Look at ai back in the day. This is ai vs ai. There was a time after this that ai was quite difficult to fight one on one. Then a few patches later its back to easy picking. I remember it was around the time when the devs introduced the combat difficulty options.
What the dude above you said doesn't matter because all the mods are broken even if you revert back to 1.7.0. Even with the "language deletion" remedy the mods are still broken and its crash to desktop.
TW was misled by someone from the community to do this(that someone pops out of nowhere with no real life experience, watches a few of Todd's Workshop videos and then claims to be an expert).
tw feels the yearly april fools joke is more important and puts in a lot of resource to gather all these photos and names.
But that's not how real rebellions work. There is no time limit for the rebellion. Rebellions should only end when all the rebel leaders are killed, pardoned, persuaded to switch sides, etc. If they fail to conquer the fief and escape, they should have a bounty on their head. A new group should be spawned on the map called "Escaped Rebel." These will act like deserters and can be killed, ransomed, or recruited. If recruited, negative relations occur with the original fief kingdom. Then the player can have an option to talk with the lord of the fief and persuade them to pardon the escaped rebel with influence or money. If persuasion is successful, relations is regained.
I wonder why taleworlds won't allow us to rent our own servers like battlefield bad company 2? Even with rented servers, the server still has to abide by certain rules to prevent abuse, etc.
Take the OP's complaint with a grain of salt. Dude doesn't even know how to play the game. Just another baseless claim by someone who doesn't even know the basics of the game. Dude was using the advance command on the cavalry. Of course they charge up to the enemy and stay there at the front line. That's one reason why taleworlds is ignoring a lot of complaints.