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If you're gonna ding me for my companion parties' raids...

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MaxPower514

Recruit
Hey guys, here's an idea been kicking around in terms of party control. Party stances. You set them to a certain stance, let's call them "Patrol", Raid", "replenish/rebuild" and "hunt". "Patrol" would set the party to patrol around a certain area, basically you designate a caste or town and the group would patrol that area eliminating bandits or enemy parties that pass through, thus protecting the area and helping the local economy. "Raid" would set them loose to raid an enemy. My thinking with this is you would also be able to designate a specific town and/or castle for them to raid around, or you can just turn them lose and they go wherever. "Replenish/rebuild" would used if a party takes losses or is being created, with the option to designate them to a specific town or castle so you can ensure they get a certain type of troops. "Hunt" would simply cut them lose to go after enemy parties, villagers and caravans specifically, though again you'd be have an option to designate a town or castle where they'd operate.

As the game goes on, you'd be able to unlock more stances (maybe via a Leadership perk, or you can tie them to clan tiers). Once you create your own kingdom and start bringing other clans under your banner, you can apply this to armies as well. Basically, you can use the party or the kingdom screen to have a specific leader gather an army. Once that is done, the army can be directed around via the system above with an additional "Siege" stance that would command them to take a specific town or castle. I feel like there would a lot of versatility here, it wouldn't be too hard to use and it would be a big help as you progress through a game.
 

Karkus

Sergeant
M&BWBVC
Yes this solution suits better to game’s other elements. However then you will have only 3-5 different options. Otherwise enable/disable solution has 2^n different options. (n is number of checkboxes)

Probably we will do something similar to your suggestion because checkbox solution does not fit with game’s other elements. I personally prefer 2^n choices to control everything but to keep things simple your suggestion is better.

We can do this via clan menu or dialog. If we do via dialog you need to find your clan member and talk to change his/her behavior (negative) but we can add more adjustments via dialog (positive).

So final decision is not mine. I examined mod shared here also. Taking notes.
I agree that on/off toggle controls can give far greater control, but policies could add a lot of flavor and life, also some perks could unlock new policies
EG:
Roguery could unlock some related to bandity/prisoners/press gangs/raiding
Trading could unlock escorting for caravans or villagers
Steward could unlock more refined behavioral policies
again not a complete list by any means, there are quite a few kingdom policies so I think there could be many Clan policies as well
 

Apocal

Grandmaster Knight
Hey, I'm just bumping this because it (relation hits that I can't control) has gotten worse with new changes that cause a relations hit with the raiding clan when you drive people off.
 

Blood Gryphon

Master Knight
WBVC
Hey, I'm just bumping this because it (relation hits that I can't control) has gotten worse with new changes that cause a relations hit with the raiding clan when you drive people off.
Is that new? I've noticed it as well, I get a big relation hit to enemy clans raiding my player kingdoms villages
 
Is that new? I've noticed it as well, I get a big relation hit to enemy clans raiding my player kingdoms villages
I believe it is. I never noticed it before playing the 1.5.x versions... It's not at all optimal.

Mexxxico,
What if these were implemented like Kingdom Policies, but for Clans, not that there would be a vote per se, but you choose from a list of Clan policies. EG:

Honor and Dignity: Clan parties do not raid Villages, do no quests for criminal notables, do not take lords captive
Practical: Clan parties can raid when they are low on food and far from friendly territory, will do all quests, will take army leaders/Sovereigns prisoner
Might Makes Right: Clan parties raid always, does Criminal notables quests, takes all prisoners

Mother Hen: Clan parties will only patrol Clan fiefs and do quests for Clan notables
This Land Is Our Land: Clan parties patrol Kingdom fiefs and do quests for Kingdom Clans
Knights Errant: Clan parties travel all over the map, joining armies and doing quests

and other such policies that allow for flexibility but fit in the current Clan tab much the way Kingdom policies do
This... This. Right. Here!
 

KingEroc1st

Veteran
the game isn't finished yet is like the worst excuse ever. it took TW literally 5 months to implement fixed formations that a modder took a day to finish in April. I'm 10000% sure that most modders would literally work for free to get **** done for the game.
 
Is this ever getting fixed? Kannar's just ****ing ruined 10-20 hours of playing honestly trying to impress all 3 imperial factions. I guess I'll just have to execute all the lords that don't like me now...
 

Moton

Knight
Part of me was really hoping that this kind of stuff would be tied to traits. Like if I went out of my way to recruit honorable and kind followers when I let them loose they wouldn't raid, wouldn't exactly earn me money either but would take out bandits and such, helping my rep. But if I went for those high skill buggers with murderous and such they'd raid and pillage and I'd take a rep hit while losing rep but making some bucks.

Would add a whole lot to the whole immersion level. Choose what kind of leader you want to be so to speak, having conflicting personalities in your clan could even lead to conflict and conversations pop ups that add up to "me or them".

I dunno, just thought it would be cool...

Is'nt it exactly what high honour companions do tho? I dont know but I took a castle where I had raided the villages for quite some time so my relations where super low with them for along time but as soon as I got myself two companions with honour trait it seemed like they where doing quests for them.

My relations with the village notables did'nt move at all for weeks but when I got those companions the relations went upp everytime pay hour came along.
 

mexxico

Sergeant Knight
When I read this thread I got really excited because I thought @mexxico was responding to these types of threads again. But then I saw it was an old post.

Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
 

NPC99

Baron
M&BWBWF&SVC
Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
Back to the grind after your holiday. :smile:
Keep up your great work, and take as long as you need to get it right, we can wait.
 
Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.

Thanks Mexxico, I think I speak for most of the players here when I say that we really like your update posts. It keeps us informed and involved. Thanks again!
 

Dabos37

Sergeant Knight at Arms
Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.

Oh great news. Thank you very much for sharing. Rebellions and snowballing getting totally fixed will improve a lot the game for sure!
 

Aerational

Regular
I think villages could use bigger militias as well, village and castle militias are too easy to overcome. IMO raiding a village should be as difficult as sieging a castle currently is, raiding a castle should be as difficult as sieging a town currently is, and sieging a town should be extremely difficult.
 
Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
You're communication with the community is great! Keep doing what you do! Thank you.
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CraGunner

Recruit
Just a friendly bump. I find my current campaign basically unplayable because my family members are rampaging through villages, pillaging and burning everything in sight. Keep up the good work!
 
Thanks Mexxico, I think I speak for most of the players here when I say that we really like your update posts. It keeps us informed and involved. Thanks again!
+1

I think villages could use bigger militias as well, village and castle militias are too easy to overcome. IMO raiding a village should be as difficult as sieging a castle currently is, raiding a castle should be as difficult as sieging a town currently is, and sieging a town should be extremely difficult.
+1
 
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