The only solution i see that can fix this is by adding a command to have attacking troops charge when gates are open already or charge in general for troops who conquered the wall on their side. Since if both gates are open, the soldiers in the wall lose their target since their job is to open that gate.
I use this mod without epic sieges and am running into the issue of guys stopping on top of ladders during sieges. Not sure what's going on with it. The problem is probably related to RBM having an update 15 February, so might need to use a fresh RBM AI DLL
yeah, been a couple of months since using just vanilla (no rbm or this) but vanilla attackers on walls definitely pushed. Now wall attackers seem to wait until attackers at gate push instead of pushing to gate to help or just plain pursuing. Still better than just plain rbm though.
I know with RBM sieges when you press F6 "Delegate Command" for infantry attacking they go to "hold fire" mode after the siege engine reaches its final position like the ladders are up, front gate is breached or the siege tower connects.
When I reported this hold fire bug to Taleworlds they said it was because of mods. Does this mod fix the "hold fire" on "delegate command" in Bannerlord?
I don't know what they did to the bannerlord plugin for vortex but it can't handle file conflicts properly, you are better off removing mod manager download for the rbm replacement dll. Vortex used to work perfect but they did something to it. If you have ever modded Skyrim then using Vortex to manage file conflicts is crucial but whatever is going on with Bannerlord, they broke it so to avoid problems i would force people to install that manually. I tried every which way, like adding a modified zip with a new file name to the downloads folder for vortex and it complains about file redundancy and will not install the replacement dll. If you download with mod manager, it thinks it is another version of the first file.
Another way you could do this to keep things simple for users, instead of modifying the RBM dll, you can use Harmony and just patch RBM methods. Of course do whatever is easiest but you can patch other mods just like you can patch TW code.
haha thank you for letting me now, just now I will start working with the harmony unpatches you mentioned before, I removed the mod manager download for the replacement file for now
Not sure I understand what you are saying. Mod manager download seems to work fine with updating and downloading via mod manager button. No issues with redundancy (I know what you are talking about, happens when I install a mod manually for manual edits/configs or because the mod author said so and forget I did so and then try to update it through vortex). Do I (we) need to check our RBM or Vanilla AI siege dll and make sure its updated?
rimpshrimp keep battles should happen, as this new version restores vanilla sieges completely and disables all RBM methods, as this is the point of this mod
If I install the RBM replacement file which is zipped correctly with the Modules folder as the root, then Vortex should simply install it to the Bannerlord root directly and this will then cause the RBMAI.dll and pdb to trigger a conflict warning in Vortex which normally you would then set the rule for it. You would tell vortex to deploy the Replacement submodule AFTER RBM. And I do exactly that but then Vortex warns you about a file redundancy and tells you it skipped deploying the RBM replacement file.
So in the separate module version, the combo one, it doesn't fix the RBM problem of overriding player commands. In RBM during sieges (at least when defending), if you try to give manual commands to troops (I think all? Definitely archers) it will periodically override them and automatically give them commands (as if you had delegate on, but it happens even if it is off).
In the overwrite file version it does fix this, because it removes whatever logic RBM is using to do this and reverts it to vanilla. I am wondering if in the combo version we might see a fix for this so we can still enjoy the benefits of less-stupid AI.
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I know with RBM sieges when you press F6 "Delegate Command" for infantry attacking they go to "hold fire" mode after the siege engine reaches its final position like the ladders are up, front gate is breached or the siege tower connects.
When I reported this hold fire bug to Taleworlds they said it was because of mods. Does this mod fix the "hold fire" on "delegate command" in Bannerlord?
Another way you could do this to keep things simple for users, instead of modifying the RBM dll, you can use Harmony and just patch RBM methods. Of course do whatever is easiest but you can patch other mods just like you can patch TW code.
In the overwrite file version it does fix this, because it removes whatever logic RBM is using to do this and reverts it to vanilla. I am wondering if in the combo version we might see a fix for this so we can still enjoy the benefits of less-stupid AI.