About executions and AI

Users who are viewing this thread

Madeloc

Regular
I play with "perfect executions", which allow the AI to execute other lords, adding a piece of soul (as I read an article about this, the person will recongize himself/herself :smile: ) to the flat gameline of BL.

But not the topic here. Even if related to executions.

The AI (Vlandia), after several crushing defeats, starts its favourite game : harrasment on villages and infinite raids (which, proceeded from time to time, would be ok, but always makes the game painful I must say).

One can say I'm demanding too much about the game but, waht is written above and next seems to be comon sense to me.

So, the AI has chosen to work hard on Etirfurd (the second village of Sargot with Calioc the other) : RAIDING.

That painful feature of the game, prevents me to participate to more interesting events (like battles or sieges that take place elsewhere on the map, far preferably :wink: ), if I don't want my village to be raided, resulting in food problems in Sargot.
So, a bit annoyed, and bored by that devious behaviour (attacking civilians like villagers/caravans/villages is considered by myself as devious and at least deserving an honor penalty - much more than executing a cruel lord, for example).
The point : I already executed Lietgardis, Adalindis, Belgir and Voleric who came to raid Etirfurd.., but the moronic AI goes on sending parties to raid my village. Is it possible than after 1 or 2 executions they might understand that maybe, I don't want my village to be raped? that it deserves either no honor penalty (for me) since I'm defending my fief?

A lot more job to come for TW it would seem :wink:

EDIT : addition about executions.
I also think that executions should/could trigger some hate (alterated relationship) but not with the whole world; that could be for example with the clan and friends of the executed one, not as is now with all clans from several kingdoms, and mercenaries (except if they are friends of the executed lord). Nah. :wink:
 
Last edited:
You really can´t stop the AI from raiding, at least in my experience, you can decrease the rate of raiding but don´t prevent it.
Yes, this how I hear it, even in History there has been raids, but I mean not that automaticaly that it is in currently in BL.
First I would say that is more a cruel/devious lord activity, and then, let us say after 2 interrupted attempts of raiding a village, do something else. If possible not raiding another village lol.
And/or also, this being related to diplomacy, if we spare the raiding lord, in return he could promise of not raiding for an amount of time. This would be very relevant imo.
 
I play with "perfect executions", which allow the AI to execute other lords, adding a piece of soul (as I read an article about this, the person will recongize himself/herself :smile: ) to the flat gameline of BL.

But not the topic here. Even if related to executions.

The AI (Vlandia), after several crushing defeats, starts its favourite game : harrasment on villages and infinite raids (which, proceeded from time to time, would be ok, but always makes the game painful I must say).

One can say I'm demanding too much about the game but, waht is written above and next seems to be comon sense to me.

So, the AI has chosen to work hard on Etirfurd (the second village of Sargot with Calioc the other) : RAIDING.

That painful feature of the game, prevents me to participate to more interesting events (like battles or sieges that take place elsewhere on the map, far preferably :wink: ), if I don't want my village to be raided, resulting in food problems in Sargot.
So, a bit annoyed, and bored by that devious behaviour (attacking civilians like villagers/caravans/villages is considered by myself as devious and at least deserving an honor penalty - much more than executing a cruel lord, for example).
The point : I already executed Lietgardis, Adalindis, Belgir and Voleric who came to raid Etirfurd.., but the moronic AI goes on sending parties to raid my village. Is it possible than after 1 or 2 executions they might understand that maybe, I don't want my village to be raped? that it deserves either no honor penalty (for me) since I'm defending my fief?

A lot more job to come for TW it would seem :wink:
good point. defending against raids prevents you to enjoy better gameplay options elsewhere. There should be other mechanics in place that would help preventing raids:
- assign clan parties to patrol a curtain area ( as in the mod party ai)
- Add a wall building option to the villages to increase the raiding time and watchtowers to send warnings (like warband)
- Add a small garisson option to the villages that help you increase the defending manpower while the militia is not yet up to strength. A part of this garrison can follow villager parties to and from the markets. to protect them from bandits.
- Add patrol parties from castle or town garrisons that engage in winnable battles but retreat back to the garrison in case of overwhelming odds. ( I think this is already partly possible in the improved garrison mod, but not sure about the patrolling)
- a village that is being raided can have send a message to the nearby garrison for help. They would have an semi accurate guestimation about the enemy strength. The garisson can decide if it would risk sending a portion of its strength to defend the village or if this would undermine the defense to much. This would open op tactics by baiting a part of an enemy garrison out of a town or castle by having a small party raid a village. For this tactic to work you have to be able to command a party to raid a specific village.
 
- assign clan parties to patrol a curtain area ( as in the mod party ai)
More control over our clan parties doesn´t fit TW vision sadly. But of course you can use the "defensive" stance that just doesn´t do much at all. Parties will still wander deep into enemy terriority. Those stances are just an illusion of choice as many many other parts in this game.

Sadly TW doesn´t seem to be interessted in fixing those core issues but to add useless workarounds like stances.
 
Last edited:
This is another game layer that is not explored further by devs. Concerning the scale of world of Calradia and aim to approximate believable feudal society stratification, there should not be individual villages and individual castles. Each village should have a lord, that has fortified mannor (mott and baily style as example of basic level) where population can run to in times of war and also stash their food,cattle,gold. This would also benefit for player to have basic small war experience in sieging such "lighter" defences. Only welthy lords could afford to upgrade their mannors into strong castles.
What we have now are useless castles and defenseless villages (village militia is a joke) 🥱
 
Yeah I don't understand why simply being able to talk to your lieutenants and tell them to patrol around your fief and protect the villages from raids is something that will never be possible in the base game. Instead your parties wander halfway across the world, recruit in foreign lands, or end up starving and sitting in far away or foreign towns... even in 'defensive' mode.
 
One thing I would like is for a chased off enemy party (they see you on map and run) to be forced to choose a different activity for some days other then raiding either that faction or that proximity. It's very poor gameplay to have the same parties back and forth endlessly, if they RUN they need to go away.
Keep in mind raiding is not actually very profitable and if the ai actually was programmed the way TW originally advertised, doing this back and forth behavior would quickly run them out of funds and be a detriment, But of course the AI cheats and doesn't suffer from any stupid choices so instead, it needs a forced time out to prevent endless loops that ruin gameplay.

Also, if you do intercept them you should have a option to let them go or even bribe them to stay away from you fiefs. Because of how fast the AI puts out new parties, getting a time out for 10 days would be much better then defeating the party only to have it be instantly replaced by another.
 
Wait, execution between lords isn't a vanilla feature? I swear I had a lord execute another character in my 1.7.2 playthrough and I thought to myself at the time, wow this is cool.
 
One thing I would like is for a chased off enemy party (they see you on map and run) to be forced to choose a different activity for some days other then raiding either that faction or that proximity. It's very poor gameplay to have the same parties back and forth endlessly, if they RUN they need to go away.
Makes sense, but do we know if this will fit TheVisionTM?

I mean for real, this would reduce the endless raiding by AI at least for a little bit.
 
Wait, execution between lords isn't a vanilla feature? I swear I had a lord execute another character in my 1.7.2 playthrough and I thought to myself at the time, wow this is cool.
This is a mod. In the vanilla game, only the lords coming from rebellions are executed by the AI. It does not happen often. With « perfect executions », that s another tune 😉🤣

EDIT : as Julio-Claudian said, in the vanilla game, they execute only rebels - without any honor penalty, it goes without saying :wink:

That mod IMO adds depth to the game, cause there is permanently the "risk" of seeing a lord executed. I must say Raganvad, Jinda, and even a few others are specialists in the matter :smile:. And that mod also bases itself on the lord's traits to perform executions, which is an excellent point. At the moment probably the feature using in concrete terms the most the traits feature (other than different texts from the lords).
 
Last edited:
good point. defending against raids prevents you to enjoy better gameplay options elsewhere. There should be other mechanics in place that would help preventing raids:
- assign clan parties to patrol a curtain area ( as in the mod party ai)
- Add a wall building option to the villages to increase the raiding time and watchtowers to send warnings (like warband)
- Add a small garisson option to the villages that help you increase the defending manpower while the militia is not yet up to strength. A part of this garrison can follow villager parties to and from the markets. to protect them from bandits.
- Add patrol parties from castle or town garrisons that engage in winnable battles but retreat back to the garrison in case of overwhelming odds. ( I think this is already partly possible in the improved garrison mod, but not sure about the patrolling)
- a village that is being raided can have send a message to the nearby garrison for help. They would have an semi accurate guestimation about the enemy strength. The garisson can decide if it would risk sending a portion of its strength to defend the village or if this would undermine the defense to much. This would open op tactics by baiting a part of an enemy garrison out of a town or castle by having a small party raid a village. For this tactic to work you have to be able to command a party to raid a specific village.
won't even call this a suggestion, I'll call it a bug fix

I did, however, have a diffferent solution to this which would culminate into garrisons sending zerg rush skirmishing parties towards any lords invading the lands within certain radious. Basically the guy goes to that village near Sargoth, and is met with forces from Sargot, Jaculan, Orcs Hall and all surrounding nearby castles. Just an example. It'd make raiding only possible if on the border, and also create higher risk and instability on border fiefs (which makes total sense).

The interesting part of using said skirmisher zergs would be that the deeper an enemy moved within your territory, the bigger the stack of defending skirmishers, ultimately leading to absurd numbers. Say an army from Battania decides it's a good idea to siege Galend, well, by the time they reach the town there are 2k skirmishing troops upon them from accumulated garrisons from the entire kingdom.

Doing that would force logical decisions for both players and AI to actually slowly move up a territory by taking those pesky shanty-town castles before going for a Town, simply because you'd be met with constant zergs, if instead you moved up slowly, the skirmishers would not become much of an issue and would be met by your own skirmishers who are within range. That would also allow TW to cleverly distribute castles and villages because those would work as beacons for the Garrisons to send forces. So if you move unspotted, well, no skirmishers, if you are spotted they send the party, giving enough time to flee or try your luck.

And I think the genius part of this would be the fact that some cultures and territories would be nightmarish to take, like Battania (making them last longer), or Sturgia. It would simulate better and open opportunity for better balance
 
Last edited:
I play with "perfect executions", which allow the AI to execute other lords, adding a piece of soul (as I read an article about this, the person will recongize himself/herself :smile: ) to the flat gameline of BL.

But not the topic here. Even if related to executions.

The AI (Vlandia), after several crushing defeats, starts its favourite game : harrasment on villages and infinite raids (which, proceeded from time to time, would be ok, but always makes the game painful I must say).

One can say I'm demanding too much about the game but, waht is written above and next seems to be comon sense to me.

So, the AI has chosen to work hard on Etirfurd (the second village of Sargot with Calioc the other) : RAIDING.

That painful feature of the game, prevents me to participate to more interesting events (like battles or sieges that take place elsewhere on the map, far preferably :wink: ), if I don't want my village to be raided, resulting in food problems in Sargot.
So, a bit annoyed, and bored by that devious behaviour (attacking civilians like villagers/caravans/villages is considered by myself as devious and at least deserving an honor penalty - much more than executing a cruel lord, for example).
The point : I already executed Lietgardis, Adalindis, Belgir and Voleric who came to raid Etirfurd.., but the moronic AI goes on sending parties to raid my village. Is it possible than after 1 or 2 executions they might understand that maybe, I don't want my village to be raped? that it deserves either no honor penalty (for me) since I'm defending my fief?

A lot more job to come for TW it would seem :wink:
This mode sounds like what i am looking for thanks :party:. Reading the comments on nexus it sound like its being worked on a lot by the mod maker to get it just right. I also hope the intrigue mod gets updated once the game get released. Could do with a mod that adds smiths so they can make me weapons and armour so i don't have to do blacksmith to get unique weapons .
 
Last edited:
A
won't even call this a suggestion, I'll call it a bug fix

I did, however, have a diffferent solution to this which would culminate into garrisons sending zerg rush skirmishing parties towards any lords invading the lands within certain radious. Basically the guy goes to that village near Sargoth, and is met with forces from Sargot, Jaculan, Orcs Hall and all surrounding nearby castles. Just an example. It'd make raiding only possible if on the border, and also create higher risk and instability on border fiefs (which makes total sense).

The interesting part of using said skirmisher zergs would be that the deeper an enemy moved within your territory, the bigger the stack of defending skirmishers, ultimately leading to absurd numbers. Say an army from Battania decides it's a good idea to siege Galend, well, by the time they reach the town there are 2k skirmishing troops upon them from accumulated garrisons from the entire kingdom.

Doing that would force logical decisions for both players and AI to actually slowly move up a territory by taking those pesky shanty-town castles before going for a Town, simply because you'd be met with constant zergs, if instead you moved up slowly, the skirmishers would not become much of an issue and would be met by your own skirmishers who are within range. That would also allow TW to cleverly distribute castles and villages because those would work as beacons for the Garrisons to send forces. So if you move unspotted, well, no skirmishers, if you are spotted they send the party, giving enough time to flee or try your luck.

And I think the genius part of this would be the fact that some cultures and territories would be nightmarish to take, like Battania (making them last longer), or Sturgia. It would simulate better and open opportunity for better balance
i like this idea, it sounds similar to the mod ‘garrison do something’ https://www.nexusmods.com/mountandblade2bannerlord/mods/3338

But I never checked that one out,
 
This mode sounds like what i am looking for thanks :party:. Reading the comments on nexus it sound like its being worked on a lot by the mod maker to get it just right. I also hope the intrigue mod gets updated once the game get released. Could do with a mod that adds smiths so they can make me weapons and armour so i don't have to do blacksmith to get unique weapons .
You're welcome. You'll probably see more often clans destroyed than in vanilla game, but not so much, since TW cleverly added a number of new members to all clans. :wink:
 
A

i like this idea, it sounds similar to the mod ‘garrison do something’ https://www.nexusmods.com/mountandblade2bannerlord/mods/3338

But I never checked that one out,
pitty that Cheyron's mods are outdated... Oh well, I'd love to try both (Supply Lines + Garrison Do Something). I have, however, just installed a couple more mods that may do something involving garrisons, not sure what yet, though. (Gotta love ADHD, I read mod desc, download, install, a couple days later I can't remember what they do)
 
village militia is a joke
Truly... 25 guys dressed in pyjamas as armor that suicide-charge parties of sometimes several hundreds... at the moment they might win against a party of 10 soldiers, and still... not sure lol....
 
Raiding villages and targeting defenceless people was the most beloved pastime of "knights" in medieval wars, because actual battles were very rare and economic warfare against the weak to damage their superiors the norm. So raiding should be common but as common should be means to protect. There are some good ideas in the thread. I use "Improved Garrisons" mod if possible to make defence forces patroling the area.

Raiding and protection against raiding should have impact, but because of the relatively low importance of fiefs for income it often feels like a waste of time.
 
Back
Top Bottom