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Thread: Preview: Dar al-Islam, revealing the Islamic world

  1. #21

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by Diodredai View Post
    Or rather the awkward moment when one does not understand sarcasm?

    Don't worry those freeloading, good-for-nothing smelly Carpathian cave dwellers
    have nothing to do with this mod! Even though their pathetic state existed around
    the time period, we've decided to give that slot to an extremely important African
    tribe that impacted greatly on the modern day 'Bhwalrwrrlwarlal' language, which
    more than five people speak in Africa today.

    Jokes aside (no really, we loath the Hungarians, so none of you smelly pálinka drinking
    horsemen should sign up with us):




    I am terribly sorry if I have offended you Totalwarplayer96, because that was exactly what I wanted to do (there is not even a hint of sarcasm in this post don't worry).
    Just make sure Radzeer doesn't catch you or else he will make a very embarrassing AAR about you.
    And don't worry, I'm not even of Hungarian descent. Just pointing out a contradiction

  2. #22
    mayotte's Avatar Civis
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Just one word: AWESOME !!! i really really like the texture of this new map !!

  3. #23
    CelticSlav's Avatar Tiro
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Great Preview! Can't wait for DOTS to come.




  4. #24
    Stario's Avatar Domesticus
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Great work. Albeit, I tried permanent forts (for RP purposes), in my SS campaign. What I found was that the CAI cannot deal with them very well, plus I could easily exploit the CAI as a results if using permanent forts; making for very easy campaign. In the end I removed the few forts I made.
    Last edited by Stario; August 05, 2012 at 08:57 AM.

  5. #25
    Landil's Avatar Tiro
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    It has been asked previously whether the AI can deal with PSFs or not, and the answer is: in Dominion of the Sword, certainly! We have tested it thoroughly, and it works, so don't worry about it. As for how? Magic! Didn't you know? DotS runs entirely on magic!
    Mod Leader, Head of Research & Middle East Specialist

  6. #26
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by ján0šík View Post
    Great work. Albeit, I tried permanent forts (for RP purposes), in my SS campaign. What I found was that the CAI cannot deal with them very well, plus I could easily exploit the CAI as a results if using permanent forts; making for very easy campaign. In the end I removed the few forts I made.
    In Dots they will lock some of the AI units inside the fort with a script. (doesn't affect player units).

  7. #27

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    but this doesnt mean extra spending? how it will effect budget to have some unit in every forts, if there will be like 500 forts lets say?
    Menteşe Bey: Türkmen Beylerim! Biz işgalci güçlerin emirlerini değil, milletin dilek ve isteklerini yerine getiren bir Sultanla birlikte oluruz. Gidilecek Uç kalmadı. Zulümden kaçmak milletin kaderi değildir Günbegün tükeniyoruz. Moğollar beylerimizi öldürüyor, malımızı mülkümüzü yok ediyor. Bu gidişata Türk Boyları daha ne kadar dayanabilir? Dilimizin yerini, Farsça ve Arapça aldı. Töremizi ve kimliğimizi koruyabilmek için verebileceğimiz canımızdan başka nemiz kaldı? Hepimizin yaşadığı bu baskı, sindirme, medeniyet haricine çıkarma ve yok etme faaliyetlerine ne zaman dur denilecek?

  8. #28
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by affluence View Post
    but this doesnt mean extra spending? how it will effect budget to have some unit in every forts, if there will be like 500 forts lets say?
    The team has said that the PSFs themselves provide income, amount depending on individual PSFs

  9. #29

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Every PSF has its own income that is given to the owner in the form of incremented king's purse value in financial screen. It updates every turn so if you lose the PSF this will go down appropriately (and someone else's income will go up). So for example Seljuks starts with some 220k income per turn from PSFs. When you compare it to the income of their settlements (some very low thousands usually) you can see that way more money is in the PSFs than in the settlements.

    Add to that the fact that settlements will be unruly for conquerors and often financial burden initially the conquest of any region itself will be very hard. If for example you rush the capital but leave the PSFs in enemy hands you will find it drains your treasury pretty quickly not to mention fragile supply lines.

    The big problem was that the PSFs are by default ignored by the AI unless they have strategical value in the given situation. Without our PSF Script it means only very few PSFs get used by the AI and the rest was abandoned and ignored meaning that AI would not even conquer them for income etc. However AI sees any enemy unit as a threat or potential target hence placing one in every PSF was the solution. It had many unforeseen complications and the script had to be fine tuned so it accounted for them all but it works pretty darn well I must say. And it does affect the player as well. If it didn't the player could abuse the system by leaving his PSFs empty and they would be ignored by the AI. Financially it does not cost anything because PSFs are set to 1 free upkeep and thus the garrison is free. It is also immobile so you cannot just take it away and boost your armies.

    There are still some minor things that might bother some people such as that huge cities have the same garrison (one unit) as the small villages but that is the limitation of the engine. Some others like garrison unit type may yet be added so it is diversified more or at least is faction specific. Development simulation and income alterations based on certain event is possible but due to sheer amount of PSFs is not viable because the script is already insanely large and such features would grow it exponentially... but maybe in the future I will see what I can do yet. For now even the current version of the script is pretty awesome imho. :-)

    PS. Turn times are not affected much, barely noticeable. Most noticeable is the PSF names script which happens once every turn for all PSFs and adds couple dozen seconds tops to the slave turn end.
    Last edited by Resurrection; August 07, 2012 at 11:39 AM.

    Mod Leader, Mapper & Bohemian Researcher

  10. #30

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by Resurrection View Post
    Every PSF has its own income that is given to the owner in the form of incremented king's purse value in financial screen. It updates every turn so if you lose the PSF this will go down appropriately (and someone else's income will go up). So for example Seljuks starts with some 220k income per turn from PSFs. When you compare it to the income of their settlements (some very low thousands usually) you can see that way more money is in the PSFs than in the settlements.

    Add to that the fact that settlements will be unruly for conquerors and often financial burden initially the conquest of any region itself will be very hard. If for example you rush the capital but leave the PSFs in enemy hands you will find it drains your treasury pretty quickly not to mention fragile supply lines.

    The big problem was that the PSFs are by default ignored by the AI unless they have strategical value in the given situation. Without our PSF Script it means only very few PSFs get used by the AI and the rest was abandoned and ignored meaning that AI would not even conquer them for income etc. However AI sees any enemy unit as a threat or potential target hence placing one in every PSF was the solution. It had many unforeseen complications and the script had to be fine tuned so it accounted for them all but it works pretty darn well I must say. And it does affect the player as well. If it didn't the player could abuse the system by leaving his PSFs empty and they would be ignored by the AI. Financially it does not cost anything because PSFs are set to 1 free upkeep and thus the garrison is free. It is also immobile so you cannot just take it away and boost your armies.

    There are still some minor things that might bother some people such as that huge cities have the same garrison (one unit) as the small villages but that is the limitation of the engine. Some others like garrison unit type may yet be added so it is diversified more or at least is faction specific. Development simulation and income alterations based on certain event is possible but due to sheer amount of PSFs is not viable because the script is already insanely large and such features would grow it exponentially... but maybe in the future I will see what I can do yet. For now even the current version of the script is pretty awesome imho. :-)

    PS. Turn times are not affected much, barely noticeable. Most noticeable is the PSF names script which happens once every turn for all PSFs and adds couple dozen seconds tops to the slave turn end.

    thanks for answering

    i was worried about how AI would react for PSF!

    [QUOTE=Resurrection;11836479]Every PSF has its own income that is given to the owner in the form of incremented king's purse value in financial screen.

    QUOTE]

    1- U manage to give some income with farming?
    2- Is it possible to see how big is income for an AI's PSF? (I would prefer to conquer the PSF with more income)
    Menteşe Bey: Türkmen Beylerim! Biz işgalci güçlerin emirlerini değil, milletin dilek ve isteklerini yerine getiren bir Sultanla birlikte oluruz. Gidilecek Uç kalmadı. Zulümden kaçmak milletin kaderi değildir Günbegün tükeniyoruz. Moğollar beylerimizi öldürüyor, malımızı mülkümüzü yok ediyor. Bu gidişata Türk Boyları daha ne kadar dayanabilir? Dilimizin yerini, Farsça ve Arapça aldı. Töremizi ve kimliğimizi koruyabilmek için verebileceğimiz canımızdan başka nemiz kaldı? Hepimizin yaşadığı bu baskı, sindirme, medeniyet haricine çıkarma ve yok etme faaliyetlerine ne zaman dur denilecek?

  11. #31
    fightermedic's Avatar Ordinarius
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by Resurrection View Post
    Every PSF has its own income that is given to the owner in the form of incremented king's purse value in financial screen. It updates every turn so if you lose the PSF this will go down appropriately (and someone else's income will go up). So for example Seljuks starts with some 220k income per turn from PSFs. When you compare it to the income of their settlements (some very low thousands usually) you can see that way more money is in the PSFs than in the settlements.

    Add to that the fact that settlements will be unruly for conquerors and often financial burden initially the conquest of any region itself will be very hard. If for example you rush the capital but leave the PSFs in enemy hands you will find it drains your treasury pretty quickly not to mention fragile supply lines.

    The big problem was that the PSFs are by default ignored by the AI unless they have strategical value in the given situation. Without our PSF Script it means only very few PSFs get used by the AI and the rest was abandoned and ignored meaning that AI would not even conquer them for income etc. However AI sees any enemy unit as a threat or potential target hence placing one in every PSF was the solution. It had many unforeseen complications and the script had to be fine tuned so it accounted for them all but it works pretty darn well I must say. And it does affect the player as well. If it didn't the player could abuse the system by leaving his PSFs empty and they would be ignored by the AI. Financially it does not cost anything because PSFs are set to 1 free upkeep and thus the garrison is free. It is also immobile so you cannot just take it away and boost your armies.

    There are still some minor things that might bother some people such as that huge cities have the same garrison (one unit) as the small villages but that is the limitation of the engine. Some others like garrison unit type may yet be added so it is diversified more or at least is faction specific. Development simulation and income alterations based on certain event is possible but due to sheer amount of PSFs is not viable because the script is already insanely large and such features would grow it exponentially... but maybe in the future I will see what I can do yet. For now even the current version of the script is pretty awesome imho. :-)

    PS. Turn times are not affected much, barely noticeable. Most noticeable is the PSF names script which happens once every turn for all PSFs and adds couple dozen seconds tops to the slave turn end.
    oh yea, this is all so sweet music to my ears
    keep on the rocking and rolling
    Check out my AOR and balancing Mod for Third Age Total War


  12. #32
    Vipman's Avatar Protector Domesticus
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by affluence View Post
    2- Is it possible to see how big is income for an AI's PSF? (I would prefer to conquer the PSF with more income)
    From what i remember reading some post, the general assigned to each fort will have a trait or ancillary which tells the income of that fort. So infiltrating a spy in a fort should show you his traits so you find out the income.
    Or start a campaign with whatever faction and check the income each fort gives

  13. #33

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by vipman View Post
    From what i remember reading some post, the general assigned to each fort will have a trait or ancillary which tells the income of that fort. So infiltrating a spy in a fort should show you his traits so you find out the income.
    Or start a campaign with whatever faction and check the income each fort gives
    Or google the city/town/castle and see how important they were in medieval times

    learn your history i say
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  14. #34
    Landil's Avatar Tiro
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    I just want to notify everyone of the status of the upcoming preview. I'm currently having technical issues, please have a little more patience. Hopefully the preview will be here by tomorrow
    Last edited by Landil; August 11, 2012 at 05:54 PM.
    Mod Leader, Head of Research & Middle East Specialist

  15. #35

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by Landil View Post
    Placeholder for the upcoming preview. I'm currently having technical issues, please have a little more patience. Hopefully the preview will be here by tomorrow
    I'm going to be logging in ever couple of hours now just to see this new preview

  16. #36
    Iriasthor's Avatar Libertus
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    How's going that great preview Landil? We ( atleast me ) are excited looking for it!

    By the way, great work!!

  17. #37

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Quote Originally Posted by Landil View Post
    I just want to notify everyone of the status of the upcoming preview. I'm currently having technical issues, please have a little more patience. Hopefully the preview will be here by tomorrow
    Im waiting!

  18. #38
    Rinan's Avatar Centenarius
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Haha, and here's why one shouldn't make promises one can't keep!

    But don't worry, take your time. The preview can wait... But the mod... Must.... Play.....

    Edit: By the way, I'd really love to see some screenshots of Iran Please?
    Last edited by Rinan; August 14, 2012 at 05:05 PM.

  19. #39

    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Terribly sorry guys but Landil had some serious issues with his mod installation and the spare time he had had was unfortunately wasted on solving that instead of the preview. He is also very busy with finishing some of the core features of the mod so please understand if the preview comes later (or not at all).

    Mod Leader, Mapper & Bohemian Researcher

  20. #40
    Rinan's Avatar Centenarius
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    Default Re: Preview: Dar al-Islam, revealing the Islamic world

    Sad to hear Good the issue is resolved though!

    By the way, what's this about the division of Iraq between Persia and Sham? I thought Syria was under seljuk control still in 1080?

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