Thread: SSHIP - General Discussion

  1. #6321

    Default Re: SSHIP - General Discussion

    I agree, for field battles anyway the AI is a bit reckless with their generals but when the defender they are fairly good at sitting on high ground and forcing the player to attack them uphill. They do have a tendency to fail to react to cavalry flanks, especially when attacking a settlement.

  2. #6322
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Battle AI currently feels very good and responsive to me.
    In my current test with the Qipchaq, I just regret that the portraits and the images of the events are not adapted to the culture ...

  3. #6323

    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Hi, i´m new to the forum and wanted to thank you for this mod, it has embellished my experience in the fantastic S.S.H.I.P. I specially wanted to play Denmark with cavalry as general´s bodyguards but when i spawn new generals they appear as Hirdmenn. I´m in turn 21 and until now i have only marry my princess and adopted a general after a battle, but i have this problem and i don´t know if this a bug.

    If someone could tell me a way to solve this i would be greatful, i´ve done some search and haven´t found anything due to the mod being somehow very specific in it´s ways.
    Once again thanks for the incredible mod. Greetings, Santiago.

  4. #6324

    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Hi i posted earlier because i didn´t search denmark in thread (second time posting in the forum, sorry). I´ve had this problem as well, do you know of some way to solve it? Greetings.

  5. #6325
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    I'm glad you like the mod !
    This is indeed an unwanted error. The next version should fix this.


    In the meantime, you can try to correct the problem yourself by editing the export_descr_unit.txt file and searching for the Royal Hirdsmen unit. Then, go down to the ownership line and delete denmark, from the list of factions affected by the model.


    Hope this will work.

  6. #6326

    Default Re: SSHIP - General Discussion

    Thanks for answering!
    I have changed the txt, i´ll do some test to see if it works.
    Do you know if doing that has an effect on my on going campaign?
    Thanks eitherway, hope the next version comes soon.

  7. #6327
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Fishmalk
    ...for field battles anyway the AI is a bit reckless with their generals...
    Did I ever mention how we circumvented the AI generals suiciding themselves in 1648?

    Simply gave them a missile primary weapon with a long range, low damage and a healthy amount of ammunition. Still had it's regular sword so the player could use it for regular attacks.
    Last edited by Gigantus; July 01, 2021 at 12:39 AM.










  8. #6328
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Gigantus View Post
    Did I ever mention how we circumvented the AI generals suiciding themselves in 1648?

    Simply gave them a missile primary weapon with a long range, low damage and a healthy amount of ammunition. Still had it's regular sword so the player could use it for regular attacks.
    Very interesting that: just modify the EDU or do you have to rework the .mesh ?

  9. #6329
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by kostic View Post
    Very interesting that: just modify the EDU or do you have to rework the .mesh ?
    You will need a complete new 'body guard' and 'general' model and a modified EDU entry as they have to have a missile animation and obviously a missile weapon.










  10. #6330
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: PICS & ICONS for Buildings / Units UI and Info Cards

    Guys,
    I've been working on the Landowners building: producing pics, recoding the building line, recoding recruitment.
    I've finished pics for NE and SE, and recoded knights' recruitment for England, Scotland, Poland, Lithuania, Novgorod, Kiev, and Georgia.
    Here is the NE and EE outcome:





    Last edited by Jurand of Cracow; July 08, 2021 at 02:20 AM.

  11. #6331
    Nemesis2345's Avatar Semisalis
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    Default Re: SSHIP - General Discussion

    Looking good and immersive , Jurand. I cant wait to try the new version.

  12. #6332

    Default Re: SSHIP - General Discussion

    Perfect work Jurand! I wish play the new version soon hehe
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  13. #6333

    Default Re: SSHIP - General Discussion

    Soo, those culture/religion based requirement system is now adapted. I wonder if other class units is also affected

  14. #6334
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by umbracatervae777 View Post
    Soo, those culture/religion based requirement system is now adapted. I wonder if other class units is also affected
    Good catch.
    Actually, I was looking for a way to slow down an unrealistic recruitment a bit. A faction should not be able to conscript knights just after a foreign land is taken. Having this 25% will perhaps limit the most outrages cases. I have no idea if it would make much difference though. And I'm not sure if 25% is a good threshold at all.
    For now other classes of units are not affected, but we'll see in the future.

  15. #6335
    Nemesis2345's Avatar Semisalis
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    Good catch.
    Actually, I was looking for a way to slow down an unrealistic recruitment a bit. A faction should not be able to conscript knights just after a foreign land is taken. Having this 25% will perhaps limit the most outrages cases. I have no idea if it would make much difference though. And I'm not sure if 25% is a good threshold at all.
    For now other classes of units are not affected, but we'll see in the future.
    I mean if you really want to get into it , i would set noble units at 60% catholicism honestly , you can 25% by just sending 2 priests to sit there.

    I would go 25% for the catholic semi profs( like the sergeants ) and the levies militia shouldnt be included in any limit as they are technically levied from the said town to defend it.

  16. #6336

    Default Re: SSHIP - General Discussion

    Did I ever mention how we circumvented the AI generals suiciding themselves in 1648?

    Simply gave them a missile primary weapon with a long range, low damage and a healthy amount of ammunition. Still had it's regular sword so the player could use it for regular attacks.

    As Gigantus said, I've been doing this for about five years now for all of my own games and it works wonderfully. I will play the game no other way. I fully suggest implementing this idea in the next version of SHIPP, or at least allowing the player to add the needed bmdb file as an option.

    No More Suicide, I call it.

    It looks something like this using crossbows:

    type NE Bodyguard
    dictionary NE_Bodyguard
    category cavalry
    class skirmish
    voice_type General
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Mounted_Crossbowmen, 4, 0, 1
    officer northern_captain
    mount mailed horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, can_withdraw, crossbow, start_skirmishing, general_unit, command
    move_speed_mod 0.95
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 3
    stat_pri 1, 1, composite_arrow, 234, 99, missile, missile_mechanical, piercing, none, 25, 1
    stat_pri_attr area
    stat_sec 5, 6, no, 0, 0, melee, melee_blade, piercing, sword, 60, 1
    stat_sec_attr no
    stat_pri_armour 4, 1, 0, metal ;
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground -1, -1, -4, -2
    stat_mental 10, normal, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 4, 982, 327, 90, 70, 625, 4, 110
    armour_ug_levels 7, 11
    armour_ug_models Mounted_Crossbowmen, Mounted_Crossbowmen_ug1
    ownership england, scotland, france, hre, denmark, poland, hungary, slave , norway, jerusalem

    or this, using archers:

    type ME Bodyguard
    dictionary ME_Bodyguard
    category cavalry
    class missile
    voice_type General
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier cavalry_archer, 4, 0, 1
    officer islam_flag
    mount armoured horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, hardy, can_withdraw, horse_archers, general_unit, command
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 3
    stat_pri 1, 1, composite_arrow, 234, 99, missile, missile_mechanical, piercing, none, 25, 1;180
    stat_pri_attr area
    stat_sec 1, 1, no, 0, 0, melee, melee_blade, piercing, sword, 60, 1
    stat_sec_attr ap
    stat_pri_armour 4, 5, 2, metal ;
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground -2, 0, -5, -3
    stat_mental 14, disciplined, highly_trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 4, 1244, 414, 120, 95, 1395, 4, 220
    armour_ug_levels 7, 11
    armour_ug_models cavalry_archer, cavalry_archer_ug1
    ownership moors, egypt, turks, kwarezm
    Last edited by Kilgore Trout; July 11, 2021 at 07:38 AM.
    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

  17. #6337
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    I'm not sure the suicidal generals are a problem of the SSHIP. I haven't seen a general just charging before the army. If I recall problems, it's rather the generals who chase a unit and being drawn from the centre where his presence is most needed. The AI generals get buff, including additional hit points (read more about the AI bonusses here - there's a section devoted to this issue). They usually fight very long during a battle.
    Code:
    ;========================================================================================= AI boost traits;----- AI boost traits ----------------------------------
    ;========================================================
    ; traits boosting AI agents are in another place
    ; and, especially, have special additional triggers
    
    
    ;------------------------------------------ AI boost difficulty levels
    Trait AI_Boost_Difficulty
     Characters family
     Hidden
    
    
     Level Hidden
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 1 
    
    
       Effect Command 1 
       Effect Piety 1
       Effect Loyalty 1 
       Effect TroopMorale 1
       Effect MovementPoints 2 
       Effect LineOfSight 10       ; improves the CAI behaviour
       Effect SiegeEngineering 20  ; less likehood for AI break a siege
       Effect LocalPopularity 2
       Effect Construction 10      ; the only way to induce the AI to build something
       
     Level Ai_Boost_Hard
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 2 
    
    
       Effect Command 1 
       Effect Piety 2
       Effect Loyalty 2
       Effect TroopMorale 2
       Effect MovementPoints 4 
       Effect LineOfSight 12
       Effect SiegeEngineering 40
       Effect LocalPopularity 4
       Effect Construction 15
       
     Level Ai_Boost_VeryHard
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 3 
    
    
       Effect Command 1 
       Effect Piety 2
       Effect Loyalty 2 
       Effect TroopMorale 3
       Effect MovementPoints 6 
       Effect LineOfSight 14
       Effect SiegeEngineering 60
       Effect LocalPopularity 6
       Effect Construction 20
    
    
    ;------------------------------------------ FL and FH boosts
    Trait NaturalAiBoost
     Characters family
     Hidden
    
    
     Level Ai_Boost_General
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 1 
    
    
       Effect HitPoints 1
       Effect Authority 1          ; to be able to acquire traits with this condition
       
     Level Ai_Boost_Heir
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 2
    
    
       Effect TroopMorale 1
       Effect HitPoints 2
       Effect Fertility 2
       Effect Authority 1
       
     Level Ai_Boost_FLeader
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 3
    
    
       Effect TroopMorale 2
       Effect HitPoints 3
       Effect Fertility 1
       Effect Authority 1
       
    ;------------------------------------------ move fix
    Trait Ai_MoveFix
     Characters family
     Hidden
    
    
     Level Hidden
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 1 
    
    
       Effect MovementPoints -20 
    
    
     Level Hidden
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 2
    
    
       Effect MovementPoints -10
       
     Level Hidden
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 3
    
    
     Level Hidden
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 4
    
    
       Effect MovementPoints 4   
    
    
     Level Hidden
       Description Hidden_desc
       EffectsDescription Hidden_effects_desc
       Threshold 5
    
    
       Effect MovementPoints 8
    Quote Originally Posted by Nemesis2345 View Post
    I mean if you really want to get into it , i would set noble units at 60% catholicism honestly , you can 25% by just sending 2 priests to sit there.

    I would go 25% for the catholic semi profs( like the sergeants ) and the levies militia shouldnt be included in any limit as they are technically levied from the said town to defend it.
    25% is just to prevent faction from recruiting own religion troops in a completely alien environment. It is a road bump, but not really an barrier.
    However, if there'd more voices like yours, @Nemesis, then the threshold may be raised.
    Last edited by Jurand of Cracow; July 11, 2021 at 08:37 AM.

  18. #6338

    Default Re: SSHIP - General Discussion

    It's all good. I haven't tried SHIPP for a long time, so I'll find out about the generals when the next version comes out.

    I will add though, that one reason I like to make the generals into super weak, super small, super long distance missile units is, aside from eliminating the suicidal tendencies, so that they don't become a monster fighting machine decimating my front lines that I feel I must target (thereby once killing causing the enemy to route much, much more easily). As super long distance, super small, super weak missile units, they stand back (at least until they are out of missiles, which last longer than most battles do), and thereby I don't have to target them, and so they stay alive and keep their forces morale high until the end of the battle. In fact, I make it my own personal rule to NOT target the enemy generals until all of his units have routed. It makes for much longer and more challenging battles, of course.

    Another aspect about having super small, super weak generals, for my faction, is that I can't use them as the magically regenerating after each battle most powerful unit in my army. They are simply generals and are too small and weak to get involved in the fight. Their purpose is to command the troops and stay alive. Well, I always play with BGRV, so a mounted knight is an extremely costly and valuable unit, and therefore a magically regenerating general works to negate the value of the super costly and dear mounted knights.

    I understand why you might not want to alter the game mechanics in SHIPP so much, but I strongly recommend you try this out for yourselves just to see how it works and if you like it.

    Much looking forward to the next and greatest version of SHIPP!
    Last edited by Kilgore Trout; July 11, 2021 at 08:54 AM.
    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

  19. #6339
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Kilgore Trout View Post
    I will add though, that one reason I like to make the generals into super weak, super small, super long distance missile units is, aside from eliminating the suicidal tendencies, so that they don't become a monster fighting machine decimating my front lines that I feel I must target (thereby once killing causing the enemy to route much, much more easily). As super long distance, super small, super weak missile units, they stand back (at least until they are out of missiles, which last longer than most battles do), and thereby I don't have to target them, and so they stay alive and keep their forces morale high until the end of the battle. In fact, I make it my own personal rule to NOT target the enemy generals until all of his units have routed. It makes for much longer and more challenging battles, of course.

    Another aspect about having super small, super weak generals, for my faction, is that I can't use them as the magically regenerating after each battle most powerful unit in my army. They are simply generals and are too small and weak to get involved in the fight. Their purpose is to command the troops and stay alive. Well, I always play with BGRV, so a mounted knight is an extremely costly and valuable unit, and therefore a magically regenerating general works to negate the value of the super costly and dear mounted knights.
    I've also been a great fan of BGR, but I have played BGRV only once because for me the traits are essential and Byg disabled all but his for that version. And I have other issues with BGR - @Kilgore, maybe you'd address of some of my concerns, they're enumerated here.

    Cavalry has been nerfed in the SSHIP (the relevant parameter lowered from 3.0 to 1.75, iirc), most of the HitPoint benefits are gone for the player, so the risk of a general dying in a fight is high. For the AI, again, I've seen it to be economical with the general, until there's a fully-fledged fight (and yes, then it fights actively with the general).

  20. #6340

    Default Re: SSHIP - General Discussion

    Don't know if this has been asked before, but I can't seem to find it previously mentioned.

    Is there any way to recruit diplomats as the Serbs? I'd hate to have to convert my capital, as I haven't expanded eastward yet and it provides a nice defense/recruitment center.

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