Hi I saw in one of your reply the patrols are not intended to join Lord Battles, but can you make it they attack a Lord that is pillaging a village? Can even have setting where they will only defend village raids if the opposing Lord is less than 2x the patrol size.
Also I can't remember if it was from Warband or here, was there a way to tell the Patrols to Patrol certain Towns/Castle/Village?
as a suggestion u shoulda add troop customization , its great mod hope it ll update soon
bir öneri olarak devriye birliklerini istediğimiz birimleri seçbileceğimiz bir seçenek/arayüz olmalı hocam, mod için teşekkür ediyorum ellerine sağlık, umuyorum 1.2.9 için güncelleme alır
This mod is one edit away from perfection. The fact that patrols cannot attack me or enemy lords while they themselves can be attacked by the AI or the player is too breaking for my immersion. Imagine watching a patrol party of 30 chasing after a party of 7 looters while completely ignoring the fact that they are running into an enemy army of 700. I understand just wanting this to be patrols hunting bandits, but I rather them hunt enemy lords and players than watch them willingly march to their dooms.
If all I need to do is make an edit or two with visual studio, can you let me know how and I'll make the change for mine at least.
Go to PatrolsCampaignBehavior.cs and find MakeNewDecision() function.
Only thing you need to do is to remove the "mobileParty.IsBandit" check in the second if clause. You can make it (mobileParty.IsBandit || mobileParty.IsLordParty). Let me know if this works for you.
I tried this myself, and the problem is it doesn't check if the lord is hostile or not. The parties are engaging every lord they see, even those in the same faction, including me. I get into an endless friendly conversation loop with a party that catches up to me. I'm not at all versed in Bannerlord's code, so I don't know how to add a hostility check. Also, deciding whether to attack a hostile party should involve strength comparisons or it will just result in a very similar situation to what kingskunk1 described.
Seemingly daft question. But can you only create a patrol from a City and NOT from a Castle or any villages? I have a Castle. I have a good clan tier and influence. I even set the clan tier to 1 and I'm higher than that on 4. I have 400+ troops just sat on their backsides waiting to do something in the garrison. But I can't find anywhere where it says I can make a patrol.
EDIT -Ah! Not to worry. Just taken a city and the patrol tab popped up! 8-))...
HOWEVER! Any chance you can make this so that Castles can make patrols too?
the mod work just fine but there a problem idk if its bug but when I'm in war with a kingdom there patrols not attak me or my lords etc same to AI so how to fix or solve this ? thx for ur great mod
Destroys the game balance. Essentially eradicates bandits with laser-speed precision. Only way to fix it is to disable AI spawns but kinda unfair if I'm the only one who can hire them. Any tips on how to balance? Reduced their speed bonus to 0%, made only 1 per town spawn with a 1% chance, changed the hours to form to 100, and even increased their average price to 10000, and they're still OP. Last resort would be to disable them, but again, kinda unfair if I'm the only one who can hire them. Any suggestions?
I haven't seen this as an issue. Hell, I even have added Improved Garrison guards and they STILL have plenty of bandits to chase around. You could turn up your bandit difficulty (might work, might not) or reduce the number of troops in the party (don't expect this to happen instantly). The default is 20, and you will have to wait for attrition to reduce existing parties to that amount, but new party sizes could certainly be controlled.
169 comments
Crashes
- Fixed a crash that happens when a siege is ended.
- Fixed a crash that happens after naming a party.
Fixes
- Fixed speed modifiers from Scouting skill tree and other source getting lost.
- Mod models now work fine with other mods' models. (This means that the mod shouldn't interfere with unrelated functionalities of other mods)
- Fixed a bug that prevented auto recruitment from working.
- Fixed a bug that prevented AI clans to spawn less than expected amount of parties.
- Fixed a possible negative party upkeep bug.
- Fixed a bug that caused settlements to spawn only imperial patrol parties when the game is language is something other than English.
OtherPlease take a manual backup of your saved files beforehand.
Have fun!
Note: The mod will only be supported in live versions from now on.
Also I can't remember if it was from Warband or here, was there a way to tell the Patrols to Patrol certain Towns/Castle/Village?
bir öneri olarak devriye birliklerini istediğimiz birimleri seçbileceğimiz bir seçenek/arayüz olmalı hocam, mod için teşekkür ediyorum ellerine sağlık, umuyorum 1.2.9 için güncelleme alır
If all I need to do is make an edit or two with visual studio, can you let me know how and I'll make the change for mine at least.
Only thing you need to do is to remove the "mobileParty.IsBandit" check in the second if clause. You can make it (mobileParty.IsBandit || mobileParty.IsLordParty). Let me know if this works for you.
But can you only create a patrol from a City and NOT from a Castle or any villages?
I have a Castle. I have a good clan tier and influence. I even set the clan tier to 1 and I'm higher than that on 4.
I have 400+ troops just sat on their backsides waiting to do something in the garrison.
But I can't find anywhere where it says I can make a patrol.
EDIT - Ah! Not to worry. Just taken a city and the patrol tab popped up! 8-))...
HOWEVER!
Any chance you can make this so that Castles can make patrols too?
so how to fix or solve this ?
thx for ur great mod