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Thread: Stainless Steel 6.3 & 6.4 Suggestions

  1. #121

    Default Re: Stainless Steel 6.3 Suggestions!

    just get rid of the two russian factions and the two spanish ones

  2. #122

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Captain Grimes View Post
    just get rid of the two russian factions and the two spanish ones
    Whoa man! you leave my Kievan Rus alone!
    And on the subject of orthodox factions, whenever I play as one I feel like I'm missing out on great stuff when a crusade or a jihad is called. So can it be done that orthodox factions can switch to catholicism if they want to, like Lithuania. I know this suggestion hits a brick wall when considering history, but it would be awesome to send a Crusading Kievan army to Jerusalem

  3. #123

    Default Re: Stainless Steel 6.3 Suggestions!

    couldn't we use some models of Bellum Crucis 5/6, some models like the armoured swordsmen (non upgraded version), the heavy billmen and the frenc chivalric knights are realy cool

    Quote Originally Posted by S6k6l6v View Post
    Whoa man! you leave my Kievan Rus alone!
    And on the subject of orthodox factions, whenever I play as one I feel like I'm missing out on great stuff when a crusade or a jihad is called. So can it be done that orthodox factions can switch to catholicism if they want to, like Lithuania. I know this suggestion hits a brick wall when considering history, but it would be awesome to send a Crusading Kievan army to Jerusalem
    I this you are right, the kievan rus are far to cool to be deleted, the crusades however is like you said, it is totaly historically incorrect!!!!!!!!!!!!

  4. #124

    Default Re: Stainless Steel 6.3 Suggestions!

    can you do something so that, if I select a merchant and look upon a resource that is under the fog, to see that resource's value?

  5. #125

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Zenith_Zenith View Post
    can you do something so that, if I select a merchant and look upon a resource that is under the fog, to see that resource's value?
    I'm totatly not sure if what I say is correct, but I think that is impossible, it just the task of the fog the hide things from the player,
    still if you want to see what a resource is worth you can use the cheat:

    press to open the 'chat window'
    then type toggle_fow to reveal to whole map
    type toggle_fow again to hide the map again

  6. #126

    Default Re: Stainless Steel 6.3 Suggestions!

    About the crusades.
    I don't know if it is possible, but can it be an orthodox crusade? I think it would be better than having to convert to catholicism to be part of a crusade.

    About crusader states. I think it would have been better if the year would have been turned to 1080 or around, so that you could get your own crusading army in the middle east. In this case, there would be no "Crusading States", and you could also create other units instead (for khwarezmian empire, cuman khanate, etc.). And there would be no more struggle with trying to make "Crusading States" historically accurate.
    what do you people think about this?

  7. #127

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Mathieu Of Belgium View Post
    I'm totatly not sure if what I say is correct, but I think that is impossible, it just the task of the fog the hide things from the player,
    still if you want to see what a resource is worth you can use the cheat:

    press to open the 'chat window'
    then type toggle_fow to reveal to whole map
    type toggle_fow again to hide the map again
    I know the cheat... but it's a bit too... cheating. I mean, you inevitably see the enemy army that you wouldn't have seen otherwise, etc. Also, I feel that I'm cheating too much: for a resource, I use toggle_fow, for a diplomat I use toggle_fow (to get to see where exactly the settlement lies - although in reality, once you have gotten to a foreign territory, you should quickly get to know where the city lies).

    what to say about saving game! always before I command a spy to spy upon someone or something, I save the game before, so he would not die! Anyway, I think it is normally impossible to get to a professional spy: you start with a level 1 spy when you 'train' him, and most surely, at his first mission he dies. what to say when he is at a high level and he spies a very meaningless person (e.g. a level 0 diplomat) and he gets killed! I just don't like that 'chance' thing, or at least how that 'chance' thing is implemented.

    I save the game all the time - and that makes me feel I don't play fair - but it's really annoying when you right-click to a place by mistake, or you don't realize that the path is blocked - temporarily - so you right-click to get there, but the character turns back and walks backwards!

    Do you know a solution for either of these?

  8. #128

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Mathieu Of Belgium View Post
    Some guys exually did try to make a few navigable rivers, but it ended up in a mess, I think
    Hmmm
    Maybe because they "deleted" land, which was used in the script maybe as a spawnpoint?
    We will see, maybe the modders will find a possibility to create navigable rivers...

    Skinner&Modeller of Shizoku no Sensō and East of Rome | My Workshop |

  9. #129
    Tiro
    Join Date
    Jun 2006
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    Gdańsk/Pomerania/Poland
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    264

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Captain Grimes View Post
    well if you're saying the welsh and irish are the same as english and scottish....then never go to wales or ireland mate lol
    Noone ever implied that welsh and irish = english and scottish. It was just stated, that Ireland already was a faction and it was a) basically a scott/eng mix b) it didn't.ever.do.anything.
    I, for instance, would like to see Genoa, Venice, Papal States and Sicily reduced. Three former are basically same and Sicily is the only original here. But they were important for medieval-period history, while Wales and Ireland, while cool-to-have, weren't really that important. Same goes for Norway/Denmark - both were important but they are quite frankly same. Aragon/Spain is same.

    Quote Originally Posted by Mathieu Of Belgium View Post
    Some guys exually did try to make a few navigable rivers, but it ended up in a mess, I think
    It looks bad and it's a TON of work.
    Quote Originally Posted by Zenith_Zenith View Post
    About the crusades.
    I don't know if it is possible, but can it be an orthodox crusade? I think it would be better than having to convert to catholicism to be part of a crusade.
    Another crusade/jihad type is impossible.
    There is no religion converting scripts/possibilites in M2TW. Lithuania changing to Catholicism was just two separate factions. (Lithuania-Pagan changed into Lithuania-Catholic; like Eriador->Arnor)
    Religion converting isn't possible and was stated many times.
    Quote Originally Posted by rockman4417 View Post
    I suggest adding land routs from the British isles to make things easier on the AI. As it is now they'll produce many stacks on the isles, then have trouble sending them anywhere.

    Below are two locations that could work for this. Troops could easily be ferried across the small gaps. You'll also notice all the stacks stuck around Dublin.
    I have to agree here, England really sucks at distributing forces to Europe, so the crossing Ireland-Britain and Britain-Normany(?) needs to be back, unfortunately.


    I hope I was helpful.
    Last edited by bɑne; October 19, 2010 at 01:03 PM.

  10. #130
    Meneth's Avatar I mod, therefore I am
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    Default Re: Stainless Steel 6.3 Suggestions!

    It is possible to script a religion change.
    According to what I've heard though, the AI doesn't handle it too well.

  11. #131
    Tiro
    Join Date
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    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Meneth View Post
    It is possible to script a religion change.
    According to what I've heard though, the AI doesn't handle it too well.

    I wonder what problems are encountered. I've heard that it's not possible, but maybe i've misread something.

    The important part is that it doesn't work right, though.
    Last edited by Ziame; October 19, 2010 at 01:24 PM.

  12. #132

    Default Re: Stainless Steel 6.3 Suggestions!

    1. is it possible to create a mission like the catholic call for crusade (where you can receive other missions in the same time)?
    I think it would be nice if you could receive some long-duration missions, like "conquer faction X" or "conquer the Balkans", or "conquer all italy", with great recompenses, while being able to receive local missions as well.

    2. If I remember well, a general/family member that succeeds a crusading mission, he receives "glory" (or at least the settlement - I don't know how exactly this works). anyway, can you do something so that glory would be given in other conditions as well?

  13. #133
    Tiro
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    Default Re: Stainless Steel 6.3 Suggestions!

    Wait, what? What glory? didn't hear about that like... never.


    as for the missions, it involves lots and lots of scripting, so we won't be seeing this anytime soon.

    On a related note, what are the conditions for getting the crowns?

  14. #134
    Meneth's Avatar I mod, therefore I am
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    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Ziame View Post
    Wait, what? What glory? didn't hear about that like... never.


    as for the missions, it involves lots and lots of scripting, so we won't be seeing this anytime soon.

    On a related note, what are the conditions for getting the crowns?
    You're in luck, I have export_descr_ancillaries open atm:
    Code:
    Trigger crown_britain
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType england
     and EndedInSettlement
     and I_SettlementOwner Dublin = england
     and I_SettlementOwner Aberdeen = england
     and I_SettlementOwner Caernarvon = england
     and I_SettlementOwner Edinburgh = england
     and I_SettlementOwner London = england
     and I_SettlementOwner Nottingham = england
     and I_SettlementOwner York = england
     and I_SettlementOwner Exeter = england
     and I_SettlementOwner Winchester = england
     and I_SettlementOwner Inverness = england
     and not I_WorldwideAncillaryExists crown_england
    
     AcquireAncillary crown_england chance 100
    ;------------------------------------------
    Trigger crown_britain2
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType scotland
     and EndedInSettlement
     and I_SettlementOwner Dublin = scotland
     and I_SettlementOwner Caernarvon = scotland
     and I_SettlementOwner London = scotland
     and I_SettlementOwner Nottingham = scotland
     and I_SettlementOwner York = scotland
     and I_SettlementOwner Exeter = scotland
     and I_SettlementOwner Winchester = scotland
     and I_SettlementOwner Edinburgh = scotland
     and I_SettlementOwner Aberdeen = scotland
     and I_SettlementOwner Inverness = scotland
     and not I_WorldwideAncillaryExists crown_england
    
     AcquireAncillary crown_england chance 100
    ;------------------------------------------
    Trigger crown_spain_spain
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType spain
     and EndedInSettlement
     and I_SettlementOwner Leon = spain
     and I_SettlementOwner Toledo = spain
     and I_SettlementOwner Pamplona = spain
     and I_SettlementOwner Valencia = spain
     and I_SettlementOwner Salamanca = spain
     and I_SettlementOwner Murcia = spain
     and I_SettlementOwner Burgos = spain
     and I_SettlementOwner Cordoba = spain
     and I_SettlementOwner Granada = spain
     and I_SettlementOwner Zaragoza = spain
     and I_SettlementOwner Barcelona = spain
     and I_SettlementOwner Seville = spain
     and not I_WorldwideAncillaryExists crown_spain
    
     AcquireAncillary crown_spain chance 100
    ;------------------------------------------
    Trigger crown_spain2
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType aragon
     and EndedInSettlement
     and I_SettlementOwner Leon = aragon
     and I_SettlementOwner Toledo = aragon
     and I_SettlementOwner Pamplona = aragon
     and I_SettlementOwner Valencia = aragon
     and I_SettlementOwner Salamanca = aragon
     and I_SettlementOwner Murcia = aragon
     and I_SettlementOwner Burgos = aragon
     and I_SettlementOwner Cordoba = aragon
     and I_SettlementOwner Granada = aragon
     and I_SettlementOwner Zaragoza = aragon
     and I_SettlementOwner Barcelona = aragon
     and I_SettlementOwner Seville = aragon
     and not I_WorldwideAncillaryExists crown_spain
    
     AcquireAncillary crown_spain chance 100
    ;------------------------------------------
    Trigger crown_spain3
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType portugal
     and EndedInSettlement
     and I_SettlementOwner Leon = portugal
     and I_SettlementOwner Toledo = portugal
     and I_SettlementOwner Pamplona = portugal
     and I_SettlementOwner Valencia = portugal
     and I_SettlementOwner Salamanca = portugal
     and I_SettlementOwner Murcia = portugal
     and I_SettlementOwner Burgos = portugal
     and I_SettlementOwner Cordoba = portugal
     and I_SettlementOwner Granada = portugal
     and I_SettlementOwner Zaragoza = portugal
     and I_SettlementOwner Barcelona = portugal
     and I_SettlementOwner Seville = portugal
     and not I_WorldwideAncillaryExists crown_spain
    
     AcquireAncillary crown_spain chance 100
    ;------------------------------------------
    Trigger crown_spain4
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType moors
     and EndedInSettlement
     and I_SettlementOwner Leon = moors
     and I_SettlementOwner Toledo = moors
     and I_SettlementOwner Pamplona = moors
     and I_SettlementOwner Valencia = moors
     and I_SettlementOwner Salamanca = moors
     and I_SettlementOwner Murcia = moors
     and I_SettlementOwner Burgos = moors
     and I_SettlementOwner Cordoba = moors
     and I_SettlementOwner Granada = moors
     and I_SettlementOwner Zaragoza = moors
     and I_SettlementOwner Barcelona = moors
     and I_SettlementOwner Seville = moors
     and not I_WorldwideAncillaryExists crown_spain
    
     AcquireAncillary crown_spain chance 100
    ;------------------------------------------
    Trigger crown_russia
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType russia
     and EndedInSettlement
     and I_SettlementOwner Novgorod = russia
     and I_SettlementOwner Yaroslavl = russia
     and I_SettlementOwner Pskov = russia
     and I_SettlementOwner Riga = russia
     and I_SettlementOwner Smolensk = russia
     and I_SettlementOwner Vilnius = russia
     and I_SettlementOwner Mensk = russia
     and I_SettlementOwner Ryazan = russia
     and I_SettlementOwner Bryansk = russia
     and I_SettlementOwner Kiev = russia
     and I_SettlementOwner Tmutarakan = russia
     and I_SettlementOwner Polotsk = russia
     and I_SettlementOwner Moscow = russia
     and I_SettlementOwner Azaq = russia
     and I_SettlementOwner Sarkel = russia
     and I_SettlementOwner Bulgar = russia
     and I_SettlementOwner Serdobinskaya = russia
     and I_SettlementOwner Murom = russia
     and I_SettlementOwner Kazan = russia
     and not I_WorldwideAncillaryExists crown_russia
    
     AcquireAncillary crown_russia chance 100
    ;------------------------------------------
    Trigger crown_russia2
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType kievan_rus
     and EndedInSettlement
     and I_SettlementOwner Novgorod = kievan_rus
     and I_SettlementOwner Yaroslavl = kievan_rus
     and I_SettlementOwner Pskov = kievan_rus
     and I_SettlementOwner Riga = kievan_rus
     and I_SettlementOwner Smolensk = kievan_rus
     and I_SettlementOwner Vilnius = kievan_rus
     and I_SettlementOwner Mensk = kievan_rus
     and I_SettlementOwner Ryazan = kievan_rus
     and I_SettlementOwner Bryansk = kievan_rus
     and I_SettlementOwner Kiev = kievan_rus
     and I_SettlementOwner Tmutarakan = kievan_rus
     and I_SettlementOwner Polotsk = kievan_rus
     and I_SettlementOwner Moscow = russia
     and I_SettlementOwner Azaq = kievan_rus
     and I_SettlementOwner Sarkel = kievan_rus
     and I_SettlementOwner Bulgar = kievan_rus
     and I_SettlementOwner Serdobinskaya = kievan_rus
     and I_SettlementOwner Murom = kievan_rus
     and I_SettlementOwner Kazan = kievan_rus
     and not I_WorldwideAncillaryExists crown_russia
    
     AcquireAncillary crown_russia chance 100
    ;------------------------------------------
    Trigger crown_russia3
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType cumans
     and EndedInSettlement
     and I_SettlementOwner Novgorod = cumans
     and I_SettlementOwner Yaroslavl = cumans
     and I_SettlementOwner Pskov = cumans
     and I_SettlementOwner Riga = cumans
     and I_SettlementOwner Smolensk = cumans
     and I_SettlementOwner Vilnius = cumans
     and I_SettlementOwner Mensk = cumans
     and I_SettlementOwner Ryazan = cumans
     and I_SettlementOwner Bryansk = cumans
     and I_SettlementOwner Kiev = cumans
     and I_SettlementOwner Tmutarakan = cumans
     and I_SettlementOwner Polotsk = cumans
     and I_SettlementOwner Moscow = cumans
     and I_SettlementOwner Azaq = cumans
     and I_SettlementOwner Sarkel = cumans
     and I_SettlementOwner Bulgar = cumans
     and I_SettlementOwner Serdobinskaya = cumans
     and I_SettlementOwner Murom = cumans
     and I_SettlementOwner Kazan = cumans
     and not I_WorldwideAncillaryExists crown_russia
    
     AcquireAncillary crown_russia chance 100
    ;------------------------------------------
    Trigger crown_scandinavia
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType denmark
     and EndedInSettlement
     and I_SettlementOwner Arhus = denmark
     and I_SettlementOwner Lund = denmark
     and I_SettlementOwner Visby = denmark
     and I_SettlementOwner Skara = denmark
     and I_SettlementOwner Nykoeping = denmark
     and I_SettlementOwner Uppsala = denmark
     and I_SettlementOwner Roskilde = denmark
     and I_SettlementOwner Oslo = denmark
     and I_SettlementOwner Bergen = denmark
     and I_SettlementOwner Eikundarsund = denmark
     and not I_WorldwideAncillaryExists crown_scandinavia
    
     AcquireAncillary crown_scandinavia chance 100
    ;------------------------------------------
    Trigger crown_scandinavia2
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType norway
     and EndedInSettlement
     and I_SettlementOwner Arhus = norway
     and I_SettlementOwner Lund = norway
     and I_SettlementOwner Visby = norway
     and I_SettlementOwner Skara = norway
     and I_SettlementOwner Nykoeping = norway
     and I_SettlementOwner Uppsala = norway
     and I_SettlementOwner Roskilde = norway
     and I_SettlementOwner Oslo = norway
     and I_SettlementOwner Bergen = norway
     and I_SettlementOwner Eikundarsund = norway
     and not I_WorldwideAncillaryExists crown_scandinavia
    
     AcquireAncillary crown_scandinavia chance 100
    ;------------------------------------------
    Trigger crown_italy
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType venice
     and EndedInSettlement
     and I_SettlementOwner Milan = venice
     and I_SettlementOwner Genoa = venice
     and I_SettlementOwner Bologna = venice
     and I_SettlementOwner Pisa = venice
     and I_SettlementOwner Venice = venice
     and I_SettlementOwner Ancona = venice
     and I_SettlementOwner Naples = venice
     and I_SettlementOwner Bari = venice
     and I_SettlementOwner Syracuse = venice
     and I_SettlementOwner Palermo = venice
     and I_SettlementOwner Ajaccio = venice
     and I_SettlementOwner Cagliari = venice
     and not I_WorldwideAncillaryExists crown_italy
    
     AcquireAncillary crown_italy chance 100
    ;------------------------------------------
    Trigger crown_italy2
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType milan
     and EndedInSettlement
     and I_SettlementOwner Milan = milan
     and I_SettlementOwner Genoa = milan
     and I_SettlementOwner Bologna = milan
     and I_SettlementOwner Pisa = milan
     and I_SettlementOwner Venice = milan
     and I_SettlementOwner Ancona = milan
     and I_SettlementOwner Naples = milan
     and I_SettlementOwner Bari = milan
     and I_SettlementOwner Syracuse = milan
     and I_SettlementOwner Palermo = milan
     and I_SettlementOwner Ajaccio = milan
     and I_SettlementOwner Cagliari = milan
     and not I_WorldwideAncillaryExists crown_italy
    
     AcquireAncillary crown_italy chance 100
    ;------------------------------------------
    Trigger crown_italy3
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType sicily
     and EndedInSettlement
     and I_SettlementOwner Milan = sicily
     and I_SettlementOwner Genoa = sicily
     and I_SettlementOwner Bologna = sicily
     and I_SettlementOwner Pisa = sicily
     and I_SettlementOwner Venice = sicily
     and I_SettlementOwner Ancona = sicily
     and I_SettlementOwner Naples = sicily
     and I_SettlementOwner Bari = sicily
     and I_SettlementOwner Syracuse = sicily
     and I_SettlementOwner Palermo = sicily
     and I_SettlementOwner Ajaccio = sicily
     and I_SettlementOwner Cagliari = sicily
     and not I_WorldwideAncillaryExists crown_italy
    
     AcquireAncillary crown_italy chance 100
    ;------------------------------------------
    Trigger crown_turks
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType turks
     and EndedInSettlement
     and I_SettlementOwner Iconium = turks
     and I_SettlementOwner Ankara = turks
     and I_SettlementOwner Adana = turks
     and I_SettlementOwner Caesarea = turks
     and I_SettlementOwner Edessa = turks
     and I_SettlementOwner Diyarbakir = turks
     and I_SettlementOwner Mosul = turks
     and I_SettlementOwner Tabriz = turks
     and I_SettlementOwner Kermanshah = turks
     and I_SettlementOwner Alamut = turks
     and I_SettlementOwner Baghdad = turks
     and I_SettlementOwner Ray = turks
     and I_SettlementOwner Isfahan = turks
     and I_SettlementOwner Yazd = turks
     and I_SettlementOwner Damghan = turks
     and I_SettlementOwner Mashhad = turks
     and I_SettlementOwner Gorgan = turks
     and I_SettlementOwner Konjikala = turks
     and I_SettlementOwner Khiva = turks
     and I_SettlementOwner Urgench = turks
     and not I_WorldwideAncillaryExists crown_turks
    
     AcquireAncillary crown_turks chance 100
    ;------------------------------------------
    Trigger crown_turks2
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType kwarezm
     and EndedInSettlement
     and I_SettlementOwner Iconium = kwarezm
     and I_SettlementOwner Ankara = kwarezm
     and I_SettlementOwner Adana = kwarezm
     and I_SettlementOwner Caesarea = kwarezm
     and I_SettlementOwner Edessa = kwarezm
     and I_SettlementOwner Diyarbakir = kwarezm
     and I_SettlementOwner Mosul = kwarezm
     and I_SettlementOwner Tabriz = kwarezm
     and I_SettlementOwner Kermanshah = kwarezm
     and I_SettlementOwner Alamut = kwarezm
     and I_SettlementOwner Baghdad = kwarezm
     and I_SettlementOwner Ray = kwarezm
     and I_SettlementOwner Isfahan = kwarezm
     and I_SettlementOwner Yazd = kwarezm
     and I_SettlementOwner Damghan = kwarezm
     and I_SettlementOwner Mashhad = kwarezm
     and I_SettlementOwner Gorgan = kwarezm
     and I_SettlementOwner Konjikala = kwarezm
     and I_SettlementOwner Khiva = kwarezm
     and I_SettlementOwner Urgench = kwarezm
     and not I_WorldwideAncillaryExists crown_turks
    
     AcquireAncillary crown_turks chance 100
    ;------------------------------------------
    Trigger crown_egypt
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType egypt
     and EndedInSettlement
     and I_SettlementOwner Luxor = egypt
     and I_SettlementOwner Cairo = egypt
     and I_SettlementOwner Damietta = egypt
     and I_SettlementOwner Alexandria = egypt
     and I_SettlementOwner Gaza = egypt
     and I_SettlementOwner Kerak = egypt
     and I_SettlementOwner Jerusalem = egypt
     and I_SettlementOwner Acre = egypt
     and I_SettlementOwner Tortosa = egypt
     and I_SettlementOwner Damascus = egypt
     and I_SettlementOwner Antioch = egypt
     and I_SettlementOwner Aleppo = egypt
     and I_SettlementOwner Qarisiya = egypt
     and I_SettlementOwner Baghdad = egypt
     and I_SettlementOwner Ahvaz = egypt
     and I_SettlementOwner Basra = egypt
     and I_SettlementOwner Mecca = egypt
     and I_SettlementOwner Medina = egypt
     and I_SettlementOwner Tayma = egypt
     and not I_WorldwideAncillaryExists crown_egypt
    
     AcquireAncillary crown_egypt chance 100
    ;------------------------------------------
    Trigger crown_poland
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType poland
     and EndedInSettlement
     and I_SettlementOwner Stettin = poland
     and I_SettlementOwner Prague = poland
     and I_SettlementOwner Wroclaw = poland
     and I_SettlementOwner Magdeburg = poland
     and I_SettlementOwner Thorn = poland
     and I_SettlementOwner Plock = poland
     and I_SettlementOwner Krakow = poland
     and I_SettlementOwner Halych = poland
     and I_SettlementOwner Zhytomyr = poland
     and I_SettlementOwner Kiev = poland
     and I_SettlementOwner Pereyaslav = poland
     and I_SettlementOwner Bryansk = poland
     and I_SettlementOwner Moscow = poland
     and I_SettlementOwner Smolensk = poland
     and I_SettlementOwner Novgorod = poland
     and I_SettlementOwner Polotsk = poland
     and I_SettlementOwner Pskov = poland
     and I_SettlementOwner Riga = poland
     and not I_WorldwideAncillaryExists crown_poland
    
     AcquireAncillary crown_poland chance 100
    ;------------------------------------------
    Trigger crown_lith
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType lithuania
     and EndedInSettlement
     and I_SettlementOwner Hrodna = lithuania
     and I_SettlementOwner Vilnius = lithuania
     and I_SettlementOwner Murom = lithuania
     and I_SettlementOwner Bulgar = lithuania
     and I_SettlementOwner Serdobinskaya = lithuania
     and I_SettlementOwner Azaq = lithuania
     and I_SettlementOwner Ryazan = lithuania
     and I_SettlementOwner Yaroslavl = lithuania
     and I_SettlementOwner Zhytomyr = lithuania
     and I_SettlementOwner Kiev = lithuania
     and I_SettlementOwner Pereyaslav = lithuania
     and I_SettlementOwner Bryansk = lithuania
     and I_SettlementOwner Moscow = lithuania
     and I_SettlementOwner Smolensk = lithuania
     and I_SettlementOwner Novgorod = lithuania
     and I_SettlementOwner Polotsk = lithuania
     and I_SettlementOwner Pskov = lithuania
     and I_SettlementOwner Riga = lithuania
     and not I_WorldwideAncillaryExists crown_lithuania
    
     AcquireAncillary crown_lithuania chance 100
    ;------------------------------------------
    Trigger crown_hre
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType hre
     and EndedInSettlement
     and I_SettlementOwner Stettin = hre
     and I_SettlementOwner Hamburg = hre
     and I_SettlementOwner Magdeburg = hre
     and I_SettlementOwner Frankfurt = hre
     and I_SettlementOwner Metz = hre
     and I_SettlementOwner Nuremburg = hre
     and I_SettlementOwner Staufen = hre
     and I_SettlementOwner Vienna = hre
     and I_SettlementOwner Salzburg = hre
     and I_SettlementOwner Cologne = hre
     and I_SettlementOwner Innsbruck = hre
     and not FactionwideAncillaryExists crown_hre
    
     AcquireAncillary crown_hre chance 100
    ;------------------------------------------
    Trigger crown_byzantium
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType byzantium
     and EndedInSettlement
     and I_SettlementOwner Constantinople = byzantium
     and I_SettlementOwner Thessalonica = byzantium
     and I_SettlementOwner Nicaea = byzantium
     and I_SettlementOwner Athens = byzantium
     and I_SettlementOwner Arta = byzantium
     and I_SettlementOwner Canakkale = byzantium
     and I_SettlementOwner Adrianople = byzantium
     and I_SettlementOwner Smyrna = byzantium
     and I_SettlementOwner Isparta = byzantium
     and I_SettlementOwner Sinop = byzantium
     and I_SettlementOwner Trebizond = byzantium
     and I_SettlementOwner Rhodes = byzantium
     and I_SettlementOwner Iraklion = byzantium
     and not FactionwideAncillaryExists crown_byzantium
    
     AcquireAncillary crown_byzantium chance 100
    ;------------------------------------------
    Trigger crown_france
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType france
     and EndedInSettlement
     and I_SettlementOwner Paris = france
     and I_SettlementOwner Rheims = france
     and I_SettlementOwner Clermont = france
     and I_SettlementOwner Bordeaux = france
     and I_SettlementOwner Toulouse = france
     and I_SettlementOwner Rennes = france
     and I_SettlementOwner Caen = france
     and I_SettlementOwner Bruges = france
     and I_SettlementOwner Metz = france
     and I_SettlementOwner Dijon = france
     and I_SettlementOwner Lyon = france
     and I_SettlementOwner Marseille = france
     and not FactionwideAncillaryExists crown_france
    
     AcquireAncillary crown_france chance 100
    ;------------------------------------------
    Trigger crown_hungary
     WhenToTest CharacterTurnEnd
     Condition IsFactionLeader
     and FactionType hungary
     and EndedInSettlement
     and I_SettlementOwner Esztergom = hungary
     and I_SettlementOwner Brasov = hungary
     and I_SettlementOwner Kassa = hungary
     and I_SettlementOwner Zagreb = hungary
     and I_SettlementOwner Baia = hungary
     and I_SettlementOwner Targoviste = hungary
     and I_SettlementOwner Belgrade = hungary
     and I_SettlementOwner Varad = hungary
     and I_SettlementOwner Sofia = hungary
     and I_SettlementOwner Scopia = hungary
     and not FactionwideAncillaryExists crown_hungary

  15. #135
    Tiro
    Join Date
    Jun 2006
    Location
    Gdańsk/Pomerania/Poland
    Posts
    264

    Default Re: Stainless Steel 6.3 Suggestions!

    Is there any way of making ancillaries give titles?


    For example Character stays in Town->gets Duke of Town ancillary -> gets trait "Is Duke of Town" -> Trait makes it Character, the Duke of Town

    I think it's not hard to do, just time consuming. If the thing is possible, i'm gonna do it,
    Last edited by Ziame; October 19, 2010 at 03:34 PM.

  16. #136
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Ziame View Post
    Who gets it though?
    Look at the top of every single trigger:
    and FactionType <faction>

  17. #137

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Ziame View Post
    Who gets it though?
    Cant believe u said that.

    See the triggers they are set faction wise like for byzzies the king gets the crown when they control:-
    1. Constantinople
    2. Thessalonica
    3. Nicaea
    4. Athens
    5. Arta
    6. Canakkale
    7. Adrianople
    8. Smyrna
    9. Isparta
    10. Sinop
    11. Trebizond
    12. Rhodes
    13. Iraklion

  18. #138

    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Ziame View Post
    Wait, what? What glory? didn't hear about that like... never.


    as for the missions, it involves lots and lots of scripting, so we won't be seeing this anytime soon.

    On a related note, what are the conditions for getting the crowns?
    well, go to early campaign, chose the Crusader States, when you've entered the campaign map, go to Jerusalem, click "Show settlement details" and on the "public order" thing, you'll see a diamond, which says (in its tooltip): "Glory (15%)".

    By the way, one more thing: what do you say about writing in the faction description (there where you have the story of the faction), the strength and the weakness of the faction (maybe for early; high; late)

  19. #139
    Meneth's Avatar I mod, therefore I am
    Join Date
    Jul 2010
    Location
    Oslo, Norway
    Posts
    5,531

    Default Re: Stainless Steel 6.3 Suggestions!

    That was fixed/added in the Fixes several versions ago.
    Go download the Fixes. Link in my signature.

  20. #140

    Default Re: Stainless Steel 6.3 Suggestions!

    And one more thing... I know I've given some different suggestions about how to 'solve' this issue (the issue being, how to allow a faction to recruit units that it cannot normally recruit):

    The idea that I have now, is to use units "common" units (that is, no "french", "german" in its name) like "Light men-at arms", "Dismounted Feudal Knights", "crossbowmen", "pavise crossbowmen" in certain conditions (i.e. if you own any of specific settlements) but to be able to recruit these units as your own units (not as AoR). Thus, to simulate technology influences.

    There were in history such influences that caused certain factions to strengthen themselves. And I think that "light men-at-arms", "crossbowmen", "pavise crossbowmen", etc. are easier to be changed to allow other factions to recruit them, because the thing you change mostly (or only) is the texture.

    What do you think about this idea? (maybe it can be combined with other ideas)
    Last edited by Zenith_Zenith; October 19, 2010 at 04:06 PM.

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