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Comment History
dantw2
dantw2 - - 7 comments @ Warsword Conquest

But seriously, I look forward to the new update. :)

Good karma+2 votes
dantw2
dantw2 - - 7 comments @ Warsword Conquest

When you follow the Warsword Conquest mod and the Old Realms mod at the same time: [Concord represents the Warsword Conquest team and the arrow represents Bannerlord and the Old Realms mod] Youtube.com

Good karma0 votes
dantw2
dantw2 - - 7 comments @ The Old Realms

I know that people have asked about flying units, but I have an alternative suggestion, inspired by the vampire jumping which may or may not be easier to implement[for the player character]. Could you potentially make some mounts that can jump higher? I'm not sure what kind of work went into modding the vampire jump or if the mounts are more hard coded, but that would make sense for some mounts[squigs or an alternative for flying units like pegasi] and probably be really fun. In vanilla[or modded] Bannerlord, I love jumping into a crowd of units because it is EPIC. :D

Good karma+1 vote
dantw2
dantw2 - - 7 comments @ The Old Realms

I found out after hours of playing that vampires have superhuman jumping ability and no fall damage, which is awesome and fun to use in sieges or fiefs. I imagine it gives one an edge in siege defense too. I try to go back to playing vanilla but I get into a siege and think to myself"I could be jumping onto the walls or doing cheesy things like jumping up and meleeing the defenders between the crenellations in mid air" :D My character is practically a dragoon now. lol

Good karma+1 vote
dantw2
dantw2 - - 7 comments @ WSC Southlands Final Patch

I found out that from searching on Discord that three companions are able to use magic if you get super lucky with a random event.

The orc healer, Oggy Woggy or whatever his name is can use life/jade magic if you get his event.

Adelyn the scout/ranger woman can use shadow magic if you get her event. And the ex empire lord skeleton guy who got cursed to be like a tomb king tomb king can use death/amethyst magic if you get his event. Apparently, they can be super powerful. I am trying to limit the special non-generic companions in my part to them so that I am more likely to get their magic event rather than a different hero's.

I personally would prefer more mage companions even if they were not as powerful, especially if you could choose their magic or buy it for them. I am playing as a vampire an attempted to give a companion my necromancy/undeath magic, but I don't think it works. I actually don't generally like having mages in my party who use ultra powerful aoe magic, My favorite is having necromancers and a bright mage to give my troops purtty fire arrows. But I guess it is subjective, I don't expect or feel entitled for the mod authors to conform the mods to my taste. I highly appreciate the mod, the magic is surprisingly stable and fun. Necromancers are my favorite mages to have in my party and even having a few can by OP but fun and necromancers ad a cool strategic element of protecting them until they have time to conjure a horde of undead. MUHAHA :D

Good karma+1 vote
dantw2
dantw2 - - 7 comments @ WSC Southlands Final Patch

For now, unless someone replies with a better solution, I will try to tweak the mercenary necromancers to be unkillable and see if I can make them behave like companions and just limit myself to hiring one[And I will replace their stat's with a companion's so that they will start out weak until I level them up]

I am also curious about where I have the best chance to find bright wizard mercenaries, I have only found one before in a Nippon town.

Good karma+1 vote
dantw2
dantw2 - - 7 comments @ WSC Southlands Final Patch

I know there is no way to teach my heroes/companions magic(correct?) by default, but is there a way to give certain heroes/companions some magic without advanced modding knowledge? I have some amateur txt file tweaking experience[replacing strings of numbers]. I am certainly not an advanced level modder but I can easily do tweaks on the level of TheMageLord's "Compilation of 82 little tweaks". If not, is there at least a magic missile that works like a normal weapon rather than using the magic system[like something that you can just give to a soldier in their weapon slot and they can use it with 0 mana and magic skill]? I was wanting to make a necromancer hero and a bright wizard hero[probably by editing an existing hero, but maybe I will make one from scratch if I can figure out what makes them use magic]

I tried a test of copying the number stings from the mercenary necromancers to the tomb king risens[so the had the skills, items, and appearance of the mercenary necromancer] as a test but they didn't cast any spells, so I assume that there is some sort of script or something that identifies certain troops as mages based on their ID or name.


If there is a way for me to tweak heroes/companions to be mages do npc mages use all three magic skills[magic control, magic power, and mana control] and get any use from staves?[or are staves just given to npc mages for appearances?]

Good karma+1 vote