

- #BEST MOUNT AND BLADE WARBAND MOD NON COMBAT UPGRADE#
- #BEST MOUNT AND BLADE WARBAND MOD NON COMBAT FULL#
Their choice of dialogue depends on their personality, so once you memorize the different dialogue it becomes easy to know their personality. Ideally, you want all of your vassals to be either Upstanding, Good-natured, or Martial. The better their personality, the more loyal they are as vassals, but the harder it is to convince them to join your kingdom. These personalities are: Upstanding, Good-natured, Martial, Calculating, Pitiless, Quarrelsome, and Debauched. How do lords interact with the player?. It will be a challenge to take down even a single elite troop if your weapon proficiency is not good.
#BEST MOUNT AND BLADE WARBAND MOD NON COMBAT FULL#
This allows them to operate to the full extent of their stats, and everyone will fight as if their lives depended on it. 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 is probably the most noob setting to turn down, even worse than the damage settings IMO.Īverage combat AI is a balance, I’d recommend it for new players. You will not get that much better at combat playing on this setting since everyone, even elite troops, are pretty much punching bags. 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. I would not recommend playing on this difficulty. Their sole tactic on the battlefield is bum rushing into your shield wall. They will not feint and they are generally poor at blocking. They will delay their swings, giving you an opening to attack them. 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.īut 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. TL DR, don’t play on Good Campaign AI unless you want a challenge, because the AI cheats a lot. 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. – Campaign AI determines how biased lords are against the player in several ways.
#BEST MOUNT AND BLADE WARBAND MOD NON COMBAT UPGRADE#
Additionally, these death stacks will have far more room to upgrade their troops. 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. In other words, max AI lord party size is the same across all difficulties and scales with the player’s level.


In fact, it is determined by the “ideal party size” variable, which is determined by the player’s level. It is a common myth that max AI lord party size is determined by campaign AI difficulty. – 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. 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. On Good Campaign AI, a lord will be able to completely recover from defeat after just a week or so. In code, this is technically done by determining the cost of recruitment. – Campaign AI mainly determines how fast an AI Lord can recruit troops. 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. Each “non-core” fief increases tax inefficiency by 3%/4%/5%. The player can hold 6/4/2 “core” fiefs, i.e fiefs that do not suffer from tax inefficiency. – Player tax inefficiency becomes more severe as campaign AI difficulty increases. In format: Poor/Average/Good (i.e the values on respective difficulties would be 6/4/2) All of the difficulty settings are pretty self-explanatory, save for the AI settings.
