Any chance that a no could last for say a week?I like this idea, I will try to include this in a suggestions meeting. It might be overbearing as I am not sure how frequent this happens, but if it's not very frequent it might be possible.
Any chance that a no could last for say a week?I like this idea, I will try to include this in a suggestions meeting. It might be overbearing as I am not sure how frequent this happens, but if it's not very frequent it might be possible.
Thanks! Honestly I'm loving all the recent additions to those notifications, it's an effective way to make the player feel like the decision maker.I like this idea, I will try to include this in a suggestions meeting.
Personally once I get to the point where I can create an army, I typically run around with my parties in my army. The only time I let them go is to recruit, so the time for AI to steal my parties is a minimal part of my gameplay. I also imagine adding a relationship penalty when declining one of your parties would make people want to keep them in their own personal army even more so they don't damage relationships too much. So maybe to encourage players to let them serve we should add a relationship bonus if you let your party go fight for an AI army. I think it's easy to justify someone liking you more if you respond to their call to fight.It might be overbearing as I am not sure how frequent this happens, but if it's not very frequent it might be possible.
AFAICT, the AI only has a general goal in mind when forming and their actual objective is only decided when they are mostly/fully formed up and it is subject to change on a frequent basis, so this shouldn't be a problem. If they expect 90 troops but those 90 troops don't arrive, they'll just adjust their expectations.A potential issue with this I can think of is that AI army calculations for how big their army should be might need to not consider the players parties so that if they get rejected they aren't doomed on whatever their object is. Let the players forces be an additive to the force like it currently is with us just randomly joining. So if the army needs 1000 strength, let it recruit 1000 strength from AI parties and then also have them recruit some % of that from the players parties
Nice! I can't really think of any other issuesAFAICT, the AI only has a general goal in mind when forming and their actual objective is only decided when they are mostly/fully formed up and it is subject to change on a frequent basis, so this shouldn't be a problem. If they expect 90 troops but those 90 troops don't arrive, they'll just adjust their expectations.
What about if you just want your clan to patrol your holdings and not go on the offensive? Disbanding an army is fine if it didn't happen all the time but there is almost never a time when a kingdom doesn't have one even during peace so eventually if you don't put them into an army you make they'll join another one.You can just spend 30 influence and disband the army once this happens and re-join them to your own army. so this is not really an issue IMO.
and this also has the relationship penalty as suggested.
True,What about if you just want your clan to patrol your holdings and not go on the offensive? Disbanding an army is fine if it didn't happen all the time but there is almost never a time when a kingdom doesn't have one even during peace so eventually if you don't put them into an army you make they'll join another one.
Taleworlds has made it clear they do not want the player to have any more options than they have. It's unfortunate but if you want all these kinds of options you'll have to hope a modder will do something like this or get into modding yourself.True,
I already suggested a number of times, these control options for your clan parties:
1. chase/don't chase anyone - just join the army immediately once given the command.
2. reinforce (or not) our clan fiefs (contribute troops to garrison)
3. reinforce (or not) allied fiefs (contribute troops to garrison)
4. avoid combat/preserve troops
5. stay close/far from me/our fiefs.
6. attack bandits - yes/no
7. siege enemy fiefs - yes/no
8. focus on solving issues yes/no
9. recruit or not
10. recruit prisoners or not
11. upgrade and hire poisoners (yes/not)
12. sell prisoners at town/castle (yes/not)
13. how much food to have (100/200/300...)
14. reinforce our fiefs only with low rank troops.
15. if allowed to take troops from our fiefs and at what level
16. focus on speed - be quick so can outrun enemies (yes/no)
17. join other clans army (yes/no)
A party of 40 or so can do a decent job of quelling bandits, but most lord parties are going to be 80+ so they really can't do anything about protecting your lands.You can prevent your parties from joining armies by reducing their budget, so they stay under the size threshold.
A party of 40 out of 160 will patrol your lands very effectively without ever joining an army.
A party of 40 or so can do a decent job of quelling bandits, but most lord parties are going to be 80+ so they really can't do anything about protecting your lands.
Did you ever get a chance to bring this up or explore other avenues?I like this idea, I will try to include this in a suggestions meeting. It might be overbearing as I am not sure how frequent this happens, but if it's not very frequent it might be possible.
Agreed. Want to be a vassal? Fulfill your obligation.I talk about Bannerlord. You are king in bannerlord and a vassal just give you the ugly finger when you call to arms, paying some influence
Many players would argue that´s reason enough for a "free" execution, I assume
Could we get a request popup (similar to ransom offers) of an offer to take one of your parties into an army. Then let us choose yes or no with a relationship penalty if we choose no.
I like this idea, I will try to include this in a suggestions meeting. It might be overbearing as I am not sure how frequent this happens, but if it's not very frequent it might be possible.
This is implemented, however not as a request but instead, when you select a stance for your party, namely the defensive stance, your parties will not join to armies.So what happened with this?
You mean in the actual beta? because I don't think tahat it's working my parties in defensive stance are always called in armies.This is implemented, however not as a request but instead, when you select a stance for your party, namely the defensive stance, your parties will not join to armies.
Appreciate your reply. This change is going to be very helpful. It's been one of the most complained about issues.This is implemented, however not as a request but instead, when you select a stance for your party, namely the defensive stance, your parties will not join to armies.
Afaik yes, it is in the beta and not live.You mean in the actual beta? because I don't think tahat it's working my parties in defensive stance are always called in armies.
Not in the actual beta (1.7.2) or at least it doesn't work.Afaik yes, it is in the beta and not live.
I'm on v1.0.3 and my parties are joining other armies despite having a defensive party stance. Was this feature dropped by accident? I'm not using any mods.This is implemented, however not as a request but instead, when you select a stance for your party, namely the defensive stance, your parties will not join to armies.