Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Improved Garrisons
Arroniz 23 Nov, 2022 @ 12:12pm
ideas/suggestions to improve the mod
I would like to create this thread to suggest some changes that can help to improve or complete the mod.
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Showing 1-15 of 23 comments
Arroniz 23 Nov, 2022 @ 12:30pm 
I would like to start by suggesting that in the management part you can also see security, it is the only thing that is missing, perhaps in the overview part it would also be a good idea to put all the information to be seen, the good thing about that section is that you can see the summarized information in a practical way without having to switch from tab to tab to see each fiefdom or town separately, as happens in the management part, just by sliding the mouse wheel a little you can see the basic information quickly, that makes things much easier.
In the part of the guard it would be nice if the troops could be managed from afar without having to go to the guard personally to talk to them, the only way to manage it from afar is to have them return to the fief and create a new guard It would be much more convenient to have an option to manage them one by one from afar and be able to make some return to their fief or have more troops go from the fief to the guard, perhaps this would be asking too much but I would also like to be able to create more than one guard for each fief. For now these are my ideas and I will add more if they occur to me, whoever wants to suggest something is also free to do so, I hope that the developers of this mod can listen to these suggestions and consider them, it is a great mod and I congratulate you for your great job, thank you
Arroniz 26 Nov, 2022 @ 5:55pm 
It had occurred to me that it might also be a good idea to put the + and the - regarding the change of prosperity, security, etc, in red when it goes down and green when it goes up, just as it appears in the base game, it may seem like a silly but it makes the game more visually appealing and intuitive
Arroniz 26 Nov, 2022 @ 5:58pm 
I would also like to comment on a possible failure if it is so or on purpose, but when one of my guards that is patrolling ends up with an enemy army that comes to attack and they capture a nobleman, that nobleman does not appear when inspecting the troops of the guard, basically disappears when the patrol is supposed to have captured him
GrimFalcon746 2 Jan, 2023 @ 11:53am 
It would be helpful if there was an option to limit how much food a personal party consumes. I turned the settings all the way up, and could not buy enough food to keep them fed (funds were not the issue, amount of food available for purchase was)
vienolac 2 Jan, 2023 @ 3:28pm 
I think it would be good to be able to see how long each project time is estimated for without having to select it as the primary first.
Cadix 2 Jan, 2023 @ 4:02pm 
A nice feature would be if there´s an option to reduce the garrison upkeep for the ai as well. In my current game the ai can´t handle the upkeep and the lords running around with just 30-40 troops.
vienolac 3 Jan, 2023 @ 4:58am 
Originally posted by Cadix:
A nice feature would be if there´s an option to reduce the garrison upkeep for the ai as well. In my current game the ai can´t handle the upkeep and the lords running around with just 30-40 troops.
That would be good. However. If you get the simple bank mod. There is an auto balance feature that sends your money to poorer clans. Maybe try that out

I can’t seem to get the wage adjuster to work for my game
Also my recruiter just stands still. Right outside the gate. But he still recruits lol
Pyrogorous 15 Jan, 2023 @ 8:23am 
Could you possibly add the option to not attack villagers and caravans? I don't like attacking the people, only the butthole lords/ladys. They weren't in the beginning but now that I am controlling a lot of territory some of them have started to.
nephilimnexus 16 Feb, 2023 @ 8:15pm 
"($Party) has reached there destination" should say "($Party) has reached their destination."
Jazza1198 21 Mar, 2023 @ 12:22am 
Dont know if someone has mentioned it elsewhere but perhaps a button that will add all building projects to the building queue if they are not currently in the queue and are upgradable?
SaudXSteel 24 Mar, 2023 @ 12:08pm 
Originally posted by Jazza1198:
Dont know if someone has mentioned it elsewhere but perhaps a button that will add all building projects to the building queue if they are not currently in the queue and are upgradable?
Great Idea and also speed up tweak for both towns and castle projects would be very good
kinngrimm 4 Sep, 2023 @ 7:34am 
As you already have a way to transfer troops from one place to another, how about prisoners? That way i can pool them at a single location and decide which to sell and which to keep? Maybe that as an option when one does regular troop transfers, so one has some folks to keep an eye on them o_0
kinngrimm 4 Sep, 2023 @ 7:35am 
when a location reached maximum capacity, maybe an automated transfer of troops to places that are still lacking troops.
[FRA]EmoHawkas 21 Sep, 2023 @ 2:56am 
Being able to assigned a compagnion to a patrol to increase his skills and levels .
Sinagrit Baba 6 Oct, 2023 @ 2:41pm 
It would be great if the guards destroyed the bandit hideouts.
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Showing 1-15 of 23 comments
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