactly like that. Added it to a few select units, looked for those units on the map, none of them had different text size.
Is this something that works on your end? Or just a long shot. I'm assuming the latter, 'cause I personally wouldn't expect a feature meant for text above towns to work for parties. Party text is completely different size from any of those 3 sizes.
Thanks for the reply, but could I ask for a more step by step? I'm really inexperienced at this, and I'm not sure how to use what you just told me, where to put it.
I already know that if I go to module_map_icons, I can change
avatar_scale = 0.15
and this will change the size of party icons.
However, the little numbers in the lower right of the icon, showing party size, number of prisoners, and (through color) allegiance, are still tiny. (In fact, if I...
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