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Thread: Stainless Steel 6.3 & 6.4 Suggestions

  1. #1241
    Lord Ragnar's Avatar Kirā
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by Caesar Clivus View Post
    I can't see that being added into SS. DLV is a more RPG-y mod. SS uses the RealRecruitment option of restricting recruitment to historically accurate time periods. A much better option IMHO
    Thanks Master CC for your responce, I bow to your better judgement. At least give the Mongols some foot haliberds. I dont mind you taking away at least one of the foot archers, to make room. Could you give them a bit of faction only buildings as well, as a faction they did have a very unique culture

  2. #1242
    iksterminator's Avatar Taihō no heishi
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I suggest make one for Shogun 2, otherwise Shogun 2 is not even close to being fun to play as much as SS.
    SS rulez!..

  3. #1243
    stevehoos's Avatar Taihō no heishi
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by iksterminator View Post
    I suggest make one for Shogun 2, otherwise Shogun 2 is not even close to being fun to play as much as SS.
    SS rulez!..
    I played Shogun 2 and SS is better IMO. Now 6.4 standalone where are you.....
    Shogun 2, no thanks I will stick with Kingdoms SS.

  4. #1244
    Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    For the English Faction, "The Kings Men" knights look very strange. They wear very advanced full plate armor, but they are still wearing the same great helms as the bodyguard units you have access to at the start of the early campaign. Any self respecting knight wouldn't be caught dead out of the latest fashionable armor style. And apart from that, the metal textures are two different tones, which makes it more noticeable.

    Other than that, love it.

  5. #1245
    MikeNice808's Avatar Shisai
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Make the Kievan-Rus generals look better...neon red sucks and they have western europe style helmets...they need a re design...

  6. #1246
    Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I don't know if anybody posted about it earlier, so I'm gonna ask about it...

    Historically, main colour used in Kingdom of Jerusalem was blue. As Jerusalem is the capital of Crusader States, i thought it would be natural to make blue main colour for that faction (for ex. like in modification Broken Crescent). And yet, i see Crusader States as 'white' faction, just like Papal States.

    I think it would look much cooler and historically accurate to have Crusader States as 'blue' faction.

  7. #1247
    m_1512's Avatar ash nazg durbatulûk
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Do you have permanent forts??? like in vanilla kingdoms...
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  8. #1248
    den_dean's Avatar Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    maybe add the county of Flanders as a faction? from deus lo vult mod

    here's more info http://en.wikipedia.org/wiki/County_of_Flanders

  9. #1249
    Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    first off, thanks for the Stainless Steel mod, and if its possible make it for Shogun 2

    Sicilia is one of my favorite factions, mostly because there flexability in battle, the Norman Knights, both dismounted and mounted are great in battle, but i don't play with sicilie anymore after i installed 6.4, dismounted knights don't have there shieldwall anymore, a small thing, but i liked it them, and.. and is the stanima lowerd of the knights?
    also the sicilian where much more spreaded with there influence in the arabic world, so is it possible to give them (in exchance) more units from arabic factions?

    and i see a lot of -remove units- comments, ..in the late campaign, I never ever even clikked on a que to build passants... and every faction has its "passant" unit, that is nothing more then cannonfodder or brickbouncer infantry, if you kick those out, including some units in factions that are already there, its possible to add a faction with uniqe units, as for a faction, Islamic faction or maybe a Order of Malta (Hospitallers faction) they were i think in bussiness before the templars and they even have militairy aircraft at this time, and someone else mentiont to add the teutonic chapter house to Acre,

    ass the teutonic order, and the order of malta, are both born in the Crusader states,

    an other thing is that some buildingstree are way to slow, by example from The Crusader states stables, they have the Mounted Sarsants as there cavalary there, and when you've (finaly) got a Citadel, you can finaly build an higher unit, and that is with more tech tree's.
    but before i can built them, I already have entire armies with Knight Templar's roaming around,
    (give the Dismounted Knights Templar back to the crusader states as barrack unit)

    - Rework Sicilia's unit tree (maybe with more arabic units)
    - Remove the passant units without propper functions
    - Add a faction (Order of Malta, Extra Islamatic Faction or a faction that fits)
    - teutonic chapterhouse in Acre
    - Rework useless (to costly and slow) tech tree's
    - and keep up the good work!

    well i hope i haven't been to harsh with complaining, I just realy like to see a 6.5!

    Greetings from Holland!


    p.s. gunpowder isn't working in 6.4, i simpely dont get the building and/or units!
    Last edited by Anubisnl7; May 19, 2011 at 04:26 AM.

  10. #1250
    Constantine XII's Avatar Supai
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Some that

    -change some battlemap locations (e.g some of the coasts of Minor Asia have arabic trees at battlemap and campaignmap)
    -make the byzantine bodygards to run in battlemap and no just walk
    -add some heavy spearman units to Byzantium
    -make acritae to have more attack and defence (at fight hand to hand)
    -make a new era (high) without gunpowder units
    -city and castles must grow little faster than now
    -make some new textures of some units (from any faction)
    -rename corinth to mystras or tripoli (more accurate name because of settlements location)

    That was for now....
    I will be back

    and make something that in next releases the ss do not appear at launcer.exe

  11. #1251
    zlikovac's Avatar Shashu
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Is it possible to make that when crusade is called that small Crusader States army is spawned somewhere around Venice and that all the troops that join the crusade go into that army?

  12. #1252
    bɑne's Avatar SS Forum Moderator
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by Konstantinos-XI View Post
    and make something that in next releases the ss do not appear at launcer.exe
    If it bothers you that much - rename them and adjust your shortcuts. The files still work after that.
    Stands for Stainless Steel btw... and if you associate it with any other meaning you are just giving power to that - power it should not have. Just my two cents.

  13. #1253
    k/t's Avatar Ronin
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    "-make the byzantine bodygards to run in battlemap and no just walk"

    Athanatoi have a lot of armour and ride Cataphract Armoured Horses. All that armour slows them down.

    "-add some heavy spearman units to Byzantium"

    Uh...have you played the campaign?

    "-make acritae to have more attack and defence (at fight hand to hand)"

    Unit stats are determined by the comprehensive system known as Real Combat. The stats reflect the weapons used by the unit, the armour and the amount of training, discipline and morale it possesses.

  14. #1254
    Constantine XII's Avatar Supai
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by k/t View Post


    Uh...have you played the campaign?

    yes i have many times but the spearmen units simple dont appear (all buildings upgrated) . i have used them only at custom battle


    Quote Originally Posted by bane_tw View Post
    If it bothers you that much - rename them and adjust your shortcuts. The files still work after that.
    Stands for Stainless Steel btw... and if you associate it with any other meaning you are just giving power to that - power it should not have. Just my two cents.
    i mean the launcher of gold edition
    and i will pm you for more informations about this problem
    Last edited by Constantine XII; May 21, 2011 at 04:58 AM.

  15. #1255
    Waffen9999's Avatar Kirā
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    The Turks and Mongols need a revamp of someway. Due to the changes in 6.4, the Turks can no longer build dismounted Sipahi lancers at a castle. You have to wait till Fortress level to get them. That's way to long. Azabs just plain suck and can't do anything. That leaves the Turks basically with Azabs, Spear Militia and Turkish javelin men. I'd say fine they could use more horse archers, but since you can only get them at castles and in small numbers due to cost etc. they can't be the staple of your force. They don't have anything that can stiffen their lines. They get Hasham with Baghdad, but again, it's basically pointless as you get them at Citadel level.

    Saracen Militia will work, but you get those at minor city level. Basically you have practically nothing to work with. No wonder I see the Byzantines steamroll the turks, as basic Contaratoi and Acontistae and Toxotes basically make mincemeat out of the Turkish line troops. The Turkish Javelinmen can fight, but again, not enough of them. Than, if the Byzantines start sending in Scoutatoi which they will, the Turks may as well kiss it goodbye.

    The Mongols are in a similar manner. They have only Peasants and I think dismounted Merguen as infantry. That's ridiculous. Make up a generic unit similar to the Dismounted Tatars for the Cumans if you have to. Their militia sucks too, I don't even know what Junior Sibiyaki troops are anyways.
    "When I lead my army against Baghdad in anger, whether you hide in heaven or in earth, I will bring you down from the spinning spheres; I will toss you in the air like a lion. I will leave no one alive in your realm; I will burn your city, your land, your self. If you wish to spare yourself and your venerable family, give heed to my advice with the ear of intelligence. If you do not, you will see what God has willed." -Hülegü, the "Destroyer of Baghdad"

  16. #1256
    Kabe difendā
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I think that Scotland and some other factions need some special gunpowder units.

  17. #1257
    Shashu
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    Default About castle/city siege

    Just a suggestion, it's too easy now to take a settlements by assault. Ya, sometimes really difficult, but not enough.

    As we know from history, even small castles could stop the entire forces. For example, a small town "Kozelsk" in Rus managed to stop mongols for 7 weeks!

    So, to make castle storm just a little bit harder:

    - no run with ladders (they are huge and heavy)
    - siege tower moves two times slower
    - a chance to burn the ram with oil

    P.S. Btw, a gratitude to SS developers, for their work!

  18. #1258
    Losthief's Avatar Senshi
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    Default Re: About castle/city siege

    Quote Originally Posted by ITC View Post
    Just a suggestion, it's too easy now to take a settlements by assault. Ya, sometimes really difficult, but not enough.

    As we know from history, even small castles could stop the entire forces. For example, a small town "Kozelsk" in Rus managed to stop mongols for 7 weeks!

    So, to make castle storm just a little bit harder:

    - no run with ladders (they are huge and heavy)
    - siege tower moves two times slower
    - a chance to burn the ram with oil

    P.S. Btw, a gratitude to SS developers, for their work!
    every turn is a year......so that siege battle, and thus the 'time' the garrison hung out is usually at bare minimum 12 months....so keep that in mind...

  19. #1259
    garudamon11's Avatar Banzai jūden-ki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I think AI should loot or exterminate large cities or castles more often (so far I've only seen AI capture settlements but not loot or destroy it)

  20. #1260
    burningsoul's Avatar Supai
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Playing as Turks right now...a few suggestion from their point.
    They have no useful infantry - dismounted sipahi lancers can be recruited at fortress level what takes very long to get to fortress, and Saracen Militia takes long to recruit as well (drill square can be build only in baghdad at the beginning, their replenishment pool and max availability are no good as well). I think everybody knows that Spear Militia are no match for scutatoi and Scholarii (scholarii can massacre 5 units of spear militia no problem)
    And the Byzies are way overpowered, they definitely nned to be toned down. They have very rich lands and lots of rebel setlements around to take with no chalenge from any surrounding factions. Also, the availability of these scholae barracks right from the beginning is a huga advantage from the Byzies.
    Peace and prosperity to you noble sadiq

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