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@THE RIDE NEVER ENDS no, so my generals mod I created years ago and added stuff to it when I came back to Rome 2. Unfortunately not everything was as balanced as Id like so I figured Id just start a new one instead of changing things just in case people wanted to keep using the old one as is.
For the agents mod I just posted that one pretty recently but a lot of the values weren't working as intended. I was going to release a new generals and agents mod combined but decided against it so I am just going to do a updated version of the agents mod. But these are it and I will be updating them as I continue to play this game.
I'll try i suppose, just went on a spree installing 50gb of bannerlord mods, and debugging it all, thinking it'd be a nice change of pace from rome 2... oh boi..
As for the suggestions I like some of them. I have thought about adding more siege equipment many times, its one of the most offered changes in the modding tool. I love the "lazy bones general" haha that hilarious but also makes sense. I didn't think I wanted to have the same effect for different attributes but I think you are on to something.
I'm going to be posting my new agents mod soon, Id love to hear what you think when I do.
High Authority: if possible : more siege equipment built during sieges, else: maybe LIGHT increase in ammo (to simulate access to better baggage train)
Low Authority: slighly slower troop speed on the battlefield (disrespected general)
High Cunning: 2 fire balls trap and 2 anticav spikes (independent of stance)
Low Cunning: slight lower melee defense (can't coordinate troops for shit general)
High Zeal: light increase in melee attack for high levels (say above 10 points you get 10% more)
Low Zeal: slighly slower troop speed on the battlefield (lazy bones general)
I've found so far that the speed given by cunning is a bit too high for light infantry units but only in cases where you really grew your general to "insane" values. I've had light hoplites chase benny hill style cataphracts