Hate how enemies roam your lands unmolested? Hate how you have 500 men in a garrison doing nothing but getting drunk everyday? If you answered yes to both those questions then download this! For users of my Supply Lines mod they will be familiar with this mod. Patrols and guerilla attacks are now going to be in this separate mod!
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Fixed patrol party dialogue not loading. Patrol parties will no longer say "I can't talk with you."
Version 1.5.8
Guerilla attacks will now randomly choose which troop to inflict casualties upon and no longer from top down.
Guerilla attack fix.
Prevent warning about enemy garrison in range when player is a prisoner.
Updated default settings, Allow Patrols During War = true
Version 1.5.4
Fixes and optimization
Version 1.3.5
Patrols no longer are sent out when the settlement's faction is at war with another kingdom faction. This does not affect guerrilla attacks. If you want patrols to be still sent out while the settlement is at war, then enable it in the MCM. When this is disabled, it should minimize risks to garrisons.
Version 1.3.4
Fixed crash associated with clan's or kingdoms being destroyed. Who even knows with this game??
Version 1.3.3
If a settlement is lost to an enemy faction while a patrol is out, they will look for the nearest settlement belonging to their kingdom and join the garrison. If no other settlement is available, they will join the enemy clan that owns their settlement.
Version 1.3.2
Removed direct references to Supply Lines. Garrison Do Something is still compatible with Supply Lines as it will determine if SL is loaded at runtime and act accordingly. If you don't install Supply Lines, I will be sad, but the mod will function correctly, either way. :D
Version 1.3.1
Prevented patrols from targeting the raider parties in the Escort Merchant Caravan Quest. Dealing with those raiders is the player's job. ;)
Version 1.2.11
Updated string id format for patrol parties, so it won't get confused when modders make their own string id formats for stuff they create/spawn in game.
Version 1.2.9
Fixed localization bug. GDS_DS_PARTY_NAME can be any length and {FROM_NAME} can be in any position in the text as long as it is separated from other words by a space.
Version 1.2.8
Fixed patrol parties being sent out to defend against raids while under siege.
Version 1.2.7
Minor fix for dialogue text.
Version 1.2.6
Removed patch that wasn't needed.
Version 1.2.5
Fixed crash when the deserter quest is active.
Fixed patrol parties going after the 3 brigand parties in the brigands quest.
Version 1.2.4
MCM default settings updates: all probabilities for spawning a patrol/guerilla attack have been reduced in half. Garrisons were a little too well informed about movements on their land.
MCM default settings updates: Range attacks trigger slightly reduced.
MCM default settings updates: Interval increased to 8 hours.
MCM default settings updates: Max party size for guerilla attacks increased to 40. The attacks were underpowered and had little to no effect on armies. This might even need to be increased more.
Patrols should ignore deserter party in that quest now. That's the player's job!
Calculating how much grain patrols can carry now because before only 5 grain caused some parties to starve before returning home.
Town security now determines how many patrols a town can have out at once. Configurable in MCM. Default setting will allow a town to have 5 patrols out at once at 100 security.
Towns now need to have at least 5 food in stock to create a patrol.
Version 1.1.3
Saving problem fixed on the Non-SupplyLines version.
When captured by a patrol, they will take you to their settlement where you will be a prisoner. Once released you won't be targeted by patrols until you leave the town's radius. Then if you come back you are subject to attack again if you are still at war with them.
No longer patrols a sumpter horse to avoid herd penalty on speed.
Version 1.1.2
Party size limit fixed so now troops no longer leave the patrol parties and the mod won't have to keep track of the roster with backup copies.
Patrol parties are given a sumpter horse now (just in case, probably not necessary)
Tried to clarify settings description. Remember, if you made a localization for your language, make sure you check each text item and update them.
Now patrols will be sent out to villages being raided. They will always send double the soldiers attacking so you need to have lots of troops for them to respond when a larger party is raiding. They also don't want to be baite dinto leaving the garrison undefended so there is a setting for a ratio of how many troops need to be left behind for the patrol to respond to the village raid.
Version 1.0.4
Fixed patrol parties disbanding on load.
Version 1.0.3
Fixed guerilla attacks mostly just wounding troops.
Version 1.0.2
Fixed disabling patrols.
Improved AI of patrol so they flee from dangerous enemies.
Fixed creating patrols if a dangerous enemy was near the settlement.
Supporters on Patreon will be invited to my discord where I can help you with modding or you can have a place to discuss Bannerlord and modding. Additionally, you can click the donate button on my mod pages or profile to show support by donating to my paypal!
Now your garrisons will do something! This requires no input from the player. It is all AI and you will see garrisons actually doing something. This works for AI and player settlements the same!
If you used my Supply Lines mod then you will know what this is. Supply Lines now focuses on ... supply lines ;3
This mod should have always been separate from Supply Lines. ;D
Compatible with Improved Garrisons, they should not interfere with each other. I use both together.
Patrols: Patrols will be created from garrisons when they spot smaller enemy parties. They will keep your lands safe from bandits and the like.
Guerilla Attacks: Bannerlord lacks that realistic medieval warfare feel. In native castles are absolutely uses. Garrisons with 400 men just watch armies march by and nothing they can do. In reality this was not the case and it was a tactical blunder for an army to march past an enemy garrison and not besiege the garrison. A garrison is dangerous to an army in enemy territory since they can intercept any supply lines. They will not meet an invading army in a pitched battle. They will attack you asymmetrically with guerilla warfare. An army that is marching will be in a long line with large parts of the army not able to communicate quickly to each other and vulnerable to attack. Once an army can make a response, the attackers will simply run back behind their walls. This is what castles were for and how they protected against invasion from larger forces. They force an army to stop and fight an enemy behind walls rather than a field. If you ignore enemy garrisons, they would use these opportunities to chip away at you while they message their main army your army size and location. You would basically be committing suicide to leave an enemy garrison behind you. Bannerlord does not capture this and it is disappointing but this mod should help now! See the MCM for settings to tweak how this feature works. You can set the effective distance for garrison scouts to sally out and launch guerilla attacks on your party. You can set the frequency or interval in game time hours that the script checks the positions of parties around the map to see if they are subject to these attacks. You can also set the probability these events occur and parties with higher scouting skills will be harder for garrisons to attack.
For users of Party AI Overhaul and Commands, make sure you download the patch for it in the main files. It is called, Stop Deleting My Patrol Parties. In order to use Garrison Do Something and Party AI Overhaul and Commands together, that patch must be installed!!