This is the ONLY way I am able to locate the cause of your problem, diagnose it, and if needed fix it.
Thank you.
* * FREQUENTLY ASKED QUESTIONS * *
IF YOU ASK THESE QUESTIONS IN THE COMMENTS, I WILL NOT RESPOND.
Q: Will this mod be coming to Steam Workshop? A: No.
Q: Does this work for version x.y.z? A: I don't know. Try it out and see if it does. If it doesn't; I do not support versions that I don't personally play. You can pay me on my Patreon up to the 2nd tier (~10 USD) if you want me to compile for your version.
Q: Does this work with (insert other mod name here)? A: I don't know. Try it out and see if it does.
After Tale worlds drops 1.3, I intend to pick this mod back up and rework it. When I originally created this mod, the original intention was to make the AI smarter about diplomacy with dynamic peace times and smarter about war choices. This time around I intend to solely focus on this aspect, rather than the other pieces. If anyone has any feedback specially regarding how they would like to see the AI behave diplomatically please feel free to give feedback. I want to implement some kind of "Goal" system where the AI kingdom want to conquer everything. They want to win. Maybe that could be teaming up with another faction until they become stronger, or maybe they refrain from declaring war until the time the stronger faction is in another war. I have alot of ideas in my head but will wait to see if taleworlds implements any diplomacy in 1.3 (I doubt it).
hey jtlane16 this looks like a great mod, I have to try it out, I'd like to give some feedback on this or an idea. I don't like how the Ai cavalry charge when there are any archers, or any projectiles throw at them. They tend to lower their shields and block while charging into the enemy formation. I think it would be a big hit if you can work on that little aspect of the game like make sure the Ai cav will keep their lances up and charge directly at them if the player wants them to charge, but once again mod looks good with smarter Ai, thanks
I'd be shocked if we get anything other than bugfixes in 1.3. The main team has clearly moved on to Mechaneers and Bannerlord probably has a couple of devs assigned to it for essential maintenance.
I’m working on a new version. This version will come out in a test phase for you all to help me. It strips out everything but a new rewrite of the diplomacy system. The ai will react to multiple wars, shy away from being in more than 1 war, seek to conquer the map, strike down powerful factions by teaming up, (make and understand alliances hopefully), betray each other, understand enemy strength/own strength, take finances into account, and most importantly, will use logic and reason behind declaring wars. (Short version) War declaration for the AI is mostly random, I aim to change that fully. I'm just assuming that TaleWorlds wont implement anything meaningful in the 1.3 update for diplomacy, and if they do, I will expand on it. For now, any ideas and how to implement them would be a fantastic start!
I would also love feedback if you think I should hook into the diplomacy mod or just focus on a full rewrite
For me this mod works perfectly on game version 1.2.12. I'm playing it for months now.
This is my mod list and my configuration for this mod:
<?xml version="1.0" encoding="utf-8"?> <MCMSettings> <PartySpeedModifications>false</PartySpeedModifications> <EnableMiltiaChange>true</EnableMiltiaChange> <CastleMiltiaBoost>1</CastleMiltiaBoost> <TownMiltiaBoost>0.5</TownMiltiaBoost> <EnableRecruitmentChange>false</EnableRecruitmentChange> <EnableGarrisonCostReduction>false</EnableGarrisonCostReduction> <GarrisonCostMultiply>0.5</GarrisonCostMultiply> <EnableFillStacks>true</EnableFillStacks> <FillStackTroopCount>6</FillStackTroopCount> <FillStackMercenaries>false</FillStackMercenaries> <SlowDownPenalty>true</SlowDownPenalty> <EnableBandTogetherLogic>true</EnableBandTogetherLogic> <playerKingodmIsIncluded>false</playerKingodmIsIncluded> <EnableMilitaryLogicChanges>true</EnableMilitaryLogicChanges> <EnableArmyInfluenceChanges>true</EnableArmyInfluenceChanges> <EnableRulerInflunceChange>true</EnableRulerInflunceChange> <EnablePreventClanMembersFromBeingCalledToArmies>false</EnablePreventClanMembersFromBeingCalledToArmies> <EnableDeclareWarChanges>true</EnableDeclareWarChanges> <EnableDeclarePeaceChanges>true</EnableDeclarePeaceChanges> <targetPeaceTime>40</targetPeaceTime> <otherFactionMustWantPeace>true</otherFactionMustWantPeace> </MCMSettings> In short this is what changes I made to the mod config in MCM which might be relevant to avoid conflicts/crashes:
Enable 'Prevent Clan Members From Being Called To Armies'Disable Enable Recruitment Change Disable Cost Reduction (Disabled) Disable Party Speed Modifications (Disabled)Disable
Does this work with Banner Kings and Banner Kings Cultures Expanded? I mainly want the Army AI logic fix and broken insta respawn of lords with full armies.
lol banner kings is not mother mod friendly so i doubt it. but give it a whirl you might need to find the best placement for it but hell bannerkings crashes anyways so i hust have my save file and when i feel like getting booted every 30 min I load up his mod. as long as you can undo what you added it wont harm your save file. just dont let it save in Iron man mode before you know its stable.
I found that Lord respawn troop amount can be tuned in the settings in BK, so that part for me is fixed. The Army AI logic people said is improved in BK. So i assume this mod is redundant with BK.
For those interested in playing, it does work on 1.2.10 (I downloaded the Github version).
It seems like this mod allows Rulers to be called into faction armies. However, since the Ruler is always supposed to lead the siege, it creates a situation where the besiegers never actually start the attack. This can tie down an army (and sometimes more if armies gang up) into a fief for an entirely of the war, or at least until cohesion drops, or the army starves.
I do use quite a few mods, but this is the only one I use that affects war and ai, and I never had this issue before using this mod. If there's a workaround, I'd love to know.
This issue is very likely a bug in the mod's code.
It won't be fixed by me, as I no longer mod Bannerlord.
Shadow's updated versions on GitHub will have this issue as well most likely, as he is not focused on making changes to original code and shouldn't feel pressured to.
His updated version's code might be on GitHub, and the original creator jtlane released code on the original page in posts. Anyone should feel free to post an updated version if they have the ability to do so.
It does not play well with other mods, used updated version from github, had crash on new game. Don't use this if you have more than a few mods and you don't want to mess around with load orders and debugging.
252 comments
IF YOU ARE REPORTING A CRASH;
You NEED to send me a crash report
This is the ONLY way I am able to locate the cause of your problem, diagnose it, and if needed fix it.
Thank you.
* * FREQUENTLY ASKED QUESTIONS * *
IF YOU ASK THESE QUESTIONS IN THE COMMENTS, I WILL NOT RESPOND.
Q: Will this mod be coming to Steam Workshop?
A: No.
Q: Does this work for version x.y.z?
A: I don't know. Try it out and see if it does. If it doesn't; I do not support versions that I don't personally play. You can pay me on my Patreon up to the 2nd tier (~10 USD) if you want me to compile for your version.
Q: Does this work with (insert other mod name here)?
A: I don't know. Try it out and see if it does.
This mod's code is likely on my GitHub, if it's not, feel free to DM me if you'd like to update it to latest Bannerlord versions.
If you'd like to join me in my game development adventure, click here to go to Buncha Fools discord!
Currently, I am developing a casual, multiplayer shooter called Laserstorm! More information about it can be found on the discord.
------------------------------------------------
I would also love feedback if you think I should hook into the diplomacy mod or just focus on a full rewrite
Diplomacy is a standard mod for any playthrough. I would say more people have it than don't. At the very least, ensure that there is compatibility.
Excited to see you come back and pick this up jt :)
When all is ready, let me know and I will close this mod page to redirect to the new version.
This is my mod list and my configuration for this mod:
<?xml version="1.0" encoding="utf-8"?>
<MCMSettings>
<PartySpeedModifications>false</PartySpeedModifications>
<EnableMiltiaChange>true</EnableMiltiaChange>
<CastleMiltiaBoost>1</CastleMiltiaBoost>
<TownMiltiaBoost>0.5</TownMiltiaBoost>
<EnableRecruitmentChange>false</EnableRecruitmentChange>
<EnableGarrisonCostReduction>false</EnableGarrisonCostReduction>
<GarrisonCostMultiply>0.5</GarrisonCostMultiply>
<EnableFillStacks>true</EnableFillStacks>
<FillStackTroopCount>6</FillStackTroopCount>
<FillStackMercenaries>false</FillStackMercenaries>
<SlowDownPenalty>true</SlowDownPenalty>
<EnableBandTogetherLogic>true</EnableBandTogetherLogic>
<playerKingodmIsIncluded>false</playerKingodmIsIncluded>
<EnableMilitaryLogicChanges>true</EnableMilitaryLogicChanges>
<EnableArmyInfluenceChanges>true</EnableArmyInfluenceChanges>
<EnableRulerInflunceChange>true</EnableRulerInflunceChange>
<EnablePreventClanMembersFromBeingCalledToArmies>false</EnablePreventClanMembersFromBeingCalledToArmies>
<EnableDeclareWarChanges>true</EnableDeclareWarChanges>
<EnableDeclarePeaceChanges>true</EnableDeclarePeaceChanges>
<targetPeaceTime>40</targetPeaceTime>
<otherFactionMustWantPeace>true</otherFactionMustWantPeace>
</MCMSettings>
In short this is what changes I made to the mod config in MCM which might be relevant to avoid conflicts/crashes:
Enable 'Prevent Clan Members From Being Called To Armies'Disable
Enable Recruitment Change Disable
Cost Reduction (Disabled) Disable
Party Speed Modifications (Disabled)Disable
I'm unable to mark this mod for inclusion when starting the game.
The checkbox has a little darker colour and can't be checked. (It's at the bottom of the image below.)
It does not cause any errors just simply does nothing.
too bad.. we really need this mod updated
I mainly want the Army AI logic fix and broken insta respawn of lords with full armies.
It seems like this mod allows Rulers to be called into faction armies. However, since the Ruler is always supposed to lead the siege, it creates a situation where the besiegers never actually start the attack. This can tie down an army (and sometimes more if armies gang up) into a fief for an entirely of the war, or at least until cohesion drops, or the army starves.
I do use quite a few mods, but this is the only one I use that affects war and ai, and I never had this issue before using this mod. If there's a workaround, I'd love to know.
The version in the github link.
It won't be fixed by me, as I no longer mod Bannerlord.
Shadow's updated versions on GitHub will have this issue as well most likely, as he is not focused on making changes to original code and shouldn't feel pressured to.
His updated version's code might be on GitHub, and the original creator jtlane released code on the original page in posts. Anyone should feel free to post an updated version if they have the ability to do so.
The losing side won't just surrender without a resistance or joining anyone to save themselves.
It's just dumb that the game devs decided to kill entire clans simply because they have lost fiefs.