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jtlane16 and Windwhistle

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Windwhistle

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235 comments

  1. Windwhistle
    Windwhistle
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    * * * READ BEFORE POSTING PLEASE * * *

    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.
  2. Windwhistle
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    I am on hiatus from all Bannerlord modding.

    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.

    ------------------------------------------------
  3. Torsten
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    Updated version for 1.2.9 or 1.2.11 can be found here: https://github.com/Shadow32055/Bannerlord.WarAndAiTweaks/releases
  4. Fakade
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    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.
    1. vixied
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      what version you download?
    2. Fakade
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      WarAndAiTweaks_v24.08.28.1.zip

      The version in the github link.
    3. JoacoBrody
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      Im having the same issue with the 1.2.9 version. Have you found a solution?
    4. Windwhistle
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      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.
    5. suPerBx2501
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      Is this happening sometimes or all the times when there is siege?
  5. Jasonik
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    Can you disable disappearance of empty kingdoms?
    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.
  6. 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.
  7. skvelen
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    Will this mod finally force wars in mods such as Anno Domini, Europa 1100 and others that use a Map of Europe for their work?
  8. Fakade
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    Disclaimer: I use quite a few mods, and while I don't use anything that affects war AI (as far as I know), I've seen some things that don't make sense. I am aware this mod is not being actively worked on, so this is for those that are thinking of trying this mod out - or perhaps for others to give me tips on how to resolve my problems. I stopped using this mod because I feel it takes away a lot more than it adds. I had none of these below issues until I tried using this mod.

    1 - AI gets free troops when they respawn
    This may just be me, but I like this, and I wish they got more. Combat is the main thing to enjoy in this game. Peacetime is boring. I prefer more difficult combat, especially as games progress. You beat a faction's first army (sometimes two), and any replacements are filled with low/mid tier units. I'd rather they get more elite troops so I still have some challenging fights.

    2.) AI has no defenses. Poor miltia and garrison.
    Despite the solutions, I don't see militia being any more dangerous. They may recruit faster, but that really only helps in auto calculation. In actual combat, militia gets ripped apart. I've also seen garrisons get massively overstuffed to the point where troops desert, and the rest starve out. This makes fiefs easier to attack.

    3.) AI is always war hungry to point it crushes itself and theres never any downtime for players to enjoy the sandbox
    I like the combat and find peacetime boring, so this doesn't apply to everyone. I've had in game years go by with no faction wanting any war. Just...wander around and fight bandits.

    4.) Peace. The current implementation for peace is that ONE side in a war has to ask for peace and it is accepted, no questions asked, by the other side. This makes no sense.
    Thus far, this seems to be the only change that I'm fully in support of.

    5.) Army logic is stupid 
    And this mod doesn't fix it. I've watched armies lay siege to a fief where the defending faction has multiple armies on the field. Any one of them could defend the fief. None do. They're all 'patrolling'. I've also seen this mod pull faction leaders into armies, and this leads to an unending siege issue. The attack never happens, so either the war happens, the army loses cohesion, or the army starves. I've seen armies tied to a fief for the entire duration of a war. Even individual clan parties don't raid anymore. Why not? 
    I do like how this mod allows armies to refresh themselves with new parties as they get depleted.
  9. kerrelvar
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    anyone has a workaround for npc lords to start raiding villages? once i install this mod it seems they will never raid any villages
    1. NizumiHD
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      lol, thats the whole point, the mod specifically made it so that they only focus on attacking and defending

      anyway disable the army logic if you want to stop all army ai changes

      Edit: Yea nvm i've noticed the lords not raiding as well, this mod is the only mod that changes map AI for me, so yea rip.
  10. darksexybeast117
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    About to start a new v.127 Play thru with this and test it out

    So i am using Serve as Soldier Beta patch which works with v 127 and that works just fine. But when i activate this mod and create a new campaign it crashes... just a heads up. So i disabled mod and started my campaign with SAS no problems what soever i activated mod. and no problems yet will test it out. i did notice when i activated mod that it is working because all the Minor factions / clans started to declare war on kingdoms lol 


    And i crashed after a few hrs in a lords army. So i think this and S.A.S dont work correctly at time, ill just disable this one for now since SAS alone with other mods has not caused issues.
    1. TheGoyimKnow
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      I've been getting a crash from conflict between these two mods as well. Didn't need to be in an army either, happened while sitting in a city.

      at TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiVisitSettlementBehavior.AiHourlyTick(MobileParty mobileParty, PartyThinkParams p)
      at TaleWorlds.CampaignSystem.MbEvent`2.InvokeList(EventHandlerRec`2 list, T1 t1, T2 t2)
      at TaleWorlds.CampaignSystem.CampaignEvents.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
      at TaleWorlds.CampaignSystem.CampaignEventDispatcher.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
      at TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior.PartyHourlyAiTick(MobileParty mobileParty)
      at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
      at TaleWorlds.CampaignSystem.CampaignEvents.TickPartialHourlyAi(MobileParty party)
      at TaleWorlds.CampaignSystem.CampaignEventDispatcher.TickPartialHourlyAi(MobileParty party)
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
      at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPartialHourlyAi()
      at TaleWorlds.CampaignSystem.Campaign.Tick()
      at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
      at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
      at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
      at TaleWorlds.Core.Game.OnTick(Single dt)
      at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
      at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)
    2. Nedhegazi
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      i've been getting the same crash, even while not using mods idk how.. 
      i've disabled all the mods and still get the same crash 
    3. Rimworld10
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      +1 Did someone figure out this crash already?
    4. Ulfkarl
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      same problem here, but I don't think is related to SaS
  11. Ulfkarl
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    I am using the GitHub version, but I am getting some random crashes in the campaign map while in an army, what part of the mod should I disable in settings to prevent this crash?

    https://report.butr.link/590059
  12. ialex25031991
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    Hello everyone. i have question - how to increase thal ai lords faster increase army by recruiting. any mod for this. i have latge army but they not. pls help
  13. OldContemptible
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    Was just asking if anyone made an updated version, then I noticed Shadow32055 did after posting.