Bjorn The Hound said:
Lord Kinlar said:
In Warband, the AI lords may raid every single village on the map and unlike the player, they can still recruit soldiers from those villages, in other words, they don't get the relation hit that the player gets for their evil actions. Not only that, but if the player raids their villages, he/she gets a relation hit with the owner, but if it's the other way around, in other words, if the AI lords raid the player's village, their relationships with the player stay intact, which makes no sense. Is the player assumed to be perfectly fine with that? In short, there are no consequences for the evil actions of the AI lords.
In Warband, Lords don't recruit soldiers in villages. They go to their castle and their soldiers just increase there. So there is no recruitment mechanic for AI lords in Warband.
Wrong. This is from the module system of 1.171:
in module_dialogues:
[anyone,"lord_tell_objective", [
(party_slot_eq, "$g_talk_troop_party", slot_party_ai_state, spai_visiting_village)],
"We are recruiting new soldiers from {s1}. {s14}{s15}", "lord_pretalk",
[(party_get_slot, ":ai_object", "$g_talk_troop_party", slot_party_ai_object),
(str_store_party_name, s1, ":ai_object")]],
in module_scripts, this is called by the script
"party_set_ai_state":
#Currently called from process_ai_state, could be called from elsewhere
#It is used for lord to (1)Court ladies (2)Collect rents (3)Look for volunteers
("troop_does_business_in_center",
...
#Recruit volunteers
(try_begin),
(is_between, ":center_no", villages_begin, villages_end),
(party_get_slot, ":troop_type", ":center_no", slot_center_npc_volunteer_troop_type),
(party_get_slot, ":troop_amount", ":center_no", slot_center_npc_volunteer_troop_amount),
(party_set_slot, ":center_no", slot_center_npc_volunteer_troop_amount, -1),
(party_add_members, ":led_party", ":troop_type", ":troop_amount"),
(try_end),
Lords do recruit soldiers from villages unless their party is completely destroyed. Except, the script completely ignores the relationship between the center and the AI lord, quite possibly the relationship is not even taken into account or stored anywhere in the game.
Bjorn The Hound said:
Lord Kinlar said:
There's also the fact that good relationships between the player and the AI lords have absolutely no effect on their actions, they don't even reconsider before raiding their friend's village, and things get even more strange if you play a female character. Even your husband may raid your villages and you may have to fight with him. Again, none of these make any sense at all.
Yes, you are just a friend to that lord but his faction is at war with your faction. What do you expect? I see no immersion breaking point there imo.
What do I expect? I expect that they would behave in a realistic manner. For instance what happens when you've caught your husband raiding your village,
- "What the hell are you doing?!"
- "We are raiding this village."
- "Surrender or die, ex-husband!"
Yeah, totally makes sense, not immersion breaking at all.