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Ghilman needs rework

In the official description, it says: The Ghilman are a band of mercenaries who recruit from the tribes of southern Calradia and the lands to the east. They are legally their own slaves and masters: each "sells" himself to the order and, in the process, becomes a part-owner. They are known for their fine horses and fine clothes. But no one should assume from their oiled locks, perfumes and peacock feathers that they spend more time preening than training. Their skills as mounted archers are second to none, and as lancers are close behind the Vlandians and the imperial cataphracts.[1] Look closely, "Their skills as mounted archers are second to none, and as lancers are close behind the Vlandians and the imperial cataphracts". But the thing is, ingame, ghilman doesn't have any horsearchers. Moreover, their armour doesn't appear as drippy as it should be. So I've thought of the design of the ghilman troops. They should be tier 6, since they are app...
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Another hypothetical modding question.

submitted by /u/Casteliogne [link] [comments]

Raising twenty veterans shouldn't take forty popups

https://www.nexusmods.com/mountandblade2bannerlord/mods/11742 I make Hearth & Herald, a clan management mod, and this update came straight out of my own campaign. The clan got big, and I wanted a proper corps of Thegns (the mod's commission for companions who fight rather than govern). Raising twenty veterans meant a commission screen for every single one (and a skill screen each, with the skill build on), five per review at most, and then scrolling a list of ninety-odd names to find the ten actually riding with me. That's what 1.12.0 fixes. Promotions per review in Mod Options still defaults to 3, but it goes up to 50 now, and when you raise a batch you can shape them alike: one commission for the whole intake, plus one calling if you've turned on Skill build at promotion (it's off by default). So two decisions at most instead of up to forty. With the skill build on they each still train from their own skill pool, so you don't end up with twenty clones, and i...

I made an Economic World Ledger mod. Here's the Initial kingdom economy state compared to one deep into a Vlandian Campaign.

https://www.nexusmods.com/mountandblade2bannerlord/mods/13867 submitted by /u/-FT_ [link] [comments]

Bannerlord Co-op Or Bannerlord Together

So just bought Bannerlord 2 and War Sails for two of my buddies and would love to do a campaign/sandbox with both of them. I see these two multiplayer mods are the main ones I have seen/found, and I was wondering which of them are more preferred and if either is okay with some other mods added like maybe some QoL or more armor mods. submitted by /u/Ambitious-Chair7421 [link] [comments]

Any good historical mods?

I've already tried Roman mods like Rome at War, Aut Caesar Aut NIhil, Bellum Imperii, etc. I want to experience other historical mods for Warband, any answers is appreciated, thanks submitted by /u/Huge_Acadia_2799 [link] [comments]

Mod Release - CavalryChargeAI - Deadly Cavalry Charges

Hey all! A while ago I posted about my cavalry AI mod and the response was way better than I expected. Thank you! It's now out as a beta on Nexus. What it does: Cycle charges: cavalry hits, rides through, re-forms and charges again instead of getting stuck in melee Real charges: full gallop at impact, lots more couched lance kills Spread-out targets: riders stop piling onto the same guy Heavier horses hit harder: a heavy horse at full gallop knocks men down, a light horse at a trot barely pushes them Works on your own Charge orders too Smarter enemy commanders: every lord can use all battle tactics, not just "everyone charge" (unrelated to cav AI, but that prevents dumb lords to perform better againts cav, can be turned off on MCM) Everything can be tweaked or turned off in the MCM menu. Nexus link: https://www.nexusmods.com/mountandblade2bannerlord/mods/13837 Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3815085733 --- The dire...