Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Kingdom Annexation
 This topic has been pinned, so it's probably important
Piotr Sulej  [developer] Nov 21, 2022 @ 8:34am
Future development suggestions
Wanted to ask about your ideas for future of this modification. I am mostly considering two options:
1) Improving annexation mechanism with other options like some of the lords on annexed empire starting a rebellion (and you can execute them with way smaller relationship penalties as for standard lords) or defecting to other kingdoms and afterwards just trying to keep the mod stable.
2) After polishing annexation mechanism starting work on adding other mechanism for rulers to make the late game more interesting, mostly through more interaction with other rulers and your own nobles. In this case I would include configuration menu, so that people that are e.g. only interested in annexation could ignore other features.

Any feedback will be really appreciated.
Last edited by Piotr Sulej; Nov 21, 2022 @ 8:44am
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Showing 1-6 of 6 comments
Puls3 Jan 24, 2023 @ 10:32pm 
Hey, so the slider for max fiefs maxes out at 5 inside the MCM, and I didn't see a text config file.

So if you could let us raise that even further (20+) or provide an option to disable the max fiefs check completely that'd be great.

There's no reason to set a limit on a user's choice customization option. Currently as it is, annexing an entire country is a PITA even if you own half the map.
Magnus Aug 30, 2024 @ 9:12am 
If you wouldn't mind updating this mod to the current version of Bannerlord, I would be INCREDIBLY grateful!:KneelingBow:
Mrdk Jan 8 @ 8:54am 
all you have to do to make this work again is go to:

PlayerControllingCultureTownsClickableCondition()

and change

var cultureName = Hero.OneToOneConversationHero?.Clan?.Kingdom?.Culture?.Name ?? TextObject.Empty;

to

var cultureName = Hero.OneToOneConversationHero?.Clan?.Kingdom?.Culture?.Name ?? new TextObject(string.Empty);


I downloaded your code and fixed it myself and it works fine.

everything else seems to be fine.
MadoX Jan 23 @ 10:56pm 
Originally posted by Mrdk:
all you have to do to make this work again is go to:

PlayerControllingCultureTownsClickableCondition()

and change

var cultureName = Hero.OneToOneConversationHero?.Clan?.Kingdom?.Culture?.Name ?? TextObject.Empty;

to

var cultureName = Hero.OneToOneConversationHero?.Clan?.Kingdom?.Culture?.Name ?? new TextObject(string.Empty);


I downloaded your code and fixed it myself and it works fine.

everything else seems to be fine.

can you post you corrected version by any chance?
Mrdk Jan 25 @ 8:20am 
Originally posted by MadoX:
Originally posted by Mrdk:
all you have to do to make this work again is go to:

PlayerControllingCultureTownsClickableCondition()

and change

var cultureName = Hero.OneToOneConversationHero?.Clan?.Kingdom?.Culture?.Name ?? TextObject.Empty;

to

var cultureName = Hero.OneToOneConversationHero?.Clan?.Kingdom?.Culture?.Name ?? new TextObject(string.Empty);


I downloaded your code and fixed it myself and it works fine.

everything else seems to be fine.

can you post you corrected version by any chance?


i wont take over this mod but here this hopefully works.

https://drive.google.com/file/d/1KpX3HTV07N5jRYt4L_9sJM5Qxd-F-qtA/view?usp=sharing
MadoX Jan 26 @ 10:35am 
Originally posted by Mrdk:
Originally posted by MadoX:

can you post you corrected version by any chance?


i wont take over this mod but here this hopefully works.

https://drive.google.com/file/d/1KpX3HTV07N5jRYt4L_9sJM5Qxd-F-qtA/view?usp=sharing

thank you
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