Mount And Blade Campaign Ai Rating: 9,5/10 7201 votes

There are a lot of obscure mechanics in Warband that a very large fraction of the playerbase is unaware of. Even veterans of this game do not necessarily know how everything works. This guide attempts to bring some of these obscure mechanics to light. I haven't proofread anything yet, but hopefully you can learn something.IntroductionEven after 1000 hours, I am still learning new things about this game. Is that a good thing?

Mount and Blade: Warband (M&B:W) is still an amazing game almost a decade after it’s original release in 2010. One of the many reason it’s such a great game to return to, or discover for the first time, is that the modding community is relentless. Summon your warband, we have some new lands to explore! Mount and Blade: Warband (M&B:W) is still an amazing game almost a decade after it’s original release in 2010. One of the many reason it’s such a great game to return to, or discover for the first time, is that the modding community is relentless. The following list are 25 of the mods.

If you asked me, probably not. There are so many obscure mechanics - some of which are extremely important, mind you - that the game doesn't explain clearly, and so a huge portion of the playerbase may not even know about most of these things. Because of this, I figured I should write a guide that explains them.Difficulty Settings - Campaign AI and Combat AIAll of the difficulty settings are pretty self-explanatory, save for the AI settings.Campaign AI affects many things:In format:Poor / Average / Good (i.e the values on respective difficulties would be 6/4/2)Economy:Player tax inefficiency becomes more severe as campaign AI difficulty increases.

Mount And Blade Campaign Ai

The player can hold 6/4/2 'core' fiefs, i.e fiefs that do not suffer from tax inefficiency. Each 'non-core' fief increases tax inefficiency by 3%/4%/5%.Lord Armies:Overall, on good campaign AI, and to some extent average, enemy kingdoms will be significantly more powerful and it becomes essential to take lords prisoner.Campaign AI mainly determines how fast an AI Lord can recruit troops. In code, this is technically done by determining the cost of recruitment. On Good Campaign AI, a lord will be able to completely recover from defeat after just a week or so. Whereas on poor campaign AI, you can easily get away with never taking a single lord prisoner throughout your entire game, on good campaign AI, I would recommend that you take enemy lords prisoner - even upstanding and good-natured ones - to prevent a constant stream of enemies.Campaign AI also determines a Lord's wealth (I think? Or it might just be a side effect of drastically lower recruitment costs) and their army's XP rate - both of these primarily determine their army's troop quality.It is a common myth that max AI lord party size is determined by campaign AI difficulty. In fact, it is determined by the 'ideal party size' variable, which is determined by the player's level.

In other words, max AI lord party size is the same across all difficulties and scales with the player's level. Practically speaking, though, Lord armies will generally tend to be bigger on good campaign AI because Lords can reach their max party sizes faster because of their outrageously buffed recruitment speed.

Additionally, these death stacks will have far more room to upgrade their troops.Behavior:Campaign AI determines how biased lords are against the player in several ways. On Good campaign AI, lords will be less willing to follow a player marshal, less likely to join the player's kingdom, more likely to declare war on a player kingdom, and (I think) more likely to attack the player's fiefs.TL;DR, don't play on Good Campaign AI unless you want a challenge, because the AI cheats a lot. On good campaign AI, a lord will essentially be able to spawn an army out of thin air, and in the late game, it wouldn't be unusual to see Harlaus walking around with nearly 100 men-at-arms.Combat AIBut what does combat AI do?

It turns out that combat AI is a lot more simple to explain and a lot less cheaty than campaign AI.On poor combat AI, the AI is stupid. They will delay their swings, giving you an opening to attack them. They will not feint and they are generally poor at blocking. Their sole tactic on the battlefield is bum rushing into your shield wall.

I would not recommend playing on this difficulty. I played on poor combat AI for my first 800 hours, and it resulted in some very bad habits which I'm still trying to break. You will not get that much better at combat playing on this setting since everyone, even elite troops, are pretty much punching bags. This is probably the most noob setting to turn down, even worse than the damage settings IMO.Average combat AI is a balance, I'd recommend it for new players.On good combat AI, the AI will have no delay on their swings, will feint extremely frequently (several times before an attack), and is very good at blocking. This allows them to operate to the full extent of their stats, and everyone will fight as if their lives depended on it. It will be a challenge to take down even a single elite troop if your weapon proficiency is not good.AI BehaviorHow do lords interact with the player?Lords have personalities. These personalities are: Upstanding, Good-natured, Martial, Calculating, Pitiless, Quarrelsome, and Debauched.The better their personality, the more loyal they are as vassals, but the harder it is to convince them to join your kingdom.

Ideally, you want all of your vassals to be either Upstanding, Good-natured, or Martial.Their choice of dialogue depends on their personality, so once you memorize the different dialogue it becomes easy to know their personality.Interestingly, AI Kings will not allow you to become their vassals under normal conditions if you have high right-to-rule - they consider you a potential rival/threat to their realm's stability. You can still become their vassal if you take land first before asking.AI Lords that dislike you will do everything in their power to attack your villages. The only exception is the Good-natured lord, which will never loot any village, ever, including villages owned by other AI lords.If a sadistic (evil/debauched) lord dislikes you (-20 relations or less), they will hire assassins that attack you in taverns. They function exactly like a Belligerent Drunk does except they attack you without notice and you do not have to look at them for them to attack you.Which skills can AI Lords use?If you plan on making a companion into a lord (which you can do if you ask them 'Would you be interested in holding a fief?' When you have your own kingdom set up), you might want to invest into these for them.

I highly recommend checking the wiki first, however, because companions have personalities as well. And you will lose a chunk of relations with every lord in the game if you make a commoner companion into a noble.AI Lords use 4 skills:. Pathfinding.

Trainer. Tactics (helps them in autoresolve). LeadershipHow are autocalc battles, both between you and an AI and AIs versus other AIs, calculated?.

Numbers. The levels of their troops. Level of the Tactics skill.Equipment and so on has no role in autocalc. From what I understand, all that matters are those three.Do AI Lords have wealth?The answer is yes. They use their wealth for recruitment (and possibly upgrading). Adobe premiere pro cs6 32 bit portable cd.

Unlike the player, they have to manually collect money from their fiefs. This is why you'll see them sitting outside of their villages. It's also why AI Lords become poor if they have too many fiefs - because they don't have the time to travel around the map to collect taxes. For this reason it is best to arrange your vassals in a way where they only have a few fiefs and they are all right next to each other.An AI lord's village will lose wealth if you loot it, preventing them from collecting taxes. But that barely does anything compared to just defeating them in battle and forcing them to rebuild their army. A fief's wealth cannot go below 0.The AI lord's economy functions completely differently from the player's economy.

AI lords cannot have enterprises. As far as I know, their only source of income is their fiefs (They may, but I am not certain if this is true, get some money from looting villages).AI Lords lose wealth by recruiting troops, and possibly from upgrading them.Do Lords have to pay upkeep?The answer is yes. Lords pay wages to troops based on this formula: ((Trooplevel^2)+50)/30.

They do not have to pay extra money for cavalry or archers. If they cannot afford their troops, their troops will either get disbanded by the lord or desert from the lord's party.Which troops desert from a lord's party is random. The lords disband low-level troops and non-faction troops first.You may have noticed the small parties of fiefless lords. They aren't making money, so how can they have armies? The answer is that Lords don't only have a maximum party size, they also have a minimum party size. If they are below this, they will gradually get troops via free recruitment while sitting in a walled fief until they have a few dozen troops, say 30-50 or so.

However, because they have no money, they will not be able to upgrade their troops or recruit any more above that minimum. And when they do get money, they will have to pay for all of their troops' wages, including the ones they got for free.Hypothetically, an AI lord's army can be of an infinite size, because they can go over their max/ideal party size by rescuing prisoners. However they will eventually start struggling with desertion or they will have to disband the prisoners.As far as I know, AI lords do not have any system of debt. Their fiefs definitely don't.What is certain, though, is that Lords have to pay for recruitment above the minimum party size. How much this costs depends on Campaign AI difficulty. This is why on Good Campaign AI, a Lord can spawn an army out of thin air.If all your lord has is castles then he won't have any wealth to build up his army since the wealth of castles goes towards maintaining their garrisons. Villages might not be good for the player but they are really good for the AI.

A good setup for an average Lord is 1 castle and 1 village. Castles mainly help them raise their maximum party size, +40 each, rather than providing wealth. It should also be noted that a castle's wealth is based on its village's wealth - this also applies for when the player owns the castle.The interesting thing is that AI Lords do not pay for their garrisons. Instead, an AI Lord's fief's strength is determined by the fief's Prosperity. Coupled with the fact that AI Lords do not suffer from tax inefficiency, a lord could theoretically have every fief in the game and each garrison would be fully stocked. Actions that lower the Prosperity of a town, such as destroying caravans, will, in the long-term, result in a weaker garrison, but this is not practical knowledge to the player.

It does generally mean, however, that places that are bandit-infested, have been sieged countless times, and so on should have weaker garrisons, at least if the town's situation remains consistent throughout the entire game.Do Lord armies use food and morale?No, they don't use either.How do AI Lords manage their armies and garrisons?As stated before, AI Lords do not pay to reinforce their garrisons.AI lords' troops need XP to be upgraded. An AI lord will add 30% of (Trainer+2).500 xp/every 2 days. Lords have trainer skill between 2-7, on average this is around 3 or 4. So the average lord adds 375-450 xp per day. Each point of trainer is worth 75 xp/day. This is rather meager - a Player Character with 10 in trainer adds 80 xp to each unit. I don't know for certain if it costs an AI lord money to upgrade a troop, but I highly suspect and assume that it does.How is a Lord's troop quality determined?The short answer is that an AI Lord's number of elite troops depends on his wealth (an AI Lord requires wealth to upgrade).

Mount & Blade II Bannerlord CheatsSteam achievements become disabled when you enable cheats in the launcher. How to Enable Cheats.

Go to DocumentsMount and Blade II BannerlordConfigs. Open “engineconfig.txt”. Look for “cheatmode = 0” and change the value to “1”Once you have complete steps above and activate developer console, you can use only the following 4 commands after starting a new campaign.

Ctrl+Left Click – Teleports you to the selected location on the world map. Ctrl+H – Fully heals you. CTRL+Shift+H – Fully heals your horse. Ctrl+F4 – Knocks an enemy unconscious.Note: You need to start a new campaign after activating the cheat mode (developer console). Otherwise the cheats will not work.

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