Mount & Blade II: Bannerlord
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micahartist

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21 comments

  1. ganix15
    ganix15
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    That mod increases stats related to AI skills? RBM increases damage based on skill level, is that the case? Or just increases AI behaviour and moving speed?
    1. micahartist
      micahartist
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      Basically all NPC hit chances, block chances, damage, and probably some other things like target acquisition are determined by (lvl / max level). By decreasing max level in the calculation they just get a very general buff across the board. I'm not exhaustively sure of everything it determines though.
  2. Maelstrom89
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    I think I can understand this. Proficiency is calculated with a formula like.. [Skill Level] / [AIMaxLevelCalc] * [0.01]. With that, I can see where you get 50% and 37.1% with 130 Skill Level with 260 / 350.

    With your value of 260, their proficiency with a bow at 130 bow skill is 50% and at 350 it becomes ~134% (up from 37.1% and 100% respectively). So you're basically giving them a boost across the board. If you changed it to 250, small boost. If you changed it to 150 like another comment was curious about.. oof.. that 'archer' would be operating at ~86.6% prof with that 130 bow skill. Pain.

    Anyway, very nice mod. Yoink.

    1. micahartist
      micahartist
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      Exactly. It's subtle but I think it does a good job at making fights more intense. Thanks

      Edit: The (0.01) value is the lowest it can go. Not multiplied into the formula. It is the "min" value within the "clamp" function.
      What is multiplied is the difficulty modifier ("diffmod"), which is around 1. The lower "diffmod" is, the lower the proficiencies.
  3. rimpshrimp
    rimpshrimp
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    Is it possible to tune to a lower maximum level. If 260 is 50% is is possible to tune to around 66% almost double starting prof, so the value would be around 150 to 160?
    1. micahartist
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      It's possible but not something I'm interested in doing because NPCs would be operating at 100%+ proficiency, which might even cause bugs. At best, I think it'd just make an unenjoyable experience. If you're determined to see that happen you can build your own version of the mod using the code on GitHub and just changing that value. That would involve re-pointing Visual Studio to the .dll files within the Bannerlord folder, which isn't too bad but can be a bit jarring if you haven't coded before.
  4. aceboy21
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    Can anyone confirm compatibility with 1.2.7?  Thanks.
    1. micahartist
      micahartist
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      To be honest you're better off just plopping the mod in your list and trying to play the game.
      It's not going to break your save or anything.
      If it works it works, you'll know pretty quick.

      I have not tested or played Bannerlord recently but I kinda doubt this mod will ever break.
    2. rimpshrimp
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      Yes. WORKING ON 1.2.7
      It works. I'm running it with Warbandlord, BEST combat mod, and RBM.
  5. Sompari
    Sompari
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    Does this mod increase movement speed of AI or what? They run much faster now even with shields.
    1. micahartist
      micahartist
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      It should, since running speed = some form of (Athletics Lvl) / (Max Athletics Lvl), and this mod decreases the value for (Max Athletics Lvl) as well as for every other stat.

      As for how much their speed increases it depends on the specific troop and the difficulty you're playing on.
  6. RusskyGoKu
    RusskyGoKu
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    Does this work with Warlords Battlefield and RBM?
    1. micahartist
      micahartist
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      It should. At the very least it's not gonna break anything.

      Only case it wouldn't work is if TaleWorlds updates the specific function I override by changing its parameters or intended result.
  7. rimpshrimp
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    Whatever you did troops seem more aware, and its the little things like turning around to the player even when occupied, and pursuing with the shield held up, and being better fighters. Working on 1.1.5. I'm curious what exactly did you do to tune the ai
    1. micahartist
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      As noted in the description it was a very lightweight patch. Take a look at SimpleAIBoost/dev/aiboost/Patches/Patches.cs at main · mrj760/SimpleAIBoost · GitHub if you're curious. The function overrides the vanilla one `CalculateAILevel` and does nearly the same thing but uses 260 instead of 350 as the max level in the calculation.
  8. feelingcold
    feelingcold
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    questions

    works with rbm?
    is there a option to turn off ai boost only our troops boost?
    1. micahartist
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      Yes it works with RBM. At the very least most of it. I didn't see anything in their code that affects the same function. To be safe just load this after theirs and/or turn on their vanilla block/parry/attack option.

      And no, this affects all troops.
  9. cantung
    cantung
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    Artificial Intelligence
  10. mujadaddy
    mujadaddy
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    Works fine in 1.1.5! I'll do some more testing, but great idea!!!