About the difficulty~

Users who are viewing this thread

I've been playing this mod since a few versions ago and always struggled with one thing: bandits.
It goes like this: I get a few recruits, make 1-2 quests, and PEW! Bandits attack me, they slaughter my group and take me prisoner. Then once I escape, I get a few recruits, make a quest or so, and again I get caught up by large banditgroups that put me back to square one, again. I play on around 101% difficulty only and I'm not a complete newbie to the game - so I don't know what's wrong.
I can't seriously even get past the bandits that roam everywhere - not to mention actually enjoy faction gameplay that's later on.  :sad:
I didn't have such issues with bandits in Native at all (except the annoying sea raiders if you play in Vaegir/Nord lands and it's early in the game)

Maybe there's too many bandits around? I can't seem to avoid them at all, in the end I had to pay every group off to avoid getting killed again, and that just drains the treasury as there's like 10+ groups sprawling around, all larger than my band.

Any suggestions would be appreciated - I just checked on the screenshot thread in this forum and noticed how fun it looked to siege/defend forts and stuff - but I can't even get that far thanks to those roadscums!  :cry:
 
I think everybody has problems with bandits especially with Dena Raiders in southern area of England. Sometimes I have to loading my game when I am flooded with three groups of bandits in quick succession. I would recommend avoiding southern England to the time when you will be strong sufficiently.  I pointed out several times some bandits are too powerful but game is still playable as it is. When you will see more bandit groups  present in your proximity don't bury your killed soldiers  after first fight and try to reach the closest castle to hide there for some time. Sometimes it works and sometimes not because these fuc**rs are very fast.  :wink: 
 
The primary answer is the same as it is in all mods and even in native.
Two skills basically every character should have at start are Pathfinding and Spotting, both at level 2. With those, you will be able to outrun/dodge the early bandits as long as you stay ~10 people in your party...which is enough to start collecting companions and making some money with. Once you have levelled up a bit, have a core of a few decent companions or armored troops and can comfortably get up to 30-40 troops, even scum, you can smash the bandits for exp and loot.
 
Well, i'm collecting my money by hunting bandit. Usually at the start of the game, i use all my money in recruit.
After that i'm roaming around with 20-30 party looking for bandit.
1 battle net me around 500-1000 gold, good enough profit for my investment of 200 gold that i got at the start of the game.
Repeat several time = 1 cheap factory  :grin:

The only bandit i'm afraid only Dena Raider.

Easiest way of fighting bandit is disturbing their attention, use your horse, grab half of their party attention, suddenly the bandit become easier for your party to destroy.
 
yeah those f*ck*rs

I just play until i get a small group of elites and go bandit hunting

you make so much money off their loot.
 
I feel the OP"S pain -those bastards will rape you!

But overall I like the tradeoff of burying the dead, getting some honor and loot, but risking you men. Adds new dimension to the game. Plus, it just makes it all the sweeter when you are able to afford some quality troops -revenge b*tches!
 
I'm having a real problem with the arena. I like to hit the arena when first starting a character to build up some money and weapon proficiency. However, it seems here that the arena is basically everyone vrs. me. As soon as I spawn in every npc on the field charges right at me, and I'm quickly swarmed by 5 or so guys, with more arriving later. No good for a new character. I may get lucky and take down a guy or two, but that's about it  :mad:
 
Chii said:
I've been playing this mod since a few versions ago and always struggled with one thing: bandits.
It goes like this: I get a few recruits, make 1-2 quests, and PEW! Bandits attack me, they slaughter my group and take me prisoner. Then once I escape, I get a few recruits, make a quest or so, and again I get caught up by large banditgroups that put me back to square one, again. I play on around 101% difficulty only and I'm not a complete newbie to the game - so I don't know what's wrong.
I can't seriously even get past the bandits that roam everywhere - not to mention actually enjoy faction gameplay that's later on.  :sad:
I didn't have such issues with bandits in Native at all (except the annoying sea raiders if you play in Vaegir/Nord lands and it's early in the game)

Maybe there's too many bandits around? I can't seem to avoid them at all, in the end I had to pay every group off to avoid getting killed again, and that just drains the treasury as there's like 10+ groups sprawling around, all larger than my band.

Any suggestions would be appreciated - I just checked on the screenshot thread in this forum and noticed how fun it looked to siege/defend forts and stuff - but I can't even get that far thanks to those roadscums!  :cry:
same thing was happening for me, i just started in the starting area and gathered peasents and fight battles like 4-7 of us against 15-20 of them . the character should be able to kill them by doing a fighting retreat ( hit slash and block while moving backwards). i just gathered gold and built up my men withe help of some mercs at the tavern. couldent play for long last night but i just started moving towards the northan parts masssing my army and defeating bandits on the way. sems to be working so far give it a try and see if this stratagy helps you.
 
Nairagorn said:
I'm having a real problem with the arena. I like to hit the arena when first starting a character to build up some money and weapon proficiency. However, it seems here that the arena is basically everyone vrs. me. As soon as I spawn in every npc on the field charges right at me, and I'm quickly swarmed by 5 or so guys, with more arriving later. No good for a new character. I may get lucky and take down a guy or two, but that's about it  :mad:

that arena things bugs me too,  since from beta testing M&B original..
I think TW guys are never thought about fix that thing.. or not even realize thats a bug or glitch

one way to solving problem is...
just killing as faster as you can :smile:
 
Sydney and Chii you have bad tactics when you are starting the game. First you have to go into nearest village and recruit some villagers. If you don't have any money try to steal cattle and go to nearest town to sell received beef. Then go to another near villages and recruit villagers and then steal their cattle again. When you have about 10 or 15 soldiers try to take another hostile action in villages to compel villagers to give you some stock. Go and sell goods. All the time you have to avoid bandits for this time. If you are invaded and you are weak yet it is better to load the game. For that reason save game very often. Repeat these action several times, gather money and recruit villager or hire soldiers in taverns. You can choose some kingdom, go to some its castle and choose besieging castle. Immediately after that abandon this besieging and the kingdom will become hostile to you which you need. Then you can start to plunder their villages but you must have about 30 - 40 soldiers already in order villagers would afraid invading you. Beware attacks of kingdom's lords and if you are invaded by any of them choose load better and go to another more remote village. By plundering of several villages you will obtain a lot of great goods and after selling them a lot of money. You can hire another soldiers in taverns and to buy good weapons and armors. If you will be having about 40 - 60 soldiers you can't beware of common bandits but only Dena Riders because they are quite strong and fast and attack in waves in quick succession if more bands is in proximity. But choose for plundering only very small limited number of kingdoms because it isn't good if a lot of kingdom is hostile to you. Then you can fulfil some quests or going to some king and trying to become his vassal.  Trying to create own kingdom from the scratch at the beginning of the game isn't to much advantageous and furthermore to be vassal at least for some time is more funny and entertaining because you can marry and create some good friends between your friendly lords and so on.  All playing is about some strategy which can differ from player to player.  :cool:
 
Rad said:
I think everybody has problems with bandits especially with Dena Raiders in southern area of England. Sometimes I have to loading my game when I am flooded with three groups of bandits in quick succession. I would recommend avoiding southern England to the time when you will be strong sufficiently.  I pointed out several times some bandits are too powerful but game is still playable as it is. When you will see more bandit groups  present in your proximity don't bury your killed soldiers  after first fight and try to reach the closest castle to hide there for some time. Sometimes it works and sometimes not because these fuc**rs are very fast.  :wink:

Avoiding Southern England works for me, thanks :smile:
 
Rad said:
Sydney and Chii you have bad tactics when you are starting the game.
i wouldent say my tactics are bad, there working fine with me, got pleanty of gold, and troops maxed out right now. what works for me might not work for you.
 
Hi folks,

first of all, congratulations to a mod about a period of history that is really interesting and good to recreate especially within Warband.

I gave Brytenwalda a try during the time I had to wait for my favourite, 1257 AD, to convert to patch 1.131 and I daresay both mods achieve their different goals with equal love to detail and historical accuracy. 

I do only have some small issues regarding overall difficulty and weapon stats.  Used to the RCM-based style of 1257 (both M&B and Warband), I wondered why the axes in Brytenwalda have cut damage instead of pierce.

Please, watch the cool youtube channel "Weapons that made"  Britain for a very entertaining, but still science-based overview of all the stuff appearing in the stores/on the field. 

If I aquire a two-handed Dane axe either from the cold dead hands of a Dena Raider (nearly impossible, see other posters above  :grin: ) or for loads of scillingas in the store, I want more than just a bonus against shields.  I want it to chew right through any unarmoured man and I want it to incapacitate a guy in mail as well. 

Also, even if there was not yet discovered/used the power of the couched lance, piercing damage values should still be higher for spears overall and thus also when stabbing from horseback.

I have a story for you which also covers the "early game is to difficult" field.  After collecting two companions and five peasant recruits I took the hunt for looters quest in a town in southern England.  The first battle I won by using my favoutite tactics against ill-equipped but numerically superior scum which I use since M&B Native:

I ordered my troops to stand ground and stand closer, then rode towards the 12 looters and injured them with my javelins.  They got angry and followed me; I led them alongside the "front" (well,  seven men is not eally a battle line, let alone a front...) so my guys could get their javelins out as well (the companions had those) and then I took my time and killed them off one by one from horseback with my pitchfork. 

Also, I had spotting, tracking and pathfinding at 1 each and still avoided the Dena Pirates successfully.  By the time I had 25 men, I attacked their landing while the individual bands were to far away to aid.  With my two companoins and some 2nd tier troops of the Angles, I cleared the landing like this: let troops attack together the same duo of pirates, and be the "flanking maneuvre" myself with an axe.  Into the back of the pirate.  That does not work in the field, though: If I have 25 men and the Dena have 20, they still finish me AND my troops off, although they loose some men to my archers and my riding skills.

Yes, this pitchfork-lancing  IS time consuming, but it would be much less so if, for the love of god, a stinking robber with nothing more on his chest than an unwashed shirt would die from blood loss at least if not by the wound itself after I got a good one in with the pitchfork.

I played around with the armour soak and reduction values to get a little more punch into all the weapons

armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.25
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 0.25
armor_reduction_factor_against_pierce    = 0
armor_reduction_factor_against_blunt    = 0.25

This gave me more satisfying results which are also not too far from reality. 

If you, like me, own a mail shirt, put it on with and without gambeson and let someone "give you a good one" with a sword on the ribs or, even better, the collarbone - no wait, don't do that even if you have the equipment because without gambeson you will get broken bones. 

I do have some reenactment stuff for real but I know better than to let anyone "give me a good one" on the collarbone intentionally. 

The point I am talking about here is blunt force trauma.  Even though a shirt of mail will protect you from cuts and stabs, it will only take away miniscule amounts of the force with which the attacks are delivered.  A gambeson (do we have any evidence on wether the guys in 6th century had underpadding? I'm not sure on that, probably they had not...).

So, a sword strike gives out the lowest trauma, then comes a sword stab, then the light spears/non couched lances and then perhaps the massive dane axes who transfer all their power into a rather narrow area of impact.

A spear tip is narrower than the Dane axe's blade, but since it is just a stab with one hand that has to be conducted rather weak as to not unhorse the rider, I'd say it is weaker than a two-handed overhead strike with the axe.

That's why I took out reduction completely for pierce dmg since the point of a weapon is so narrow that even mail and a gambeson still lets you feel it.  Cut and blunt weapon's effects should be nearly the same after the mail took away the cutting from the blades, then just weapon mass and size of impact area count.  These can be represented by the dmg values the weapons get.

At least that is how I interpret armour reduction: what blunt force transfers through your padding into the body after your "hard shell" amour component took it's amount of the cutting/piercing damage out?

I suggest to give the  axes piercing dmg and to generally up the values of the spears and other polearms.  Sword's dmg values look fine for know, I'd say.  Also a good move to give bows and arros piercing dmg.  With the right arrowheads, one CAN kill a man in mail (or make him die from infection two weeks later). 

Those were my 2 cents, keep up the good work and thank you again for this great mod

tourist
 
I like armors how they are now and by my opinion they could even protect more yet.  :???:
 
Rad said:
I like armors how they are now and by my opinion they could even protect more yet.  :???:
Personally, I'd prefer that the different armour types (padded, leather, mail and plate) could behave in different ways against pierce, blunt and cut damage, and not just with different armor values. But this a engine limitation, so... :sad:

On a second point, I think that projectiles (arrows, bolts, javelins...) should do more damage, like 50% or 100% more. Currently, it's very difficult to kill someone with them, even with headshots.

And javelins and throwing spears should damage shields like axes do. A shield with a dozen javelins on it it should be unusable.
 
makute said:
Rad said:
I like armors how they are now and by my opinion they could even protect more yet.  :???:
Personally, I'd prefer that the different armour types (padded, leather, mail and plate) could behave in different ways against pierce, blunt and cut damage, and not just with different armor values. But this a engine limitation, so... :sad:

This is at least semi possible, since there is a both a multiplier for armor value (As you note) in module.ini, and a 2nd multiplier that appears to multiply the result damage that actually penetrates. This provides a fair amount of flexibility towards changing how weapon types cause damage.
 
sage said:
makute said:
Personally, I'd prefer that the different armour types (padded, leather, mail and plate) could behave in different ways against pierce, blunt and cut damage, and not just with different armor values. But this a engine limitation, so... :sad:
This is at least semi possible, since there is a both a multiplier for armor value (As you note) in module.ini, and a 2nd multiplier that appears to multiply the result damage that actually penetrates. This provides a fair amount of flexibility towards changing how weapon types cause damage.

But an armor 15 Leather Cap still protect the same as an armor 15 Steel Cap, when obviously, it shouldn't. This is one of the biggest flaw of the actual engine, which I think, should have been corrected in Warband.
 
Back
Top Bottom