<a href="http://www.game-advertising-online.com/" target="_blank">Game Advertising Online</a><br /> banner requires iframes
Page 3 of 6 FirstFirst 123456 LastLast
Results 41 to 60 of 102

Thread: AD: Gameplay Discussion Thread

  1. #41
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread

    Hi!

    First of all, sorry for not posting in the bugs thread.

    What I did mean was "chirping", the noise grasshoppers make.
    Seems to be around a swamp or something.

    And I have a question. Did you record somewhere which regions you have to hold to get a regional title e.g. Rex Burgundiae?


    Regards

    Takeda

  2. #42
    Re Berengario I's Avatar Artifex
    Join Date
    Nov 2006
    Posts
    934

    Default Re: AD: Gameplay Discussion Thread

    Quote Originally Posted by Takeda Shingen View Post
    And I have a question. Did you record somewhere which regions you have to hold to get a regional title e.g. Rex Burgundiae?
    It's, unsurprisingly , in the readme file included with the mod

  3. #43
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread

    Hi
    I'm back.

    I somehow didn't download the readme or can't find!?

    Coming back to my main and most frustrating bug.
    It seems like if I save, whether normal saving or quicksaving, just before taking over a merchant or trying to burn a heretic and loading the game again after will **** up the game. This never happend on anymod or vanilla.
    On the other hand and thats most frustrating part, I was playing my HRE campaign, wisely saving a lot without using the quicksave and faced this da*n heretic. I tried to burn him with one of my priests and failed. I loaded and savedata 1, autosave, dat 2, 3 , 4 all ************ up.

    Same thing happend without saving after turn with the "Almohad's"

    The only thing I did with the installation when it was vanilla is removing banners and changing years counting. Then DLV 1.8ext, but this one comes separate installing in its own folder.

    So what now? :hmmm:

  4. #44
    Re Berengario I's Avatar Artifex
    Join Date
    Nov 2006
    Posts
    934

    Default Re: AD: Gameplay Discussion Thread

    There is a file named "AD - README - IMPORTANT.TXT" in the root directory where you installed the mod.

    About quicksaves MTW2 itself has problems with the saving of scripts so I already uploaded in this forum a new campaign_script which disallow saving while a script is in execution. This file will be included in the next release but if you don't want to wait just browse these pages and you'll find it.

  5. #45
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread

    Ha ha, thats quite an easy place to find....

    Thanks for your help, mate.

    However, I can't find your script_file....
    Could you please be so kind and post a link.

    Thanks in advance

    Cheers

  6. #46
    nerazzurri's Avatar Yamabe
    Join Date
    Jan 2007
    Posts
    255

    Default Re: AD: Gameplay Discussion Thread

    I think this is probably what you need:-

    http://www.twcenter.net/forums/attac...6&d=1171737478

  7. #47
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread

    Thanks for the instant help!



    ....I will try it right away!!

  8. #48
    Szun's Avatar Shisai
    Join Date
    Oct 2004
    Location
    Germany
    Posts
    374

    Default Re: AD: Gameplay Discussion Thread

    i had a very odd thing happen in my first game (after i found the .bat file to start it)

    German ruleing famaly was destroyed in turn 9 with no outside war.
    I asume the AI lost all famaly members to rebels?

    well that leaves a huge power vacum in middle europe now..wonder wich faction goes next with so many provinces in rebel hands...

  9. #49
    Re Berengario I's Avatar Artifex
    Join Date
    Nov 2006
    Posts
    934

    Default Re: AD: Gameplay Discussion Thread

    Quote Originally Posted by Szun View Post
    i had a very odd thing happen in my first game (after i found the .bat file to start it)

    German ruleing famaly was destroyed in turn 9 with no outside war.
    I asume the AI lost all famaly members to rebels?

    well that leaves a huge power vacum in middle europe now..wonder wich faction goes next with so many provinces in rebel hands...
    Probably is what it happened, I'm working right now to fix the problem with HRE.

  10. #50
    Szun's Avatar Shisai
    Join Date
    Oct 2004
    Location
    Germany
    Posts
    374

    Default Re: AD: Gameplay Discussion Thread

    well i am not worried, my longbowmen must kill more frogs in the long run, wich is ok
    if you are aware of it, its fine...i wasnt sure you were (i didnt read the bug threat yet)

  11. #51
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread


    Hi

    The new campaign_script works.
    But after turn 20 with England the same hard-lockup occured.

    So tough luck for me I guess.
    Is there still a hint left to help me out so I can play your wonderful mod?

  12. #52
    Re Berengario I's Avatar Artifex
    Join Date
    Nov 2006
    Posts
    934

    Default Re: AD: Gameplay Discussion Thread

    The lock-up occured when you don't select the choice the advisor tell you to make.

    It isn't that hard, just press the "show_me" button or the "dismiss advice" button.

  13. #53
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread


    I did that!
    No tab open, no menu open, your script confirmed!!!?
    Chivlary for RTW uses scripts too, so I'm actually used to that.

    So what do you think, does the DLV directory and the files in the M2TW folder produce that trouble. Maybe I should re-install?

  14. #54
    Re Berengario I's Avatar Artifex
    Join Date
    Nov 2006
    Posts
    934

    Default Re: AD: Gameplay Discussion Thread

    I don't know how other mods can interfere with AD, I have it installed on a clean vanilla folder and I suggested the users to do the same.

    Still if your User Interface is locked this means you have to select the choices the advisor explained to you.

    The new campaign_script I uploaded in this subforum block you from saving if an event is waiting for you to choose (because MTW2 corrupts savegames created during the execution of a script).

    I'm playing the campaign too, I just accept or decline the events, I save when I'm ready to press the "next turn" button (like I always did in Vanilla) and I never suffered corrupted savegames, interface locked and so on.

  15. #55
    Takeda Shingen's Avatar Chinen
    Join Date
    Feb 2007
    Location
    Frankfurt
    Posts
    302

    Default Re: AD: Gameplay Discussion Thread

    Thanks Berengario!

    I really confirmed your script!
    I will re-install the game right away - I just have to play your wonderfull mod!!!
    I hope this is no Gates-Problem and this will solve my problems.
    I will report my experience!!!


    Best regards

    Takeda

  16. #56
    Vagabond's Avatar Ishiyumi no shashu
    Join Date
    Oct 2006
    Posts
    706

    Default Re: AD: Gameplay Discussion Thread

    your mod is pretty fun ^^, but there're smth:
    _ invade a foreign land cost you a fortune( while it's not so sure that it'll give you smth worth enough), so the AI is pretty passive,some factions, i've never seen they got out of their homeland
    _smth wrong with the battle AI, their stupidity suprise me alot, alot worse than the vanilla ( just my feeling)
    _the rebel, they appear out of nowhere, another after another,endlessly, reduce them abit won't harm the gameplay of your mod ( i think your goal is making the game most accurate possible, and historically, i don't think a rebel happen in a same place every 6 months), 7/10 of my provinces got a half-stack rebel each turn, it's kind of fun , the only problem is i don't know what did i do to get that, and how to fix that, of course
    _the stupid pop still sucks, the French **** a war on me, and he did nothing, when i pushed them back and sieged a city, he said to me " stop, son, or you'll get excommunicated ", no complain but i really hope you can fix these "all eyes on you" problems, it's no fair
    anyway, it's just some piece of my mind
    your mod is pretty interesting, i'd say, thanks for the nice work
    _____________________________________________________________________________




  17. #57
    carnivore's Avatar Ashigaru
    Join Date
    Feb 2007
    Posts
    98

    Default Re: AD: Gameplay Discussion Thread

    Really like this mod , amazing

    one thing that reduce the fun is the REAL SLOW turns

    is there any solution to hurry this a bit ??

    great work

    thanx

  18. #58
    Re Berengario I's Avatar Artifex
    Join Date
    Nov 2006
    Posts
    934

    Default Re: AD: Gameplay Discussion Thread

    Quote Originally Posted by carnivore View Post
    one thing that reduce the fun is the REAL SLOW turns

    is there any solution to hurry this a bit ??
    In the next version I'll try to optimize some scripts and I also hope CA will make the script engine more efficient in the next game patches.

    Both the above things are nothing to bet some money on though.

  19. #59
    Alatar98's Avatar Pietsch
    Join Date
    Jan 2007
    Posts
    543

    Default Re: AD: Gameplay Discussion Thread

    i didnt read anything about more efficient script engine in the 1.2 patch notes. They do fix the shield bug though and other animation problems.

    i wonder if .93 will work with the patch

  20. #60
    Yarkis de Bodemloze's Avatar Artifex
    Join Date
    Aug 2005
    Posts
    2,101

    Default Re: AD: Gameplay Discussion Thread

    First of all congratulations for your fine mod. I started some AI only games to see if I would like the overall pace and development of the game, and so far I like what I see. Your diplomacy AI is outstanding with a lot of reasonable dynamic. AI's start war, build up alliances and make peace in a very fluid way. For example I witnessed HRE starting a war with Denmark and only 2-3 turns later Denmark was allied with HRE's old enemy Milan. To test the variability I started several games and the diplomatic development was always a bit different. I also like the very historical setup with cities which were relevant at that times (for example the centers of catholic faith in Germany).

    I had some random crashes during the AI only test games but could always recover the game from the autosaves, so no showstoppers so far. However my longest test game was only up to 1110. I will try to run a longer game to see the further development. It's a pity that game turns take so long. Are you sure the script is the only culprit? There are a lot of units in the game from early on, so it may be that pathfinding calculations are a source for the slowdown too. Especially the larger empires and the rebels need a lot of time. Maybe raising the upkeep costs and lowering the chance of rebel spawning could help a bit. I looked at the script and the chance for rebel armies to spawn seems to be rather low but you still see a lot of them and the constant attrition and eventual loss of family members caused by them may be the reason for some factions dying as reported by others.

    I would love to see a 1 turn/1 year version of the mod since 900 turns is too much for me and the pace of the game would be more historical too. But I guess you are not a fan of that because of the character aging problem and I will have to do such changes for myself...

    Do you intend using Point Blanks Real Combat mod? His work seems reasonable to me and it would save you much time developing your own edu files.

    You already announced an era system for recruiting which is a good idea. I never understood why the size of cities/castle should be related to the kind of unit you can recruit.

    Looking forward to test some more and finally play your mod after 1.2.

Page 3 of 6 FirstFirst 123456 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •