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  1. SP Native Party AI Overhaul and Commands

    Adds giving advanced orders to your Clan parties on the campaign map. Makes the AI more likely to conquer and less likely to raid the lands that share their culture. Causes all hostile Vassals who like/hate you to target your properties less/more respectively.

    Description
    After you order a Clan party to follow you, hold down Left Alt and then Left Click on an enemy to order that Clan party to chase and engage that enemy. Useful to create a small and fast cavalry vanguard party to engage and hold the target so you can catch up with the slower main army. Hold Left Alt and then Left Click anywhere else to order the clan party to stop chasing and resume following you again. Works with multiple Clan parties. Left Alt key can be changed in config.xml.

    Also adds patrol and free-roam orders with many optional instructions, see the images for examples. Adds goods and prisoner exchange plus party leader equipment inspection options to Clan parties dialogue

    Vassals of all Kingdoms will prioritize conquering lands of their culture over raiding them. Hostile Vassals are less likely to raid or conquer the settlements of friends, so if you keep releasing the Vassals that raid your villages they will come less and less often. The inverse is also true, hostile Vassals that hate you will prioritize raiding and conquering your settlements. It acts as a deterrent against executing Vassals. These settings can be changed in the config.xml.

    Installation & Compatibility
    This is your average Module mod made with Harmony, does not replace vanilla files. Should be compatible with almost everything.

    Future plans
    Modify general AI raiding preference by personality Traits. Good guys raid less, bad guys raid more.
    Stop Clan parties from exceeding their troop limits.
    Add new orders:
    • Defend Settlement and wait there/return to me when safe.
    • Go to Settlement (with loot/prisoners/wounded/garrison reinforcements) and wait there/return to me
    • Follow (Escort) another Clan party
    • Recruit troops of culture X and bring to garrison Y


    Ok, I tested that mod a bit.

    I love it. I make money with it. I gave my companions the order to patrol around a hideout and not visit the settlements more than their needs.
    A very good site effect is that my relations to the nearby villages is rising up. So finding a hideout near a village with a noble tree is perfect.
    haha - love it. Works fine with e.1.1.2

    One thing that does not work well is the speed from my companions, when I order them to follow me. I run them away, because I have so much more horses as them. I gave them horses that they will speed up. That works for a short time but the horse amount gets lower. I don´t know what they do with them. Selling or eat them.....
    A good idea would be, when I ask them to join me, that I have the speed of my slowest follower. Like it happens in a regular raid army.
  2. SP Native Party AI Overhaul and Commands

    Thus far this mod is excellent. It is exactly what is needed for Clan Parties. I wanted to be able to micromanage them vice letting them run out and suicide on the nearest army. So far it has been good, if I have the parties follow me I can baby sit them. The options you give for orders are great as well. Will continue to use and provide feedback.

    Thank you!

    When I understand the AI right it depends on the tactic skill your companions has to judge to attack or not. Am I wrong?
    When the tactic skill does only decide about the outcome of simulations for the player it should be implemented into the mod for companion armies to decide to attack or not. But that needed that the companion army can decide like the AI to attack or run away.

    I have checked the clan leaders from the Vlandian they all have a tactic skill from 80 and above. Except Algir from the dey Thir clan who is below with 76 at the moment, but he has the Cautious(Valor -1) trait. Ingalther from dey Cortain clan has the highest with 160.

    So, how does the AI decide? On the tactic skill or on the trait. I.e. When Ingahlter is an army leader and he is totally underlay, will he run away or because of his Valor +1 trait attack? I know the AI takes also into account how strong their troops are.
  3. Upgrade path use multiple war horses

    Some special troop trees seems to be wrong. And you need multiple war horses for upgrade. I.e. from Brigant to Higwayman you need one and from Highwayman to Vlandian Champion again. The normal tree which starts with the Vlandian Squire is working correct.
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