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Thread: Mini-mods for new RC/RR compilation

  1. #81
    Morfans's Avatar Semisalis
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Morfans View Post
    Mainly what I think is a credible 2TPY versions of all SS_RR campaigns. I have modified the guild scheme and the campaign scripts as well (NB: in the imperial campaign, I have removed those events that originate the notorious "siege_settlement bug"). Only thing that has not been adjusted to 2TPY in the recruitment rate, because I didn't want to interfere with RR, which I do not fully understand.

    Apart from 2TPY, there are a few additional modifications:

    - flattered a bit the campaign & battle maps ( i don't like steep hills)

    - converted the tropical area around Constantinople back to Mediterranean

    - removed the red lines limiting the battle field

    - removed the catapult/trebuchet fiery projectiles (I hate those !)

    - fixed a graphical bug in the smoke of bombard & g.bombard

    - and a few other fixes / see the full list in the readme

    Update:

    - Reduced replacement rate by ~ 20% (it seems to work well in the Imperial Campaign)

    - Fixed minor flaws in the campaign map (Crete, Cyprus, Isthmus of Corinth, a few others)

    - Fixed (my own) minor bugs

    - slower character movements, except merchants & diplomats

    Note that 2TPY is implemented for EE, LE, 1450 & Italian Cities, but not all campaigns are fully tested ...

  2. #82
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    Morfans - good to see you're working on this still.

    can you summarise the thinking on guild file changes please?

    map flaws - ownership or actual map?
    (gracul is totally revising map for final 6.2 - removes all the jaggies.)

  3. #83
    Morfans's Avatar Semisalis
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Rozanov View Post
    Morfans - good to see you're working on this still.

    can you summarise the thinking on guild file changes please?

    map flaws - ownership or actual map?
    (gracul is totally revising map for final 6.2 - removes all the jaggies.)

    GUILD: basically, I have just adjusted the build scores. Recruitment is slower too, but not so slower that guild scores be significantly affected.

    MAP: actual map flaws. In the original (EE) map, there were sea routes traversing islands & headlands + roads built on the waters - I fixed (some of) those, just for the sake of physics

  4. #84
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    tx Morfans
    might be worth contacting gracul with your map changes?
    guild changes more for your personal taste than necessary for 2TPY?

  5. #85
    Morfans's Avatar Semisalis
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Rozanov View Post
    tx Morfans
    might be worth contacting gracul with your map changes?
    guild changes more for your personal taste than necessary for 2TPY?

    Guilds: No, not my personal taste. Build scores have to be increased to compensate for the combined effect of 2TPY longer construction times and higher building costs. Because "normalization" is the same as the original SS, failing to increase the build scores would result in impossible guild triggers. Recruitment scores should also be adjusted, but I decided not to change this part because its impact is minimal.

    Map changes: as I said, they are mostly in Krete, Cyprus, Corinth & Thessaloniki area. Gracul can freely import them in his map. I hope I can devote some more time next week to these graphical fixes, but ...

  6. #86

    Default Re: Mini-mods for new RC/RR compilation

    I changed the event dates in the late era campaign (just doubled up all the scores) and removed the Mongol spawning armies. But the recruitment and build times are still a little short. I don't suppose your mod has these or have they been reworked to accommodate no more castles?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  7. #87
    Gorrrrrn's Avatar Citizen
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    Default Re: Mini-mods for new RC/RR compilation

    Morfans
    cheers. I've kept build times the same in my mod for gameplay reasons.
    As they are purely notional one can vary them to taste.
    Ideally they should allow the building of all buildings before its time to upgrade the walls.
    I've also halved building costs as the AI factions are hopeless at budgeting
    (especially when it comes to higher tier buildings) so need all the help they can get.
    Again costs are notional, and can be adjusted to whatever gives the best gameplay results.

  8. #88
    Morfans's Avatar Semisalis
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    Default Re: Mini-mods for new RC/RR compilation

    Quote Originally Posted by Rozanov View Post
    Morfans
    cheers. I've kept build times the same in my mod for gameplay reasons.
    As they are purely notional one can vary them to taste.
    Ideally they should allow the building of all buildings before its time to upgrade the walls.
    I've also halved building costs as the AI factions are hopeless at budgeting
    (especially when it comes to higher tier buildings) so need all the help they can get.
    Again costs are notional, and can be adjusted to whatever gives the best gameplay results.

    @Rozanov: As you might have seen, I increased all building costs by some 20% and construction times by 50%, but in fact all factions go bankrupt eventually ... So in a nutshell, your 2TPY implies slower recruitment and slower pop growth - but faster evolution through the tech tree than the original SS_RR. Interesting! I see the rationale in your scheme. I shall try the low cost, if I have time (but I also want to have a try at Bellum Crucis 6, which is due in a few days !)

    @Balbor: note that in the campaign script there are events that are supposed to be fired at a given time, no matter the TPY. Typically these happen in the first 10-50 turns. So probably scaling all dates is not ok - you should rather scale all the dates, after a given time (which depends on the specific campaign).

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