Page 1 of 5 12345 LastLast
Results 1 to 20 of 95

Thread: {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!

  1. #1
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Icon7 {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!


    For the entire SS community!


    I have decided to create my own 2 turn per year mod, as the ones I found did not do what they were intended. This WILL be the most polished & perfected form of the mod that exists, and will hit all aspects which need to be addressed to actually make this mod work correctly.

    Also included will be an Historical Accuracy improvement with a suprise

    This IS the best 2 turns per year mod for Stainless Steel. You'll be a fool not to download

    RELEASE DATE: AUGUST 2008

    Two Turns Per Year Mod - Changes & Improvements


    Spoiler Alert, click show to read: 

    Two Turns Per Year Mod;


    * Turn turns per year obviously, finally the Family tree will match the campaign length and you'll have a REALISTIC campaign! (and more generals/family members) Thus game length increased by x3

    * Settlement Growth and Farming reduced by x3 (to compensate for longer game length)

    * Doubled Building Times

    * Increased Building Costs slightly

    * King's Purse reduced by x3 (to compensate for longer game length)

    * Doubled Unit Times (realistic) -- Apart from peasants, as they are just amassed in the settlement.

    * Reduced Unit Upkeep by x3 (to compensate for longer game length)

    * Events are changed to correct dates automatically

    * The First Crusade will appear at historical accurate date if you do not request it, 1095 (yay!)

    * Movement rates are slightly decreased - but not by too much, realistic now. (Does not take 6 years to go from Land's End to John O Grotes )

    * Will make the map more historically accurate, according to the 1080 era.

    Mod Progress:

    Turns per year - 100%

    Settlement Growth and Farming - 100% (Thanks to Caeser)

    King's Purse reduction - 100%

    Doubled Building Times - 100%

    Increased Building Costs - 0%

    Doubled Units Times - 100%

    Reduced Unit Upkeep - 100%

    Events - Automatically done

    Crusade Time - 100%

    Movement Rates - 100%


    Historical Accuracy - Changes & Improvements

    Spoiler Alert, click show to read: 

    Historical Accuracy Improvements;


    * Historic Starting Settlements - this will be made as best as the engine can handle. If there is a unfair advantage, then that's the way it is - real life is cruel

    * Because of this,

    - The Moors will now own Lisbon,
    - Kingdom of Leon-Castille will now own Oporto.

    But what about The Kingdom of Portugal I hear you ask?

    The Kingdom of Portugal is now an emerging faction!

    It will emerge in 1139 (this was around the correct year when Portugal became a force of power with a Self Proclaimed King) - before that it was merely a county), The Kingdom of Jerusalem will emerge in 1099.







    * Emerging Kingdom of Jerusalem - Why not?


    [IMG]http://img227.imageshack.us/img227/9207/jerusalemeventshowlb5.24addc4bcd.jpg



    [/IMG]


    Other - Changes & Improvements

    Spoiler Alert, click show to read: 

    Historical Accuracy Improvements;

    * Gave all factions ability to construct highways, (Why not?)
    Highway Ability - 100%




    Real Crusades

    * The campaign is set up so the first crusade is how it is supposed to be. You'll see mass forces of Crusader Armies - Templars and also the KoJ.

    * Buffing the factions of Egypt and Seljuks - as the presence of Templars, KoJ and Crusader armies at the same time (Finally a REAL crusade) would destroy them and make crusading to easy, it's supposed to be harder but funner ^^.


    Future Developments & Updates

    Spoiler Alert, click show to read: 

    Future Developments & Updates;

    * Replacing Ireland with The Kingdom of Georgia - (for Historical Accuracy) <---


    Notes:

    This mod is only compatiable with Real Recruitment at the moment;

    I will be making a version for BYGIII in a further update.
    __________________________________________________________

    This WILL give you a highly realistic gameplay experience!


    Required:

    SSTC and RR

    Special Thanks to:

    * Quark - Advice and Inspiration
    * Caeser - Settlement and Region files
    * Point Blank - Real Recruitment
    * Chimeria - SSTC 1.2
    * King Kong - For this awesome super mod!
    Last edited by Grandmaster Ryu; July 30, 2008 at 10:01 PM.

  2. #2

    Default Re: *Mod Request* - Turn to Year ratio

    Go X:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign

    choose custom (Late) or imperial_campaign (early) folder

    look for the .txt 'descr_strat' like this:

    start_date 1220 summer
    end_date 9960 winter
    timescale 0.50 <- this is the time, lik 4 u 2.00 (in years)

    marian_reforms_disabled
    ;rebelling_characters_active <- the ; at the start disables it, no rebelling generals
    gladiator_uprising_disabled
    night_battles_enabled
    ;show_date_as_turns <- here it shows the years instead of turns
    brigand_spawn_value 80
    pirate_spawn_value 70

    u can find the kings purse as you go down..hope it helps!

  3. #3
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: *Mod Request* - Turn to Year ratio

    Quote Originally Posted by twcenteraccount View Post
    start_date 1220 summer
    end_date 9960 winter
    By the way, what's with them dates? You going in the Laser gun era?

  4. #4
    Brewskii's Avatar Senator
    Join Date
    Jun 2008
    Location
    Unstuck in Time
    Posts
    1,174

    Default Re: *Mod Request* - Turn to Year ratio

    go for buddy its a nice mod concept

    Spoiler Alert, click show to read: 
    Nothing, just wanted to see if you'd open it.

  5. #5
    Magus's Avatar Tiro
    Join Date
    Jun 2008
    Location
    Tampa, FL
    Posts
    224

    Default Re: *Mod Request* - Turn to Year ratio

    if I am not mistaken this mod already does this?
    http://www.twcenter.net/forums/showt...&highlight=wds
    maybe check it out and see if that is what you're looking for.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  6. #6
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: *Mod Request* - Turn to Year ratio

    Quote Originally Posted by Magus View Post
    if I am not mistaken this mod already does this?
    http://www.twcenter.net/forums/showt...&highlight=wds
    maybe check it out and see if that is what you're looking for.
    Yes I know that does exist, but as I said - the mod doesn't really do as it is intended, and really is messy,

    although it makes the gameplay increase, all the times, costs, taxes, unit times, etc don't really match up;

    what I'm really trying to say is it is a pickle
    Last edited by Grandmaster Ryu; July 29, 2008 at 01:19 AM.

  7. #7
    Libertus
    Join Date
    Nov 2006
    Location
    Germany
    Posts
    59

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Hi, which is the base edb file you used for your mod? Original SS 6.1? RR?

  8. #8
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    If you mean Export Descr Buildings, then it is RR

    If not, then please state which you mean

  9. #9
    strife1013's Avatar Campidoctor
    Join Date
    Nov 2007
    Location
    Colorado
    Posts
    1,688

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Sounds great, plus rep.

    I like the idea of letting everyone create highways so I want that in my game, how would I do that for my own personal use without the other changes you have made?


  10. #10
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    In export_descr_buildings, find 'highways' and you'll see ownership is {{Greek}}

    If you look at normal roads, you'll see the ownership is {{Northern European, Southern.... Greek etc}}

    Simply copy the normal roads ownership to highways
    _____________________________________________________________________

    You should dl though ^^, campaigns don't seem as real when the family ages too slow =/

  11. #11
    strife1013's Avatar Campidoctor
    Join Date
    Nov 2007
    Location
    Colorado
    Posts
    1,688

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    well that's easy thanks!


    Also I read that the trade_base_income_bonus bonus 1 is the same as paved roads so therefore you do not get another increase in trade you are just able to travel quicker with highways right comparing highways with paved roads yeah?


  12. #12
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Yup, but tbh you could increase that to 2, - I'm sure trade would be more because the roads are wider ^^

  13. #13
    Magus's Avatar Tiro
    Join Date
    Jun 2008
    Location
    Tampa, FL
    Posts
    224

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    sweet man, I use RR and I MUST have 2 turns per year for realism reasons, I am so glad you are creating this I look forward to the release, +rep
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  14. #14
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    I just wish CA had made it so the aging of characters corresponded to the turns per year, - then all this wouldn't be needed

    Maybe in Empire they'll have a option on the campaign screen which lets you choose the turns per year

    It'll be released soon, just testing everything to make sure the campaign runs well, the ai doesn't get too rich or poor etc, I don't want anything to go wrong for you guys ^^
    Last edited by Grandmaster Ryu; July 28, 2008 at 04:10 PM.

  15. #15
    Mega Tortas de Bodemloze's Avatar Let's Get After It
    Join Date
    Jan 2008
    Location
    Fort Hood, Texas/Parramatta, New South Wales, Bristol, Tennessee
    Posts
    11,588

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    GrandMaster Ryu...

    for poineering spirit & gumption +Rep Love the highways for everyone! Congradulations on your first Rep. Circle
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  16. #16
    spartan117's Avatar Ordinarius
    Join Date
    Feb 2007
    Location
    Chicago
    Posts
    707

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Hmmm did you get settlement growth working well. I dont mean simply 100 turns into the campaign but like 400-500 turns into the campaign. Could you upload your settlement mechanics.... or the possible changes you made have made in the regions. Thanks....

    A way but quite strenuous way to check the growth that far into the campaign is to use hotseat.

  17. #17
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Hi Spartan, I am using Caeser's settlement mechanics file for this (he knows what he is doing better ) - it works well.

    Also, updating the first post soon with a suprise (it's to do with the Historical Accuracy)
    Last edited by Grandmaster Ryu; July 28, 2008 at 10:19 PM.

  18. #18

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Great work Grantmaster Ryu
    + rep..

    Wonder if you also can use your mod with only SSTC installed ??

  19. #19
    Indefinitely Banned
    Join Date
    Jul 2008
    Location
    Laptop :)
    Posts
    240

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Quote Originally Posted by Davalord View Post
    Great work Grantmaster Ryu
    + rep..

    Wonder if you also can use your mod with only SSTC installed ??
    Not at the present time sorry, but if you upload your export_descr_units and export_descr_buildings files then I'll make them compatiable

    That'll also enable others to do the same

    Updated First Post
    Last edited by Grandmaster Ryu; July 29, 2008 at 01:17 AM.

  20. #20
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!

    Grandmaster Ryu: Just a quick question. You have reduced unit upkeep to a third of normal...wouldn't this unbalance the entire economy without also reducing all forms of income by x3 also?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

Page 1 of 5 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •