Anyone know how to disable routing?

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HunterAlpha1 said:
i don't mind it the way it is, except that the routed troops disappear forever once they get to the center they run to.  they should join the garrison, or the party of the nearest friendly lord.

In my experience, routed parties will sit and wait at wherever they're running to, and will then join a battle against you if they're close enough. This has happened to me multiple times: siege a castle, lord sallies out, and a message will pop up saying 'routed enemies have joined on the side of Lord so-and-so.'
 
i hate it when the enemy come in wave. When the first wave was routed, my troop chase them only to be separate in pieces and cut down by the incoming second wave. Not to mention that the troop focus more on the routing enemy than the attacking one.

So if somehow we can make the troop focus on the attacking enemy rather than chasing the routing one. But they can chase to their hart content when no more enemy is attacking.
 
Sir Justino said:
Cyrilix said:
bigtoebubby said:
as much as i hate routing, i must say though that it has saved my life a few times for battles i did not want to fight :lol:

I agree with you there, but this game mechanic, realistic or not, is missing an important element in a game: FUN. It offers little challenge, much annoyance, and more time spent doing pointless things like running after a group of baddies, or simply Ctrl-clicking them.

On a related note, the "losing stats after 700+ days" mechanic is also really really stupid. Another one of those things where they thought they'd introduce some new "feature", when it's even dumber than introducing a bug.

I agree with the stat lose, it makes since I guess you are getting older losing str etc. But thats why I use TweakMB to disable that.

Getting old after 2 years?

Also, am I the only one that is currently compelled to always sty mounted so that I don't miss out on all the routing super speed runners?
 
To be honest, the routing thing kind of works. Turn the AI difficulty up a bit perhaps as well. The way I see it, most generals bring low level soldiers into the field more often than a bunch of highly trained soldiers. Those low level soldiers aren't as disciplined, and my characters army has caused over 40,000 casulties alone, and my character has over 1200 reknown and isn't a king (Yet) so what I see from this, is perhaps my characters reputation preceding him? I know enemies moral takes it into effect, but if you think of it as untrained soldiers going against legendary soldiers, you'd run too am I right? :smile:
 
Sure, I'd run, but they've got to make this mechanic more streamlined for the player. I don't want to have to chase you around again for half the map. If you had an option that said, "fight routed enemies" that popped up right after the battle. Or, if the routed enemies simply disappeared into thin air and dispersed, I wouldn't mind it so much. The fact that they end up on the battlefield means that I have to chase them down and tear them to pieces.
 
I would love routing if it wasn't for my guys chasing the routers.  I don't mind them escaping, but when I have my cavalry or infantry set to charge I don't want them charging non-combatants.  Especially when 1 enemy cav is routing and I've got multiple guys trying to catch him (that makes me sad). 

Perhaps even surrendering.  I really don't know how common surrendering was, but if I was surrounded with 90% casualties on my side I think I'd be inclined to surrender. 
 
borge12 said:
I would love routing if it wasn't for my guys chasing the routers.  I don't mind them escaping, but when I have my cavalry or infantry set to charge I don't want them charging non-combatants.  Especially when 1 enemy cav is routing and I've got multiple guys trying to catch him (that makes me sad). 

Perhaps even surrendering.  I really don't know how common surrendering was, but if I was surrounded with 90% casualties on my side I think I'd be inclined to surrender.

Surrender could be good. Have the guys raise their arms up and stand in place, which signals a surrender, then your troops would auto-attack something else. Though, surrender mode should only occur to those not currently in combat.
 
vlad_flyzzz said:
From what I've seen so far routing is highly dependent on troop health rather than a general morale system. If it gets hit real bad, but not enough to be incapacitated, it turns tail and run.

I've tested this a few times, in battles against kerghits. They have the habit of forming a line on top of a hill somewhere ( the archers-on-top-of-the-hill tactic), but then they just get in each other's way and there isn't much bow action taking place. So I just charged them by myself, looking to kill their lord and as many of their lancers as I could.

I managed to miss some of my ride-by's and only injured some of their units instead of killing them. The injured units turned tail and started fleeing, in about 80 - 90 % of the cases. And they were all top tier units (lancers and vet horse archers ).

That is interesting. And usable. Certainly would help fending off larger forces. Thanks for the knowledge! :razz:
 
BlueskiN said:
Answer:

go to your Mount & Blade Warband directory, open scripts.txt in Modules / Native, find the following part:

decide_run_away_or_not -1
36 23 2 1224979098644774912 1 23 2 1224979098644774913 2 525 3 1224979098644774914 1224979098644774912 15 4 0 31 2 1224979098644774914 0 4 0 30 2 1224979098644774913 30

and change that 30 in the end to, say, 1800. This is a number of seconds decide_run script remains inactive once the battle starts, so effectively you are turning it off for half an hour with 1800 :smile:

You might need to start a new game to make it work.

Thank you very much
 
vlad_flyzzz said:
From what I've seen so far routing is highly dependent on troop health rather than a general morale system. If it gets hit real bad, but not enough to be incapacitated, it turns tail and run.

I've tested this a few times, in battles against kerghits. They have the habit of forming a line on top of a hill somewhere ( the archers-on-top-of-the-hill tactic), but then they just get in each other's way and there isn't much bow action taking place. So I just charged them by myself, looking to kill their lord and as many of their lancers as I could.

I managed to miss some of my ride-by's and only injured some of their units instead of killing them. The injured units turned tail and started fleeing, in about 80 - 90 % of the cases. And they were all top tier units (lancers and vet horse archers ).

That's definitely part of it, but there's more to it than that.  I've seen entire armies turn tale and run at the same time after the initial clash in which a lot of their companions died, there's no way they were all simultaneously damaged in the initial clash.  I've seen guys turn and run with no damage done to them at all, this is usually against a small number of bandits or something which I am dealing with by myself.  A lot of times I'll kill a few of them and the others will start routing 1 by 1 with no damage done. 
 
I like the idea behind routing, it just needs some work. What about a 'rally call'. If your troops are running away, having some way to ride back to them and tell them to turn their asses around would be great. Yes, this is something from the Total War series...but still.... Also, enemy troops routing might be rallied by the arrival of reinforcements, or by being within a certain proximity of their Lord.
 
CounterPoint391 said:
I like the idea behind routing, it just needs some work. What about a 'rally call'. If your troops are running away, having some way to ride back to them and tell them to turn their asses around would be great. Yes, this is something from the Total War series...but still.... Also, enemy troops routing might be rallied by the arrival of reinforcements, or by being within a certain proximity of their Lord.

Agreed.  Maybe they should just route to the spawn point and then rejoin.  And a second route check can be made if they see no hope once they reach it.  That wouldn't require more features being added like rallying calls which would be sweet.

Also the speed I think is a bit ridiculous.  Maybe give them a free point or 2 or athletics when they route.  Hell I think maybe some triggers in combat that would crank athletics up like adrenaline would be sweet maybe a chance when you are surrounded or something, but for nowobviously they can control the run speed so maybe dial it back some.
 
Cyrilix said:
bigtoebubby said:
as much as i hate routing, i must say though that it has saved my life a few times for battles i did not want to fight :lol:

I agree with you there, but this game mechanic, realistic or not, is missing an important element in a game: FUN. It offers little challenge, much annoyance, and more time spent doing pointless things like running after a group of baddies, or simply Ctrl-clicking them.

Actually, I'm okay with routing - so long as the AI is smart enough to focus on nearby threats instead of haring off after fleeing foes (I like to keep a couple light cavalry in reserve for just such occasions).  Last night, I fought a group of tundra bandits, and three of them routed off the field.  I was able to run them down (my party is about 30 soldiers at the moment, I've got decent Pathfinding, and a smattering of mounted troops), and when I went to attack them, they surrendered to me.  Free prisoners!

On a related note, the "losing stats after 700+ days" mechanic is also really really stupid. Another one of those things where they thought they'd introduce some new "feature", when it's even dumber than introducing a bug.

This, though, is really dumb.  Thank goodness you can turn it off relatively easily.
 
i just joined the rhodok faction. our war parties came upon the whimpy sultan's 300 size army. took care of his mamlukes easily. by the final round, the sarranids sat by their spawn point... and unfortunately my rhodok counterparts stayed on our side too...

rather than wait for my allies to take action, i took my 4 companions who managed to spawn and charged the sarrand cowards from the side. we scored like only 6 kills before the enemy started routing--the rhodoks were still sitting back there haha

that's because the countdown timer for routing stopped--and i had even extended it to 120s x_x
 
I'm not entirely sure the countdown timer stuff works well. I set it to 3000, which should be a long long time, yet the units still route.
 
Routing is a god-send for prisoner capturing.

Break their morale... and all of them run for their lives in the same direction, sufficient space between each other... at a stable speed...

Whack, whack, whack, whack ad nauseaum with a blunt weapon.. prisoners galore.
 
Anyone want to test?

Save compatible.

This is in scripts.txt (same line a posted above. Back up the file).
Look for 2 numbers in the line:
3500 decrease this number to about 1 to 400. Nobody runs troop will less likely to run if the calculation return negative number or very small number (smaller than courage score). 400 is about 10 hitpoints left (40 * hitpoints).
3700 decrease this number to about 1 to 400. Similar as above. Need to get a very small number to make troops stop/not running.
decide_run_away_or_not -1
36 23 2 1224979098644774912 1 23 2 1224979098644774913 2 525 3 1224979098644774914 1224979098644774912 15 4 0 31 2 1224979098644774914 0 4 0 30 2 1224979098644774913 30 525 3 1224979098644774915 1224979098644774912 16 1720 2 1224979098644774916 1224979098644774912 2107 2 1224979098644774916 4 4 0 1706 1 1224979098644774912 2106 2 1224979098644774916 100 3 0 2107 2 1224979098644774916 10 2121 3 1224979098644774917 3500 1224979098644774916 2147483678 2 1224979098644774915 1224979098644774917 1718 2 1224979098644774918 1224979098644774912 2147485155 1 1224979098644774918 1751 1 1224979098644774912 505 3 1224979098644774912 15 1 3 0 5 0 525 3 1224979098644774915 1224979098644774912 16 1720 2 1224979098644774916 1224979098644774912 2107 2 1224979098644774916 4 4 0 1706 1 1224979098644774912 2106 2 1224979098644774916 100 3 0 2107 2 1224979098644774916 10 2121 3 1224979098644774919 3700 1224979098644774916 30 2 1224979098644774915 1224979098644774919 1752 1 1224979098644774912 505 3 1224979098644774912 15 0 3 0

Edit: I did some quick test. The change did not stop troops from running even when I drop the numbers to 1. However, I saw a lot less routing. Other factors that effect rorale such as allies death have not been changed yet. So it might be possible for troops' morale to drop below zero.

Edit 2: I've been messing with the wrong number. if you want to completely trun off routing, change the purple number (1751) to 1752. Basically, you just change the command that tells troops to run (1751) to a command that tells troops to stop running (1752). :smile:

Just to be safe, change the second "1" after the number 1751 to zero (the yellow number I marked). That will set the troop to not running mode which might be used for another script calling later.

If you just simply want to tone down routing, adjust the red and blue numbers. I might use 1.
 
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