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Author Topic: Let's Play M&B: WB, Rigale mod. Craft, Gather, and Explore in Calradia!  (Read 23924 times)

EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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I don't think you can make plate armor using smithing, the highest on the list seems to be Coat of Plates. Making plate armor is ineffective anyway, most shops are too poor to pay the whole price. Gauntlets are far superior in this aspect, especially once you can start churning out reinforced or lordly ones at 2 iron a pop.

Yeah, I meant to say coat of plates.  I just couldn't remember the name.  In my experience, masterwork gauntlets are actually harder to make than masterwork coats of plates, so that is why I tend towards coats of plates.  For some reason, it seems that armor shops usually have enough to buy one coat of plates, especially if I agree to buy some armor at the same time (which is I like to do, as I'd rather my companions not be clones).  But there is definitely a good argument to be made for making gauntlets versus coats of plates.

As promised here are the town guild comparisons:

Dhirim:
Spoiler (click to show/hide)

Curaw:
Spoiler (click to show/hide)

Training at guilds takes a long time, so it is a good consideration as to where we set up our outpost.  Also, Dhirim and Curaw are rather close to each other, so travel isn't a major problem to either location...provided we're not at war with either Vaegir or Swabia, he he he.

Stuff we can make!

Below are the items we can make.  I don't actually need anything that we can make, but making stuff is fun!  Besides, in Rigale one learns through doing.    So, what should we craft first?
Spoiler (click to show/hide)

Granted, we only learn by crafting something near our level.  But since I don't know which item that is, it's not a major factor.  And don't worry about cost, we're loaded from burying dead people.  Those five coppers per corpse adds up fast in an epidemic!

ansontan2000

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Make some Scimitars.
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

Blaze

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Oh good, we have both a lumberjack and smithing guild, so tools and wood aren't too much of a concern. I'd be happier if we had a miner guild nearby but Curaw and its villages will have to do for a source of iron, even if villages charge roughly twice as much.

Start with scimitars, even at base price you're still bound to make a profit so long as it doesn't turn up with negative modifiers.
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EuchreJack

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Bad news folks.  Notice how Firentis's starting equipment was off?  Well, he's not the only one:
Spoiler (click to show/hide)

This is what happens when you play a new version with an old save.  So, I'll try to make the scimitar, then restart.  Which means the guilds in Dhirim and Curaw will reset.  Sorry about that.

And the save was too corrupted to make a scimitar, unfortunately.  But on the bright side, our next character will start with 3000 dinars!

Hm, since we're restarting with an imported character, I might as well bump up our parent from warrior to noble, as the stats are a constant.  Everything else effects strategic skills, which are not transferable, so they all have to stay the same.  Unless we want to see the saga of the great leatherworker instead...

JamesCorella

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fuck it go noble
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stabbymcstabstab

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Noble people complain less when you "borrow" their castle.
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Flying Dice

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Male Noble will certainly cut a lot off time off of our buildup, especially if we decide to do the vassal->rebel route.
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Blaze

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So... is this still going on?

I mean, not that I have any right to whine if you chose not to continue *cough*hypocrite*cough*
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EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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Been playing a lot of CK2 lately, but glad to see interest exists in this.  Not abandoned but rather put off.

Ok, I have a tiny update for you.  I restarted in Reyvadin with noble parent, rest same.
....
I decided to wander around a bit while I recruited veteran troops to help out that merchant.  While exploring Rivacheg, I found a mysterious chest, and a strange set of armor inside, along with a strange sword.

Spoiler (click to show/hide)

I immediately donned the armor, but put the sword in inventory, as my tempered sword was better.

Travelling back to Reyvadin with my newly-recruited veteran vaegir troops, I saw a pack of vaegir horseman deserters following me!  In default Mount & Blade, I might as well turn around and charge them, as there is no escape for a mostly-unmounted force such as mine.  Thankfully, this isn't default Mount & Blade, so I rushed my men away from the dastardly horsemen to the safety of Curaw.

Spoiler (click to show/hide)

See, this mod isn't all pain-and-anguish!

I returned to Reyvadin's tavern to continue the merchant quest when I suddenly became swarmed with companions, and two of which were free!  Yay!

Spoiler (click to show/hide)

In due time, I would send them to talk good about me to the world, but for now I needed their help.  Plus, I had to remember the correct order to send them out.  I know if I send Bunduk out before Deshavi, then Deshavi will never go out and tell others how great we are because Bunduk's idea is too soft for Deshavi.

Anyways, I decided to upgrade Jeremus's equipment a bit:

Spoiler (click to show/hide)

My strange short sword has a new home!  And 23 gold for a "shield" is well worth it!

So we kill some robbers, and the game helpfully reminds me to put points into prisoner management.

Spoiler (click to show/hide)

It wouldn't have been worth much anyways.

Now that we have the location of the kidnapper's HQ, we attack in force!

Even though my shield got damaged, I learn that leading the charge has its advantages:

Spoiler (click to show/hide)

After the battle, we find loads of junk that I have no use for and that doesn't even sell for very much.  Yay.

Spoiler (click to show/hide)

So we return to Reyvadin, collect our reward, bash the thieves in town, and finish up with the merchant.

Ok, we're now free to do what we like.  I mentioned setting up an outpost earlier.  Unfortunately, neither Dhirim nor Curaw have a smith's guild, but thankfully Reyvadin does, and it is half the way between both locations.  We also don't have enough of an army yet for an outpost to be necessary.

We are now a noble, so we can start thinking about whom we would like to serve.  We don't quite have enough renown yet, but we will soon.

We could also explore the Sarranid's domain.  They have iron (somewhere, I can never pinpoint it), and their castles are easy to conquer (once we start doing that sort of thing).

And what weapons should our new companions get?  I posted earlier what we could forge.  I'll probably forge at least two shields, as shields rock, especially these shields.

Might also train at the Reyvadin smith's guild.  I'll be a lot happier when we can start crafting armor.

One other decision we need to make: Whether we should send Jeremus or Deshavi out to spread our good name?

Blaze

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We're still quite a ways from taking a castle, that is, we can probably TAKE a castle not too far from now; KEEPing it is another thing entirely. I assume we're go on with the Scrubians, since we're staying within reach of Dhirim.

Smithing should go first, then probably woodcrafting; I find myself having trouble keeping my ammunition up at times. Mining isn't that useful until exploring is high enough for us to start finding iron deposits reliably.

Sending them out as emissaries can wait until you have your desired companions set. You can cheese the system by sending them out when the one that dislikes them is already out.

Since we're assigning shields to both, I suggest swords, axes aren't as effective unless you're planning to go 2H.
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EuchreJack

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I send out emissaries immediately, as my goal is to use all 16 companions as emissaries.  Besides, it takes two weeks for each emissary, so we're talking anywhere from 16 to 32 weeks before all emissaries have been sent.  I then dump companions as they complain about one another.  I don't really hold to a "set" of companions: Whatever I can find tends to work best, especially early on when constant defeats will scatter them anyways.

So yeah, I'll be sending someone out, the question is who.

Actually, I might only make one shield, as I believe Bunduk starts with a shield and Jeremus has that cheap shield I made him.

Scimitar would be a good first weapon to make, as it would allow Deshavi to have a shield and weapon combo.  I'll keep my tempered sword until I can craft something better.  I like shields for my companions early on: it protects them from arrows and thrown weapons.  2H tends to only work when I start upgrading their armor, and even then I usually one have one or two companions go 2H for the lutz.  I've got a few people I like to see go 2H, but Jeremus, Deshavi, and Bunduk are not among them.

We don't have to join the Scrubians: We'll be ferreting between Dhirim and Curaw, so Vaegir is also an option.  Even Nord and Khegirt are close enough for our purposes, although crafting will be disrupted by conflict with either Scrubians or Vaegir.  And Sarranids have their own iron sources, so siding with them would provide us with self-sufficient iron supplies for crafting.

EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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In an attempt to clear the air regarding my LPs, know that this isn't abandoned, and that I am in fact again interested in playing M&B.  However, those familiar with M&B know that one needs high skills in order to not face constant and crushing defeat.  So, I'm playing around with M&B, trying to get those skills in order to do this LP justice.

JamesCorella

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It's not dead, sweet! :D
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EuchreJack

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It's not dead, sweet! :D

Indeed, since the mod has been revived, so has this LP!

Experimenting shows that we can't continue the save.  Importing into noble body, go go go!

The world has changed, or have I...  The Continuing Saga of Baron Euchre of Jack!

Things seems to have changed since last I spoke.  Apparently, I hit my head or something.  I seem to have forgotten all the skills I had before, but my four of my most loyal solders are still with me, whom I've appointed as my personal bodyguards.

Spoiler (click to show/hide)

I've found a companion and bought him a horse.

Spoiler (click to show/hide)

What to do now?  What skills should I learn?  I hear that some of the locals seek to set up a new colony...

scrdest

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It's not dead, sweet! :D

Indeed, since the mod has been revived, so has this LP!

Experimenting shows that we can't continue the save.  Importing into noble body, go go go!

You might want to make a new thread anyway. It will only be more confusing if it stays with all the 2+ year old posts and all. Plus, if you import, you don't get a heirloom or any Rigale skills.

Oh yeah, and until 0.11 arrives, you might want to download the fatigue-lowering patch - right now, the camping system has a bug that makes critical failures happen disproportionately often, so it'd take AGES to rest early on outside cities.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.
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