I once made this video about that:
But i think they i read that they improved the AI since then. Haven't played the game for quite a long time so i can't tell if it is true.
such OP moves, please nerf
I once made this video about that:
But i think they i read that they improved the AI since then. Haven't played the game for quite a long time so i can't tell if it is true.
Unfortunately the AI still does not utilise kick/shield bash even with RBM.Does the AI uses shield bash and kicks in rbm? That would be interesting
Unfortunately the AI still does not utilise kick/shield bash even with RBM.
Hmmm another mod possibly?That cannot be, because I played it today and I was shield bashed quite often. A bug, maybe?
Hmmm another mod possibly?
I don't recall ever being kicked/bashed and I don't see it mentioned in the mods features, but I could be wrong.
Well I'd like to know too as I'd love to see the AI using kicks and shield bashes in my game. So if you figure it out, hook me up!For combat, I only have RBM, but I guess something else could have done it? I'll check again, but I'm pretty certain of it because I got frustrated from it earlier today. Now I gotta know if I'm going crazy or not. lol
Yep.I can't play without it now, either. It's like night and day, it's incredible.
Shield bash / kick unfortunatelly cannot be activated right now, it has chance to happen written in code but it does ubsolutelly nothing. However 2H polearms / axes / maces will stagger enemies that block / parry - so they have "shock" effect.Does the AI uses shield bash and kicks in rbm? That would be interesting
You are right pretty much about everything. Pike / spear bracing is multiplayer only right now, we are waiting for bracing to go into SP (it was actually promised) so we can see what we can actually do with inf vs cav once some proper mechanic is in the game.One of the things that's bugged me the most about BL so far is the impossibility of doing military maneuvers the way they'd work IRL.
And - most annoyingly - BL mass combat isn't nearly as sophisticated as battles in Viking Conquest or WB Florin mod were.
Even with RBM (which is a must - THANKS @Philozoraptor !), battles on the open map are a mess and sieges are even worse.
I remember battles in Florin where Rhodoks would actually use historical pike formations (with the pikes pointed at different angles!) and Nords used historically-accurate testudo-like shield walls and Khergit horse archers caused havoc harassing blocks of infantry while zipping around the map too fast for heavy cav to catch them.
Vanilla BL can't even get spearmen to use spears.
Possibly insane opinion:
The entire unit system needs to be rebuilt from the ground up. Unspecialized line infantry units should have weapon loadouts distributed between say 70% 1H spears + shields on the front lines, 20% S&B/A&S behind them and 10% pikemen on the flanks. EVERY recruit unit should be armed at minimum with spear and shield, not farm implements.
Infantry should go into a shieldwall with actual ranks when approaching enemy archers, throw javelins/axes/whatever and then charge en masse.
That's how it worked for hundreds of years: shield wall + spear hedge + skirmish + charge. It's a simple formula and it made sense.
Charging light cavalry into any infantry formation head-on should be suicide. Spear brace should work with every spear, not just pikes (I haven't even seen the option with any spears I've used - I guess you have to use a pike?).
Even if ALL of the factions used the same tactic, it'd be an improvement over the current goofy situation where infantry - whether moving or charging - will always degenerate into a weird blob that can't be relied on to USE their spears or shields (despite their being the most important implements in any late-ancient or early-to-mid-medieval army).
And don't get me started on archers. In all of the battles I've commanded them in BL in the past year, it's an annoying chore to get them to properly use high ground or line up in a way so all of them will actually shoot or automatically move to a position where they can shoot the enemy without being blocked by their own infantry. I spend roughly 80% of my major battles doing nothing but babysitting archers.
Regardless of how right or wrong I may be about all this: the fact is that every historical military unit had their own formations and styles designed to highlight their strengths... this was demonstrated to awesome effect in WB mods. It's pretty sad that BL can't remotely approach that after a decade of development what volunteer modders accomplished in their free time.
I think its one of the 1.6.0 features. It was officialy promised for SP during 1.5.6 or 1.5.7 I think.I dont really get why spear bracing isent in single player already. It would make pikes a great deal more dangerous to approach for cav if nothing else...
The problem with De Re Militari is, it's splitting the troop trees and also upgrade paths which against to Bannerlord's unit design.FYI: I just installed De Re Militari last night and it's 90% of what I asked for.
Well I'd like to know too as I'd love to see the AI using kicks and shield bashes in my game. So if you figure it out, hook me up!
The reason you're seeing melee combat between bots turn into a mindless slugfest with no feinting or blocking is because the AI is really bad at managing distance and timing in a fight. The bots don't understand how long they should be "looking to block" before they counterattack and thus they just mindlessly left click.
In all fairness to Taleworlds, there are just so many variables at play when it comes to timing and attacks that I'd imagine it's very hard to properly implement a proficient but "fair" fight AI.
Honestly, Warband had the same issue, with melee between bots quickly devolving into two units just whaling away on each other with little mind to defense or feinting. That said, Warband succeeded where Bannerlord didn't in that weapon proficiency, Power Strike skill, and armor actually mattered and made a difference in the fight. Higher tier troops generally manhandled lower tiered units, thus making a plausible scaling and progression when it came to battles, army composition, and numbers.
In Bannerlord though, due to armor still not functioning properly, we sadly see the 1:1 K/D slugfest in melee -no matter what difference in tier, experience, stats, or equipment the combatants facing each other have. And until armor is fixed, melee fights will continue be an ugly jumbled mess.
The author also has another mod he made first that follows the same principle of De Re Militari but keeps the vanilla one common and one noble tree, it's very good but sadly he hasn't updated it in a good while since releasing DRMThe problem with De Re Militari is, it's splitting the troop trees and also upgrade paths which against to Bannerlord's unit design.
From Freelancer perspective, I wouldn't say it's a great complement to it, because it's blocking your upgrade path and causing you to stuck in only a single path - which might not be what you are looking for.
I haven't checked how they handled the unit recruitment and stuff but I'm guessing it's causing somewhat issues on that front as well - unless he handled/patched that side exclusively. But I honestly don't see the benefit of separating troop trees in this game. If they were all starting from Peasant class ( as single root ) it would be better off in my opinion.
I really believe that they dont want game to be too hard, I actually kinda understand it with vanilla damage. Imagine enemy soldier parrying 75% hits and then counter attacking with some instakill weapon. Also its easier to do "EPIC" video or feel "EPIC" when you can kill entire army of looters like some Conan the Barbarian. To each his own, still they put game difficulty including bot skill into the options, why not leave attack spammers to easy dificculty, that I am not sure.