Last edited by Byg; March 08, 2008 at 03:06 AM.
Instead of deleting this shameful post ill instead dedicate it to all you nice people on here, i must say you continue to amaze me.
I really do feel like something less pleasent amongst such noble and mature beings as yourselves.
Thumbs up on an excellent mod!
Last edited by Wombat; March 10, 2008 at 12:50 PM.
I have noticed that the AI generals always have trait "armie fully supplied"
I mean that that trait never changes. Some of the enemie's generals spent on my territory quite a lot of turns and they armies are always fully supplied.
All other traits work fine as well as "supply" traits of my generals. What's wrong?
It's pity and a bit unfair(
But nevertheless the mod is great. It makes war a really hard business. You have to prepare to it for years and when you miss enemie's invasion and discover his full steck army near your castle or city it is a real tragedie.
- none compatiable with Echads Fix Pack - 2.0, with icons etc
>_>
Echad's fix pack uses Quark's traits files (though I'm not sure which version) so you'd need a version of the files that removes the v2 traits, which you can get here.
Sorry if I'm being thick here but... is V2.0 included in SS 5.1? and will the newest version (V3.0?) be included in SS 6.0 which I hear is coming out very soon?
Cheers
Since captains can't have traits, if I use a captain instead of a general, does that make the game much easier? Since none of the new features can be added to captains.
Under the patronage of Evariste.
Yes v2 is in SS5.1. It's up to KK as to whether he includes v3 in SS6, but it's easy enough to add it if he doesn't.
To a certain extent yes, in that captains aren't subject to supplies restrictions, however captains can rebel randomly (it tends to be obvious if you've got a general who's likely to rebel). Apart from that feature I don't think there's any other advantage to using captains.
The latest version, that's still currently in development, will add some additional incentives to using generals over captains.
Byg- What an idea! (and beautifully sculpted and thought out)
I have two questions though, firstly, would you consider adding a system similar to DLV where as the English, if Nottingham is under siege it "recruits the local populice" to defend it, i.e instantly rcruits about 5 units of peasants/ militia. The only problem being that in DLV this tends to bankrupt the player- especially when not necessary.
Secondly, how about a 'scalp' system. I.e. I have a fresh faced general who faces my enemies legendary leader. Assuming it is a fair fight, I think my eneral should gain some respect- i mean- imagine if I beat a snooker champion (thats a really bad example though ><).
If you've played DLV you'll have noticed that it takes about 5 minutes for the ai's turn. This is due to the ackground scripts running (ie.garrison script) and I think this is the reason Byg doesn't want to add it. It also creates quite a bit of lag on the actual map as well.
BGRIII Gameplay Report (will update this post)
I chose a powerful large faction for once, to test out the auto difficulty levelling functions of BGRIII.
Faction Seljuk Turks
Late Campaign
Difficulty VH/VH
Play style Playing to win
I started with an alliance with BYZ which has held (so far until turn 200) securing my western front.
By turn 10
KOJ neutral, Egypt neutral, Mongols War vs Egy & Turk
My factions zeal level is moderate meaning the level of loyalty, command and piety among the nobles is slightly reduced. War Council members are unaffected.
With mongols to the north and south of me they begin their attack on Tbilisi in the north and building up their borders in the south. My 3 northern cities are held by medium sized garrisons and have no War Councillor in charge. They would be of little use there as I have little religious support there so cannot recruit.
The Leader has imposed Professional Recruitment restricting recruitment of prof units (Ottoman inf and siege equipment at this point) to the War Council only.
My War Council General Salih Bey holds the main army at mosul, defending against the southern mongols.
To top it all my faction has reached its recruitment limit, all good troops having been recruited, so I can now only recruit militias unless I disband some weaker units to reenable recruitment of stronger ones.
The 2 other war councillors, the king and the heir hold cities to the centre and west ready to recruit units once recruitment is reenabled. In fear of currently neutral BYZ.
By turn 20
KOJ war, Egy ally, Mong War, Kiev ally
Mongols have taked Tbilisi, Yerevan & Trebizond from me.
In the south my war councillor Salih Bey besieges Mongol Baghdad.
A jihad is called against KOJ Jerusalem.
Egypt besieges KOJ at Antioch
Last edited by Byg; March 28, 2008 at 05:13 AM.
Two questions
First: is there any differences between installation for 5.1 and 6.0?
Second: is BGR compatible with Brocen Crescent? If yes what do I have to do to install it correctly?
Hi, Before installing BGRIII I need to remove all my traits and other files from 6.0 (or a user can do this if he is clever enough to know what they are) so BGRIII does not appear alongside the old version when it is installed.
That 6.0 compatible file I make will then have to be installed in 6 (5.1 users had to do the same thing).
I will also have to supply a .bgr file specific to 6.0 (although users can make this themselves using the installer if they have the time/inclination).You can use the 5.1 "Stainless_Steel.bgr" file which will take care of any units that are in both 5.1 and 6.0. You would then just have to tick any new/highlighted units.
I'll do this when I get 6.0 so it's probably easier to wait, but I don't have it yet.
BGRIII should install alongside Broken Crescent more easily as you don't have to remove my old stuff.
You would still have to make a .bgr file for it using the installer (basically selecting what type of general you want to be able to raise each troop type by clicking a box next to each unit in a list)
I can't launch an installer. I've already cleaned the register so it isn't because of the previous installation.
So is this mod installable on 6.0? Sorry but I did not quite follow is it or is it not.
Could you have a look at the log file (in your temp directory) and let me know what's in it.
Not yet. SS 6 includes BGR 2 and this needs to be removed before you can install version 3, so you'll need to wait until the files to do this are released.
delete
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