Skip to main content

Those don't look like "Plains" to me.

So, I end up loading into a fight after reading the Auto Resolve where it says that the battle location takes place in the "Plains" as well as looking visually at where im located on the map with not a single tree in sight around me, and then i get a marsh surrounded by trees. Begs another question, if I would have auto resolved, would it have auto'd on that map I loaded into or would it have auto'd with a Plains modifier to cavalry/horse archer troops? submitted by /u/tjburke93123 [link] [comments]

Foreign Conquerer Challenge

It is said that the lands of Calradia are vast and rich in resources. It was once the home of a great empire, now, it has been reduced to a bunch of squabbling kingdoms. Anyone worthy would surely become exalted among men if they were to take up arms and restore the Calradian empire.

So an intro to a challange campaign I've been thinking up. Essential the PC is a foreign born conquerer.

Rules: 1. The first nation in which the PC spawns must be where their conquest begins.

  1. The PC cannot use faction specific troops unless they directly or through their own vassals control all of the faction specific cities and half of the faction castles. This is to simulate the transition of power and the dislike by the people for having a foreign ruler. This only applies to the first nation that is conquered, see rule 1.

  2. When invading a different faction, the PC cannot recruit that faction's troops until they control approximately 50% of the kingdom. Simulating the divide between loyalists and collaborators.

4.1 Faction troops that have been liberated from imprisonment can be recruited, but there must be a dice roll. E.g. if rolling two, six sided die, then anything below a 6 is failure to recruit, 7 and above is a success. This is to simulate whether they are grateful to you and stick around, or if they renounced you as their leader.

4.2 Recruitment failure chance increases if the Player faction is at war with the faction, from which the troops liberated originate from. E.g. At war with {Faction}. Using the two, six sided die example from before, anything below an 8 is a failure, 9 and above is a success. This is to simulate the troops loyalty to their people.

4.3 If the player holds at least two castles, or a city, of the faction the troops are from, then revert to rule 4.1. This is to simulate gratitude from the troops and their declaration of legitimacy to your rule.

4.4 If the player faction holds all of the holdings, minus one, then liberated troops from that faction have an increased chance of recruitment success. E.g. 4 and below is failure to recruit, 5 and above is a success. Essentially they are acknowledging you as their rightful ruler.

5.) Feel free to mod it up.

Opinions? Anything that should be added? Taken away? Modified? Feedback is appreciated.



Submitted December 30, 2018 at 04:45AM by Hefty-Q http://bit.ly/2CFEVoZ

Comments

Popular posts from this blog

TaleWorlds Forums

Back when Bannerlord was announced, I vaguely remember that, in the announcement thread, people were discussing the choice of the title "Bannerlord." Does anyone else remember that? It was a useless topic to discuss, but I kept coming back because I was so hyped about the game and was hoping for more information about it. Submitted December 23, 2018 at 06:27AM by Genghis-Swan http://bit.ly/2PXSwvf

Dickplomacy Reloaded!

Hello everyone! :D I just made a mod, it's called Dickplomacy Reloaded. Basically it adds the functionality that you would find in normal mods, such as Dynamic Troop Trees, Custom Troop Trees, Freelancer, Tournament Play Enhancements, Single Screen Character Creation, and Rubiks World Map into Dickplomacy. ^-^ It also doesn't require WSE, but you still need the older (exe) version of Warband that comes with Dickplomacy. (Though I haven't tested it with the newest version of Warband so it might work.) Also, if you do decide to download it, please ignore (DO NOT USE) the "content options" folder, it is legacy, and the mod is compiled from source with all features. (This mod includes source btw) https://www.nexusmods.com/mbwarband/mods/6243/?tab=description Also, I am hoping to support it in the future, i.e through content updates and bug fixes. I hope everyone likes it!! :D Submitted August 11, 2018 at 09:48PM by amazing_lily https://ift.tt/2KMd9rK

Old Realms mod crash

Hi everyone I've been trying to get the Old Realms mod to work the last couple of hours. I changed my bannerlord patch to match mod (1.6.2). Everytime I try to boot it up, it reaches the "Old Realms" loading screen for a couple of seconds, then crashes.. I really want to get this to work, anybody who can help? :D Submitted October 09, 2021 at 10:45AM by molly1111 https://ift.tt/30b37xX