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Thread: The Stainless Steel Answer Station - ask all questions here - NOT FOR BUG REPORTS!

  1. #21

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by k/t View Post
    I think that is necessary because otherwise a region would have to be devoted to the desert.
    How did they do it in Empire? Have vast swathes of land which were not occupied by a region?


    Oda, A Rise from the Ashes of Obscurity (S2).


  2. #22

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by PapaRosario View Post
    Looks to me like it's this section of the AI reinforcement script.
    Spoiler Alert, click show to read: 
    monitor_event FactionTurnStart FactionType slave

    if I_IsFactionAIControlled england
    and I_NumberOfHeirs england < 4
    and I_CompareCounter heir_england < 3
    spawn_army
    faction england
    character random_name, named character, age 20, x 83, y 220, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_england 1
    end_if

    if I_IsFactionAIControlled scotland
    and I_NumberOfHeirs scotland < 4
    and I_CompareCounter heir_scotland < 3
    spawn_army
    faction scotland
    character random_name, named character, age 20, x 53, y 253, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_scotland 1
    end_if

    if I_IsFactionAIControlled denmark
    and I_NumberOfHeirs denmark < 4
    and I_CompareCounter heir_denmark < 3
    spawn_army
    faction denmark
    character random_name, named character, age 20, x 146, y 253, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_denmark 1
    end_if

    if I_IsFactionAIControlled norway
    and I_NumberOfHeirs norway < 4
    and I_CompareCounter heir_norway < 3
    spawn_army
    faction norway
    character random_name, named character, age 20, x 114, y 280, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_norway 1
    end_if

    if I_IsFactionAIControlled france
    and I_NumberOfHeirs france < 4
    and I_CompareCounter heir_france < 3
    spawn_army
    faction france
    character random_name, named character, age 20, x 92, y 202, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_france 1
    end_if

    if I_IsFactionAIControlled hre
    and I_NumberOfHeirs hre < 4
    and I_CompareCounter heir_hre < 3
    spawn_army
    faction hre
    character random_name, named character, age 20, x 143, y 207, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_hre 1
    end_if

    if I_IsFactionAIControlled milan
    and I_NumberOfHeirs milan < 4
    and I_CompareCounter heir_milan < 3
    spawn_army
    faction milan
    character random_name, named character, age 20, x 137, y 168, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_milan 1
    end_if

    if I_IsFactionAIControlled aragon
    and I_NumberOfHeirs aragon < 4
    and I_CompareCounter heir_aragon < 3
    spawn_army
    faction aragon
    character random_name, named character, age 20, x 83, y 150, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_aragon 1
    end_if

    if I_IsFactionAIControlled spain
    and I_NumberOfHeirs spain < 4
    and I_CompareCounter heir_spain < 3
    spawn_army
    faction spain
    character random_name, named character, age 20, x 32, y 148, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_spain 1
    end_if

    if I_IsFactionAIControlled portugal
    and I_NumberOfHeirs portugal < 4
    and I_CompareCounter heir_portugal < 3
    spawn_army
    faction portugal
    character random_name, named character, age 20, x 17, y 123, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_portugal 1
    end_if

    if I_IsFactionAIControlled venice
    and I_NumberOfHeirs venice < 4
    and I_CompareCounter heir_venice < 3
    spawn_army
    faction venice
    character random_name, named character, age 20, x 161, y 173, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_venice 1
    end_if

    if I_IsFactionAIControlled sicily
    and I_NumberOfHeirs sicily < 4
    and I_CompareCounter heir_sicily < 3
    spawn_army
    faction sicily
    character random_name, named character, age 20, x 177, y 114, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit SE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_sicily 1
    end_if

    if I_IsFactionAIControlled poland
    and I_NumberOfHeirs poland < 4
    and I_CompareCounter heir_poland < 3
    spawn_army
    faction poland
    character random_name, named character, age 20, x 222, y 213, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_poland 1
    end_if

    if I_IsFactionAIControlled hungary
    and I_NumberOfHeirs hungary < 4
    and I_CompareCounter heir_hungary < 3
    spawn_army
    faction hungary
    character random_name, named character, age 20, x 206, y 179, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_hungary 1
    end_if

    if I_IsFactionAIControlled kievan_rus
    and I_NumberOfHeirs kievan_rus < 4
    and I_CompareCounter heir_kievan_rus < 3
    spawn_army
    faction kievan_rus
    character random_name, named character, age 20, x 292, y 214, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit EE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_kievan_rus 1
    end_if

    if I_IsFactionAIControlled russia
    and I_NumberOfHeirs russia < 4
    and I_CompareCounter heir_russia < 3
    spawn_army
    faction russia
    character random_name, named character, age 20, x 301, y 275, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit EE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_russia 1
    end_if

    if I_IsFactionAIControlled byzantium
    and I_NumberOfHeirs byzantium < 4
    and I_CompareCounter heir_byzantium < 3
    spawn_army
    faction byzantium
    character random_name, named character, age 20, x 278, y 148, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit Greek Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_byzantium 1
    end_if

    if I_IsFactionAIControlled lithuania
    and I_NumberOfHeirs lithuania < 4
    and I_CompareCounter heir_lithuania < 3
    spawn_army
    faction lithuania
    character random_name, named character, age 20, x 262, y 240, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit Lith Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_lithuania 1
    end_if

    if I_IsFactionAIControlled teutonic_order
    and I_NumberOfHeirs teutonic_order < 4
    and I_CompareCounter heir_teutonic_order < 3
    spawn_army
    faction teutonic_order
    character random_name, named character, age 20, x 232, y 237, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit TO Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_teutonic_order 1
    end_if

    if I_IsFactionAIControlled jerusalem
    and I_NumberOfHeirs jerusalem < 4
    and I_CompareCounter heir_jerusalem < 3
    spawn_army
    faction jerusalem
    character random_name, named character, age 20, x 329, y 78, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit NE Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_jerusalem 1
    end_if

    if I_IsFactionAIControlled turks
    and I_NumberOfHeirs turks < 4
    and I_CompareCounter heir_turks < 3
    spawn_army
    faction turks
    character random_name, named character, age 20, x 339, y 133, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit ME Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_turks 1
    end_if

    if I_IsFactionAIControlled egypt
    and I_NumberOfHeirs egypt < 4
    and I_CompareCounter heir_egypt < 3
    spawn_army
    faction egypt
    character random_name, named character, age 20, x 309, y 60, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit ME Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_egypt 1
    end_if

    if I_IsFactionAIControlled moors
    and I_NumberOfHeirs moors < 4
    and I_CompareCounter heir_moors < 3
    spawn_army
    faction moors
    character random_name, named character, age 20, x 40, y 113, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit ME Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_moors 1
    end_if

    if I_IsFactionAIControlled kwarezm
    and I_NumberOfHeirs kwarezm < 4
    and I_CompareCounter heir_kwarezm < 3
    spawn_army
    faction kwarezm
    character random_name, named character, age 20, x 449, y 93, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit ME Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_kwarezm 1
    end_if

    if I_IsFactionAIControlled cumans
    and I_NumberOfHeirs cumans < 4
    and I_CompareCounter heir_cumans < 3
    spawn_army
    faction cumans
    character random_name, named character, age 20, x 440, y 250, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit Cuman Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_cumans 1
    end_if

    if I_IsFactionAIControlled mongols
    and I_NumberOfHeirs mongols < 4
    and I_CompareCounter heir_mongols < 3
    spawn_army
    faction mongols
    character random_name, named character, age 20, x 502, y 160, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit Keshikten Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_mongols 1
    end_if

    if I_IsFactionAIControlled timurids
    and I_NumberOfHeirs timurids < 4
    and I_CompareCounter heir_timurids < 3
    and I_EventCounter timurids_invasion > 0
    spawn_army
    faction timurids
    character random_name, named character, age 20, x 502, y 161, family
    traits MilitaryInclination 2 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 1 , Loyal 2 , ReligionStarter 1
    unit Keshikten Bodyguard exp 2 armour 0 weapon_lvl 0
    end
    inc_counter heir_timurids 1
    end_if

    end_monitor

    And yeah, getting rid of it would not be save game compatible.

    You have got to be me... All that work on this current campaign gone? Just so that I can make assassinations be actually USEFUL? I already took out the free priest code, and I took out the free merchants code... is Stainless all about false difficulty where you get loads upon loads of units spammed at you and that's it? You can't assassinate with any real benefit in the basic code; the stupid console just gives them 5 more units!

  3. #23

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by Dragonchampion View Post
    You have got to be me... All that work on this current campaign gone? Just so that I can make assassinations be actually USEFUL? I already took out the free priest code, and I took out the free merchants code... is Stainless all about false difficulty where you get loads upon loads of units spammed at you and that's it? You can't assassinate with any real benefit in the basic code; the stupid console just gives them 5 more units!
    Yeah, the AI itself is idiotic compared to a human. Making an AI as smart as a human is damn near impossible and is not worth the effort and resources. To increase AI difficulty, the only feasible thing to do is give them cheats. It's not false difficulty. Just about any game you look at, if you take a look at the game mechanics for the higher difficulties, the AI is simply getting cheats. It's not that they're getting smarter.

    And assassinations do have a major benefit. You can take out their most dangerous generals without having to fight them on the field. The new generals that get spawned are ones with basic traits that shouldn't be too hard to beat.

    Taking out AI cheats would basically just be pitting yourself against the stupid AI, and that would get boring really fast.

  4. #24
    dlcatalin's Avatar Civis
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    Is there any way to make the fighting more energic ? I'm sick an tired to see that after i surround an enemy group of about 56 units, to see that my 400+ units sit and watch as only about 40 engage in combat ... with fewer units it's even more lame ... 40 of my troops vs 10 enemy troops, only 5 fight :| rest sit behind like a%$^#%$# ! I want them to be war hungry dogs, to rush in there and get full of blood ...arrr

  5. #25

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by dlcatalin View Post
    Is there any way to make the fighting more energic ? I'm sick an tired to see that after i surround an enemy group of about 56 units, to see that my 400+ units sit and watch as only about 40 engage in combat ... with fewer units it's even more lame ... 40 of my troops vs 10 enemy troops, only 5 fight :| rest sit behind like a%$^#%$# ! I want them to be war hungry dogs, to rush in there and get full of blood ...arrr

    I second this. + rep for reminding me
    Last edited by NEXUS12; November 12, 2012 at 12:02 PM.


    Oda, A Rise from the Ashes of Obscurity (S2).


  6. #26
    Judeman266's Avatar Ducenarius
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    A way to increase combat effectiveness in that situation is to move your troops onto the enemy position. Don't click attack, tell them to go to a spot right behind the enemy and once they are amongst the enemy unit click attack.


  7. #27
    Anthropoid's Avatar Tiro
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    Few questions:

    1. are the available number of units of a particular type linked mathematically to pop size or any other element of the settlement that the player has some influence on development of?

    2. What is the general scheme between historicity and randomnicity? One of the great things about the mod are the periodic historic events (first Artesian Wells; death of a famous scholar etc.), and these are brilliant! However, I'm wondering how far the game goes with this. I recently had a popup say that Henry of England had been excommunicated by the Pope. I believe the year is 1135 or thereabouts, so assuming the game tends to put historical leaders in series, that would be Henry II right?

    Skimming Henry II's wiki I'm reminded of his disagreements with the Archbishop of Canterbury, Thomas Becket, and see that Becket excommunicated a number of Henry's followers. But I don't see anything speciically about Henry having been excommunicated. Which makes me wonder . . . ohh, so maybe the Nonplayer characters in the game are somehow scripted to TEND to behave in certain ways, and then the other AI's reactions over the span of play can vary somewhat randomly?

    The only Henry of England that I was aware of who was excommunicated was Henry VIII, but then I'm certainly no history buff.

    Mostly I'm just curious: was that popup a scripted historical one or was it possible that the Henry AI actually did something to piss off the Pope?

    3. So as to stay on the Pope's good side I sent an army to the Crusades and they went off and kicked some butt. But then they got attacked and wiped out mostly. I loaded them up and headed back toward Venice and next turn I got the dreaded 'desertions' popup. So I just deleted the last couple remaining units which had only 10 or 20 guys left in them.

    It was at that point that I realized my General's card had a "Abandon the Crusade" button on it.

    Is this an option at any point after starting a crusade or only after all your solders in your original crusade marked regiment are dead?

    Do you suffer negative consequences if you join a crusade then abandon it very briefly afterward without actually fighting any infidels?

    Really, a fantastic mod! Best Medieval History strategy and tactics game I've played I think. Would be neat to think about what could be done if the best parts of Crusaders Kings II and this mod could be blended together.
    Last edited by Anthropoid; November 12, 2012 at 07:58 AM.

  8. #28
    Anthropoid's Avatar Tiro
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    One more question. Is there a way to coordinate or create cooperation among the various AI crusader forces? I'm playing Venice and skimming some wikis I notice that, one of the main roles that Venice played in the early crusades was to provide naval transport.

    Don't suppose anything like that is possible in the mod is it?

  9. #29

    Default Re: The Stainless Steel Answer Station - ask all questions here

    If you want awesome realism, wait for Rome II. Also I hope it can be modded into a Medieval game and we can they can make Stainless Steel 2, or Maraging Steel.
    DarthMod Moderator
    "For what is a man, if he cannot change the world for better." - 11th Century Quote

  10. #30

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by Anthropoid View Post
    Few questions:

    1. are the available number of units of a particular type linked mathematically to pop size or any other element of the settlement that the player has some influence on development of?
    Replenishment rate and max pool of units are all tied to what buildings you have. But the type of buildings you can build are of course based on how much population your settlement has.
    Quote Originally Posted by Anthropoid View Post
    Is this an option at any point after starting a crusade or only after all your solders in your original crusade marked regiment are dead?

    Do you suffer negative consequences if you join a crusade then abandon it very briefly afterward without actually fighting any infidels?
    This option is available anytime after joining a crusade. Your general will lose tons of chivalry and piety. I don't remember if there are any other consequences.
    Quote Originally Posted by Anthropoid View Post
    One more question. Is there a way to coordinate or create cooperation among the various AI crusader forces? I'm playing Venice and skimming some wikis I notice that, one of the main roles that Venice played in the early crusades was to provide naval transport.

    Don't suppose anything like that is possible in the mod is it?
    You could make it so that there's a much larger number of "crusader" merc boats (i.e. the ones that cost 200 gold instead of 1000 gold) in the Venice region. But I doubt that it is possible for Venice to directly rent out their ships to other factions.
    Last edited by PapaRosario; November 12, 2012 at 09:26 AM.

  11. #31
    Andytheplatypus's Avatar Domesticus
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    I think you lose most of your troops if you willingly abandon a crusade. once you choose to go on one I would stay with it till the end.

    its not possible to put your units on another factions boat. but you could recruit more crusade ships around venice like above said.

  12. #32
    dlcatalin's Avatar Civis
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by Judeman266 View Post
    A way to increase combat effectiveness in that situation is to move your troops onto the enemy position. Don't click attack, tell them to go to a spot right behind the enemy and once they are amongst the enemy unit click attack.
    Yep, that's what i'm doing now, but it still does not give the required effect And when doing this against some real tuff bad ass enemy troops they will hack half your army to death because half will continue to march like idiots just a little bit, a little bit enough to for them to get splattered

  13. #33
    Anthropoid's Avatar Tiro
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    Default Re: The Stainless Steel Answer Station - ask all questions here

    So I'm guessing that, it is intended with the mod that, even on Normal difficulty, assasins are of very limited use (just had one that had a 95% chance to succeed = failed) and spies are pretty risky too? (95% chance to succeed for a spy with about 9 subterfuge and two minions in his retinue = KOA.

    Between that and the rather long turn times for AI to finish his play, I'm feeling very torn about this mod. On the one hand it is beautiful and rich and realistic. On the other, it is SLOOWW. Ah well, I guess the Middle Ages were slow at that.

    Just wish there was some way to speed up the AI turn resolution. Three to five minutes seem excessive for a campaign that is only up to 1150 or thereabouts.

  14. #34

    Default Re: The Stainless Steel Answer Station - ask all questions here

    I got a problem, when i conquer a tower, a large part of my settlements go rioting, and a good general become a traitor... i need an advice.

  15. #35

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by Anthropoid View Post
    So I'm guessing that, it is intended with the mod that, even on Normal difficulty, assasins are of very limited use (just had one that had a 95% chance to succeed = failed) and spies are pretty risky too? (95% chance to succeed for a spy with about 9 subterfuge and two minions in his retinue = KOA.
    If you'd like to have super spies/assassins, it's very easy to change yourself in two files - descr_campaign_db.xml and export_descr_character_traits.txt.

    Quote Originally Posted by Anthropoid View Post
    Between that and the rather long turn times for AI to finish his play, I'm feeling very torn about this mod. On the one hand it is beautiful and rich and realistic. On the other, it is SLOOWW. Ah well, I guess the Middle Ages were slow at that.
    Remove some scripts or upgrade your CPU. If you have a good CPU, turn times shouldn't be a big issue. If not, you can either manually remove some scripts or use this submod:
    http://www.twcenter.net/forums/showthread.php?t=472685

  16. #36

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by marcantonius View Post
    I got a problem, when i conquer a tower, a large part of my settlements go rioting, and a good general become a traitor... i need an advice.
    What do you mean by "a tower"? You can only build them. If you are playing with Bygs Grim Reality (BGR) IV there are loads of restrictions and other rules you must follow with your "lower" rank generals and FM's if you do not want for them to get punished, they get loyalty decreases because of that. If you are not an expert player you should disable or at max play with BGR II, its much more simpler only adding in supply system which might stop you from going on a 20 turn conqering campaign.

  17. #37

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by Anthropoid View Post
    So I'm guessing that, it is intended with the mod that, even on Normal difficulty, assasins are of very limited use (just had one that had a 95% chance to succeed = failed) and spies are pretty risky too? (95% chance to succeed for a spy with about 9 subterfuge and two minions in his retinue = KOA.

    Between that and the rather long turn times for AI to finish his play, I'm feeling very torn about this mod. On the one hand it is beautiful and rich and realistic. On the other, it is SLOOWW. Ah well, I guess the Middle Ages were slow at that.

    Just wish there was some way to speed up the AI turn resolution. Three to five minutes seem excessive for a campaign that is only up to 1150 or thereabouts.

    I deleted a LOT of unnecessary stuff from the script files. My turns are about 30 seconds.


    Go into \data\world\maps\campaign\imperial_campaign and open the campaign_script file. In it, delete the following: (taken from the "Lighter Script for Faster Turn Time" Submod)


    - 1)AI STUFF & CAMP PREPARE
    - Setup AI (Increasing AI's king's purse at start depending on difficulty)
    - Is the AI? (Citadel boost)
    - Byzantine Leader Battle Models (Leader and Heir models for new leaders and heirs)
    - G5 Looting Script Compact
    - Ageing Script (How fast characters age)
    - Church Titles (Antipope, etc.)
    - Hanseatic System (About HL)
    - Faction Leader Global Traits ("Thinks of his people", ""protector", etc. traits for leaders)
    - Great People Ancillaries (Ancillaries like "Joan of Arc", "Marco Polo", etc.)
    - Merchant&Priest&Ship Support Spawn (Random spawning of Merchants, Priests and Ships for AI)
    - G5 Faction Economy Script (Adding money to AI factions every turn (huge script and probably most time consuming))
    - AI Reinforcements {ONLY DELETE THE PARTS MENTIONED ABOVE TO REMOVE INFINITE GENERALS] (Spawning of AI's armies at start)
    - 2)PLAYER PART
    - Faction Killer Workaround (Not sure)
    - Besiege Upkeep (Money penalties per turn for besieging, very small 100-200)
    - Setup Events (Factions not disappearing when Leaders and Heir die)
    - City Reveal (Lifts fog of war from Rome, Jerusalem, Leon, Constantinople,.. depending on player's faction's religion)
    - Major Events (Jerusalem captured, etc.)
    - Player Notification (Death of faction leader, princeses coming of age notifications)
    - Interactive Events (Trade fair, Turnaments, etc.)
    - 3)EMERGENT FACTIONS/NATIONAL UPRISINGS
    - William Wallace Uprising
    - Teutonic Order Emergent
    - Golden Horde Emergent
    - Bulgarian Uprising
    - Timurids Invasion
    - 4)G5 BAI STUFF (AI's performance in battles)

  18. #38

    Default Re: The Stainless Steel Answer Station - ask all questions here

    Quote Originally Posted by Baltic Warrior View Post
    What do you mean by "a tower"? You can only build them. If you are playing with Bygs Grim Reality (BGR) IV there are loads of restrictions and other rules you must follow with your "lower" rank generals and FM's if you do not want for them to get punished, they get loyalty decreases because of that. If you are not an expert player you should disable or at max play with BGR II, its much more simpler only adding in supply system which might stop you from going on a 20 turn conqering campaign.
    Sry man, i mean town ... aha and can u give me an info about BGR? i lost 2 army becouse of that : D

  19. #39

    Default Re: The Stainless Steel Answer Station - ask all questions here

    "How did they do it in Empire? Have vast swathes of land which were not occupied by a region?"

    Different engine.

    "1. are the available number of units of a particular type linked mathematically to pop size or any other element of the settlement that the player has some influence on development of?"

    The higher the level of city walls, the higher the level of barracks that can be built. The higher the level of barracks present, the more units that will be available, and the faster they will replenish.

    "was that popup a scripted historical one or was it possible that the Henry AI actually did something to piss off the Pope?"

    If it mentions a guy by name, it's scripted. The notices of in-game excommunication refer to the faction as a whole.

    "If you want awesome realism, wait for Rome II."

    Yeah, CA is known for making highly realistic games.

    To speed up AI turn times, turn "Follow AI movement" off.

    "aha and can u give me an info about BGR? i lost 2 army becouse of that"

    Why did you click on things without reading the descriptions?

  20. #40

    Default Re: The Stainless Steel Answer Station - ask all questions here

    I read, but dont real understand, now i read an info about BGR and i understand, i hope that i will understand fast how it works. : D PS: This BGR is an awesome idea

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