siege ai

  1. Bannerman Man

    [Bug/Oversight]: Besieging armies continue to consume food while in battle, leading them to break away mid-combat.

    Summary: Besieging armies will break the siege off and leave when they run out of food. However, because AI battles play out in real-time they still appear to consume food while they are in combat with the defenders. This leads to cases where a battle that was clearly in favor of the attacker...
  2. SP - Battles & Sieges Unit Command Improvements

    It would be really nice to have the ability to select which units to charge/harass or otherwise target. Light cavalry has historically been used to kill routing troops or undefended archers. Not that easy to get your light cavalry in Bannerlord to charge archers specifically.. Heavy cavalry...
  3. Consul_Kaiser

    Sieges are still broken

    The field battles are fun but my happiness comes to a grind when I have to siege a castle. The AI is still having major path finding issues with the basic functions with the Ram, Siege ladders and regular ladders. This must be addressed asap in my opinion as the sieges are what make this game...
  4. AI is sallying out like crazy - Beta 1.3

    As title. All the sieges are resolved by the garrison sally out. No matter the odds, the defender usually sally out half way when creating siege camp. Settlements are changing hand at lightning speed right now.
  5. SP - Battles & Sieges Quality of Life - Siege Battles

    Just a couple of things I've noticed about how siege battles could be improved. First and probably easiest to fix is the AI's inefficient use of siege towers. I've noticed that when attempting to utilize siege towers the AI will only consistently utilize the central ladder of the tower. The left...
  6. Resolved Siege engines used wrong

    It's a simple issue, for towers and ladders as well my troops are only willing to use the ones in the middle, therefore creating a situation where they go into the enemy defense one by one and therefore die. By the way is amazing, just wanted to report this issue.
  7. In Progress Siege | Nevyansk Castle | Attackers wont properly climb ladders and towers

    Summary: My Sturgian army laid siege to Nevyansk Castle (Vlandians). 500 vs 190. Formation 1 = infantry Formation 2 = archers Formation 3 = mix One siege tower head for the left wall. One ram head for the gate Ladders on right side wall. Tower get to the wall. some (10-20) climb up and start...
  8. Beau Vine

    Melee units not participating in assault on a city.

    Joined an army and a siege after loading on the new patch (beta line). Melee units never moved from their opening positions, never attempting to move the siege tower. Retreated, re-joined and simulation kicked in and resolved assault. Since I've been killed in first run, couldn't rejoin as...
  9. SP - Battles & Sieges Siege Improvements

    Hello there, The siege battles needs to be improved, since it seems to be "dummy bots" fightning, examples; *Defenders pushing out of the wall to fight. I saw a lot of situations where the defenders climbed down the laders. *AI a little bit lost when you command them to charge. Example: Lot...
  10. Azhael

    Siege defenders need some love

    I'm starting this thread because I believe defenders in sieges should have more noticable advantages. Mainly, to make it so that fewer men are required to successfully defend a castle. As of now the amount of troops can have a ratio of 1:1 and attackers still win in many cases. I think a 3:1...
  11. Count Scipio

    Resolved [e1.1.0/e1.1.1] broked AI pathfinding in ladders + stuck in ladders, Siege performance is worst

    Since e1.1.0 is been released, all sieges are been annoyingly trouble with bug and FPS issues (never had FPS problems since ladder lag was fixed) - AI is getting stuck on a ladder and not able to get to the wall until the siege match ended: example...
  12. Broken siege

    It should have been a battle without a chance of success. 1200 soldiers besieged my city with a garrison of 200 people. But my valiant archers killed 100 people before the enemy approached the walls. They started to run and then the game broke. Part escaped, but many simply stopped moving. When...
  13. Faulty

    Resolved [e1.2.0 beta] AI army besieging a town has run out of food but isn't attacking

    An AI army has besieged a town and has run out of food (I can see its number of wounded ticking up every hour from starvation) but isn't assaulting the town I don't know what it's planning, maybe it wants to knock the walls down before it attacks, but this course of action is inefficient...
  14. SP - Battles & Sieges Let us chose targets for our siege engines.

    It's really annoying when you build a trebuchet and they just attack a wall instead of destroying the 4 catapults that the enemy has built long before you got the chance to do anything. I mean, priorities mate, hit the things trying to kill you then take out the walls afterward...
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