If you have any suggestions for current or upcoming versions please post them here.
If you have any suggestions for current or upcoming versions please post them here.
Last edited by Andytheplatypus; August 19, 2013 at 11:17 AM.
Here's one: Can you add more regions?
I believe the region number is already at the max. But that is RW's specialty, he will have to give you a definite answer.
I thought of something like this:
Spoiler Alert, click show to read:
It's from a mod called SH's New Map And Slower Expansion For SS6.4.
RW has already changed the map drastically from SS 6.4 in his HURB mod. We are using that as a base for now. He would have to post a image of his regions to compare.
There was a mod a while back called Istanople which allowed for Constantinople to be called either Constantinople if it was ruled by the Byzantines (or anyone else) or Istanbul if it was ruled by Turks.
Is there any way to implement a way to name your own settlements in Titanium?
I'd also like to see toggable money/garrison scripts and the option of force diplomacy like in RSII, but I don't know how much of an option that is in Medieval II.
I suppose its possible to change the name of the faction depeding on who controls it, but that would require a lot of scripts and increased turn times if it was done for every settlement. No way to name your own settlement in game, as far as I know.
Right now we are currently trying to reduce and replace old scripts to try to make turn and loading times faster. That might be possible but at a later date.
Under the patronage of Rhah and brother of eventhorizen.
There a few things that can be done to improve the AI, which we are working on.
Eventually something like that can be implemented. Yes release should happen within the next couple of weeks if everything goes according to plan.
We will be using RC 2.0 which has fixed cavalry charges and infantry attacks. If I am not satisfied that it is balanced I will go through the whole EDU by myself and adjust so that it is balanced.
Didnt know that was possible, nice to know.
I see that BYG is team member, but I don't see that BGRIV or V have been included in the mod list. Will we be able to use BGRIV or V or some version by BYG thereof?
Roland searched the continent for the man who'd done him in
He found him in Mombasa in a barroom drinking gin
Roland aimed his Thompson gun. He didn't say a word
But he blew Van Owen's body from there to Johannesburg
- Warren Zevon - Roland the Headless Thompson Gunner - 1978
Starting position and region of the Titanium is most likely this
Last edited by RollingWave; August 17, 2013 at 01:49 AM.
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.....
Why do Crusaders have a region in France?
I think its supposed to represent the military orders land holdings in europe.
That's cool, it'll prevent the Crusaders from dying so easily due to hardly any family members.
Though you'd have to go to lengths to try and prevent them going to war with other Catholics.
Just gotta have the right amount of balance for factions with only one or two starting regions to ensure they don't die too quickly, but neither can they stomp larger factions.
Sorry for the double post, but new ideas.
Any way to boost AI income? I've noticed in my SS 6.4 campaign practically all factions are bankrupt except me and the two largest factions. They spend spend spend on armies and can't afford to maintain them. Venice has about 6 armies on Rhodes and can't afford a navy to ship them off it. Poland and Denmark both have 3 full stacks but only one city. Aragon has a million armies but no money.
I know an add money script to the AI would add to turn times but I think it is kinda necessary. If there was a way to have it so the larger the faction is, the more money they get, the better (so the AI isn't too strong in the early game with the extra cash).
Also, any way to make Crusades more aggressive? It's kinda stupid to see huge armies walking all the way across the map only to turn around and go home the second the target falls. They should look to attack the holding faction and establish colonies, sort of their own Crusader States type thing.
Edit - oh and please god can we stop with the "afflicted with pneumonia" trait that happens every time a general is on campaign for more than a few turns. So nonsensical and irritating.
It'd be nice if there was a way to recover generals from being afflicted by leprosy etc by a witch, especially if you assassinate/denounce the witch.
Last edited by Larkin; August 21, 2013 at 04:28 PM.
Suggestion 1: Include Portugal as "County of Portugal" (as it really was in 1100) and in 1139 it becomes the "Kingdom of Portugal" (same flag etc., only changes the name).
I believe Portugal is a good option, as it will balance Iberia. Although there'd be 3 catholics and 1 big muslim in the area, Portugal and Castilla keep fighting. They could start with a bad relation... It happened in fact, since Henry of Portugal (House of Burgundy) declared his state, the County, "independent" of spanish Crown. Since then a rivalry was forged between these 2 kingdoms!
What do you think?
It's more worth than simply a rebel faction that will be massacred in some turns!
Suggestion 1,5: Replace some less important faction by Portugal (i.e.: Ghor Sultanate, more like a dinasty from 1148 bound to Seljuks before it).
Suggestion 2: Norway will succumb if it starts with only 1 region. Why don't you keep the 3 regions there are in SS6.4?
I think they're perfect. In fact, Scandinavia deserves some more regions, or it will be massacred by it's neighbours (specially HRE). You should keep the Scandinavian regions of SS6.4. Couldn't you just take some 2 or 3 regions out of Middle East and put them to Norway? And add at least 1 more to Ireland region? I mean, an island of such size and historical importance should not hold only 1 settlement!
Anyway, my biggest complaint/ suggestion is about Portugal. Please, consider it!
Question: Mongols will still invade?
Last edited by D.Vallier; August 21, 2013 at 07:34 PM.
D. Vallier sends regards...
"Una parola d'onuri vali sangu."
(La Famiglia's motto)
HURB (the base submod for this mod) is based on historical accuracy. The population of Scandinavia was VERY LOW at the time. This is shown through the fewer regions. It will also prevent Scandinavian nations from dominating the HRE/Russian factions, which would be historically inaccurate. Denmark did have a holding in Estonia for a brief while, but short of their own territory they never were able to establish a real land hold on the continent. The game is designed to reflect that.
However, I imagine they will still be a threat, owing to the fact their infantry should be better, especially in the early game/era.
that and 3 vs 1 situation in iberian penninsula at earlier HURB proved to be unbalanced against the moors, 2 vs 1 is much better.
the thing is IMO, HURB -since this mod use much of what HURB is as a base- is best experienced with easterner factions, factions eastern of HRE are where you can truly taste this mod since they are no longer pushovers compared to normal SS.