So I've noticed that this mod relies on the tragically broken default party size algos. The problem with them, that once the player is level 24ish, 500+ reknown ish, the NPC parties are autoadjusted up to about a size of 300-400. Unless the player stacks cha/int, the player's maximum unit size is going to be around 100-120.
This causes a major MAJOR stall in early end game forcing the player to cheese combat to compete with the giantish AI armies.
The fix is fairly straightforward, and is a huge ease to gameplay. Pendor does it, as do many other mods.
The most trivial change is to give +1 max party size for 2 reknown. If you want to complicate it, let the player use leadership to lower troop cost, enhance movement rate of infantry units, etc. There are plenty of options that don't suck.
What I did in BK was I gave the player increased limits, and ALSO let them carry up to 2x their 'soft cap' in prisoners and troops, but at a big cost to movement speed. Also, any additional units over leadership cap didn't count towards tactics calculation. It's a nice touch because it counts as 'reserves'.
anyhow, cheers.
This causes a major MAJOR stall in early end game forcing the player to cheese combat to compete with the giantish AI armies.
The fix is fairly straightforward, and is a huge ease to gameplay. Pendor does it, as do many other mods.
The most trivial change is to give +1 max party size for 2 reknown. If you want to complicate it, let the player use leadership to lower troop cost, enhance movement rate of infantry units, etc. There are plenty of options that don't suck.
What I did in BK was I gave the player increased limits, and ALSO let them carry up to 2x their 'soft cap' in prisoners and troops, but at a big cost to movement speed. Also, any additional units over leadership cap didn't count towards tactics calculation. It's a nice touch because it counts as 'reserves'.
anyhow, cheers.