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Companions build

Hi, firstly I want to ask if u guys having this problem I enjoy the hunting bandit and doing quests in the early stage (2-3 first years) so after a while of playing, towns and villagers rarely pop out any quest for me (currently 1.4.5) Now to my main wonder, how do you guys build captain companions, I have a mod which let me using companions to train in arena with full xp gain so no problem of training their combat skills. And how do you guys build your party leader companions. Thank you for you guys advices submitted by /u/Rj_Sera [link] [comments]
Recent posts

Good thing I helped out a little.

My party accounts for over half the battlefield kills despite being about 1/6th of the total armies strength. Yay tactics! submitted by /u/MagicMan1105 [link] [comments]

A Tale of Lies and Lions: Friendships, secret deals, and earning the right to adopt.

In this episode, Kyle begins a correspondence with Renly Baratheon in the hopes that perhaps he can earn a special kingly favour from Renly that might just cause Kyle to consider defection. submitted by /u/Practical_Support_33 [link] [comments]

Dumbfounded

The 1.4.15 update, as i understand it with my limited knowledge, nerfed cavalry in AI vs AI battles, so Khuzaits and Vlandians, in this playthrough, haven't steam rolled anyone. But to think Caladog could get those dirty tree fuckers to actually push to the western sea is mind boggling to me. Even Husn Fulq has stayed Aserai this whole time. I think the change they made makes the game more unpredictable, and more interesting in the long run. Really like this update so far TW, thank you. Now just unfuck smithing stamina so I dont take a whole ass year to get 20 levels and I'd be truly thankful. submitted by /u/RamshackleHunt22 [link] [comments]

So here's my idea for something to expand the "endgame": Continental Invasions and Campaigns.

Once you reach a certain year or your faction grows to a certain point, the map every few years gets invaded from factions outside Calradia in the form of giant groups of migrating armies. In the first wave they are too big for most factions to deal with, but after each successful siege or when cohesion falls apart, the army splits up into two, halving each time until they reach 400-500ish size. The first invasion of each one triggers a quest which let's you travel to the land they came from, where your mission is to find out why the migrations are happening and how to gain the ability to predict them, stop them before they reach Calradia or maybe even end them completely. Migrating armies have no special penalties except the normal culture debuff, but *you* have penalties in their region. Increased food consumption, morale cap, no one trusts you and to trade with settlements, your faction either have to own them or you have to do quests etc to increase relations with them first....

Questions about Warsails perk interactions land vs sea

The new mariner perks seem likely to only work in sea battles, but what about the old perks on the sea? If I put a companion in charge of a boat, do their captain perks apply to all the units on that boat? Some sea perks apply on land, specifically governor perks, do any others? Where do my non-assigned companions go in sea battles? I see them get kills, so they are presumably on a boat, but what determines which boat they go on? Can I put all my companions in one boat (aside from taking just one boat)? Is there a way to assign a companion to the ballista? For boat captains, do boatswain and shipmaster have any bearing on how they drive the boat? As in, will they be more effective when given the skirmish command if they have higher boatswain or shipmaster skill? Will they be more likely to use a ship's ram? Any good info dumps or youtubers with hyper focused details about Warsails mechanics? submitted by /u/fredlosthishead [link] [comments]