Killing Them All: Messing Around With Lordly Execution (251/251, ALL DEAD)

How will this end?

  • All the lords die. Eventually

    Votes: 11 25.6%
  • Player gets caught and "executed"

    Votes: 8 18.6%
  • Player gives up

    Votes: 3 7.0%
  • A new, better version of SoD comes out

    Votes: 21 48.8%

  • Total voters
    43

Users who are viewing this thread

SaintRouge said:
I'm surprised that you haven't been reincarnated to a demon.
After absorbing the tortures essences of 252 Lords, and untold thousands of soldiers, <Player Name> rose again as a Dark God.


Let's look at the Who-was-a-moron-and-died-to-the-Flower-Kingdom rankings!

Number of lords left!
  • Aden, Swadia: DEAD
  • Rhodok, Nord, Antaria: 1 Lord
  • Khergit: 2 Lords
  • Vaegir, Legion: 3 Lords
  • Zerrikania: 4 Lords
  • Marina: 11 Lords
  • Villain: 14 Lords
  • Sarranid: 17 Lords
 
Alavaria said:
SaintRouge said:
I'm surprised that you haven't been reincarnated to a demon.
After absorbing the tortures essences of 252 Lords, and untold thousands of soldiers, <Player Name> rose again as a Dark God.


Let's look at the Who-was-a-moron-and-died-to-the-Flower-Kingdom rankings!

Number of lords left!



    • Aden, Swadia: DEAD
    • Rhodok, Nord, Antaria: 1 Lord
    • Khergit: 2 Lords
    • Vaegir, Legion: 3 Lords
    • Zerrikania: 4 Lords
    • Marina: 11 Lords
    • Villain: 14 Lords
    • Sarranid: 17 Lords


  • Lol almost every lord is dead :smile:

    First faction who has no fiefs anymore are the sarranids in my game :smile:
    They are weak on openfield only their mamluke's do some kills.
    And the boar clan veteran's i always win from them.
 
LibSpit said:
Factions without fiefs do disappear, they just take a while, and i think some hard core lords stic around and try to reclaim their lost lands

Time for those lords to die?
 
LibSpit said:
Factions without fiefs do disappear, they just take a while, and i think some hard core lords stic around and try to reclaim their lost lands

Factions w/o fiefs only disappear once the last lord is defeated and off the map....but if you give a defeated faction with 0 lords remaining a castle or town then all their lords will quickly respawn there.  Did that once with the marinians just so they'd keep the Sarranid busy while I was occupied on the other end of the map.

*edit:  If you give the defeated faction that town or castle before the 'faction xyz has been defeated' message pops up that is.
 
Digital Terror said:
Factions w/o fiefs only disappear once the last lord is defeated and off the map....but if you give a defeated faction with 0 lords remaining a castle or town then all their lords will quickly respawn there.  Did that once with the marinians just so they'd keep the Sarranid busy while I was occupied on the other end of the map.

*edit:  If you give the defeated faction that town or castle before the 'faction xyz has been defeated' message pops up that is.
It's a bit worse than that if I remember. You also need to clear all the caravans, villagers and now war parties off the map as well...

Number of lords left!
  • Aden, Swadia: DEAD
  • Rhodok, Nord, Antaria: 1 Lord
  • Khergit: 2 Lords
  • Vaegir, Legion: 3 Lords
  • Zerrikania: 4 Lords
  • Marina: 10 Lords
  • Sarranid: 12 Lords
  • Villain: 14 Lords

Heh, Sarranids.

Reached 200 Lords killed! Counting the number of living lords doesn't seem to give the same number suggested by assuming there are 252 lords to kill. Perhaps not every kingdom started with 21 lords, I don't know.
 
Kherjits down :smile: Finally swatted those pests with the Lancers.

Now to try and clean up the annoying Hardened Axemen-havers.
 
The Order of the Star

The Flower Kingdom's "mounted infantry" ideal is clearly seen in soldiers inducted into the Order of the Star, so named for their signature weapon. Their symbol is a star above a gauntleted fist.

The Order of the Star draws inspiration from the Special Weapons Taskforce established by the Queen after several engagements with Antarian forces revealed that, in many cases, the standard mounted infantryman's ability to defeat Antarian armor was dismal. In response, many morningstars were issued, however the weapons proved to be troublesome and unwieldy in close combat. The Antarians' large weapons were able to defeat plate armor, however using smaller versions, like the Swadian knights did, was unappealing.

The Queen's response to the issue was to set aside a group that would train in the use of morningstars, particularly in high-speed combat. These efforts bore fruit and many "Taskmembers" brought home kills of Antarian elites, with damaged plate armor pieces to prove it.

Joining the Order is in some ways merely the last step up for a career infantryman. However, those who continue to excel may rise above common solderhood to become a Knight of the Land (also known as Flower Knights).


Rather than a fief and vassalship, Knights of the Land are closest to professional soldiers, and are a continuation of the heavy armor - heavy weapon mounted infantry model. The largest hurdle for a Star Soldier is learning to use the "long lance". Borrowed from the Adenian nobility, the "long lance" is a weapon useful only on an initial charge. However, Flower Knights are also well equipped for, and acquainted with, close quarters combat.

Formations of Flower Knights are used to force back enemy heavy cavalry. For example, the standard Adenian cavalryman uses a shorter lance, and the nobility are greatly outnumbered. Naturally they can also be used as shock troops, as standard spearmen cannot hope to match the reach of a "long lance".

In short, the Flower Knights serve to "put more long lances on the field" than the enemy is able to match. A further point - the lances are considered as ammunition, and as such, breaking a lance while piercing an armored noble is commendable. Due to the sometimes lacking quality of mass-produced "long lances", on some occasions Flower Knights have been known to aim to unhorse enemies on a charge, rather than directly aiming for the rider.

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I was bored :smile:
 
Independent mercenary faction (purchasable in taverns), Independent mercenary faction, Independent mercenary faction...
 
Number of lords left!
  • Aden, Swadia, Antaria, Khergit: DEAD
  • Rhodok, Nord: 1 Lord
  • Vaegir, Legion, Zerrikania: 3 Lords
  • Marina: 9 Lords
  • Sarranid: 12 Lords
  • Villain: 13 Lords
4/12 Factions dead.

Seems like there's 45 more executions to go. Even though the title makes it look like there should be 46 more. Hmm. It's possible one lord died on his own (is that still a thing now?) or perhaps was bounced around and left the continent altogether (pretty unlikely with so many factions, maybe they can give up earlier?). Or yeah maybe I killed one and didn't record it (I have fraps screenshots of all the kills).


Funfact for the day. "No Faction" will let you use their towns, no problem. I'll have to see if I can somehow declare war on No Faction...
 
The easy way to catch lords is to have a fief near to their base of operations. Then when they come out to siege it, you'll get a warning and can go catch them. Obviously you have to be somewhat nearby, you can't cross the whole map before they just take it, so hang around.

That's how I caught the last Antarian, it took a bunch of tries. Now I just kicked Aedin (the last Nord) out of one of his towns and we'll see if he ever tries to take it back.
 
Alavaria said:
Now I just kicked Aedin (the last Nord) out of one of his towns and we'll see if he ever tries to take it back.
That works, another is to camp a town they are in and try to catch a caravan exiting it, drawing in the defenders. But really, I think letting them siege and catching them is much easier.

Now Aden, Swadia, Antaria, Khergit and Nords are all dead.


After some reconsideration, it appears leaving Aden last would be a better idea. Specifically because after killing everyone, it's a lot harder to get fights near castles/towns. Lords can be chased there (they'll run to it) but not other faction parties. Assaulting castles is probably easiest if they are Aden. As a bonus, you can use aden horsemen all the way until the end and they are rather well placed to attack (read: clean up) lots of areas.


---------------------------

Number of lords left!
  • Aden, Swadia, Antaria, Khergit, Nord, Vaegir, Zerrikania, Rhodok, Legion: DEAD
  • Sarranid, Marina, Villain: 1 Lord
9/12 Factions dead.

3 more kills to go.
 
Aha, Mission Accomplished. Every lord has been killed. Lezalit is posturing on the virtues of loyalty to queen and kingdom over a heap of noble corpses.

Long live the Flower Kingdom!


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For celebrations, we have budgeted generously. 1,891,480,987 denars. Nearly 1.9 billion  :shock:

MONEH.png



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Vaegirs are bugged. Somehow they were "always" (as far as I remember) showing 1 more lord than they had.

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There's no way to make peace with yourself, FYI. Because you must talk to the faction leader to make peace. And that's obviously impossible.

I should note that Marnid. Lord Marnid  :shock: has been sieging my towns because he's in my faction and my faction hates my faction, so he attacks my fiefs in order to attack my fiefs.

mb_warband2013-06-1416-17-11-37.png



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Before anyone asks about the FINAL BATTLE. Behold:

mb_warband2013-06-1415-02-16-23.png
'


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Following this, a series of amusing short stories (not in any chronological order) about the campaign and the Flower Empire that followed.

First up will be Lezalit and the Black God
.
 
If I had to guess, it would seem parties don't have a "this is my faction" thing, they only look for their faction's relationship to each faction, including their own. That would explain my war parties attacking my villagers. Because my faction seriously hates itself.

Most amusing was seeing two war parties, about the same strength, charge in and start duking it out.

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Bandits can be made friendly to your faction and will in fact not attack any of your parties (or you) and will indeed attack enemy forces nearby. The area near the Legion lands that is full of desert bandits was hilarious as legion lords would step outside of own and be jumped on by 1000+ desert bandits.


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If you look at the list of a Lord's fiefs, it appears to be generated from a list in the general order of Towns -> Castles -> Villages.

When defeated, a lord seems to respawn from the top of this list. If he only owns villages, he will spawn in the town/castle that the first village is attached to. If he owns no fiefs, I'm not really sure, I think he spawns from the top town/castle in the list of fiefs owned by the faction.

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EVEN when you are at war with your own faction:
  • Towns still pay you rents and tarrifs, I'll have to check if your own faction will prevent you from getting enterprise income.
  • Towns will not let you in.
  • Castles, even with guards, will let you in. The game says "you have successfully sneaked in" or something. You can go to the hall, adjust the garrison, use blacksmith etc etc.
  • No Faction towns will let you in, use the market, tavern etc etc. This is important, as getting 50 Adenian peasants is pretty useful. Or 50 Villianese ones.
You cannot lose faction relationship with No Faction, it seems. You can always go in.
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Also the people that thought I couldn't finish in time  :grin:
 
Nice work, I'm loving that you can execute Lords in this mod.

So when your faction besieges your faction's towns and castles, and they win the siege, does it stay as your factions town or castle?
 
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