The first one is Agressive Expasion penalty which results in Coalitions/Defensive Pacts, a reactive and easy to avoid penalty that penalizes careless play and extesive conquests.
An excellent post, although this goes against the fast action gameplay TW is looking for.
There is a limit of how much stuff you can take from the enemy in the peace deal, since every consession has its price and the max ammount of War Score is 100%.
And do you plane to create a open scene mod or a mode with some place to farm and some place to build city and villages ? Singleplayer or MP ?
Hey Guys ,
What about a mod where we can farm ressources and build village or castle ?
I think about it since the first warband , for me Talewords created the best mix between a fight game and a strategy game , and it cool be huge to have build and craft parts inside this perfect wedding ...
This, there was a mod (sadly outdated now) on the nexus that changed the AI so they would always priorize border fiefs to siege and it made things SO MUCH BETTER, you knew the armies of both warring factions would be massed alongside the borders so there was also more field battles aswell since they wouldn't miss each other so much by deciding each other to siege the capital deep into enemy territory.
The logic was something like army leaders would priorize taking fiefs closer to their own fiefs to increase their security by adding buffer fiefs between their heartlands and the enemy, it was simple and so effective, a shame the mod hasn't been updated in a long time and no one made a separated version just with the AI change. Party AI overhaul and Commands
Just give me a simple on/off toggle.
agentDrivenProperties.AiRaiseShieldDelayTimeBase = -0.75f + 0.5f * num;
Changed for this:
agentDrivenProperties.AiRaiseShieldDelayTimeBase = 2f + 0.5f * num;
Is this true statement? Are we supposed to rather not use mods in beta branch?