This is great, @Oliveran thanks for this great mod Combat AI (and BrainyBots), I tested it in a battle with around 400 NPCs and it is a major improvement, no more "the enemies always forward" issue, NPCs will track enemies better.
I reached this, searching for AI related mods and formations, seems the most complicated part for modders as AI behaviour is hardcoded and very CPU intensive (I am a newbie on M&B modding so... I don't know pretty much either for now)
I saw a tool (more like a framework) called WSE => Warband Script Enhancer - Lua Edition (WSE Lua), I have Lua and C++ skills and I am interested on learning, while I wait for Bannerlord
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Interesting topics here too, you mentioned some kind of "Navmesh" or AI mesh with Edit Mode, very interesting
Make the bot AI better
https://forums.taleworlds.com/index.php?topic=373280.0
I think about a little mod with "stamina" for player and NPCs to manage how frequently they could attack, and how a perfect block (chamber block?) or a simple block affects to that frequency. (The vanilla Warband poor AI setting is too poor and slow), the good AI is too fast and unreal, so some stamina variable could add some "enemies will not attack as maniacs", but I don't have (for now) the knowledge to implement this... on Warband so I wonder...
Would be this possible?, I hope this WIP continues because it is very interesting.
Another thing like, mapping a matrix of NPCs which must maintain minimum distance to each other (better massive battles, better together formations and movements.) Could this be implemented via Lua and WSE?
Where I could get some documentation around WSE (C++ or Lua)?, thanks.
As a final question, even considering this is a WIP, could I install it on a total conversion? Is it only for Native Warband?
And how to disable debug or logging (mod red messages)
Thanks in advance.