Mount & Blade II: Bannerlord

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  1. bloctheworkerbloc
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    Thanks for all the suggestions guys. I'm not going to take any other suggestion since the mod itself is already delivered way more than it should and also because of the fact that I won't create new features and mods for the Bannerlord anymore. 

    There is obviously a reason why I'm dropping this. But you can read all about this discussion in here if you want.
  2. Untolddead
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    Is it possible to have your units added to the bandits you are with? I'd honestly think it'd be better if the units you hire just go into the bandit army instead of being under you. That way the ai will better analyze who you can take on. Also with this you could gain fame for getting more men for the party. This would put it more in line with mercenary where you don't get to keep anything you get.

    This would also make the attack nearby locals less necessary as your party would eventually be able to attack people on the map naturally.

    Right now with the current mod you quickly out strip your bandit party with in only a few days. I mean it's a good way to recruit high level bandit units that would be hard to get normally but it doesn't seem to go with the rest of the mod.

    Sorry if this isn't do able. I know how hard it is to mod this game and for you to have managed something like this is already impressive!
    1. bloctheworkerbloc
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      Possible but I don't think anyone would like to pay money for the units that they won't own. However, when you enlist to a bandit party, they are also benefiting from you and they are also recruiting new troops automatically even if you don't buy/pay for those units. At the end, troop you are attached to can have very mixed soldier types.
      Attacking nearby locals also serve a nice purpose which increases your fame and keeps it steady with the same logic as your criminal ratings. 
      Although I agree that it's not hard to rise up in bandit playthrough. I mean you are getting a nice army in short time and rest is up to grinding. I can increase the soldier prices up which would stop player getting all the units they want - but this also exponentially increases the grinding requirement. Which can be cumbersome. If you have a suggestion to stop grinding and make it more fun ( with least change if possible :p ) I'm all ears 
    2. Untolddead
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      Well the main purpose for my suggestion was to help the ai identify the true strength of its army. For example if the player has 20 troops and the ai has 20 troops we can take on pretty powerful stacks. However the way it is now the ai seems to act on the idea that it has only 20 troops.

      I have no idea how you do the movement thing. But if you could just let the game see our troops and act as if we are allies with the bandits the ai should act differently. I feel that's the might be the easiest fix with out knowing how it works.

      I definitely couldn't create this mod so whatever you want to do is best of course.
    3. Untolddead
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      I've been playing the bandit for awhile today and there seems to be a problem of the bandit troops trying to despawn after so long. They will just travel some where and go invisible until you attack locals. After fighting they will travel aways and try to despawn again. They also don't get rid of prisoners so by time I reached 40ish fame they had over 60 prisoners and could no longer move. lol

      So I have two ideas to fix this. The first one I think is the easiest. Give a short time after leaving one bandit to rejoin another bandit group. Although you'll likely be instant declared war on by the faction you've been killing. Not sure how that will effect things.

      Second you could do like the militia mod and create a ai party that sides with the bandits. This would fix the despawning thing and you could almost have the same system as the army one. This would also make it easier to test and work with in my opinion.

      Thanks for your time!
    4. bloctheworkerbloc
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      This is the idea though. So it's expected. I want whoever attacking you to get ambushed by your troops.
      Unlike lords, bandit parties are not that much aggressive. If I add you count to their side etc, then they will very likely that will avoid attacking and because their size is also now big, they won't get attacked hence you will end up having super boring gameplay. 

      They don't despawn, they only go invisible when they enter hideouts ( which is not getting invisible actually ) and attacking nearby locals is pushing them to move out. 

      You can always leave your bandit party btw - you won't get any "impact" for this like in Freelancer. Your fame won't get reset to 0 but it will stay the same and only get decrease daily. If you can join another party within days you can continue doing whatever you do. And frankly, about despawning and prisoner stack, I have played the same mod and also many other people as well, no one ever reported anything like this before so I'm not sure if this really exists or not. 
    5. Untolddead
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      Alright thanks for the info! Yeah I guess the only problem is still that the ai doesn't get rid of it's prisoners. I ended up jumping from the bandit parties removing all my men and going to another that can move. I feel that there needs to be a bit more for bandits. The late game is fun with jobs but the starting gameplay is a bit slow.

      Maybe a way to spawn different kinds of parties? I don't know if it will work though? Also I feel that bandits will gamble to so might as well move that over. How about internal problem events? Bandits are notorious for in squabbling so perhaps you could have events like that. Where you will end up fighting with your own party or having to negotiate or use charm to get out of it.

      Lastly you could have the job system. Like conman would buff charisma. Enforcer would get athletic or one hand. forging could get smithing and trade. etc. I'm just throwing some ideas out there. 

      Anyways thanks for time.
  3. Bustizi
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    Hi there, before I Begin I just want to thank you for this miracle mod. I just regain my love for the game thanks to  you.
    My suggestion for the future is if you can add A new function after you being promoted higher troop tier, something like sergeants in the battlefield, And you will have control of your regiment. Like if you are a mounted archer you can control all the mounted archer. Soldier - Infantry, etc....
    Hope you understand my idea.

    Again, thank you, really it add so much to the game.
    Ps: my king died and the leader of the generals took his place as king. Is it normal?
    1. bloctheworkerbloc
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      What you are suggesting is already in the game ( taking control of entire formation ) and some form of this is also already in the mod ( taking control of your "battle" brothers ) 

      And yes, it's expected and - even personally welcomed-  to see that Generals are taking the lead in factions since this is something that happened in real-life history as well. 
    2. Bustizi
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      Yup, I forgot about the it (taking control of entire formation). I just Find it pretty Cool that you can evolve into the Sergent of the formation with a higher salary, more skill point, etc..., until your lord die, or until you choose to become a general. I just think that the gap between the bodyguard and general is too damn high. One should make his proof before leading armies. 
      Not necessarily leading all of the formation, maybe having your own "Choc Troops" just like " brother battle " but many more. An Elite Squad. 
      I am dreaming right here hahaha.

      I didn't knew about the general evolution into a king. It's damn cool 
      Ps: love the fact that your taking idea from us.
  4. RegWigger
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    is it possible to become a battanian Highborn Youth, cause i tried it but didnt allow me. 
    1. bloctheworkerbloc
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      Have you read the section related to how to become a noble troop? 
  5. JulioClaudian
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    Think you'll make it possible to graduate from a General to a full vassal and get your clan back? So that you don't have to leave the kingdom and spoil your relationships.
    1. bloctheworkerbloc
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      No I'm not planning to make something like that. Vassalship isn't an upgrade of the generalship. One can simply refuse generalship and become a vassal via normal ways anyway.
    2. JulioClaudian
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      Well it is an upgrade since as a vassal you have your own clan, family, parties, and can own fiefs but cool.
    3. bloctheworkerbloc
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      In that sense true however they are not connected as feature. Sole purpose of being a general is giving you chance to be, not no one but still somewhat not that much important - because you are not the clan leader etc. And if player have vassalship plans, he can simply refuse being a general and join as vassal with his clan 
  6. xxchrisxx
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    I don't know if this has been suggested before, but I would recommend being able to join with family and maybe closest companions.

    Right now it is possible to get one's brother in the campaign fairly early and some people have spouses as well - it'd be great to fight alongside them and perhaps one's closest companions.

    Maybe one idea is the option to fight with 5 companions and if you get to the rank where you lead 5 additional troops, it becomes 10 troops in total.


    Also for companions not part of the 5 people, I think a holding location should be set - maybe the nearest city or a town/castle the lord of the army that you joined owns?  I think right now they are dispersed and I have had to spend time relocating them (I had to use a mod to bring them back)?
    1. bloctheworkerbloc
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      If you look at those band of brothers, you will see that they are actually like a normal soldier with a troop tree. Which also shows where their roots are from. In-game mechanics, their status is different. They are not 1-1 companions and they are can't be located once the battle ends. Or at least I wasn't able to locate them at all - even though it was showing where they are located at, I was never able to find them in Tavern. Because they are in limbo state. 

      I won't add bringing companions into the freelancer playthrough. Even if they come with you, they won't be under your command but the command of your respective sergeant. What you are suggesting is creating your own very independent squad which is against the logic of the mod - at least at the beginning phase, you shouldn't have such power or authority.
      If you are saying, after gaining sergeant role, rather than 5 random companions, just add my real companions, then it's also somewhat strange because their jobs and locations can vary depending on player's decisions. 
    2. xxchrisxx
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      To be honest, I think having one's companions  fighting under the sergeant is a good idea. 

      They would be able to earn a modest salary and you wouldn't have to pay their wages while they support themselves.
  7. Newwypalony
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          If my lord (commander) gets his backside handed back to him, more often than not, he decides to plant it in one of the cities and not form a new company. Now I know that speaking to him will force him to reform but... Since it is a city, I always have to pay a bribe to even be able to talk to him. Would it be possible to remove the bribe condition while we have the quest to rejoin our leader active (only for the duration of that quest)? 

         Another question/ suggestion: I play Freelancer together with Chaotic Calradia, which adds a lot of minor factions, some of which are considered bandits. Freelancer properly recognizes troops from those and I can recruit them when playing as a bandit. However, when they attack me on campaign map, they do not fall under Freelancer bandit "route"- meaning I can't join them. Changing that would require a patch, but from you or the creator of Chaotic Calradia?
    1. bloctheworkerbloc
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      You are not forcing him/her by speaking, they are already getting forced by the system with or without you talk to them. So if you wait enough days, you don't need to pay the bribe and will see them moving out. 

      If they are minor faction ( as type ) you can't join them, yes. Because they are not "bandit". Soldiers getting recognized as bandit is another story.

      This requires a patch on that mod. But I doubt he would do this because he has to change all the minor factions into bandit factions which is not very easy for him to do if I recall it right. 
    2. Newwypalony
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          Great to know! Well, at least those bribes gave me some roguery exp... Thanks for quick answer, you're more solid than sturgian shieldwall! 
  8. Ty4321
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    Way to stop being a bodyguard? It gets pretty old staying one, especially because i cant upgrade anymore :(
    1. bloctheworkerbloc
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      There is a reason why it's asking and requiring a confirmation :) But I get what you mean,  however, no you can't leave bodyguard duty after you accepted. I mean, that wouldn't make much sense either, isn't it? Like you have sworn an oath to your lord to protect his/her life and then you are like "Nah I'm out" 
      You can leave the army and rejoin or once you are separated, you can join another lord if you like though. 
  9. Archer0210
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    Hey question. How often does a small caravan of 17 getting attacked while player is part of their lines? (So far nothing happened)
    1. bloctheworkerbloc
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      Depends on caravan's faction and surroundings and game's state - in late game you are seeing bigger bandit parties, for example.
  10. Newwypalony
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         Would you consider adding another option to form your own bandit group? Something for late game characters, that would let them bypass the necessity to grind bandit fame?

         Let's say: my clan level is 4, I then need to get my hands on 30 bandit units. If those conditions are met, then I can form a bandit group of my own and use the adequate Freelancer mechanics. The above conditions are just an example of course. Set/expand them however you feel like. Basically I'm asking for a "backdoor" of sorts, to bypass the bandit fame requirement through proper fame, financial and whatever means you'd see fitting.
    1. bloctheworkerbloc
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      How's this will be different than simply forming your bandit party and start killing each party you see? Entire logic of this mod is sticking next to an already existing party. What you are suggesting is "I want to form my own party" but you can already do that? Find 30 people, start attacking factions randomly. 
      I'm not entirely sure what exactly you are asking. I'm guessing you want to be bandit without sticking to a bandit party and then get the hideout - well that's not something I'm planning to add since it's not logically possible unless I count every single kill you take and somehow add this into "bandit" playthroughs kill counts. 
    2. Newwypalony
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           I guess I misunderstood how the bandit path in Freelancer works?... I thought that you get to be a part of ai controlled party until you get to 70 bandit fame and then can form your own crew (one that you control by yourself). The later is what I'm interested in. I can play as a bandit without Freelancer, sure. But it does add new things to do as a bandit, right? Missions from nobility etc? 
         
           Either way, no skin off my teeth, it was just a suggestion. I will have to postpone a Freelancer flavored bandit playthrough for my next character. Freelancer is a great mod, it adds a lot to the options you, as a player, get in the first half of the game. The late game however, is where Tale Worlds really dropped the ball. Ewentually you get to a point where you just keep doing the same things over and over, until you burn out. That is why I would love to see mods like yours to tackle that part of the game as well. But...I'm no modder, so I know next to nothing about how hard would it be to do it. 
    3. bloctheworkerbloc
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      Yes and no. You need to be part of the existing party and then once you have enough reputation, you can own a hideout - not form your own party but rather I'm leaving you be and giving you a hideout - and recruit whatever you want. It also comes with missions etc, of course.

      I get what you mean and I'm asking how am I suppose to differentiate whether you killed X many men for bandit playthrough or just for something else? How am I going to decide it's the right time for you to own a hideout and why? There are also a lot of things I have to check, is player in any mercenary contract in that time, is player in any kingdom at that time, is player doing freelancing or caravan guarding at that time, is player already owns lands etc at that time, is player own a kingdom at that time etc etc These are big hows that are missing in your suggestion. You get what I mean. So it's safer to stick to bandit playthrough and gain "bandit" reputation among them. 
    4. Newwypalony
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      Yes, I understand it and agree with you. Thank you for taking your time to clarify this.
  11. Fuzzywart
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    Hello, 

    Really enjoying the mod, it adds a ton of different roll playing experiences 

    my one gripe is the the service record dies with the lord, and since the AI is dumb AF ive found it hard to getting to a high service level.  is it possible to keep service records with the clan members. 
    so say your lord dies, their military records and acolytes would be " Inherited" by their family members? Giving the player the choice to continue serving their family or  starting at the bottom ranks all over wit a new family or become a bandit lol 
    1. bloctheworkerbloc
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      I can't deny the fact that some lords are dumb indeed. However, their chances of dying aren't that high. Still, you can be really unlucky but that's not the common case of course. If you keep your fame up, you can always hit tier 3 without starting all over - so buying beers and doing extra actions is important.