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Thread: Kingdoms of the Isles - Old Previews

  1. #41
    ceann mor's Avatar Foederatus
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    Default Re: The Kingdoms of the Isles - The First Preview

    Just found this mod. It feels like christmas again ha!

    Cheers guys, love you're work!

  2. #42
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The First Preview

    Sorry about the Shetlands Pantsalot!

    Vikingr, yes Clan Campbell have been added, as we couldn't make a clan mod without them

    Ceann mor, thanks mate. Hopefully we'll get this mod working and out

  3. #43

    Default Re: The Kingdoms of the Isles - The First Preview

    I sacrificed the Shetlands so I could get more of France in (far too late to resize the map by then). Sorry!

  4. #44
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The First Preview

    I sacrificed the Shetlands so I could get more of France in (far too late to resize the map by then). Sorry!
    Bruce is right, I wanted to add St Kilda as a playable island too, plus parts of Norway......but the Bruce said it was too late to change!
    Last edited by The Border Reiver; January 21, 2010 at 07:59 PM. Reason: Stickied the Thread

  5. #45

    Default Re: The Kingdoms of the Isles - The First Preview

    Do you still want Atlantis?

  6. #46
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The First Preview

    I've gone off Atlantis, I'm back on making a special model for Nessie to appear. I think with a bit of scripting we can make this work

  7. #47

    Default Re: The Kingdoms of the Isles - The First Preview

    Nessie was originally allied with Clan Comyn but later changed sides and supported the Bruce. We would need to reflect this accurately of course.

  8. #48
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The First Preview

    Interesting point Bruce, I'll create another historic event for this. If we combine this (an other) historic events to specific traits such as "Drunken Gaelic Bard", this could work out well. Any idea what year she changed her allegiance?

  9. #49

    Default Re: The Kingdoms of the Isles - The First Preview

    I'll ask her tonight.

  10. #50
    good4eL's Avatar Civis
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    Default Re: The Kingdoms of the Isles - The First Preview

    Thank you guys! Looks great!

  11. #51
    wilddog's Avatar Paintedwolves run free
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    Default Re: The Kingdoms of the Isles - The First Preview

    I'm back on making a special model for Nessie to appear. I think with a bit of scripting we can make this work
    we did a while back.


  12. #52

    Default Re: The Kingdoms of the Isles - The First Preview

    I know. Would you like to sell it?

  13. #53
    zipdad's Avatar Civis
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    Default Re: The Kingdoms of the Isles - The First Preview

    "Clan MacKintosh" OMG...I think I just peeeed my kilt.
    How about Clan PC jk, cant wait though. Brittania Campaigns my Favorite and KOTS made it even better and this looks epic. Good Luck

  14. #54
    Gorrrrrn's Avatar Citizen
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    Default Re: The Kingdoms of the Isles - The First Preview

    Looking forward to this mod.

    I've been testing placement of permanent stone forts for my Stainless Steel mod for the RC/RR compilation.
    still early days but I've tried to avoid placing forts in choke points otherwise agents get stuck.
    so none in mountains, along narrow coastal roads, on river crossings.
    and none on small islands - too easy to bypass.

    seems to be working well.

    Whether the AI (or human player) uses them is very hit and miss.
    the AI doesn't usually unless it wants some sort of army where the fort is.

    however I've discovered that it quite likes forts on roads junctions inside its territory.
    it assembles armies here and then marches them off some place else.
    they can also be useful bolt holes for the remnants of defeated armies.

    the 20 free upkeep looks like an exploit for humans tbh.
    AI never keeps that many in a fort, humans can stick their most expensive upkeep units in them free of charge.
    I limit mine to 2 units for that reason.

    Having a tight map (unlike SS which large areas in some regions of nothingness) you're going to have to be careful with placement,
    otherwise game degenerates into a succession of fort battles.
    (fine if you enjoy them!)

    not tried a fort garrison script - with near 200 forts it'd clog up the campaign script.
    presume you'd need to use IsFortGarrissoned condition together with co-ordinates
    (you might also need to test to se who currently controls the forts - with some CAIs the AI is very keen on attacking them if occupied
    and even sometimes when not (again very hit and miss)
    so you couldn't spawn a garrison for one faction if another faction controlled the fort?
    (and which faction would you spawn?)

    I'll leave that to others to sort out, and just rationalise unoccupied forts as being under the control of neutral barons who can be persuaded
    to assist a faction if enough troops show up at their doors.

    anyway, all the best with this, looks cracking.

  15. #55
    DragonsWarrior's Avatar Senator
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    Default Re: The Kingdoms of the Isles - The First Preview

    lol nice nessie picture

  16. #56
    PhilipO'Hayda's Avatar Vicarius
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    Default Re: The Kingdoms of the Isles - The First Preview

    this look's very sexy!

    Irish Historical adviser for Albion:Total war


  17. #57
    zipdad's Avatar Civis
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    Default Re: The Kingdoms of the Isles - The First Preview

    the 20 free upkeep looks like an exploit for humans tbh.
    In the Brittania campaign the ai seems to create a lot more units. Probably due to the fact that there are so many more settlement per faction. I've fought several full stack armies in KOTS in permanent forts if i remember correctly, than again I've never payed to much attention to CAI. It will probably come down to were you place them and how much traffic that area receives. It will come down to being extremely cheap like you said, if not implemented correctly.
    Last edited by zipdad; January 23, 2010 at 07:42 PM.

  18. #58
    wilddog's Avatar Paintedwolves run free
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    Default Re: The Kingdoms of the Isles - The First Preview

    Quote Originally Posted by The Bruce
    I know. Would you like to sell it?
    Haven't been able to catch her to sell her (it?)..

  19. #59

    Default Re: The Kingdoms of the Isles - The First Preview

    We will swap you for a Yeti.

  20. #60
    The Border Reiver's Avatar Artifex
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    Default Re: The Kingdoms of the Isles - The First Preview

    Zipdad I agree with you about the full stacks sitting in forts in KOTS at times. I must have simply got lucky with the placement thereof perhaps?

    wildog....nice nessie model and great strat map castle of Urquart!

    Rozanov...thanks very much for the info. Like you I've found the usage of forts to be hit and miss. In our mod I have not placed any forts at choke points or narrow passages, as I want the CAI to be able to roam freely. I was hoping that the AI might use them, but if not my secondary plan was for the human player to have an exploit to counter a supply script and any other scripts that incur costs in the field. The Bruce's map is so huge that even with 211 forts they seem to be far and wide at times.....but saying that when it comes to comprehensive testing if it proves that it slows down the game in places, we'll make the gameplay choice to remove certain forts.

    I'm not sure about the garrison script for forts, I think I'd like to leave this aspect out and only rely on garrison scripts for settlements.

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