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Thread: RC 2.0 Ultimate Updates and Changes

  1. #41

    Default Re: RC 2.0 Ultimate Updates and Changes

    from Henry V's time :

    On campaign, arrows were bulk-packed in barrels and transported in wagons. Longbowmen might be issued with three sheaves of 24 arrows each to carry into combat, and during a long battle runners would be sent to bring more arrows from the wagons.
    from here : http://www.slate.com/blogs/quora/201..._fighting.html

    Note this was the English longbowmen on royal campaigns.
    Baronial armies would have had fewer, as would local militia archers.
    Peasant archers wouldn't have been supplied by Royal Armouries either, probably had to supply their own so should have correspondingly even fewer arrows.

    On that basis you could allow 72 arrows for English Royal longbowmen ; 48 arrows for local baronial and town militia archers and perhaps 24 for peasant archers.

  2. #42

    Default Re: RC 2.0 Ultimate Updates and Changes

    On the basis of what, slate.com?

    Not to mention that the further text has total numbers that go on both sides, as Henry purchased 150 000 arrows in 1418 for his 6000(approx ofc) archers, meaning 25ish arrows per archer, in total, whereas the 1421 goes up 500 000 arrows, with a similar amount of archers, meaning 80ish arrows per archer, in total, for the campaign(not just one battle).

    Then it includes a spread of 566 000 arrows for 11 000 bows in the royal armory, going for 50ish arrows per bow, in total, in the entire arsenal.

    So which is it and which would be more common?

    Should it be brought to the middle ground around 45ish?

  3. #43

    Default Re: RC 2.0 Ultimate Updates and Changes

    I will update the ammo loads for archers based on this thread.

  4. #44

    Default Re: RC 2.0 Ultimate Updates and Changes

    Am also updating and significantly reducing the costs imposed by the BGRIV mod. I find it opaque and it makes it almost impossible to plan your economy; for example when you take on a new general/family member he gets an estate costing you about 6000 I think it is. That is a huge cost, I would rather buy 20-30 units.

    Will try to include a 2 TPY option.

    Have permission to implement aspects of the Magyar mod. Also want to put Georgia into the free faction slot, add a bunch of new units and do a 1370 campaign, but these changes will have to wait for a future update because they are a lot of work.

    Also planning in the future to do mini-campaigns of the Hundred Years War, Italian Wars of the 15th and 16th century and Spanish Reconquista.
    Last edited by Point Blank; June 16, 2018 at 02:28 AM.

  5. #45
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: RC 2.0 Ultimate Updates and Changes

    Quote Originally Posted by Point Blank View Post
    Am also updating and significantly reducing the costs imposed by the BGRIV mod. I find it opaque and it makes it almost impossible to plan your economy; for example when you take on a new general/family member he gets an estate costing you about 6000 I think it is. That is a huge cost, I would rather buy 20-30 units
    I thing Byg had a reason for this, and it was his vision of how the campaign should look like, namely: much fewer units. A stack 20-30 unit would have been an enormous army in his scheme (and utterly unlikely in the BGR_V). Actually, almost all of his changes were directed toward lowering the number of units. Eg. an additional mechanism was PTF-system - it effectively lowered the number of recruitable units by limiting the regeneration of the recruitment pools only to 3 settlements.

    So my question is: why do you, PB, bother at all with the BGR? To my mind in your scheme it should be completely disabled - no additional costs, no pool-regeneration restrictions etc.

    JoC

  6. #46

    Default Re: RC 2.0 Ultimate Updates and Changes

    Most pf the aspects I really like; after all I had a major hand in designing the pool restriction system and the additional unit costs etc. As I said, it is the opaque aspects I am not crazy about. For example, you might have the reasonable expectation of receiving a certain income next turn, but when it comes around, instead you find you in fact *owe* 2000. And it is pretty much impossible to find where the money went. That is completely unrealistic. Medieval kingdoms were not run like that.
    Also, when the game begins, it takes you around 20 turns to start making any kind of positive income, while the AI is comfortably building up its forces.
    I am not going to overhaul the entire system, just tone down some aspects of it.

    If people don't want to use it, it is still a selectable option before the campaign begins.
    Last edited by Point Blank; June 16, 2018 at 04:53 AM.

  7. #47
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: RC 2.0 Ultimate Updates and Changes

    I don't think the un-foreseeable budget problem in the BGR comes from this source. It's rather the generals' estates that incur surprising costs - and during certain situations scutage income, and also the crusade tax, and perhaps various surprises - that make all budgetary projections impossible. I actually think that new members mechanics is pretty straightforward and foreseeable for the player as compared to the other mechanisms. On the other hand, tracking the bankrupting nobles (and keeping them in rich cities) or too-rich nobles I recall as a nightmare of the BGR. My way of dealing with the budget in the BGR was just to assume I need to have a 3k surplus and if I'd see it falling, I'd save more. (and I think it's realistic for the medieval kingdoms - the kings were really unsure how much taxes and other income they can gather. The knowledge then was really limited.

    I also liked the pool restriction system but it's always been for me a way to deal with the possible stack-spam by the player. I think some other solutions are perfectly possible, starting with simple lowering the pool-refill rates (as it's done in the SSHIP and the Titanium). Then the additional unit costs - again, I'm all in for the idea, but why not to simply include it in the units' upfront costs? (again, both the SSHIP and the Titanium have done it, with a good result, to my mind).
    Last edited by Jurand of Cracow; June 18, 2018 at 02:39 AM.

  8. #48

    Default Re: RC 2.0 Ultimate Updates and Changes

    Sounds good, will do.
    Agree on the estates and nobles, they were my primary target.

  9. #49
    Jurand of Cracow's Avatar Campidoctor
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    Default Re: RC 2.0 Ultimate Updates and Changes

    Quote Originally Posted by Point Blank View Post
    Sounds good, will do.
    Agree on the estates and nobles, they were my primary target.
    PB, but why your're preoccupied with the part of the game you're barely interested? You'd unbalance the balance. Some of the hard-lovers of the SS love also BGR, maybe they want to keep theses options? If they don't they simply opt-out from the BGR...
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  10. #50

    Default Re: RC 2.0 Ultimate Updates and Changes

    What givess you that iimpression? I use itt every time and helped design it. Iff anyone wants the original veesiiionthey will sstill have the files.

  11. #51

    Default Re: RC 2.0 Ultimate Updates and Changes

    Hi PB,

    After using BGR for a while I've got some tweaks in mind I think would help the campaign:

    BGRIV:

    As you said, nobles and king expenses are just crazy, especially since the only meaningful tax you can put on them is the crusader one, as scutage gives you very few florins. Itīs not uncommon to have a noble dying with 9k+, so my take would be allowing generals without recruitment authorization to recruit avg and elite units from their own purse (when the local religion %/ noble funds allows it) and an option for authorized generals to do so instead of charging the treasury, as theyīd be their personal troops instead of those used for the main armies. To simulate that they could even be fixed to the general's own stack, so theyīd have to be with him everytime. If you are concerned about the ammount of troops deployed gobally I'd suggest increasing maintenance costs, both for individual units AND proportionally to the army size (1/4,1/2,3/4,1), which would represent the increased cost to organize and run a large army vs a few hundreds of men.

    Still, Iīd also lower the cost associated with getting a new general, a marriage or a conquered city. Those are absurd imo. Another important issue Iīve been discussing with other players is the pop growth rate for the AI, though Iīm not sure if thatīs due to the mod or playing on vh/vh. Thereīs nothing I hate more than seeing a bunch of allied settlements getting from motte & bailey to citadel faster than my low taxes-high growth (+3.5%) cities.

    BGRV:

    Nothing to say here really, I just love the way itīs been designed, since my nobility donīt get overly rich when you look after them a little and I can recruit most units whenever I need them. Iīll just tell you about the first turns, before settlements have been given to a certain general you can recruit every unit available if the settlement isnt owned yet. I donīt think thatīs a feature since when the general inside gets the deed you cannot recruit elite units anymore (speaking of local recruitment, not central), due to lacking enough religious support.

    PS: Please, do something about enemy merchants, they all seem to be better than yours even when you have been like 20 turns in a resource, let alone when you recruit them. Itīs a pity they arenīt really realiable anymore

    And if you could fix the armor values given by armourers, it would be amazing. Itīs really difficult to tell the real advantages your troops get from there.

    Keep up this majestic mod dude, you're doing an amazing job and a lot of us absolutely love it

  12. #52

    Default Re: RC 2.0 Ultimate Updates and Changes

    Cool, those all seem like very sensible changes, will do mate (y)

  13. #53

    Default Re: RC 2.0 Ultimate Updates and Changes

    Thanks.
    And btw, is there any way to implement kosul graphic mod into ss6.4? Iīd really love to play with it http://www.twcenter.net/forums/showt...1#post15622475

  14. #54

    Default Re: RC 2.0 Ultimate Updates and Changes

    Those look fantastic, will give it a try once I get permission.

  15. #55
    Judeman266's Avatar Senator
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    Default Re: RC 2.0 Ultimate Updates and Changes

    Quote Originally Posted by Point Blank View Post
    Those look fantastic, will give it a try once I get permission.
    Are you still adding more mods or are you giving bugs for release?

    Sent from my SM-G900V using Tapatalk


  16. #56

    Default Re: RC 2.0 Ultimate Updates and Changes

    Mostly killing a few persistent bugs with getting the campaigns going. New stuff like the above will be added in the next update, hopefully to follow on shortly.

  17. #57
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: RC 2.0 Ultimate Updates and Changes


    Keep it up
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



  18. #58

    Default Re: RC 2.0 Ultimate Updates and Changes

    Not far off now!

  19. #59

    Default Re: RC 2.0 Ultimate Updates and Changes

    For the moment I have given up getting the three mini-campaigns ready for this release, they all cause inexplicable errors for which the system log offers no help at all; they will have to be done later. But, there will be a Late Era campaign plus many, many optional sub-mods for each one, including the option to play 2TPY

  20. #60

    Default Re: RC 2.0 Ultimate Updates and Changes

    Hi again, PB.

    In BGR V when you disband units with 1+ manpower cost you only get +1mp back to the settlement. Is that a bug or is it supposed to be like that? I don't recall reading anything regarding that matter in the guide sheet so I'm not sure. And btw I find myself floating on 100k+ gold even in vh/vh by turn 70-80 in most of my games but I don't have anything relevant to spend it in since it's the manpower what really caps your progress. If you could implement the extra unit and army costs I told you about in a recent post in BGRV too, that'd be awesome

    And don't get overly tired with this dude, as much as we want the update out we don't want you back in the hospital again, so take your time and just tell us when it's ready

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