
Those are accidents, not horses deliberately running in to walls.
Likewise and much appreciated!
accidents because horses seems to be stupid enough to run at walls and cars instead of stopping or changing their running path.
True, but worth paying attention to how hard it was for that horse to suddenly stop or change direction at full speed.
Also warhorses are specially trained to follow their riders commands even when their instinct should otherwise be telling them to flee for their lives, amidst all kinds of dangers.
people hit lamp posts because they're not looking/phased out while walking. one can't phase out while sprinting.
are you going to ignore what's happening irl and believe the words of that guy?

can you cite the battles he commanded and the cavalry charges he witnessed?That guy was commanding armies of Florence in several battles and experienced cavalry charges in person
can you cite the battles he commanded and the cavalry charges he witnessed?
wikipedia says he commanded the siege of pisa and maybe the siege of parto.
i failed to find what battles he participated in.


I also get that issue when I have to many archers. Solved it by putting them in loose formations.- They refuse to shoot if someone is standing in front of them. Not even directly in front of them, just generally in the proximity of them.
I thi k you guys are forgetting about the existence of blinders. They are specifically so that animals will charge a line of men. If a horse cant see and is trained to trust you it will hit a wall of spears and flesh at speed.
A war horse cost a small fortune as it was conditioned to ignore the fact it was blind and the sounds of violence / screaming / surprise sounds.
So will a horse charge a wall of pikes sure, depending on its training.

Actually they were not exposed to either. That is why it was a such a "clever tactical plan" (you know, flanking) and why I am making this post.Exactly, your clever tactical plan that exposed them to enemy infantry and cavalry charge at the same time![]()
Why are you even arguing about this then? If you know that the system is flawed then why are you picking apart my criticisms, when the ability to target specific formations would (presumably) stop this hap-hazard-omni-directional-shooting problem.AI priority been different from your priority is not lack of priority. I said that AI can be wonky in this, but you can't expect AI to be as good as human one. I consider lack of clarity about AI target priorities to be bigger problem then fact that it's not as good as human I. For example do you know what is the difference between various attack commands (charge, advance, take command)? Because I don't know. I know some differences from experimenting, or I think I know, but I have no clear idea of what the differences are in principle. That is a major problem. Game is out for many months and we still don't know what those orders do. If somebody have a link to description, please post it.
I said that having ability to order targeting specific enemy formation would be a good thing to have. I don't think it's a critical thing but it would certainly prevent issues like ones you're having and would improve playability.
But we are playing an RTS game? What is your angle with this statement exactly?Medieval battles were not RTS games where general could click friendly and enemy units and micromanage where they shoot. And Medieval combatants were not brainless emotionless computer bots. Command and control was not trivial.
Why are you even arguing about this then? If you know that the system is flawed then why are you picking apart my criticisms, when the ability to target specific formations would (presumably) stop this hap-hazard-omni-directional-shooting problem.
But we are playing an RTS game? What is your angle with this statement exactly?
Bannerlord is not a realistic medieval battle simulator, a good example being the paper Armour.

I newer said that system is flawed. I said that AI is newer going to be as good at target picking as human. So scale your expectations and try to incorporate it in to your tactics. If you stop putting AI in to situation it can't handle the way you want, you would be less frustrated.
Archer target picking is not perfect but it's reasonable. Nowhere near as bad as you are trying it to look.
No, we are not. We are playing RPG game.
Realistic medieval battle simulator doesn't exist.


I thi k you guys are forgetting about the existence of blinders. They are specifically so that animals will charge a line of men. If a horse cant see and is trained to trust you it will hit a wall of spears and flesh at speed.
A war horse cost a small fortune as it was conditioned to ignore the fact it was blind and the sounds of violence / screaming / surprise sounds.
So will a horse charge a wall of pikes sure, depending on its training.
Id like to see a collective fire command to tell archers to fire together enmasse to hammer the enemy collectively. It would be cool if the unit in command of their formation also would yell "Knock!" to tell them to prepare their arrows, and then "Loose!" to signal them to collectively fire.Anyway, so this is what I was referring to about archers not shooting if people are "in front" of them
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The enemy are a good distance away and the friendlies in front are arranged in a way that they wouldnt be shot into the back of their heads.
Yet only about half of them can be bothered to shoot.
Why cant they just shoot over or around?
And if it really isnt possible to shoot over or around, then I would prefer a better system of splitting archers into numerous groups so that I can separate them into ugly looking thin lines.

His point is that in real life battles can be chaotic and difficult to command, so there should be a degree of this in the game, along with a need for unit commanders to take control of units on the field at times.But we are playing an RTS game? What is your angle with this statement exactly?
Bannerlord is not a realistic medieval battle simulator, a good example being the paper Armour.

Except at this stage there appears to be less control than what would have been possible.His point is that in real life battles can be chaotic and difficult to command, so there should be a degree of this in the game, along with a need for unit commanders to take control of units on the field at times.
And this is also not an argument for less control.Bannerlord is meant to be an immersive sandbox game with many elements, battle field strategy being only one of those elements. This is not Total War, if you come into this game expecting it to be Total War then you are will be disappointed.