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Thread: Stainless Steel 6.3 & 6.4 Suggestions

  1. #1861
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I'd advise you to use the less Heretics submod in the meanwhile.

  2. #1862
    ChrisG's Avatar Supai
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by bradavies View Post
    I'm starting to notice more and more that every heretic seems to become at least 8 piety. It's a real pain to deal with, and when I send a priest to go deal with him, HE becomes an 8 piety heretic to. Please fix it, cheers.
    Send your cardinals if you are playing as a catholic faction or your patriarch if you are orthodox.
    They don't turn to heretics.(But they can be ashamed-die by them).

  3. #1863
    bradavies's Avatar Senshi
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by ChrisG View Post
    Send your cardinals if you are playing as a catholic faction or your patriarch if you are orthodox.
    They don't turn to heretics.(But they can be ashamed-die by them).
    Problem is, I can't make any cardinals, cause the priests they originally are keep turning into un-denounceable
    heretics. Can someone please give me a link to this less heretics submod.
    To lazy and tired to find it myself

  4. #1864
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions


  5. #1865
    Tristantwfan's Avatar Ikko-Ikki
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    Default Re: Stainless Steel 6.3 Suggestions!

    Quote Originally Posted by Ferdiad View Post
    They were still weak as compared to other Factions that deserve to get in.
    well i actually agree that they shouldn't be a separate faction in the game, as they weren't independent, but half of it was under french rule and the other half part of the HRE. But i just had to point out that we where once during the timeline of the game the most prosperous region in western Europe. Didn't last too long though

  6. #1866
    Tristantwfan's Avatar Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by The Mouth View Post
    1. You didn't really think you could defeat the heaviest cavalry (And I believe most elite) in the game with a bunch of (I'm guessing rather weak) spearmen did you? Use tactics, those guys are extremely slow compared to other cavalry (Especially when exhausted). Now that I think about it their alot like tanks, Slow but heavily armored with a devastating charge.

    2. Thats a historical issue... The east was quite advanced (Thus mongols with naffatun).

    3. Agreed

    4. Agreed... sort of... I'm not exactly knowledgeable about Turkish history.

    5. Haven't played them yet so I have no room to argue.

    6. Those guys were elite guards of the french monarchy so it makes sense that their that capable.

    7. Meh its a fun unit thats not easily obtained. Deal with it.

    8. Agreed if this is true.

    9. Agreed.

    10. If the AI didn't cheat at all the game would be FAR to easy.
    i didn't think it to be easy, but first of of course i did use tactics, i tired them out by letting them chase my horse achers, when i ran out of arrows i charged them in to distract while my spearmen attacked from both flanks and the rear, all of them died and then i lost my bodyguard and a few other units too, lost my entire army and Caesarea, and only a few of their cavalry died, so yeah i think they are way way waaaaaaaaaaay overpowered, if not the stats that change, at least change the size of the unit drastically cause right now the only thing that can kill them is lucky hits with siege weapons, or boiling oil, javelins even don't do enough damage to finish them off before running out of ammo

    the middle east was also advanced, hence egypt and the turks should also have naffatun

    and lastly i'm not saying scot's guard can't be powerfull, i'm saying they can't be longbowmen, make them into a more realistic unit and i'm happy, it does not make sence for the scots guard, being scottish, to be archers, when scotland doesn't have any decent archers, and to be better longbowmen then the english, who were renowed for being the best longbows in all of europe, if they could be like a pike unit or a musketeer or something that would make a lot more sence

  7. #1867
    Tristantwfan's Avatar Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by RollingWave View Post
    Ahem, actually, it is you that is showing a great deal of ignorance...

    http://en.wikipedia.org/wiki/Sudan_(region)

    Sudan as a region is not the same thing as Sudan as a country, in medieval context everything south of the Sahara = Sudan, Sudanese is more than a realistic term to describe almost any black folks, since the term bilād as-sūdān (بلاد السودان) = land of the blacks.
    well then Sudan should be in both Timbuktu and south of Egypt, and the whole southern region of the map, though my point wasn't about just Sudan, being misplaced here, but everything he said being completely wrong, also sudan as a region wasn't 1 faction but rather a grouping of tribes and small kingdoms

  8. #1868
    RollingWave's Avatar Ronin
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Technically speaking, in 1100 there were several significant kingdoms in the greater Sudani region, though the map don't extend that far and them only interacting with the Moorish / Egyptian state would be kinda boring, historically they weren't too influential either, the Ghana empire was either destroyed by the Almoravids shortly before 1100 or was at least in signficiant decline at this time anyway, while the Kingdom of Makuria (which would be kinda fun, since they're a black Christian State) is both too far off the map and also almost always at peace with it's relavant neighbor of this time (Fatimids)

    Either way though, if he want a Muslim faction the best choice would be Abbasid first, then Rum, and maybe also could consider Ghurid dynasty though the vast majority of their possesion and actions would be off the map's scope.
    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.....

  9. #1869
    the duke dude's Avatar Shisai
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    My suggestions are:

    1) Seljuk Turks for AI should be made much stronger to overpower the waning byzantine empire as they historically did, not the other way around.
    2) Man of the hour should become a general, not a family member. For this I realise it would be a cheap way of obtaining generals, so the chances of getting man of the hour would have to be severely reduced.
    3) A new factor that counts for negative population growth and perhaps public order could occur from a mass loss of life in a battle - is this even possible? After all, if a huge army is recruited from a town and is all but destroyed, all of these men are missing, population would drop and the citizens could get pissed off?
    4) Diplomats should have less of a chance of getting the 'awkward diplomat' trait, it annoys me when I get this when negotiations don't always go your way.
    5) Jerusalem should be rebel?
    6) Faction leader could get '-athourity' traits if they are too far away from the capital.
    7) AI naval strategy improved. Too often a large army is crammed in one single vessel, and the player, knowing it is destined for their lands, can easily sink it with the right navy.

    Thanks for a great game, can't wait for 7.0

    The Duke Dude

  10. #1870
    bradavies's Avatar Senshi
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by the duke dude View Post
    My suggestions are:

    1) Seljuk Turks for AI should be made much stronger to overpower the waning byzantine empire as they historically did, not the other way around.
    2) Man of the hour should become a general, not a family member. For this I realise it would be a cheap way of obtaining generals, so the chances of getting man of the hour would have to be severely reduced.
    3) A new factor that counts for negative population growth and perhaps public order could occur from a mass loss of life in a battle - is this even possible? After all, if a huge army is recruited from a town and is all but destroyed, all of these men are missing, population would drop and the citizens could get pissed off?
    4) Diplomats should have less of a chance of getting the 'awkward diplomat' trait, it annoys me when I get this when negotiations don't always go your way.
    5) Jerusalem should be rebel?
    6) Faction leader could get '-athourity' traits if they are too far away from the capital.
    7) AI naval strategy improved. Too often a large army is crammed in one single vessel, and the player, knowing it is destined for their lands, can easily sink it with the right navy.

    Thanks for a great game, can't wait for 7.0

    The Duke Dude
    1)Agreed, the Turks are always to weak on M2TW, I've never seen them become powerful ever, wether I'm on SS or Vanilla.
    2)Agreed.
    3)Don't understand what you mean?
    4) Never really had this problem, if anything, all my diplomats get to 10* too quickly, so it's actually good to have something that takes it down. It is annoying when it happens on the 1st try though.
    5) No, because the city is basically the center of the Crusader States at the time, or at least the whole reason why they're their.
    6) Don't they anyway? Or do other generals lose loyalty? I'm sure its one or the other.
    7) The AI are awful with navies on M2TW. But to be fair, at least they use them now. Remember Vanilla when they didn't even use navies for troop movement?

  11. #1871
    Byg's Avatar Read The Manual
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by the duke dude View Post
    My suggestions are:

    1) Seljuk Turks for AI should be made much stronger to overpower the waning byzantine empire as they historically did, not the other way around.
    2) Man of the hour should become a general, not a family member. For this I realise it would be a cheap way of obtaining generals, so the chances of getting man of the hour would have to be severely reduced.
    3) A new factor that counts for negative population growth and perhaps public order could occur from a mass loss of life in a battle - is this even possible? After all, if a huge army is recruited from a town and is all but destroyed, all of these men are missing, population would drop and the citizens could get pissed off?
    4) Diplomats should have less of a chance of getting the 'awkward diplomat' trait, it annoys me when I get this when negotiations don't always go your way.
    5) Jerusalem should be rebel?
    6) Faction leader could get '-athourity' traits if they are too far away from the capital.
    7) AI naval strategy improved. Too often a large army is crammed in one single vessel, and the player, knowing it is destined for their lands, can easily sink it with the right navy.

    Thanks for a great game, can't wait for 7.0

    The Duke Dude
    Points 3 and 6 are in BGRV.

  12. #1872
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    They should be added to Vanilla SS.

  13. #1873
    SajanOfCzarach's Avatar Kabe difendā
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I don't know about you guys, but I think Ireland should be brought back into the game. Before, Scotland and England actually had some competition, and I think it would be fantastic to have the Irish back in the mod.

  14. #1874
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    No lol, Ireland are the least deserving faction to get in.

  15. #1875
    RollingWave's Avatar Ronin
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Quote Originally Posted by SajanOfCzarach View Post
    I don't know about you guys, but I think Ireland should be brought back into the game. Before, Scotland and England actually had some competition, and I think it would be fantastic to have the Irish back in the mod.
    If there should be a 3rd faction in the Isle in 1100, it should be Norway.

    It's fairly impossible to make an argument for Ireland in the game with this sort of scope, unless the scope of the map is only the British Isle ... Ireland wasn't even a kingdom until Cortez was already running around Peru for god sakes. the High King of ireland never even effectived rule all.. or even most of Ireland during this span. let alone being able to do anything outside of Ireland, even the Kingdom of the Isles beats them in this regard, so yeah, Earldom of Orkney or Kingdom of the Isles would actually make more sense than Ireland as a faction in the middle ages, which is rather sad.

    Also, the main settlement of Ireland in 1100 should be Tuam, I'm not sure how SS6.1 managed 4 freaking settlement for Ireland in 6.1 without having the actual seat of the High Kings in there.

    FWIW, the 30 faction slow I'm going to use for HURB 5.0 is. (the 31 slot must be used for Slave)

    Catholic (15+Pope)

    HRE
    France
    England
    Scotland
    Genoa
    Venice
    Pope
    Norway
    Denmark
    Poland
    Hungary
    Castile-Leon
    Aragon
    Portugal
    Sicily
    Jerusalem

    Orthodox (6)

    ERE
    Kiev
    Novgorod
    Serbia
    Cilicia Armenia
    Georgia

    Muslim: (5)

    Great Seljuqs
    Fatimid Caliph
    Almoravids
    Abbasid Caliph
    Sultanate of Rum

    Pagan : (3)

    Mongols
    Cumans
    Lithuania

    If possible, I'd like to sub Mongols with Volga Bulgaria eventually too (though this is very hard to pull off for a variety of reasons.)
    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.....

  16. #1876
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    His argument was based on nationalism.

  17. #1877
    yorkists's Avatar Ikko-Ikki
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I'm Sure it has been suggested or mentioned, but one feature I really liked about MTW I was that your faction could splinter into dynastic struggles and civil wars. Very fun feature that helps prevent the game from getting too ahistorical aka playing as England and ruling all of the British Isles, France, large parts of the HRE and the Levant as a victory condition. Maybe if just struggling to control your own terriotories from internal rebellion would be enough of a challenge so that you could limit the victory conditions to something more historical. Certainly realistic as internal threats and rebellions always were a danger to the King aka Henry II's rebellious sons, the anarchy between Stephen and Maude over the throne, the Peasants revolt, the Baronial revolt, War of the Roses etc.

    I personally have trouble enjoying the game once my faction gets too large, it just feels too unrealistic.

    Awesome mod, really looking forward to ss 7!

  18. #1878
    jado818's Avatar Ishiyumi no shashu
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    When I play MTW2 i usually end up upsetting the church (excommunication / crusades) and its not pretty for me.

    I started using Assassins in previous games to limit the damage the popes inquisitors could do to me.


    One thing I've noticed with the stainless steel mod that is different from vanilla MTW2 is they made it easier to build up subterfuge skill to max.


    It is harder when you have a fresh assassin but after a few successful sabotages / kills they are pretty much set.


    The reason for this problem in my opinion is stainless steel counts all the traits toward the overall skill and doesn't separate them.

    IE in vanilla there are 3 basic types of subterfuge traits.. traits that affect the overall skill rating (ie. adept agent)

    traits that affect the sabotage skill rating (ie plotter)

    and traits that affect the assassination skill rating (ie poisoner or proto type handgun etc)


    on stainless steel all traits just add to your agents overall subterfuge rating.. like the skill plotter or schemer from sabotage would help out in assassination attempts.


    For the most part I love the make over of agents skills / traits especially priests and merchants.. but I think keeping separate success ratings for sabotage and assassination is appropriate.


    I'm not sure how hard this suggestion is to implement and if it was made this way out of necessity just to make the game work.. I'd completely understand if that's the case.. just a suggestion

  19. #1879
    Jonlion's Avatar Ashigaru
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    Only been playing for a while and I had noted that you are notified when a new eligible Princess has arrived on the scene. As marriage was such an important part of Medieval politics I wondered whether there was a tool to get an overview of eligible princesses and even marriages.

    News, slander and gossip around dynastic marriages was always around and I think there could be ways to make them far more visible on the game. Not sure it is possible though

  20. #1880
    Shadibadoo's Avatar Shashu
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    Default Re: Stainless Steel 6.3 & 6.4 Suggestions

    I don't know if it has been discussed yet, but in 1100AD the Seljuk Sultanate (which was actually the Sultanate of Rum) did not own Baghdad or Mosul, or anything east of Konya. In fact, I'm pretty sure all they really owned was Konya and some territory north (Ankara). So at the start of the game I think that they should only have those two regions. But if this were to make them too weak maybe you could balanced it out by giving them a full stack or two to make it easy for them to expand into Armenia and Western Anatolia?

    Also, shouldn't the first Sultan be Killij Arslan?

    I know Stainless Steel isn't really about the Muslim factions, but there should at least be some more historical accuracy.

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