Campaign AI Fixes and Tweaks

⭐ — (82 endorsements) 📥 2,580 downloads 📌 v1.1 📅 4/9/2012
⚪ Last updated 2012

By Motomataru · Miscellaneous

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/17/2012 📅 Created: 4/9/2012

🔍 Analysis

  • 👍 3.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #12 of 44 Miscellaneous mods in this game by downloads

📋 About This Mod

Suite of fixes and tweaks for party AI. The main effects are to restore map activity to pre-1.122 levels and remove some of the most embarrassing AI gaffes.

Remember how lord activity drastically dropped around v. 1. 122 of Mount & Blade? At behest of our Brytenwalda mod players, I investigated why so many lords sat in their castles -- in some cases for hundreds of game days. I found that a system intended to keep underpowered parties at home until they recruited more troops had no provision if such parties for one reason or another COULDN'T recruit more troops. Then I decided, as long as I was there, I'd address other longstanding annoyances of the Campaign AI, much as I did for battlefield AI.

Following is a summary of the changes:

General fixes

1. Put more party actions into play.

2. Don't restrict parties to castle on a 30% basis (for an army of ideal size 300, this can be quite a large party).

3. To balance #1, reduce amount of village raiding, in part by removing that as faction objective.

4. Resolve confusion between party size and party strength (size generally 1/20 of strength).

5. Resolve confusion between the scale of the two distance functions (one is 1/100 of other).

6. Avoid setting invalid AI objectives.

7. Prevent marshal from gathering troops at previous enemy objective.

8. Prevent marshal from getting stranded during operations.

9. Handle spai_screening_party better as a substate of spai_accompanying_army.

10. Apply lord personalities to process_hero_ai as well as party_set_ai_state.

Problem: Lords ignore each other

1. Tweak aggressiveness setting, updating.

2. Fix marshal’s screening party (now averages 150 troops, large enough to face enemies).

3. Have screening party for marshal at all times, not just after an offensive starts.

3. Have marshal’s followers get aggressive close to objective.

4a. Cause two nearby enemy marshals to attack rather than just pass by.

4b. Make parties aggressive when their commander joins battle.

Problem: Factions ignore trouble at home

1. Fix parties will reinforce their weak centers (if fall below 100 troops – not below 7).

2. Faction AI more dynamic (will get more defensive as it gets smaller, damaged).

3. Defend even if have more desirable attack if not going to attack anyway.

4. Generalize marshal emergency behavior.

5. Have faction defend even without a marshal.

6. Attack village raiders as well as town besiegers.

7. Generalize defensive behavior of attacking armies (instead of just patrolling the center being attacked).

8. Have patrolling armies stick close to the center they are patrolling.

Problem: Small marshals run away from objectives

1. Allow weak parties to recruit before other actions.

2. Put in low-priority recruit option for all parties (not just weak ones).

3. Weak marshals levy troops from over-defended centers (leaving garrisons of 100-700).

4. Add party size component to voting decisions (weight about

📊 Mod Details

Game
Mb Warband Mods
Author
Motomataru
Version
1.1
Downloads
2,580
Endorsements
82
Category
Miscellaneous
Created
4/9/2012
Updated
9/17/2012

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