Page 31 of 106 FirstFirst ... 62122232425262728293031323334353637383940415681 ... LastLast
Results 601 to 620 of 2111

Thread: Stainless Steel 6.3 & 6.4 Suggestions

  1. #601
    RollingWave's Avatar Praepositus
    Join Date
    Feb 2005
    Location
    Taiwan
    Posts
    5,083

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Except that in 1100 the County of Barcelona was still seperated from Aragon, only until their marriage union in the 30s did they become one... and more officially after their son took the throne in the 60s
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  2. #602
    Segador's Avatar Libertus
    Join Date
    Mar 2010
    Location
    Barcelona (Catalonia) -`s-Hertogenbosch (Netherland)
    Posts
    78

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    but also the strange is that in the early campaign is the Kingdom of Aragon using the Count of Barcelona flag, because the Crown of Aragon use this flag. But the crown of Aragon got the flag from the Catalan Counties like the County of Barcelona. If the use that flag it should be the Catalan counties the faction in the early era.


  3. #603

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I love 6.4 it is great. The heretics coming out are extremely powerful. My one big complaint about SS is that assassination is way too hard. Im on turn 30 and haven't used assassins yet so hopefully this has changed. I love using sabatoge and assassination as a way to undermine. My priests have no chance turning these heretics and I am keeping up to date with my churches and Ikoner studios and also attending those councils. But no luck so I hope for the best with my hired killers but have not built an inn yet.
    I gotta ask. What is the deal with the spawning of rebel troops. There is way too much spawning. Its funny because earlier versions of SS saw this as a problem and toned it down. 6.4 is the epitome of SS with bug fixes and all added extras yet they have fallen back to a ridiculous amount of rebel spawning. sigh. Is there a way I can go into the files and change this? If somebody knows then please share.

  4. #604
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    In descr_strat change this number higher. If you use 999 you'll probably never see any.

    brigand_spawn_value 60
    It requires a new game, so testing new numbers to find a spawn rate you like can be tricky and time consuming.

  5. #605

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I've got some suggestions:

    1. add foot pecheng archers!
    2. if anybody is willing, to make a "disable gunpowder" submod. I think that most who love playing in early era would like such a submod. Though not historical... it would be fun! I mean, to disable recruiting gunpowder units, gunpowder artillery and cannon towers (for every faction). perhaps it would not be a bad idea to be able to recruit all kinds of ships.
    Last edited by Zenith_Zenith; January 21, 2011 at 03:45 PM.

  6. #606

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Perhaps check out these new sky skies?

    http://www.twcenter.net/forums/showthread.php?t=387014

    And check out the RS2 environments:

    http://www.twcenter.net/forums/showthread.php?t=414629

  7. #607
    Jiub's Avatar Praepositus
    Join Date
    May 2009
    Location
    Cluj-Napoca Romania
    Posts
    5,720

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I think this sounds great. Is it ok for the game ? or is it over the top?
    Anyway, here's a great irish whistle track suggestion for the ss game.
    Spoiler Alert, click show to read: 


  8. #608

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I would like to be able to choose who my faction leader is going to be, like in Rome Total war, who the successor is going to be. There is just so many times when I have an heir to the throne, with better qualities, and blood relation, lose out to some dude one of the king's brother's was mentored (although those knights make good husbands for the princesses I've found out.)

    Anyway, thanks!

  9. #609
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    There is a submod that allows you to choose who your next heir after the current one will be. Check out the submods forum.

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

  10. #610

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    My problem with the "Next Heir Choosing" submod, is that you need to continoually pass on the trait, because for some reason, when your Kind dies, and your prince becomes King (who had the "Next Heir" icon), then it dosen't pass on to your next prince! So you have to manually send it over to your next prince, which is always a pain.
    On a side not, is the only way of trading Ancillaries, by combining the two leaders in one army, and just dragging them over to the other leader?

  11. #611
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by The Turk View Post
    On a side not, is the only way of trading Ancillaries, by combining the two leaders in one army, and just dragging them over to the other leader?
    Yes.

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

  12. #612

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Also why does the HRE army near Bologna, stand RIGHT outside of it on the first turn? Why not just have them inside the city from the beginning? It just sounds a bit stupid leaving them outside...

  13. #613
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by The Turk View Post
    Also why does the HRE army near Bologna, stand RIGHT outside of it on the first turn? Why not just have them inside the city from the beginning? It just sounds a bit stupid leaving them outside...
    Probably just a case of a slightly off co-ordinate

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

  14. #614

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    so thats a bug? I'm playing with MSC, could that be the problem?

  15. #615
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by The Turk View Post
    so thats a bug? I'm playing with MSC, could that be the problem?
    Not sure. But this is the suggestions thread and not the place to discuss it

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

  16. #616

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I got a lil o the Irish in me....good stuff...

  17. #617

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Ok-Im not all that great with computers but I get around...you said "In descr_strat change this number higher. If you use 999 you'll probably never see any"...I dont hate rebels I just dont like seeing souped up armies every other round when I got Byzantines, Russians, Cumans and whoever else seeking my extermination...can you guide me or at least elaborate on how I can tone it down but not eliminant....thank you

  18. #618
    newt's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    Okrahoma
    Posts
    3,272

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Try 100-200 and play for a while and see. I don't know specifics because if I change it I usually get rid of them by using 999.

  19. #619
    Babri's Avatar Miles
    Join Date
    Jan 2010
    Location
    Pakistan
    Posts
    350

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I've one suggestion about siege weapons. Just make them a bit stronger so they can take down walls a bit easier & make them worthy enough to be useful in siege battles.

  20. #620
    Gnostiko's Avatar Campidoctor
    Join Date
    Feb 2008
    Location
    Leeds, England
    Posts
    1,889

    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Rename the 'Byzantine' empire back to the rightful 'Roman Empire' and update the Roman unit names to the more accurate ones that are used by RR/RC.

Posting Permissions

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