Ozymandias
Recruit

So, the idea came to me as I was hunting down a Vaegir Caravan when some blasted Dark Riders managed to hit it before I could. Now, both of these troop types are my enemies so I should logically be able to join in the fray, right? Nope, my only option is to let them duke it out and I have to run around in circles waiting for the conflict to resolve so I can get a shot at that juicy, juicy caravan. Is there some legitimate game engine issue/game mechanic preventing a three-sided conflict from occurring?
Now for the possible exploit. Early in the game I have seen a lot of man hunter and peasant parties fighting river pirates. What I've noticed I can do to net some extra prisoners without needing to share is kill all but a couple of the river pirates. Then tell my troops to hold position next round and begin killing my AI controlled allies. If I accidentally knock one unconscious, I make sure there are only unconscious troops left, leave, let the 1-2 remaining river pirates capture the unconscious man hunters, attack again, kill/capture the river pirates and I now have some additional troops from the manhunters/peasant party to boot! How is it that these people whose comrades I just killed so I could get more prisoner money welcome me as their saviour and fight for me five minutes later?
I would suggest so that beyond a certain threshold allied AI contingents (but not your party members) will go hostile mid-fight after a certain number of friendly kills. Have this number carry over to prevent leaving after one friendly kill, going back into combat, killing another friendly, etc.
It just seems so wrong that they just peacefully stand there as I execute them with my crossbow
Now for the possible exploit. Early in the game I have seen a lot of man hunter and peasant parties fighting river pirates. What I've noticed I can do to net some extra prisoners without needing to share is kill all but a couple of the river pirates. Then tell my troops to hold position next round and begin killing my AI controlled allies. If I accidentally knock one unconscious, I make sure there are only unconscious troops left, leave, let the 1-2 remaining river pirates capture the unconscious man hunters, attack again, kill/capture the river pirates and I now have some additional troops from the manhunters/peasant party to boot! How is it that these people whose comrades I just killed so I could get more prisoner money welcome me as their saviour and fight for me five minutes later?
I would suggest so that beyond a certain threshold allied AI contingents (but not your party members) will go hostile mid-fight after a certain number of friendly kills. Have this number carry over to prevent leaving after one friendly kill, going back into combat, killing another friendly, etc.
It just seems so wrong that they just peacefully stand there as I execute them with my crossbow
