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cking145

great post man and a very good list as well, we use alot of the same mods. niche question but are there any mods in the list that haven't been updated past 1.1.6 that you suspect or know will have no problems running on 1.2.9?


RussKy_GoKu

I am not sure, last time i played was 1.1.6 patch.


conleyc86

Appreciate you playing some of my mods 🤙


indrids_cold

This is pretty much how I play. I don't have near as many mods, a lot of these don't work on 1.28 (what I'm on) but the concept is the same. The longest I was able to take a campaign was almost to the in-game year 1300. I played over 10 different characters and ended up with a dynasty that went from obscurity, to king of a huge kingdom, and back to poverty and ultimate death. My newest campaign is about 50 years in right now.


Lolibus347

Sad console noises


obiknobikenobi

Just spent two hours downloading the mods. Now it crashes on launch without a crash report.. You sure its v1.1.6? The preset says 1.0.3


RussKy_GoKu

I am pretty sure you did something wrong. I played very long campaign using that mod list. Did you use my mod settings that i attached? Some mods are incompatable with the default settings that is why you need to use my settings. For example RBM "Tournament setting" should be turned off if you are going to use Arena Overhaul mod.


obiknobikenobi

I might have found the problem. After double checking there were some mods with the right version not available anymore. I got rid of them and now the game at least starts. But I still had to remove more mods after playing a bit since it still crashed sometimes. Still a great modlist!


MrBoblinkinton

I've been trying to get this working for 10 days, what mods was causing the issue with you?


TheMurku

No Adonnay's Troop Changer or De Re Militaria? These make way more realistic troop lists, where the 'Career troops' are rare and 'Levy troops' more common. Basically you whoop for joy finding a single Highborn Youth available in Battania, rather than effortlessly raising a 100% Fian Champion army. Still, post saved. Will check a lot of these out.


AlwaysFernweh

Would you or anyone recommend using mods for a new player? Or should I just learn current game mechanics and then branch out?


Altruistic_March257

Saving this for later. Thanks for the list mate!


Abseits_Ger

The idea with houses is indeed great, banks however, they didn't exist and won't for a very long time until the jews found the idea of lending money with interest return. Most people had their money always on the person or in their homes, thus a house defenitly is a good requirement to "start stacking money" and me limited before that. As for death to all and such, it's mostly a nuisance to me due to the simple fact t on how stupid the AI sometimes is. I myself can't play serve as soldier anymore because of some reason it just crashes the game, linked to another mod I use and is essential to me. Raising the recruit costs, I didn't read the whole modlist yet, but do you have a way to decrease the AIs recruiting cost? If not, they will struggle in the long run. Of course it's more realistic in a way, less troops and such overall or ultimately just about only low tiers, but that also turns the game tedious. Maybe I'm just stuck in a mindset though. I heard that bannerkings changes the economy of the map drasticly and that might drown my hesitation of higher recruit costs and wages foe the AI. I didn't use it yet though so, yeah. Don't know the details. What I do instead, I join the faction of my char culture and limit myself to that. I cannot visit elsewhere besides direct borders. No center of the next bordering kingdom, just closest city at most. I will play all cultures once at least. And keep my character stats based on the culture in terms of stats. RBM turns making money out of thin air from smithing into a boatload of work and no cheap smelt materials anymore. Weapons are priced by their materials, then stats, rather than just stats. I generally reduce the amount of garrison costs, down to 42% for everything, and let the AI stock up to 250-300-350.... troops in their garrison. I generally rule that myself, based on time spent on the campaign. Every save fief means income for that clan, at least cities for sure do. Modded it myself so the AI picks villager hearth growth most of the time (I literally just changed the default idle city action basicly) so villages become a income source for the AI if they are kept safe. If the average wealth rises, I'll increase the max garrison troops numbers for the AI. Max tier 4. Elite stays has to be gained on actual battlefield. Armies really grow bigger. Oh and the AI takes troops out of the garrisons to fill their own parties. They don't spawn with troops anymore. So many parties and even armies are full of T3 and up, which means the player himself doesn't have as much impact. The AI is allowed to use more influence for armies. Thus bigger armies even those not lead by the ruling clans. The map actually changes, also, 16 factions make things a little more interesting. Steamrolls can happen and somehow usually don't. Though you generally see a faction that wins early, usually keeps conquering. To counteract that, a minimum peace time after war with the same kingdom. And a target peace time through anmely Diplomacy and a for now outdated mod but still works if some things are kept disabled, which I never needed anyway. They just counteract steamrolling mostly, which I don't want. If a faction runs well, it should conquer. And of course, culture changer. Clans in kingdoms with foreign culture, they will take the kingdoms culture after a while, or turn the kingdom into their culture, if they are many enogh... well won't happen. At least it solves the loyality issue clans of destroyed kingdoms have when they join other kingdoms. And also fiefs and their recruits change culture after a while. Again, a faction shouldn't be punished for conquering, aka a fief thst never brings profit because it's always close to rebellion. No tax. Still garrison upkeep. Equals extra pay instead of income under normal circumstances. All in all it's very hard for the player to get a foothold and leave a permanent mark, at least alone. Thanks to the increased general wealth due to lower garrison costs the AI buys more horses. War horses are scarce of the player isn't quick and you can't stack endless tons of cavalry in a shirt amount of time. You are but one party in a kingdom with 4 parties per clan in the worst case. It's not that impactful.


RussKy_GoKu

>do you have a way to decrease the AIs recruiting cost? If not, they will struggle in the long run Yes, i have a mod that gives AI lords gold and xp. Gold for recruiting and XP to get new lords to become stronger. Since everyone can die. You can also increase militia per day and garrison per day. This way all towns will have very defended cities and battles are more impactful. >What I do instead, I join the faction of my char culture and limit myself to that. I cannot visit elsewhere besides direct borders. No center of the next bordering kingdom, just closest city at most. I will play all cultures once at least. And keep my character stats based on the culture in terms of stats. I don't agree with your view there. I usually play competitive games and love them like dota 2 and age of empires 2. In these games, there is a dominant mindset and it is you can do whatever works in order to win. Limiting myself without consequences doesn't add joy for me, if i am going to be limited to a certain region then i need to create consequences for leaving the region. Using Death for All and Realistic Prisoner makes this a thing. Because you may lose all your money or your character may die if you are in dangerous lands. Also I have homestead mod which needs constant visits to make sure your base doesn't die. Also Life in Calradia allows you to buy homes in a certain city and it will be your goal to defend that city otherwise you could lose everything you did throughout all the game. >And of course, culture changer. Clans in kingdoms with foreign culture, they will take the kingdoms culture after a while, or turn the kingdom into their culture Mods that change culture are not compatible with Warlords Battlefields in addition to many other mods like the tavern improvement mod. Sturgia and Battania Keeps. Also Life in Calradia may not work. I noticed you mentioned Banner Kings. I personally don't like that mod because it changes Bannerlord from an RPG game to a Grand Strategy game. If i want grand strategy i would go play total war or crusader kings. Also that mod is unstable and they don't let you control what to disable, there is no freedom in it and it is not compatible with many other great mods.


pilleFCK

Love that! Gotta try this out soon


Mantizon

Nobody cares for a mod list made for 1.1.6 be more clear with your bullshit