Mount & Blade II: Bannerlord

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Cheyron

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Cheyron

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About this mod

AI battles going on around the map now have the defending leader consider surrender depending on their valor and their troop count against the attacker's troop count. If the defender does not surrender then all nobles involved in the battle are evaluated to see if they are KIA.

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  • Russian
  • Mandarin
  • Korean
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Siege Surrenders Added:

The game doesn't handle this normally so just know that when you accept a surrender, time will be paused and troop count
for the defenders will go to 0. So use the send your troops option to then capture the castle and the garrison troops as prisoners. This mod will also sync data with your save file because it needs data regarding all the different sieges going on to persist on load. You all know the routine... back your saves up, if you must uninstall this then try Save Module missing Fix and cross your fingers. ;D


INTRO:


The one thing that annoyed me in Warband was how jails had revolving doors on them... war was not dangerous for anyone... it was just a big silly game, I hated it in Warband and I hate it now. Nobody valued their own life. Now people can die, the way war should be. I have yet to see an AI die by the game natively so maybe they do but I have yet to see it happen even when I enable death, which I think is just for the battle the player is involved in. This is what made me write this and I have been using it for a few days now and it seems to work well. Use this in conjunction with my edit for EvilNobleman's Executioner mod. This mod and my executioner edit can be loaded together without any conflict and together offer the best experience. There are multiple executioner mods too and you can pick the one you think is best.

Requires MBOptionsScreen Standalone

Don't forget to use my other mods...
Player Execution Patch - Gives you honor bonus for executing dishonorable lords and small honor penalty for executiong anyone else. Relationship modifiers that make sense.
Defend Yourself - Makes AI fleeing in battle act realistic.
Horses Die - When your horse or companion horses die, say bye bye
Heroes Must Die - Allows any hero in the player battle to die. Makes things much more exciting when you know any wrong move can be the end of your player... unless of course you save scumm. :3
Executioner Edit - Let's the AI execute anyone and creates relation penalties between the killer and victim's kin. Battle is not the only way to die in war! ;D

Use only one of the following mods:
Real Spacetime Continuum Mod - Makes time pass after battles and when entering settlements to simulate the time these activities take. Fully configurable.
I'm Tired - Includes a camping resting mechanic similar to Viking Conquest and also includes all the spacetime continuum features already fully integrated into this mod for compatibility. Resting and/or spacetime stuff can be enable and disabled in the options menu.

HOW IT WORKS:
Whenever a "map event" or battle goes on around the map, this script will check the defending lord's troop count against the attacker and it will consider his valor to decide if he should surrender or not. Then if the defender qualifies for surrender, there is still some random chance they might not surrender. This mechanic will reward nobles with larger armies that can trap a smaller army. They don't have to lose troops. I feel like this is balanced because smaller armies have speed on their side. If a defender chooses not to surrender then the battles proceeds and all nobles involved in the battle are evaluated to see if they die. This has rng involved but nobles with higher valor have a higher chance of dying since being brave in a battle can get you killed easier. So high valor will help the AI to not surrender but then it works against them in battle. The script also considers the number of troops for a noble's army in this death evaluation. Outnumbering the enemy helps keep the noble alive. Which is why surrendering is a valid choice to make now.

Note: It seems surrender to the player has been confirmed by a user and it caused every troop in the defender army to become wounded and he had to fight a battle with his entire army against the AI hero. Now in version 1.1.0, I will be wounding the AI heroes that surrender to see if this avoids the battle and leads straight to a surrender. I have a feeling the game might load the scene and it will be instantly over. This feature is untested by me and will need you guys to test and report to me in detail how the game reacts or if any crashes then I need screen shots of the error. Thanks to @Xentatic for providing this info. I still want to eventually override the game's default behavior to show the cutscene, I would need to change that cutscene to become a negotiation for surrender or something.

The goal is for nothing to out of control with people dying and a kingdom getting snowballed. You shouldn't see the message often but it will happen. Tweaks can always be made based on your feedback. I do read all comments and respond to them.

Who dies?
Basically in order to qualify for the 2% (v1.0.5) probability RNG test... a hero needs to have 1 or less points in my algorithm. Attackers start with 1 point and defenders start with 0 points. People with positive valor, lose a point and people with negative valor gain a point. If a heroe's army has < 2/3 the enemy's army they lose a point. If their enemy has < 2/3 their own army, they gain a point. So attackers have the advantage to start but then valor and troop count could drop their points to 0 or less and then it is possible with a 2% probability for them to die.

During Debug I was Displaying The Points On The Left:

Serves the SOB right for attacking a caravan.

RIP:


LOAD ORDER:

If crashing after latest update with ModOptionScreen Standalone then see below...


REPORTING BUGS:
If your game crashes and you believe it is from my mod then you can report it in the bugs tab but your bug report will be deleted unless you provide ONE of the following...

-Screenshot of the error message that popped up when it crashed. It will describe the type of exception and have a bunch of text called the stack trace, you need to provide it or the bug report will be deleted.

-If for whatever reason you were not given any kind of error message whatsoever and you even checked for crash reports in the bannerlord install folder or documents folder and could find nothing and you still believe this mod caused the crash. then you need to walk me through your exact steps you took that led to the crash and you need to describe everything in detail.


Bug reports that just say... "Crash, please fix" will just be deleted. I was responding to these at first but they happen too often and I can't keep taking time to explain this stuff to people. I am not customer service or tech support. You need to do your part to help me fix any bugs you encounter. THANKS!!

KNOWN CONFLICTS:
-Fast Dialogue: Someone reported the conflict, quoted below...

All is well except one thing. When enemy AI surrenders to the player you can't attack them by conversation or on the map, you can talk to them but that only gives you the normal conversation not the prisoner one. They just run away at 0 troops and start gaining them again. If it helps, I'm using fast dialogue mod.