Can we get rid of the magnetic armies?

Users who are viewing this thread

It is very weird to be minding my own business traveling and then have my pathfinding hijacked by someone starting a new army.

I could see this being useful in some cases, but it seems to backfire more often than not.

Obvious problem cases:
1. I'm traveling to a quest objective and fail the quest because of getting off course(caravan dies).
2. I'm chasing someone for a battle and suddenly go the opposite direction and they escape.
3. Two different people start armies and I literally get hijacked by one as I am on my way to the other. (Yes, this has happened to me).
 
Your spouse used to lead parties (Listed as Vassal of X instead of Noble of X), right? And you had them in your party with you?

Am I right?
 
No, I encountered the OPs problem too, and my spouse never lead a party before (I keep her close, I want more children, and they should be my children. Sulhana got pregnant within days after giving birth 3 times now...). But as soon some noble starts an army, my own party changes direction to join it - even if my party is somewhere in the former Northern Empire and the army meets in Aserai. It's a little annoying, specially if your party is too big to get jumped by bandits, no enemy close and you go afk because nothing really important will happen until your party arrives on some far destination.
 
Marriage seems to be the common thread for this bug. Has anyone unmarried had their party hijacked in such a manner?

I never did a marriage interview and my games end before children would be relevant. I guess there are some tangible advantages to staying single, like not having your party hijacked.
 
No, I encountered the OPs problem too, and my spouse never lead a party before (I keep her close, I want more children, and they should be my children. Sulhana got pregnant within days after giving birth 3 times now...). But as soon some noble starts an army, my own party changes direction to join it - even if my party is somewhere in the former Northern Empire and the army meets in Aserai. It's a little annoying, specially if your party is too big to get jumped by bandits, no enemy close and you go afk because nothing really important will happen until your party arrives on some far destination.

When I say "used to lead parties" I mean before you married her. It is a known issue that having her in your party when she was party leader in her own clan causes any army that calls to pull you in.
 
I don't have a spouse in this run - so I don't think it is marriage related.

I will note I haven't seen whether it happens as a vassal or only as a mercenary.
 
I can confirm this happens whether you're married or not and whether you're a vassal or a mercenary.

*First playthrough was unmarried for most of it and was a vassal
*Second playthrough was married to someone from S. Empire but mercenary for Vlandia

Any time someone created an Army I'd also get the notification and then be redirected.
 
I can confirm this happens whether you're married or not and whether you're a vassal or a mercenary.

*First playthrough was unmarried for most of it and was a vassal
*Second playthrough was married to someone from S. Empire but mercenary for Vlandia

Any time someone created an Army I'd also get the notification and then be redirected.
Do you have your brother in your party? I sent him out and am no longer getting this issue.
 
For me it happens every time, married or not, moreover if I am waiting inside a town, as soon as I press "stop waiting" I get teleport half way towards the army location. The only moments when this doesn't happen is when my party is too small and possibly the Army commander didn't ask my party to join. Vassal or mercenary is the same. (I am playing 1.4.3)
 
For me it happens every time, married or not, moreover if I am waiting inside a town, as soon as I press "stop waiting" I get teleport half way towards the army location. The only moments when this doesn't happen is when my party is too small and possibly the Army commander didn't ask my party to join. Vassal or mercenary is the same. (I am playing 1.4.3)

YESSSS thank you for reminding me....the teleportation thing only started to happen to me since 1.4.3; never prior to that. At first I thought it was just a random glitch but then I realized it would happen if I was waiting in a city while an Army had been formed.
 
Nop, I got it with 1.4.2 too. :smile: Oh, and I always manage to get teleported just in front of a 1000 troops enemy Army...but that isn't anybody fault other than a certain guy named Murphy!
 
It is very weird to be minding my own business traveling and then have my pathfinding hijacked by someone starting a new army.

I could see this being useful in some cases, but it seems to backfire more often than not.

Obvious problem cases:
1. I'm traveling to a quest objective and fail the quest because of getting off course(caravan dies).
2. I'm chasing someone for a battle and suddenly go the opposite direction and they escape.
3. Two different people start armies and I literally get hijacked by one as I am on my way to the other. (Yes, this has happened to me).

I'm seeing this on 1.4.3 as well.

Adding a problem case: When waiting in a city, an army forms and pulls you to it in the background. When you stop waiting, you find your party is halfway across the map and no longer in the city you were waiting in.

And, oddly, you don't autojoin the army that pulls you, you just follow it around until you manualy join it. Seems pointless to auto-pull you to it if you won't be auto added to it.

Also, this happens anytime your party is above the 40% requirement to be called to an army, unless you've made an army of your own (obviously can't call an army to another army... althought it'd be pretty cool if we could merge armies)

Suggested solution: let us follow/join an army by clicking on the "army created" pop-up. Otherwise we aren't pulled to it.
 
Hey guys, good news, I think I found the bug.

Here is the function that causes the problem:
Get-Mobile-Parties-To-Call-To-Army-Bug.png

Its the GetMobilePartiesToCallToArmy function in the DefaultArmyManagementCalculationModel class.

When a faction creates an army it checks through the list of every lord in the faction, including mercenaries, nobles, children, and deceased family members (but not companions). This can be seen in the yellow box. The 'hero' variable is the current lord that it is checking.

For each lord, it then checks a bunch of conditions in the if statement a few lines down. In the red box you can see that it excludes the main hero from the valid conditions. It also checks to make sure the lord belongs to a party in the orange box (so non-party holding nobles are excluded too).

However, your spouse, brother, etc. meet all of the requirements to proceed because they 1) are a lord, 2) belong to a party (only if you have them in party), and 3) are not the main hero. So then where the green arrow is, it saves the party the lord belongs to (which is your party) into a variable, then adds the player party to the dictionary that is used to summon vassals to the army as shown with the red arrow.

From there it proceeds with the rest of the instructions as if you're an AI party and eventually sets your move conditions to "Escort Party" for the new army.

So what's the solution? I'm pretty sure it's as simple as adding this extra condition to the if statement:

&& hero.PartyBelongedTo != Hero.MainHero.PartyBelongedTo
As for the people who are saying it happens without their spouse or brother/brother/sister in their party ?‍♂️, there's nothing here that would allow that, but I can keep checking elsewhere.
 
Last edited:
Hey guys, good news, I think I found the bug.

Here is the function that causes the problem:
Get-Mobile-Parties-To-Call-To-Army-Bug.png

Its the GetMobilePartiesToCallToArmy function in the DefaultArmyManagementCalculationModel class.

When a faction creates an army it checks through the list of every lord in the faction, including mercenaries, nobles, children, and deceased family members (but not companions). This can be seen in the yellow box. The 'hero' variable is the current lord that it is checking.

For each lord, it then checks a bunch of conditions in the if statement a few lines down. In the red box you can see that it excludes the main hero from the valid conditions. It also checks to make sure the lord belongs to a party in the orange box (so non-party holding nobles are excluded too).

However, your spouse, brother, etc. meet all of the requirements to proceed because they 1) are a lord, 2) belong to a party (only if you have them in party), and 3) are not the main hero. So then where the green arrow is, it saves the party the lord belongs to (which is your party) into a variable, then adds the player party to the dictionary that is used to summon vassals to the army as shown with the red arrow.

From there it proceeds with the rest of the instructions as if you're an AI party and eventually sets your move conditions to "Escort Party" for the new army.

So what's the solution? I'm pretty sure it's as simple as adding this extra condition to the if statement:

&& hero.PartyBelongedTo != Hero.MainHero.PartyBelongedTo
As for the people who are saying it happens without their spouse or brother/brother/sister in their party ?‍♂️, there's nothing here that would allow that, but I can keep checking elsewhere.

If you keep explaining/debugging this well, people are going to start asking you to setup a Patreon...
 
Last edited:
Hey guys, good news, I think I found the bug.

Here is the function that causes the problem:
Get-Mobile-Parties-To-Call-To-Army-Bug.png

Its the GetMobilePartiesToCallToArmy function in the DefaultArmyManagementCalculationModel class.

When a faction creates an army it checks through the list of every lord in the faction, including mercenaries, nobles, children, and deceased family members (but not companions). This can be seen in the yellow box. The 'hero' variable is the current lord that it is checking.

For each lord, it then checks a bunch of conditions in the if statement a few lines down. In the red box you can see that it excludes the main hero from the valid conditions. It also checks to make sure the lord belongs to a party in the orange box (so non-party holding nobles are excluded too).

However, your spouse, brother, etc. meet all of the requirements to proceed because they 1) are a lord, 2) belong to a party (only if you have them in party), and 3) are not the main hero. So then where the green arrow is, it saves the party the lord belongs to (which is your party) into a variable, then adds the player party to the dictionary that is used to summon vassals to the army as shown with the red arrow.

From there it proceeds with the rest of the instructions as if you're an AI party and eventually sets your move conditions to "Escort Party" for the new army.

So what's the solution? I'm pretty sure it's as simple as adding this extra condition to the if statement:

&& hero.PartyBelongedTo != Hero.MainHero.PartyBelongedTo
As for the people who are saying it happens without their spouse or brother/brother/sister in their party ?‍♂️, there's nothing here that would allow that, but I can keep checking elsewhere.

That's awesome, thank you! And between this and the other stuff you've posted, you should for sure set up a patreon. lol
 
It is very weird to be minding my own business traveling and then have my pathfinding hijacked by someone starting a new army.

I could see this being useful in some cases, but it seems to backfire more often than not.

Obvious problem cases:
1. I'm traveling to a quest objective and fail the quest because of getting off course(caravan dies).
2. I'm chasing someone for a battle and suddenly go the opposite direction and they escape.
3. Two different people start armies and I literally get hijacked by one as I am on my way to the other. (Yes, this has happened to me).
agree, i vas running from huge army and get lead in his arms :sad:
remove it
 
Back
Top Bottom