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  1. Re: Irritating fatimids+need some advice regarding strategy(SS beginner)

    Go to your data folder and edit all horse archers(yes, even the all Godly Mongols) to a realistic maximum range of 70-90(110-20 in few elite cases) with a range attack of 2-3...maybe 4 in a few cases...
  2. Re: Any way/sub mods to set Late Era campaign even later?

    You can do it with a bit of modding.

    Firstly you need to set the startdate of your campaign to a later date after which you have to lower the event value for events to happen earlier...some...
  3. Re: Construct your own villages(and stone forts) submod

    If you run the SS setup the .txt files get replaced with the backup files in the SS6.3 folder so you either have to reinstall this submod each time you run the setup, or you have to replace the...
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    Re: Cavalry skirmishers - How to?

    Horse archers, in this game and most others, are overpowered and much more effective than they actually were IRL so you should not have any problems exploiting the AI whilst using them.
  5. Re: Construct your own villages(and stone forts) submod

    Then you did it wrong ;)
  6. Re: Construct your own villages(and stone forts) submod

    ...to your SS folder, seriously if you still can't find the proper folder placement just extract the files to another location then open up your SS folder side by side and do it manually.
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    Sticky: Re: SS Screenshot Thread

    An age of huge cities and citadels, loads of cash and hundreds of armies stacked to the full with elite late era troops;

    The Timurids finally conquered the Persian forts...
  8. Re: The Great Conflicts main discussion thread. Please post here!

    Um, hasn't 12 turn/year system worked after being implemented with a series of submods within other mods like SS, EB, TATW and others;

    Omni script;...
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    Re: Idiotic vassal states

    Well what sucks is that the vassals usually just pump themselves with fullstack armies during their time of peace, so when they break off and I want to reinstate them, I actually have to repeat the...
  10. Re: The Great Conflicts main discussion thread. Please post here!

    Well I can tell you already what will happen:

    To make it even seem realistic, armies will be able to travel across half the map in two-three turns(navies in 1 turn) since it took other armies(for...
  11. Re: The Great Conflicts main discussion thread. Please post here!

    Um, should it not be 12 turns per year script considering the mod will encompass a much smaller area?

    I think it would be strange travelling from Greece to Bulgaria for 4-8 years.
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    Re: Idiotic vassal states

    So I just declared war on England to save my vassal Scotland which in turn resulted in my other vassal Sicily(also England's ally) to break our relations.
    In order to recapture Sicily(the Moors...
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    Re: SSHIP - General Discussion

    Venice should not have Dalmatia at the start of the early campaign.

    Zadar(the capital of Dalmatia at the time) along with most other coastal cities, recognized the rule of Koloman of Hungary the...
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    Re: SS6.4 Slight music overhaul

    Update;

    -a couple of new tracks
    -reedited some old ones
    -4 new main menu tracks


    Recombined the entire music list into a single .rar file, if there is a problem with any of the files please...
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    Re: I have too manny florins.

    I have no idea what you guys are talking about...

    I currently control western Europe with cities(huge and large), at least 3-4 citadels and still have trouble financing everything, especially the...
  16. Re: Construct your own villages(and stone forts) submod

    Neat, I also saw those trees as a bug during winter turns.
    However, since I use a 12 turns per year game build I only get 1 winter turn per 12 turns so by removing the trees completely the villages...
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    Sticky: Re: SS Screenshot Thread

    I legitimately though they were just making fun of the Scottish accent; http://www.youtube.com/watch?v=lEOOZDbMrgE&t=0m14s :laughter:
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    Re: Modding Music for the Byzantines

    http://www.youtube-mp3.org/

    ...and here's your first song that I found would be perfect since its so awesome and short enough to be implemented into game perfectly;...
  19. Re: Construct your own villages submod

    Haha, I just realized I forgot to update the file with the additional tooltips.txt changes(replaces every single possible mention of a watchtower ingame with village) even though I thought I did that...
  20. Re: Construct your own villages submod

    :no:
  21. Re: The Stainless Steel Answer Station - ask all questions here - NOT FOR BUG REPORTS!

    http://www.twcenter.net/forums/showthread.php?175383-12-turns-per-year-with-proper-aging

    Use one of these scripts, they worked perfectly for me, be sure to copy/paste the script text in the proper...
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    Re: Work to continue on Titanium!

    Maybe to avoid the usual chunky provinces in Africa and Arabia you could try implement the "wasteland" technique that the EB team did;
    ...
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    Re: Modding Music for the Byzantines

    There is a tonload of breathtaking Byzantine music on youtube;

    http://www.youtube.com/results?search_query=byzantine+music

    I believe they are the easiest faction/culture to overhaul when...
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    Idiotic vassal states

    So I managed to set up a few client kingdoms and instead of those factions behaving like my vassals they still continue to participate in diplomacy to such an extent that they simply dissolve my...
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    Re: Forts?? What do you do with them?

    Here is evidence of extensive use of forts by the AI in my game build;

    http://i.imgur.com/oZNHwkI.jpg

    http://i.imgur.com/XOgPRTe.jpg


    This one is actually under siege, which happens quite...
  26. Re: Viva la Rebellion! - Re-emerging Factions for SS6.4 - Aug 2 2014 update

    I advise you to do the same;

    -Cyprus and Rhodes are islands that nobody cares about so they rarely/never get taken by a muslim faction
    -even if the Crusaders spawn on the island, they will take...
  27. Re: Viva la Rebellion! - Re-emerging Factions for SS6.4 - Aug 2 2014 update

    It worked
    :party:

    http://i.imgur.com/A61K9c0.jpg


    http://www.youtube.com/watch?v=K3dbd2YyeN0
    *forum video insert option does not work*
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    Sticky: Re: SS Screenshot Thread

    Hahaha, I was just about to post the same thing;

    http://i.imgur.com/L0C95No.jpg
  29. Re: How do you win an offensive siege against anything other than militia?

    Want to talk about offensive sieges?

    It took 9 armies and 10-15 siege assaults to finally cleanse the Baltic from the pagan Lithuanians who packed their best army/general inside their fortress;
    ...
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    Sticky: Re: SS Screenshot Thread

    http://i.imgur.com/EfDMCS9.jpg

    Looks like our little 14 year old landsknecht commander grew up to become so powerful that he is on his way to becoming Emperor.

    -6 turns per year script
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    Re: Forts?? What do you do with them?

    Well, after some time during my campaign, after gunpowder has become into use, the AI started pumping out forts and attacking each others(and my own) forts as well.

    So far(without toggling the...
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    Re: Forts?? What do you do with them?

    *Cough* *Cough* My village mod has stone forts and its save compatible *Cough*
  33. Re: The Great Conflicts main discussion thread. Please post here!

    Yeah, regarding Jadra, Ragusa and Spalatum;
    (and Cattaro if I there is no settlement replacement to be made inland):
    ...
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    Re: War Wagons! ... overpowered?

    I think you are being to exclusive, there are accounts of long range cannon fire all the way from the end of the 15th century that suggests that there were instances of all kinds of uses with...
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    Re: What are the features?

    Um...
    http://lmgtfy.com/?q=stainless+steel+total+war+features

    the first link:surprise:
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    Re: Forts?? What do you do with them?

    But free garrison slots do not work with buildable permanent forts...or have I missed something in the tw tutorial?

    Also, is there a way to make the AI value forts as legitimate targets?

    So far...
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    Re: Little radar map bug

    The thing it, I have modded almost every single file in the game build and could not find the cause of the error.

    It was not the campaign script, the strat, unit descr...whatever I fixed the error...
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    Re: Forts?? What do you do with them?

    Or,
    go to;

    \Medieval II Total War\mods\SS6.3\data\descr_campaign_db.xml

    and change the following line;
    <destroy_empty_forts bool="true"/>
    to
    <destroy_empty_forts bool="false"/>
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    Sticky: Re: Stainless Steel 6.3 & 6.4 Suggestions

    What about the AI crusading armies after a successful/failed crusade?

    Often it takes them 10-20 turns to get them back home...that's a lot of upkeep for all those fullstacks strolling around in...
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    Re: Little radar map bug

    Thanks.
    Reinstalling the whole thing again so that program may prove itself to be very useful :)
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