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Thread: Meneth's Stainless Steel 6.3 Compendium (MSSC) 3.2.2

  1. #1
    Meneth's Avatar I mod, therefore I am
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    Icon1 Meneth's Stainless Steel 6.3 Compendium (MSSC) 3.2.1

    Change-log
    1.0


    • Compendium created

    1.0.1


    • Several new questions added, 10 total (counting multiple questions in one point as one question) now.
    • Some formatting changes done.

    1.1


    • 7-zip link
    • Camp sacking
    • Important questions changed color so as to make them distinct from links.
    • FAQ split into sections

    1.2


    • Mayor improvement done to the overall look and format of the FAQ.

    1.3


    • Section "Other" renamed to "Sub-mods and Other"
    • Official FAQ added into the OP with a slightly improved format over the original, might improve it more later.
    • Submod and Other moved to just over Credits.
    • Many grammatical errors in the Official FAQ corrected.
    • How to play as the Timurids added, +rep to princeps.omnis.
    • JohnGlaive credited for AI thread, +rep.

    1.4


    • Mayor format and order changes to the Official FAQ section
    • One obsolete Q and A was deleted (about speeding up turn-times)

    1.5


    • The official change-list has been added
    • The format of the official change-list has been vastly improved
    • Several grammatical errors in the change-list have been corrected
    • Version numbers added
    • Compendium change-log created

    1.5.1


    • Building Based Recruitment sub-mod added
    • Made separate list of sub-mods with short descriptions
    • A few tips to speeding up turn-times (and other things in general) added
    • The compendium now has it own image

    1.5.2


    • BGR IV CTD added
    • BGR now referred to as BGR instead of BYG

    1.6


    • Many grammatical errors in the official FAQ and change-log fixed
    • Many sentences in the official FAQ and change-log made more understandable
    • Steam instructions added (both in official and unofficial FAQ)
    • Bugs & Performance re-named to Problem-solving
    • Slight intro change
    • Slightly more white-space between Sub-mods and Change-log
    • Names of the official parts shortened
    • Summary on the AIs from the launcher added
    • Alberi di Famiglia Regal added

    1.6.1


    • How to change character age and birth settings added

    1.6.2


    • Links to the people credited added

    1.6.3


    • Campaign/battle map resolution mismatch bug added

    1.6.4


    • HTTP mirror removed due to being taken down
    • Alpha Zeke's FTT mod updated to FTT and fluff mod, more details added
    • Building Based recruitment put in sub-mods (missing by accident)

    1.6.5


    • Building Based recruitment put in sub-mods (missing by accident)

    1.6.6


    • Tips on playing as the Mongols added

    1.7


    • Abbreviations added
    • Jamesphillip's Slower Aging sub-mod added
    • +rep to Seether, Preachercheese and NoMercy88

    1.7.5


    • Added info about setup.exe
    • Added abbr. FoW

    2.0


    • Official FAQ merged into my FAQ

    2.1


    • Made a threads section, mostly based on Mega's SS Standards 6.3 thread

    2.1.1


    • Improved labels
    • Accidentally deleted info about known bugs restored
    • Files from Filefront instructions added
    • Added a couple abbr.

    2.1.2


    • 3 threads added

    2.2


    • Sub-modding section added
    • Sub-modding guide created
    • Some grammatical errors corrected
    • My mod added
    • YPT abbr. added

    2.2.5


    • Questions on education added

    2.3


    • Fixes attached to the Compendium

    2.3.1


    • My Live Long and Prosper sub-mod added

    2.3.2


    • Info about changing sub-mods added
    • A couple of small errors fixed

    2.3.3


    • Several small fixes
    • What to do if experiencing slow torrent-speeds added

    2.3.4


    • Groups added to sub-modding
    • Slight change in the files part of sub-modding

    2.3.5


    • The 6.3 Sub-mod Compilation added

    2.3.6


    • More sub-mod related abbr. added

    2.4


    • What to do about UAC and file-permissions added

    2.5


    • BGR4 fix now included in Fixes.7z

    2.5.1


    • Added some info and links about BGR

    2.5.2


    • New version of Fixes.7z, now (hopefully) permanently fixes the banner bug

    2.5.3


    • Fixes updated to 1.2, should reduce battle CTDs by killing the advisor

    2.5.4


    • Fixes installer linked to

    2.5.5


    • Building Based Recruitment replaced with No Waiting

    2.6


    • Fixes updated to 2.0
      • Smoke trail fix
      • Lots of spelling corrections (traits and unit descriptions)
      • River Ports and Imperial Barracks now have names
      • Pirate attacks on Damascus fixed
      • Merc fleet spawn on lake near Jerusalem fixed
      • A default.bat to start 6.3 without the launcher included (not recommended if not necessary)
      • The lone bodyguard near Venice is decommissioned
      • The merchant diplomat is no more
      • The 4 BGR fixes (supply traits removed from agents in early and late era, fixes to triggers)


    2.6.1


    • Fixes updated to 2.0.1
      • No traits showing up fixed


    2.6.2


    • How to change unit-sizes added

    2.7


    • Fixes updated to 2.1
      • Lots of errors in unit descriptions fixed
      • Some unit descriptions changed to be more fitting
      • Mongols only spawn another wave of units every 5/7/9/11 turns now, depending on the difficulty (instead of every single turn)
        • The counter gets reset whenever the script spawns more named character, causing another wave



    2.8


    • Recommended Downloads section added

    2.8.1


    • Fixes updated to 2.2
      • Mayor text overhauling
        • Strengths and weaknesses added to faction descriptions
        • The Byzantine Empire changed to the Roman Empire
        • Lots of grammatical errors fixed
        • Many sentences made more understandable
        • Many sentences expanded upon
        • Many similar descriptions made exactly the same for different versions of the same unit
        • Movement point bonuses now shown in percent
          • A few still pending

        • Mongol priest title bug fixed
        • More

      • Many regions not having a base farm level fixed (bug in 2.1)


    2.8.2


    • Fixes updated to 2.3
      • "Your army has been attacked by an army of Knights Templar" when attacked by K-Shah fixed
      • Khan and Khanazda now appear after the character name (E.G., Genghis Khan instead of Khan Genghis)
      • Rebel ship spawning on lake by Nicaea fixed
      • Nubian spearmen changed to Early Professional. Recruit and upkeep lowered
      • All factions can now build Marksman's Range, this is so that recruitment doesn't get messed up if they capture a settlement with it
      • Scotland now owns Earl's and King's Stable, same reason as above
      • Mongols and Timurids can now build all tiers of cannon makers, same reason as above
      • Duplicate Jerusalem king death notifications fixed
      • Camp sacking notifications removed, as duplicates often appeared
      • Education saying it gives authority (it doesn't) fixed


    2.8.3


    • Fixes updated to 2.4
      • "The merchants will be impressed with you" if you fail one of the merchant missions changed to "The merchants will be disappointed in you"
      • White-space at the end of lines in the text files removed (saves space, plus it should make some entries display better) Over several hundred thousand spaces and tabulations stripped out
      • All remaining "Byzantine" entries I could fine changes to "Roman"
      • CTD if Aradai dies in the attack of Urgench fixed
      • Ensured that the AI FH and FL always will carry on the bloodline


    2.9


    • Section on the Fixes added

    2.9.1


    • Fixes updated to 2.4.1
      • "Ensured that the AI FH and FL always will carry on the bloodline" now actually works (it was getting overwritten by the sub-mod manager)


    2.9.2


    • Fixes updated to 2.5
      • CTD with K-Shah on campaign launch fixed
      • Castle catapult graphics (recruitment UI) fixed
      • Free Company Longbowmen and Men at Arms having no name and text fixed
      • Text improvement applied to BGR's text files
      • Norse axemen graphics fix


    2.9.3


    • Fixes updated to 2.6
      • Now uses an installer
      • Swiss Armored Pikemen (mercenary) costing 210 instead of
      • 1210 in one area they could be recruited fixed (Meneth/Roz)
      • Updated BGR4 description (Bane)
      • Turkoman cost from 725 to 415 (Meneth/Roz)
      • Northern generals models fix (Shoryn)
      • Mongol horde nerfing script optimized, should help reduce turn time (Meneth)
      • Completely deleted DisableRR (Meneth)


    3.0


    • Fixes updated to 3.0
      • Moved accidentally misplaced file (Meneth)
      • Crash on late campaign launch fixed (Meneth)
      • Text improvement:
        • Halbrüdders to halbrüdder (Meneth\Bane)
        • Reiters to Reiter (Meneth\Bane)
        • Zweihander(s) to Zweihänder (Meneth\Bane)
          Ghulams to Ghulam (Meneth\Bane\Iberia Auxilia)
        • Improved Roman stable names (Meneth\Bane\Iberia Auxilia)
        • Genoan mounted arquebusiers unit card background not being transparent fixed (Bane)

      • Timurids campaign map banner fixed (Meneth\Bane)
      • Dynamic Siege Upkeep added (Meneth)
      • Camp sacking completely removed (it was broken) (Meneth)
      • Huge campaign script optimizations - decreased turn time (Meneth)


    3.1
    Fixes updated to 3.1

    • Trait triggers optimized (Meneth)
    • Ancillary triggers optimized (Meneth)
    • William Wallace event reworked to help reduce turn times (Meneth)
    • [EARLY]Fixed the English heir being the wrong person (Bane)
    • Ghulman changed to Ghilman (Bane)
    • Lettish Crossbowmen changed to Lettish in the descriptions (Bane)
    • Even less ships now spawn on lakes (Bane)
    • 2 missing AoR locations added (Bane)
    • No_brigands added to some regions (Bane)
    • Imams and pagan priests becoming bishops fixed (Meneth)
    • Non-catholics being able to get the GMs of order houses (ancs) fixed (Meneth)
    • Moors never getting the Spanish crown fixed (Meneth)
    • Genoan Mounted Arquebusiers having a white unit card background fixed (Bane)
    • Norwegian Viking Huskarl Axemen not having a unit info card fixed (Bane)
    • Pagan priests no longer missing old-age portraits (Ishan)

    3.1.1
    Fixes updated to 3.2

    • Two Viking Raider entries showing up for Denmark while in Norway fixed (Meneth)
    • Two Norse Archer entries showing up for Denmark while in Norway fixed (Meneth)
    • TO Prussian Infantry unit card bug fixed (MadGAD)
    • Fixed some non-working code, which caused a few bugs, including no events at campaign start (Meneth)
    • Removed some hidden resources that had been added by accident (Meneth)
    • A bit more optimization (Meneth)

    3.1.2
    Fixes updated to 3.3

    • An error (non-critical) showing up in the log if an atheist character is at sea fixed (Meneth/Bane)
    • Several AI general-only ancs being earnable by agents fixed (Meneth)
    • The Roman seneschal being harder than supposed to for the AI to get fixed (Meneth)
    • The AI seneschal triggers being triggered by player characters fixed (Meneth)
    • Some unit card errors fixed (Bane)
    • One CTD cause fixed (Bane)
    • A bit more optimization (Meneth)
    • One non-critical script error fixed (Meneth)
    • One useless bit of scripting removed (Meneth)
    • Two BGR entries showing up for Early fixed (Meneth)
    • The effects of "the Wise" now only apply if your king actually has the trait (Meneth)
    • The chance of getting "the Wise" has been halved (Meneth)

    3.2
    Fixes updated to 4.0

    • [BGR]There being two PoorLogistics traits fixed (Meneth)
    • It being almost impossible to merge fleets while owning Sicily fixed (only admirals with 1+ command get the trait now) (Meneth)
    • German Feudal Knights are now named so instead of just "Feudal Knights" (Meneth)
    • Now uses the new SMM (Gracul and Meneth)

    3.2.1
    Fixes updated to 4.1

    • BGR now works again (Meneth)
    • Pop-up with sub-mods at the start of the game removed (Meneth)

    3.2.2
    Fixes updated to 4.2 (yes, I know the installer says 4.1 - recompiling just to fix that takes too long)

    • From now on the Fixes automagically remember where you installed them last, that is, the install path will default to your actual SS6.3 folder (Meneth)
    • Silver surfer bug for Norwegian Knights Hospitaller (armor level 2) fixed (Baraban)
    • Some errors with Border Horse model/texture fixed (Baraban)
    • Ducal Cavalry having a riderless horse in each unit fixed (Baraban)

    Credits

    • All the modders involved in 6.3
    • bane_tw for being generally awesome, for inspiration, making the torrent, and the name of this thread, telling me to link 7-zip, his work on Fixes 2.0+
    • Alpha Zeke for being generally awesome, his FTT sub-mod, answering the camp sacking question, using contentboxes in his thread, tips on speeding up turn-times, campaign/battle map resolution mismatch bug, telling me about sub-mod groups
    • Fair Prince for his great sub-mod
    • Gracul for making 6.3 and the official FAQ + change-list and the new SMM
    • Manticore87 for his HTTP mirror and torrent seeding
    • Black- for uploading to Filefront
    • Brother Duncan for camp sacking question
    • princeps.omnis for how to play as the Timurids
    • JohnGlave for the AI thread
    • Huene for his Building Based Recruitment sub-mod
    • NoMercy88 for Steam instructions
    • Seether for Alberi di Famiglia Regal
    • Preachercheese for how to change character age and birth settings, and for folder/file permissions
    • Jamesphillip for his slower character aging and turns sub-mod, getting me the "how it works" (setup.exe) file and the campaign script
    • YourOnlineHero for giving me the idea of doing abbreviations
    • Mega Tortas de Bodemloze for his SS Standards thread, and inspiring me to make a section for threads
    • Overlord.ru for asking about education
    • faken for pointing out a couple of errors
    • Byg for his BGR sub-mod
    • Germanicu5 for his battle AI and his advise on fixing broken save-games and battle CTDs
    • Newt for his No Waiting sub-mod


  2. #2
    Meneth's Avatar I mod, therefore I am
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    Icon1 Meneth's Stainless Steel 6.3 Compendium (MSSC) 3.2.2


    All edits to files mentioned can (or rather, should be able to) be done in any text-editing program (though I recommend Notepad++) unless otherwise stated.
    To switch between eras, and different sub-mods, run SS_setup.exe in the SS6.3 folder. The SS6.3 folder is usually located in Program Files\Medieval II Total War\mods, or in Program Files(x86)\Medieval II Total War\mods

    Official Change-list (6.3)
    General

    • Auto border-less mode - ALT+TAB in and out of the game without any loading.
    • New, epic loading screens.
    • New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back. (now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, that's a hell lot!)
    • New main menu background & splash screen by Y2day.
    • Faction selection crash fixed.
    • All factions accessible in custom battle and hotseat.
    • External campaign chooser - for easy hotseat and CTD reduction.
    • External launcher application - taking care of things the user would normally do.
    • CBUR with most of its features implemented.
    • Riczu trade carts removed.
    • Parts of Awellesley's 1100AD mod integrated.
    • SSTC by Chimaeira implemented.
    • Real Horses by Argent Usher implemented.
    • CBUR and Unit Card improvement projects by Agis Tournas implemented.
    • Animations updates.
    • Y2day's faction shields & banners.
    • New quotes.
    • Proper character aging.
    • Byzantine and Kievan Rus unit cards by akvilonn.
    • Tax auto-manage should now work properly.
    • Added Patriarchs for Orthodox factions.
    • All factions now have their one-liner pre-battle speeches activated (more speeches for existing factions, and no more mute Norway, Kwarzemian Empire, etc. generals)
    • Unbelievable amount of fixes, both big and small, too many to mention them all.

    The Campaign Map

    • Resources are now better balanced, a couple of new resources were also added.
    • AI friendly map, the AIs' armies should no longer get stuck.
    • Work of art coastlines instead of the square 'vanilla' ones.
    • All resources were moved away from roads, to ensure merchants' peaceful life.
    • Narrow mountain passages were widened enough for agents to freely pass, while armies will still get blocked.
    • Missing ports added.
    • Rebels spawning on inaccessible terrain fixed.
    • Rebel ships spawning in small lakes fixed.
    • Agart's great city & castle models.

    The Campaigns

    • Rebalanced victory conditions.
    • Rebalanced building bonuses.
    • Guild's HQ's now always offer a faction wide bonus.
    • Rebalanced existing missions.
    • Added more missions.
    • New building - place-able in locations with long rivers.
    • Removed Ireland.
    • Added a new region below Kiev (Ireland is now 2 regions).
    • AI factions tend to stick to their Royal Blood for many generations.
    • Alberi di Famiglia Regal implemented.
    • New Faction Economy scripts.
    • Knight's Templar & Kingdom of Jerusalem have been combined into Crusader States (with mixed units).
    • Mongols are finally pagan.
    • 1TPY Early Era campaign.
    • Slave faction are now a lot more active - including the ability to use merchants, spies and assassins.
    • New troubadours event.

    The Battle Map & Unit Balance

    • Davide.cool grass mod implemented.
    • Water now looks a whole lot better!
    • Smoother steppes modification by wolfslayer implemented.
    • New war horn sounds by wolfslayer implemented (hand picked by me).
    • Ambient sound files for Muslim temples by wolfslayer implemented.
    • Magus' Crimson Tide implemented (the no-dirt version).
    • Award winning BAI by Germanicu5.
    • Swagger's Skymod included.
    • Knights Templar units from Lord_Calidor's KT mod implemented.
    • BftB units by Caesar Clivus implemented.
    • For God and St. George mods by AWellesley.
    • Lord Condormanius's Mailed Knights.
    • Polish Units by MADTAO included.
    • Rusichi mod units implemented.
    • Real Recruitment's AoR (Area of Recruitment) system included.
    • RR's system nearly fully integrated. (please refer to RR/RC OCT 30 post for more detailed changes)

    Traits & Ancilliaries

    • Rebalanced merchant traits for 1TPY.
    • As merchants get older, they lose movement points.
    • Generals are now a lot easier to educate in settlements with schools etc.
    • Faction Leaders can now acquire a set of traits affecting all settlements and generals.

    Installation and download
    Download the file called "fixes" at the top of this thread and install into your mod-folder after installing 6.3.
    Then run ss_setup.exe and select your campaign options.


    Q: Which MTW2 patches do I need?
    A:
    SS6.3 runs on any version of the Kingdoms expansion. No patching is needed.

    Q: Which Kingdoms campaign do I have to install?
    A: Actually, you don't need any. In the Kingdoms setup, you can just uncheck all the campaigns and the 1.4 patch will install automatically. You will have to manually move kingdoms.exe from the CD through. (for example from CD:\teutonic\main) Also, if you're using the Gold Edition, you'll have to install one of the Kingdoms campaigns for Kingdoms to install.

    Q: Can I install this on top of SS6.2?
    A: Due to the nature of 6.3, yes, you can. Why? Because 6.3 will simply overwrite all the files anyway.

    Problem: I can't figure out how to install the game, help?
    What to do:
    Download all the .BIN files and the .exe, place them all in the same folder, execute the .exe and follow the on-screen instructions.

    Problem: The game won't install!
    What to do: Download this program. Check all of the .bin files and the .exe. Compare the md5 sums you get to these.
    MD5 sums
    SS6.3-1.bin - c9d89c66600fb09513ce0a3c6e6b071f
    SS6.3-2.bin - f2e26b7ccc07219199f6706ca2add985
    SS6.3-3.bin - dd1788d2b3a7058cb11ee9f44e6348e9
    SS6.3-4.bin - 3b953682675c7ba9d60013cab32f791e
    SS6.3-5.bin - 1a529616bf9f3cd097f3f80264f51537
    SS6.3.exe - 78c08a1f107fcfa9b85b0e607ccfc044
    If any of them are different from your results, re-download that file, your download of it is corrupt.

    Problem: Windows is denying me access to those files!
    What to do: There's three ways to solve it.
    The very easiest way is to just install SS 6.3 somewhere else, like in Downloads or it's very own folder on your C: drive, as then you don't need permissions.
    The second easiest way, and the one which will prevent this from reoccurring in the future, is turning of UAC (User Account Control) (note: this only applies to Vista and 7):

    1. Search for UAC in the control panel
    2. Click on Change User Account Control settings
    3. Drag the bar all the way to the bottom
    4. Click OK
    5. You should now be able to mod the game

    The other solution (or if turning off UAC for some reason doesn't work), is giving you permission for the specific folder you're trying to put the mod in:

    1. Find your M2:TW folder
    2. Right click and click Properties
    3. Uncheck "Read-only"
    4. Go into the "Security" tab
    5. Click on "Users" or "All Users"
    6. Click Edit
    7. Click the Allow check-box for Full Control
    8. Click OK
    9. Wait for it to apply to the whole folder (this can take a while)
    10. Click on OK, then OK again (make sure it says Apply changes to this folder, sub-folders and files)
    11. Wait for it to apply to everything in the folder
    12. You should now be able to mod the game


    Q:
    I've got Steam, what to do?
    A: Follow these instructions.
    Steam instructions

    1. In the m2tw folder you should see 3 exes. "m2.exe", "kingdoms.exe" and "launcher.exe"
    2. Create a folder called "backup" and place the "launcher.exe" in that
    3. Rename the "kingdoms.exe" to "launcher.exe"
    4. Now go to your "Steam Games" list and right click kingdoms, select "properties" and then "set launch options"
    5. In the box that appears paste this "@mods\SS6.3\default.cfg"
    6. As long as you always launch from kingdoms in steam and not the SS 6.3 shortcut it should work.

    To play vanilla kingdoms again take away the launch line and rename "launcher.exe" back to "kingdoms.exe" and put the "launcher.exe" back in the main folder.
    Problem: "My downloads are slow!" "Megaupload won't let me download any more!" "One of the files won't download!"
    What to do: Download it from the other mirrors in parallel (IE, 1 files from Megaupload, 1 from Filefront, 2 from the torrent and 2 from Manticore87) or instead.
    Mirrors
    Torrent:
    Stainless Steel 6.3 Torrent
    If you have problems with really slow torrent speeds and you're using uTorrent, visit the uTorrent guide.
    If you're using Vuze, you could try this guide.
    Megaupload:


    Filefront:
    The files have been split in half due to upload limits.


    To install, you have to un-zip the zip files together, two parts make one .bin file (IE part 1.1+1.2 = .bin 1)
    Problem-solving
    First, do these steps:

    1. Turn off UAC
    2. Move SS out of your Program Files folder
    3. Make sure nothing in the SS folder is read-only
    4. Make your shortcuts (both SS and SMM) always run as administrator

    If your problem persists, continue reading below.

    Problem:
    6.3 crashed!
    What to do: If it crashes repeatedly, see if there's a thread about it in the bug report forum. If there isn't, create a post in the bug-reporting forum, and describe your bug and attach the last 100 lines of your log file and your save-game

    Problem: I've spotted a bug!
    What to do If what you found is a graphical glitch, typo, inaccessible resource or anything like that, just make a reply post in the official 6.3 bug thread, you can find it as a sticky in the bug report forums. If it's a CTD, follow the instruction above.

    Problem: "The banners are messed up" "Create process failed; code 14001" "I'm getting a CTD at turn 51!" "I'm playing BGR IV and i get a CTD on scoutage tax!"
    What to do: Download the attached file called "Fixes" and unzip it in your mod-folder

    Problem: My mouse won't work in battle/commands cannot be issued, UI isn't working properly!/My screen scrolls before I get to the edge!
    What to do: Your battle map/campaign map resolutions don't match, but your still playing with your campaign resolution matching your desktop resolution causing windowed mode.
    Fix: Either change the campaign resolution to match the battlemap, or the battlemap to change the campaign.

    Problem: The turn-times are too slow!
    What to do: There's a few other things you can do to speed things up:

    • Defrag your computer (Defraggler, for example, is a great defragger)
    • Clean out dust off of your hardware, especially the fans (this will also decrease the sound your PC makes)
    • Run less programs in the background
    • Install less optional sub-mods during installation (BYGIV, for example, adds huge amounts to the campaign script, and can really slow things down on a mid- to low-range system)

    Problem: The battle map is too laggy!
    What to do: If you're using an older computer, you might want to go into your SS 6.3 directory, and in "default.ini" change "unit_detail=highest", to "unit_detail=low". Why is this by default set to highest? Because when using the highest option M2:TW is forced to use models at all distances, instead of using sprites. What were the sprites you might ask? The little funny-looking images of soldiers when you zoom out a little.
    Most/all of these things will also likely increase your performance on the battle map.
    Abbrevations

    There's a lot of abbreviations about both SS in general, and SS 6.3 specifically. Here I'll try to clarify some of them.

    • SS = Stainless Steel - the mod you're playing (hopefully you already know this)
    • 6.2 RC4 = 6.2 Release Candidate 4 - the previous version of SS
    • MSSC = Meneth's Stainless Steel 6.3 Compendium - what you're reading now
    • MSC = Meneth's Stainless Steel 6.3 Sub-mod Compilation - a collection of several sub-mods
    • RR = Real Recruitment - part of a sub-mod for 6.1. Tries to make recruiting more realistic. It's now mostly implemented in 6.3
    • RC = Real Combat - part of a sub-mod for 6.1. Tries to make combat more realistic and the AI better at it. It's now mostly implemented in 6.3
    • RR/RC = Real Recruitment/Real Combat - the 6.1 sub-mod compilation that RR and RC are part of. Most of it's features are implemented in 6.3
    • AoR = Area of Recruitment - makes so local units can only be recruited in the settlements they come from
    • BGR = Byg's Grim Reality - sub-mod for 6.1, 6.2 and 6.3, tries to make the much more realistic
    • FTT = Faster Turn Times (and fluff) sub-mod - sub-mod for 6.3, aims to decrease turn-time, get rid of unnecessary notifications, and add some fluff to the campaign-script
    • LLP = Live Long and Prosper sub-mod - a sub-mod that makes characters live longer
    • DSU = Dynamic Siege Upkeep script - a small script that makes siege upkeep more dynamic
    • TPY/YPT = Turns per Year/Years per Turn - how many turns there are in a year (1 in 6.3) or how many years there are in a turn (0.5 YPT = 2 TPY)
    • FoW = Fog of War - the places you can't see on the map because you have no units/watchtowers nearby
    • WiP = Work in Progress - usually referring to a mod that's not done yet
    • ETA = Estimated Time of Arrival - when something will (hopefully) be released

    Gameplay
    Q: Can I change the options chosen on install after install?
    A: Yes, just run the file called SS_Setup.exe (AKA the sub-mod manager) in your 6.3 folder. Most changes won't apply to an already on-going campaign, though.

    Q:
    Where did Ireland go?
    A: They were removed due to almost always being passive, and to free up slots for more units. The Timurids have been added in their place.

    Q: What's the difference between the three AIs?
    A: Gracul AI is aggressive, Lusted AI is trustworthy, Savage AI is a mix. More details below.
    Gracul AI
    Gracul's AI is known for its aggressive style and constant backstabs when your faction is weak. You can actually lose to the AI!
    The play-style of the computer resembles my own - expand and kill the weak even if it's your ally.
    The computer will also create a lot of alliance blocks, and the world is at constant TOTAL WAR!
    Ally holding only works if you're actually a lot stronger than your allies.

    Aggressive - 10/10
    Backstabbing - 10/10
    Trustworthy - 2/10
    Constant war state.
    Lusted AI
    Lusted's AI is the actual base for the other two AIs present here.
    It features a much more passive AI, with minimum wars and almost no backstabbing.
    Also, it's very easy to get alliances early on.

    Aggressiveness - 2/10
    Backstabs - 2/10
    Ally holding - 8/10
    Peaceful campaign.
    Savage AI
    Savage AI is the one used by most of the people at the SS forums.
    The AI is more aggressive than Lusted AI, but not very backstabbing (though more so than Lusted's) and the computer doesn't like to fight multiple factions at the same time.
    It's easy to get some alliances early on, many of which will probably hold for the rest of the game.
    Still, backstabs can happen, however, the AI will not go into a war frenzy.

    Aggressive - 5/10
    Backstabbing - 4/10
    Trustworthy - 5/10
    Good balance between peace and war.
    More info and discussion in this thread (and a poll on what AI people use).

    Q:
    "Why can't I recruit everything I could in 6.2/6.1?" "What is AoR?"
    A: This is because of AoR (Area of Recruitment) and because of recruitment limits at the beginning of late campaigns (to prevent some factions from spamming powerful units when controlled by the AI), while AoR makes it so that you can only recruit local units in the regions they come from. Also, many rosters have been changed.

    Q: How can I get recruitment back to normal?
    A: You can download Newt's No Waiting sub-mod.

    Q:
    How do I change unit sizes?
    A: On the main menu, go into Options, then Game Options. Here you'll find, amongst other things, 4 unit sizes, ranging from small to huge.

    Q:
    How can I get the army supply system without installing BGR IV?
    A: Download this file, or download the Compilation and enable BGR II

    Q: "How can I change how old characters get?" "How can I change when characters come of age?" "How can I change how many children family members get?" etc.
    A: Open descr_campaign_db in the /data folder (remember to make a backup) and go to line 69 through 87 (or search for "family_tree"). Here you can change the max number of children, when children come of age, maximum age before generals croak, when daughters can't marry anymore, etc.
    If what you want is for your characters to live longer, you can download my Live Long and Prosper sub-mod. Also included in the Compilation.

    Q: How do I play as the Timurids?
    Answer
    Just play a hotseat! They're great. Just open medieval2.preference.cfg in notepad, and paste this:
    [hotseat]
    turns = 0
    scroll = 0
    autoresolve_battles = 0
    disable_console = 0
    disable_papal_elections = 1
    save_prefs = 1
    update_ai_camera = 1
    validate_diplomacy = 1

    Then make medieval2.preference.cfg read only.
    Then play a late-era hotseat campaign and once the Timurids pop in, type in the console "control timurids"

    Q: How do I turn a profit/keep my economy going as the mongols?
    A: You'll have to go blitz-krieg style, conquer and sack as many settlements as possible, conserve your forces as much as possible, and keep going. Fight as much as possible on open fields, this is where your horse-archers excel. Use hit and run tactics.
    Use captured castles to produce more troops and to replace the ones you've lost. Lay siege to at least a few cities every turn, attack and sack them the turn after, you need the money, both to pay for replacing units, making more units, and for paying your unit upkeep. Eventually, you'll have a powerful enough economy to pay for your war engine.

    Q: When does education start?
    A: At coming of age.

    Q: When does education end?
    A: 16 turns later.

    Q: What traits can I gain from education?
    A: These:
    Education traits
    Trait Military_Edu
    Characters family

    Level Basic_Military_Ed
    Description Basic_Military_Ed_desc
    EffectsDescription Basic_Military_Ed_effects_desc
    Threshold 1

    Effect MovementPoints 2

    Level Standard_Military_Ed
    Description Standard_Military_Ed_desc
    EffectsDescription Standard_Military_Ed_effects_desc
    Threshold 2

    Effect Command 1
    Effect Loyalty 1
    Effect SiegeEngineering 5
    Effect MovementPoints 5

    Level Advanced_Military_Ed
    Description Advanced_Military_Ed_desc
    EffectsDescription Advanced_Military_Ed_effects_desc
    Threshold 5

    Effect Command 2
    Effect SiegeEngineering 10
    Effect TroopMorale 1
    Effect LineOfSight 1
    Effect Ambush 2
    Effect Loyalty 1
    Effect MovementPoints 8

    Level Master_Military_Ed
    Description Master_Military_Ed_desc
    EffectsDescription Master_Military_Ed_effects_desc
    Threshold 10

    Effect Command 3
    Effect SiegeEngineering 15
    Effect TroopMorale 2
    Effect LineOfSight 3
    Effect Ambush 3
    Effect Loyalty -1
    Effect MovementPoints 10

    ;------------------------------------------
    Trait Western_Edu
    Characters family

    Level Basic_Western_Ed
    Description Basic_Western_Ed_desc
    EffectsDescription Basic_Western_Ed_effects_desc
    Threshold 1

    Effect SiegeEngineering 5
    Effect Trading 2
    Effect TaxCollection 5

    Level Standard_Western_Ed
    Description Standard_Western_Ed_desc
    EffectsDescription Standard_Western_Ed_effects_desc
    Threshold 3

    Effect SiegeEngineering 5
    Effect Trading 5
    Effect TaxCollection 5
    Effect Mining 5
    Effect Construction 5
    Effect Loyalty -1

    Level Advanced_Western_Ed
    Description Advanced_Western_Ed_desc
    EffectsDescription Advanced_Western_Ed_effects_desc
    Threshold 10

    Effect SiegeEngineering 5
    Effect Trading 10
    Effect TaxCollection 10
    Effect Mining 10
    Effect Construction 10
    Effect Loyalty -2
    Effect Law 2
    Effect BattleSurgery 5
    Effect Piety 2

    ;------------------------------------------
    Trait Eastern_Edu
    Characters family

    Level Basic_Eastern_Ed
    Description Basic_Eastern_Ed_desc
    EffectsDescription Basic_Eastern_Ed_effects_desc
    Threshold 1

    Effect SiegeEngineering 5
    Effect Piety 1
    Effect TaxCollection 5
    Effect LocalPopularity 1

    Level Standard_Eastern_Ed
    Description Standard_Eastern_Ed_desc
    EffectsDescription Standard_Eastern_Ed_effects_desc
    Threshold 3

    Effect SiegeEngineering 5
    Effect Piety 2
    Effect TaxCollection 5
    Effect LocalPopularity 1
    Effect Mining 5
    Effect Construction 5
    Effect Trading 1

    Level Advanced_Eastern_Ed
    Description Advanced_Eastern_Ed_desc
    EffectsDescription Advanced_Eastern_Ed_effects_desc
    Threshold 10

    Effect SiegeEngineering 5
    Effect Piety 3
    Effect TaxCollection 10
    Effect LocalPopularity 2
    Effect Mining 10
    Effect Construction 10
    Effect Trading 5
    Effect Loyalty -1
    Effect Law 2

    ;------------------------------------------
    Trait Greek_Edu
    Characters family

    Level Basic_Greek_Ed
    Description Basic_Greek_Ed_desc
    EffectsDescription Basic_Greek_Ed_effects_desc
    Threshold 1

    Effect SiegeEngineering 5
    Effect Trading 2
    Effect Law 1
    Effect TaxCollection 5

    Level Standard_Greek_Ed
    Description Standard_Greek_Ed_desc
    EffectsDescription Standard_Greek_Ed_effects_desc
    Threshold 3

    Effect SiegeEngineering 5
    Effect Trading 5
    Effect Law 1
    Effect TaxCollection 5
    Effect Mining 5
    Effect Construction 5

    Level Advanced_Greek_Ed
    Description Advanced_Greek_Ed_desc
    EffectsDescription Advanced_Greek_Ed_effects_desc
    Threshold 10

    Effect SiegeEngineering 5
    Effect Trading 10
    Effect Law 2
    Effect TaxCollection 5
    Effect Mining 5
    Effect Construction 10
    Effect BattleSurgery 5
    Effect Piety 1

    ;------------------------------------------
    Trait Pagan_Edu
    Characters family

    Level Basic_Pagan_Ed
    Description Basic_Pagan_Ed_desc
    EffectsDescription Basic_Pagan_Ed_effects_desc
    Threshold 1

    Effect MovementPoints 2
    Effect LineOfSight 1

    Level Standard_Pagan_Ed
    Description Standard_Pagan_Ed_desc
    EffectsDescription Standard_Pagan_Ed_effects_desc
    Threshold 2

    Effect Command 1
    Effect Loyalty 1
    Effect LineOfSight 1
    Effect MovementPoints 5
    Effect TroopMorale 1
    Effect Ambush 1

    Level Advanced_Pagan_Ed
    Description Advanced_Pagan_Ed_desc
    EffectsDescription Advanced_Pagan_Ed_effects_desc
    Threshold 4

    Effect Command 2
    Effect Loyalty 1
    Effect LineOfSight 2
    Effect MovementPoints 8
    Effect TroopMorale 1
    Effect Ambush 2
    Effect Law 1
    Effect TaxCollection 5

    Level Master_Pagan_Ed
    Description Master_Pagan_Ed_desc
    EffectsDescription Master_Pagan_Ed_effects_desc
    Threshold 8

    Effect Command 3
    Effect Loyalty -2
    Effect LineOfSight 5
    Effect MovementPoints 10
    Effect TroopMorale 2
    Effect Ambush 3
    Effect Law 1
    Effect TaxCollection 5


    Q: What triggers the traits?
    A: I don't know, but education buildings at least should improve your character's education.
    Other
    Q: Why aren't some of the faction names historically accurate?
    A: I don't know, but you can download Fair Prince's faction names and character titles sub-mod if you want more historically accurate faction names (and character titles)

    Q:
    How come I can now alt+tab out of the game and no loading bar pops-up?
    A: It's due to a new feature called auto-border-less mode, it makes a window act like it's windowed (no loading bars), while it looks like it's full-screen.

    Problem: How come this border-less window mode doesn't work for me?
    What to do: Your desktop resolution must be the same as the in-game resolution, otherwise the launcher will automatically disable it.

    Problem: I don't like border-less window mode, what now?
    What to do: In the install folder, open default.cfg. Change "autoBorderlessMode=true" to "autoBorderlessMode=false". You can also modify other launcher features there.

    Q: I like the music, how can I extract it from SS?
    A: All the new music files are located in <your SS 6.3 directory>data\sounds\music.

    Q:
    I have a suggestion to add x to y, how about that?
    A: Good suggestions are always welcome, but sometimes implementing them can be pretty much impossible. Any suggestions you might have should be posted in the suggestions thread.

    Q: Why do i have to use SS_setup.exe and launcher.exe?
    A: Because you don't want to manually mess with SS insides.

    Q:
    How can I express my gratitude for the mod?
    A: Well, a good way to do that would be some nice flowers for your girlfriend, or a beer for your boyfriend. We don't really accept any form of reward other than you playing the mod.

    Q: Why do mongols say 'my sultan' when they are pagans and are lead by a khan? Same goes for cumans!
    A: Mongol voices were never properly in the game. They have some voices in vanilla, but those are just battle map voices and voices for 'when you play any other faction but them.' So if you happen to play them in vanilla (by modding the game), they're mute. That's why we don't have a proper voice pack for them - we'd have to make one. If you have a Mongolian accent and speak English, though, be sure to PM Gracul.

    Q: M2:TW is installed on a different drive than SS 6.3, do I have to reinstall?
    A: Due to SS's nature, you can just move its folder around/change its name as you wish, so just move SS 6.3 to the right disk. You'll have to manually take care of the start menu and desktop icons though.

    Q: Where are my SS screenshots?
    A: Inside your MTW2 directory, in the tgas folder.

    Q: Faction x is too strong!
    A: No! Faction x is weak, look at faction y, that's what we call hammer time! There are no overpowered nations in this game, it's just that some factions have a harder time battling other factions. For example, Poland has very good cavalry, they can just roll over many of the western knights, but they would be nearly useless against Scottish pikes.
    If what you meant was the political situation in the game, then if you're using Gracul's or Savage's AI then everything should be well balanced. Lusted's AI is favoring large factions.

    Q: Faction x isn't not represented historically correct, you should change a lot of stuff!
    A: Some things had to be sacrificed for gameplay. Yes, we could represent the HRE with a huge amount of knights and a lot of cities to represent their population, but we are unable to represent their internal conflicts which made them not steamroll over Poland for example. Same goes with a lot of other factions.
    Sub-mods
    Q: Is sub-mod x compatible with SS 6.3?
    A: No, unless it was made specifically for 6.3.

    Mod compilation: The 6.3 Sub-mod Compilation
    What it is: It is a collection of several sub-mods.

    Mod: Fair Prince's faction names and character titles sub-mod
    What it does: It overhauls the titles of characters and the names of factions, making them more historically accurate, and the titles localized (for example, "Kong x" and "Kronprins x" for Norway and Denmark instead of "King x" and "Prince x"

    Mod: Byg's BGR II
    What it does: It gives you the supply system back without having to install BGR IV.

    Mod: Byg's BGR
    What it does: It adds tons of stuff to make the game more realistic. Read about it here (BGR II, III and IV) and here (BGR IV and BGR IV Enhanced). BGR IV Enhances is included in 6.3 and can be turned on via the sub-mod manager.

    Mod: Seether's Alberi di Famiglia Regal
    What it does: It attempts to make the names and traits of the royal families more historically accurate.

    Mod: Newt's No Waiting
    What it does: It makes recruitment much less dependent on events, making recruitment a lot more like 6.2 and 6.X (both without RR, ofc)

    Mod: Jamesphillip's Slower Aging and Turns
    What it does: It halves the aging speed of characters and the TPY, back to earlier versions of SS's 2 TPY

    Mod: Meneth's Dynamic Siege Upkeep script (shameless self-promotion)
    What it does: This small sub-mod tries to make siege upkeep more dynamic by making it based on what turn it is, how much money you have, and how many settlements you have.

    Mod: Meneth's Live Long and Prosper sub-mod (shameless self-promotion)
    What it does: The goal of this sub-mod is to make the life of characters last a bit longer, without sacrificing too much realism (IE. no 120 year old people, and people still age 1 YPT)
    Fixes - Outdated
    The Fixes were a package of bug-fixes for 6.3. This section is included for posterity.
    Installation:

    1. Download
    2. Install into your SS6.3 folder
    3. Run the sub-mod manager (SS_setup.exe in the SS6.3 folder)

    Changes included in the Fixes:
    By Meneth:

    • Automagically remembers where it's supposed to be installed
    • Campaign script optimization
    • Trait triggers optimized
    • Ancillary triggers optimized
    • William Wallace event reworked to help reduce turn times
    • Major text overhauls
    • Byzantine Empire changed to Roman Empire
    • Mongols only spawning waves every 5-11 turns, depending on the difficulty, and whenever they spawn more named characters
    • Movement point bonuses now shown in percent
    • "Your army has been attacked by an army of Knights Templar" when attacked by K-Shah fixed
    • Khan and Khanazda appear after the character name
    • Rebel ship spawning on lake by Nicaea fixed
    • Nubian spearmen changed to Early Professional. Recruit and upkeep lowered
    • All factions can build Marksman's Range, so that recruitment doesn't get messed up if they capture a settlement with it
    • Scotland owns Earl's and King's Stable, same reason as above
    • Mongols and Timurids can build all tiers of cannon makers, same reason as above
    • Camp sacking completely removed
    • Education saying it gives authority (it doesn't) fixed
    • "The merchants will be impressed with you" if you fail one of the merchant missions changed to "The merchants will be disappointed in you"
    • White-space at the end of lines in the text files removed (saves space, plus it should make some entries display better) Several hundred thousand spaces and tabulations stripped out
    • CTD if Aradai dies in the attack of Urgench fixed
    • Ensured that the AI FH and FL always will carry on the bloodline
    • Swiss Armored Pikemen (mercenary) costing 210 instead of 1210 in one area they could be recruited fixed
    • Turkoman cost from 725 to 415
    • Completely deleted DisableRR (broken)
    • Timurids campaign map banner fixed
    • Dymamic Siege Upkeep
    • Imams and pagan priests becoming bishops fixed
    • Non-catholics being able to get the GMs of order houses (ancs) fixed
    • Moors never getting the Spanish crown fixed
    • Two Viking Raider entries showing up for Denmark while in Norway fixed
    • Two Norse Archer entries showing up for Denmark while in Norway fixed
    • An error (non-critical) showing up in the log if an atheist character is at sea fixed
    • The Roman seneschal being harder than supposed to for the AI to get fixed
    • The AI seneschal triggers being triggered by player characters fixed
    • The effects of "the Wise" now only apply if your king actually has the trait
    • The chance of getting "the Wise" has been halved
    • [BGR]There being two PoorLogistics traits fixed (Meneth)
    • It being almost impossible to merge fleets while owning Sicily fixed (only admirals with 1+ command get the trait now)(Meneth)
    • German Feudal Knights are now named so instead of just "Feudal Knights"(Meneth)
    • New SMM implemented
    • Pop-up with sub-mods at the start of the game removed

    By Bane:

    • Major text overhauls
    • River Ports and Imperial Barracks having names
    • Merc fleet spawn on lake near Jerusalem fixed
    • The lone bodyguard near Venice removed (EARLY)
    • The merchant diplomat fixed (EARLY)
    • Pirates attacking Damascus (landlocked) fixed
    • Strengths and weaknesses added to faction descriptions
    • Movement point bonuses now shown in percent
    • Mongol priest title bug fix
    • Fixes to BGR triggers
    • Supply traits removed from agents (LATE)
    • Updated BGR4 description
    • Genoan mounted arquebusiers unit card background not being transparent fixed
    • [EARLY]Fixed the English heir being the wrong person
    • Ghulman changed to Ghilman
    • Lettish Crossbowmen changed to Lettish in the descriptions
    • Even less ships now spawn on lakes
    • 2 missing AoR locations added
    • No_brigands added to some regions
    • Norwegian Viking Huskarl Axemen not having a unit info card fixed
    • Some unit card errors fixed

    By Gracul:
    • Turn 51 CTD fix
    • Faction banners fix
    • New SMM

    By Baraban:

    • Silver surfer bug for Norwegian Knights Hospitaller (armor level 2) fixed
    • Some errors with Border Horse model/texture fixed
    • Ducal Cavalry having a riderless horse in each unit fixed

    By Roz:

    • Caste catapult graphics (recruitment UI) fixed
    • Free Company Longbowmen and Men at Arms having no name and text fixed

    By Ishan:

    • Pagan priests no longer missing old-age portraits

    By Byg:

    • BGR scutage CTD fix

    By Germanicu5:

    • The advisor completely killed (reduces battle CTDs)

    By Nalkarauke:

    • Smoke trails fix

    By Zak:

    • Naphtha smoke trail fix

    By Tan Zhi Han:

    • Supply traits removed from agents (EARLY)

    By Huene:

    • Norse axemen graphics fix

    By Shoryn:

    • Northern generals model fix

    By MadGAD:

    • TO Prussian Infantry unit card bug fixed


    Change-log and credits are in the post below.

  3. #3

    Default Re: Meneths Great Stainless Steel Compendium - Work in Process

    Thank you!
    Hopefully, this will greatly reduce all the repeat questions.

    Great work!

  4. #4
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel Compendium - Work in Process

    V1.01:

    • Several new questions added, 10 total (counting multiple questions in one point as one question) now.
    • Some formatting changes done.

    Edit: also, 100 posts, now
    Last edited by Meneth; August 05, 2010 at 08:32 PM.

  5. #5

    Default Re: Meneth's Great Stainless Steel Compendium - Work in Process

    Haha, grats on the posts!

    Are we going to be adding general gameplay answers to this or is it going to stick to mostly technical problems? (ie what are camp sacks, etc)

    Thanks again for making this!
    Last edited by Brother Duncan; August 05, 2010 at 05:17 PM. Reason: Forgot to say thank you >_\.
    "Dost thou question my word, Sir Knight? And wilt thou then come down and put thy doubt to the test? Or is it perhaps that thou wouldst prefer to cringe doglike behind thy parapet and yap at thy betters?" - Mandorallen

  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel Compendium - Work in Process

    Quote Originally Posted by Brother Duncan View Post
    Haha, grats on the posts!

    Are we going to be adding general gameplay answers to this or is it going to stick to mostly technical problems? (ie what are camp sacks, etc)
    Game-play too, though I'm not able to answer those (without help or having already read the answer on the forum in an earlier post) due to not having been able to try 6.3 yet.
    I'll separate the first post into a technical and a game-play section. I'll add your question as one with no (current) answer.

  7. #7

    Default Re: Meneth's Great Stainless Steel Compendium - Work in Process

    Sweet, I'll try to hop back in here from time to time with questions / answers since I have 6.3 up and running.

    Feel free to send me on "figure this out" missions. I'm unemployed at the moment and have way too much free time.
    Last edited by Brother Duncan; August 05, 2010 at 05:24 PM. Reason: Afterthoughts.
    "Dost thou question my word, Sir Knight? And wilt thou then come down and put thy doubt to the test? Or is it perhaps that thou wouldst prefer to cringe doglike behind thy parapet and yap at thy betters?" - Mandorallen

  8. #8
    Alpha Zeke's Avatar Vicarius
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    Default Re: Meneth's Great Stainless Steel Compendium - Work in Process

    Q: What are camp sacks?
    A: Camp sacks are a script that adds or removes money from your treasury based on the size of the armies in a battle and who won or who lost.

    If human player beats a large ai army, then they get x florins.
    If human player loses a battle using a small army, they lose less florins then if they had a large army.

    *Forgot to mention. Its called the G5 Looting Script Compact, so I believe it is a fraction of the looting script seen in 6.2 RR/RC.
    Last edited by Alpha Zeke; August 05, 2010 at 05:32 PM.

  9. #9

    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    Please add a link to 7zip or 7zip portable to the filefront mirror and a small notice that 7zip is needed to extract the zip.00X files before installing.

  10. #10
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    V1.1

    • 7-zip link
    • Camp sacking
    • Important questions changed color so as to make them distinct from links.
    • FAQ split into sections

    +rep to Brother Duncan, Historydude (I've spread the love enough to +rep you again now, apparently ), and bane_tw.

  11. #11
    Huene's Avatar Aimless Wanderer
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    Quote Originally Posted by Meneth View Post

    [
    Q:[/B] "Why can't I recruit everything I could in 6.2/6.1?" and "what is AoR?"
    A: This is because of AoR (Area of Recruitment) and because of recruitment limits at the beginning of late campaigns (to prevent some factions from spamming powerful units as the AI), while AoR makes it so that you can only recruit local units in the regions they come from. Also, many roosters have been changed.
    maybe im missing something here. Early Era Campaign, savage ai, RR disabled, as sicily. i have gone through all of my buildings and cant find the sicilo-norman knights (i cant find alot of units but this is a good example). I looked in the EDB and either the recuitment pool will take so long to fill that its not worth it to build or there is a counter attached to the end of it and it will still take me forever to build. so, is this a feature of 6.3, or is my installation bugged?

    also +rep for your guide

  12. #12
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    Quote Originally Posted by Huene View Post
    maybe im missing something here. Early Era Campaign, savage ai, RR disabled, as sicily. i have gone through all of my buildings and cant find the sicilo-norman knights (i cant find alot of units but this is a good example). I looked in the EDB and either the recuitment pool will take so long to fill that its not worth it to build or there is a counter attached to the end of it and it will still take me forever to build. so, is this a feature of 6.3, or is my installation bugged?

    also +rep for your guide
    Sounds like RR somehow installed, to me. You'll have to get someone else to confirm that, though.

  13. #13
    Alpha Zeke's Avatar Vicarius
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    Some units are still recruited based on events happening. It may not be late enough in the campaign. Try getting to turn 50. By then you should be able to recruit them (because I know by then I was able too!) if you cant, bugged.

    +rep for the guide meneth, and I know, you love me too much

  14. #14
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    V1.2

    • Mayor improvement done to the overall look and format of the FAQ.

    Thank you, Historydude, for using contentboxes in your thread. That gave me the idea, and contentboxes are a lot more elegant than spoilers.

  15. #15
    Alpha Zeke's Avatar Vicarius
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    I suggest you change other to Submods and Other, btw. Just my opinon, but nice job!

  16. #16
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    V1.3

    • Section "Other" renamed to "Sub-mods and Other"
    • Official FAQ added into the OP with a slightly improved format over the original, might improve it more later.
    • Submod and Other moved to just over Credits.
    • Many grammatical errors in the Official FAQ corrected.
    • How to play as the Timurids added, +rep to princeps.omnis.
    • JohnGlaive credited for AI thread, +rep.

  17. #17
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    V1.4
    Changes:

    • Mayor format and order changes to the Official FAQ section
    • One obsolete Q and A was deleted (about speeding up turn-times)

    Coming:

    • Official change-list, with improved format and grammatical errors corrected

  18. #18
    Marcvs Antonivs's Avatar Senator
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    Great work there... Applause
    Cassius: "Our men at arms have secured the city. We've received representatives from all the best elements. The senate is with us, the knights are with us."
    Brutus:"The pontifs, the urban cohorts, the lictors guild..."
    Antony: "Oh, the lictors guild, very good. Only rally the bakers and the flute players and you can put on a festival."



  19. #19
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium - Work in Process

    V1.5
    Changes:

    • The official change-list has been added
    • The format of the official change-list has been vastly improved
    • Several grammatical errors in the change-list have been corrected
    • Version numbers added
    • Compendium change-log

    Suggestions and more questions are appreciated.

  20. #20
    Huene's Avatar Aimless Wanderer
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    Default Re: Meneth's Great Stainless Steel 6.3 Compendium 1.5 - Work in Progress

    would you mind adding this to your FAQ? it allows you to recruit any unit in the AOR so long as you have the proper building

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