Type: Posts; User: Geoffrey of Villehardouin; Keyword(s):
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October 13, 2014, 01:24 PM
We should perhaps take a look at those units then. Albanians and Greeks probably had similar dress.
By the way, while checking again for images on the web, I think I made something of a discovery....
October 13, 2014, 09:54 AM
Does With Fire and Sword have Ottoman or Croatian units? I doubt it would have Greek and Albanian units, though. One such unit for example, would be light mercenary cavalry from the Balkans (mostly...
October 11, 2014, 09:16 PM
The mod should be inside the mods folder.
Here is the descr_transition_screen file: 315451.
It should be placed in the data folder. Check how many quotes you have in the quotes file in...
October 11, 2014, 08:23 AM
Using the descr_transition_screen file resulted in two loading screen crashes in three evenings of playing a campaign. This is about normal for me except in the first few turns of a campaign, when...
October 09, 2014, 12:04 PM
If it helps, I do not have descr_transition_screen in my data folder and have not replaced the quotes with the new file. I have no more loading screen crashes than in Stainless Steel or other mods. I...
October 08, 2014, 11:00 AM
The mod has been in hiatus and will remain so until a modeller offers to make our units. There was also an issue with the map, that could conceivably be resolved. But the mod would not be any fun...
October 07, 2014, 10:32 AM
I totally sympathise with you and wish there was a solution. Since not all players are plagued by such crashes, one has to conclude that part of the problem is something specific to players' setups,...
October 06, 2014, 11:39 AM
Crashes are understandably annoying especially after finishing a battle. We had pondered about this problem before and could not find a cause. It is intermittent (rare in my own experience) and not...
October 05, 2014, 12:10 PM
The AI factions get more money than the human player. Just because other factions look rich in your byzantine campaign does not mean that they will have the same kind of money under human player...
Sticky: Re: FAQ
You can check the sticky on increased range of units in the map for ideas. Open that file and edit it, if you so wish.
Perhaps you could also try to play at an easier level. At first we had...
Only the Deliler model is made specifically for our mod. The decision was also made to keep just some cavalry units for the Ottomans, as raiders, raiding being the main activity of the Ottomans on...
October 02, 2014, 02:42 PM
The Byzantines start in the early campaign as the strongest faction (someone had to be that faction) and it is easy for the human player to keep them that way. England is an easy faction to play...
September 30, 2014, 11:53 AM
England is not a typical faction. It has no borders. Whoever is worried about having too much money can pick a weak faction. It would be a paradox to have too much money with a weak faction but if...
September 29, 2014, 03:20 PM
Interesting suggestions from Marius and Flavius. Most of the European music in SS6.4 tends to be Irish, and the Irish are not even a playable faction. It would be nice if someone uploaded some...
In some mods you can destroy entire AI stacks with just 3-4 of units of cavalry. You can even destroy an entire stack of spearmen with just a few cavalry units.
Making wins easy for the human...
Do you mean musketeers can cause more damage than artillery? It is possible. The problem is balance. Since the AI cannot use artillery effectively, making it more damaging would shift the balance in...
Since patch 4, cavalry is 80-100 per unit on huge.
Artillery favours the human player against the AI, so numbers of cannons per unit have been reduced to the CA standard, except I think for one...
Cavalry are 80-100 per unit except for the generals' bodyguards.
September 22, 2014, 11:23 AM
Music itself is not the work of anyone other than the creator and performer. For scripting and graphics we learn from each other but no one learns from each other here how to write music.
Some of the infantry units are around 220 on huge.
September 19, 2014, 11:17 AM
Though it is true this is a bit of an exploit, it does actually result in proper sieges, including fighting on the walls, as opposed to in the central plaza. Also, the stone forts are immersive and...
September 15, 2014, 07:00 PM
If a high dread general is close to some enemy units, they will rout more easily. So distance has some kind of an effect. The question is if command is what is stopping units from wavering rather...
September 15, 2014, 06:36 PM
Regarding artillery, at this period, field cannon were fired on the battlefield at their point blank range.
The upkeep of war wagons is too high to have them in a field army. They are a fun...
September 14, 2014, 04:51 PM
Sticky: Re: BC 2.4 Needs you!
The Rusichi animations are very nice. Would they be usable with infantry without changes in the models? If only horse animations are potentially problematic and the right horse models are available...
September 14, 2014, 04:32 PM
I understand the consensus here was that command affects only autoresolving. Better morale can be explained by higher chivalry. It is difficult to test effects of command on morale since generals are...
September 14, 2014, 03:14 PM
You are right about the war wagons. They are OP but expensive to carry around. The only option is to keep them in a fort near the couple of cities that get them, so their use is limited. We may do...
September 14, 2014, 02:44 PM
The number of command stars only affects autoresolving.
September 10, 2014, 05:07 PM
Here are two short videos with my preferred setup, early and late campaign sieges respectively, custom battles against a stronger AI army. Thirty and twenty men lost respectively. Without the...
September 09, 2014, 12:35 PM
Strictly speaking, one could have 20 units of the heaviest mounted knights, sally out and destroy the besieger. What is realistic is another question.
Still, what kinds of casualties do people...
September 07, 2014, 12:10 PM
Much of the passivity of the campaign AI is caused by the fragmentation of the map. I am quite certain you will not find any regular campaign AI that will be more aggressive. The AI is not using...
September 03, 2014, 10:20 AM
That should save them time then. There was an idea somewhere to shorten the diplomat animations to decrease turn time. I do not remember where it was being discussed. It might have been in Stainless...
September 02, 2014, 10:59 AM
The answer to your problem may be here.
September 02, 2014, 10:54 AM
I doubt the diplomats add significantly to any turn slowness. Most factions only have a single diplomat. Perhaps you can try to bribe all the diplomats.
September 01, 2014, 11:13 AM
When defending in sieges: 1-2 catapult units if available (otherwise archers), 1-2 flamethrowers or naffatun if available, 1 unit that can deploy stakes if available, 1 cavalry unit to chase the...
I have not noticed a money problem except the one reported a few months ago to do with getting money from vassals (which sounded like an exploit anyway).
One thing I noticed is that it tends to...
August 21, 2014, 11:12 AM
Was the name of the Hungarian Warlord Strategopoulos? Quoting Wikipedia: "Alexios Komnenos Strategopoulos was a Byzantine general during the reign of Michael VIII Palaiologos, rising to the rank of...
August 20, 2014, 10:27 AM
One possible way forward is here. However, according to Gigantus, this does not give the ability to change the text files.
The alternative is to check your antivirus program virus list, restore...
There are more exploits than already mentioned. Naval invasions or defending on bridges for example and a better use of agents (e.g. defending merchants with an assassin). Much interest in the mod...
August 14, 2014, 06:11 PM
Thanks for all that work.
August 14, 2014, 12:40 PM
My impression was that this aspect of infantry fighting cavalry in melee was not being discussed much in the Tactica, as if it was not worth spending time on. There was somewhere a short paragraph...
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