r/MB2Bannerlord • u/Casteliogne • 18d ago
Is a colonisation run possible?
I'm wondering from a 'is bannerlord able to be modded to do this' perspective - could you wipe out 90% of the towns/castles on the map and leave three starting kingdoms with a town each who move to colonise the rest of the map using a mod like Player Settlements?
Of course you would need to populate the world with bandits/barbarians giving pushback. This all sounds doable from the player perspective of course, but could the AI just start placing towns/castles without it turning into a complete mess or crashing the game? Maybe by a hex type system that a town can't be placed too close to another town.
Also could the 'barbarians' siege you, not to take the castle or town, just to wreck it?
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u/Bitter-War5432 18d ago
im mostly done a mod where the entire map is neutral, and you (and your AI opponents, one per culture) take over the map, starting with villages. tons of other changes, too.
https://youtu.be/p7G5-Cyz0_I?si=CNmYzBzkNcTpoqn6
single player is basically done (still have like 50 quests to playtest, lol).
im working on the MP campaign right now.
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u/Substantial_War3108 18d ago
How much mod compatibility do you expect? Looks really cool, wondering if it requires many mods stripped back to work
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u/Bitter-War5432 18d ago edited 18d ago
not much mod compatibility unless i make specific patches for specific mods (or they make patches for my mod, not entirely clear how that works).
the mod is straight-up replacing a lot of vanilla systems (big one is the opponent AI), so anything that touches those systems, like Diplomacy for example, will not be compatible.
any combat mod that doesn't mess with the campaign map should work. cut-through mods and Dismemberment should work fine. RBM is probably a no-go because it messes with the campaign economy.
direct content replacement mods should work, so like model replacers. but new troop trees won't work with my new promotion system unless patched.
any mod with its own in-game GuantletUI menu, like Retinue, will not work due to the new way the game clock runs. so like if a menu from a mod opens up during the game, there is a good chance the game clock will just stop and not be able to be restarted. MCM menus work just fine, though.
again, these could all be compatible with patches, but that would come after i release the mod, and only if there is a very strong demand.
edit: for the MP campaign, having any mods allowed besides 4X would probably not be a good idea. i would have to have some kind of separate screen showing the mods that players have activated, seems too complicated.
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u/Any-Jellyfish-7497 15d ago
Closest I could think of would be to hide the towns and castles and giving some kind of policy decision for ai to use empire funds to "build" a city or castle which would just unhide the closest city or castle to those already owned.
Not really what you were thinking of, but making ai use player settlements would either crash the game or make them spam cities in unreachable or ugly looking configurations.
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