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Thread: Preview of Stainless Steel 3.0

  1. #1

    Icon4 Preview of Stainless Steel 3.0

    Here's a preview of the upcoming Stainless Steel 3.0:
    Note that this is not a final list and some more features will follow...
    Nevertheless, I still appreciate further suggestions and will try to implement them!

    CAMPAIGN MAP


    New Faction: Order of the Knights Templar
    - 7-8 totally Unique Units with new cool Descriptions
    - All other units have specific Templar Knight Designs
    - Historical Characters and new Templar Knights Events
    - New Unique Titles which represent the Templar Hirarchy
    - Very different campaign from all others
    see more here: http://www.twcenter.net/forums/showthread.php?t=86534

    Campaign Map
    - 30 New Provinces, well spreaded and historically correct:
    (Exeter, Bari, Oporto, Arta, Barcelona, Belgrade, Balearic Isles, Bryansk, Lyon, Athens, Munster, Ancona, Isle of Lesvos, Warsaw, Diyarbakir, Salzburg, Kirov, Melilla, Salamanca, Groningen, Clermont, Thebes, Mecca, Palmyra, Astrakhan, Tortosa, El-Oued, Sinop, Norrköping, Benghazi...)
    - More Resources on campaign map, including new valuable resources in the "outbacks" of the map.
    Some Small Map Tweaks: trees on isles, sligthly changed borders, new passage in Africa


    AI Armies much more improved
    - Proper Mix of Infantry, Missiles, Cavalry and Artillery.
    - AI produces more Elite and Heavy units.
    This was done without changing any unit costs

    Mercenaries
    - New mercenaries for the Early and High Medieval Period:
    Macemen
    English Huscarls
    Light Swordsmen
    Swabian Swordsmen
    Andalusian Infantry
    Mercenary Saracens
    Axemen
    .

    - Greater mercenary variety
    - Mercenaries can have experience
    - Less mercenary missile units
    - Regions have more of mercenary special units


    Titles/Traits/Ancillaries
    - Titles for all Cities and Castles and for both Islamic and Catholic/Orthodox factions and with important bonuses in various settlements.
    - Much new Traits, Transferable Titles and Ancillaries (Blood, Broads, & Bastards v1.9 or 2.0)
    - New Patriarchats for Orthodox Factions available
    - Many broken Character Traits and Ancillaries fixed
    - Knights Templar Titles

    Much more interesting Historical Events
    - Events for Orders, Inquisitions, Cultur, Battles, ...
    - Including a New Era (High Period) Event which affects unit & mercenary recruitment
    - Triggered Events for Falls of Important Cities and Regions. This can also give bonuses for the victorious faction.

    Agents and Characters
    - Merchants income increased, movement increased
    - Inquisitors less effective
    - Spy's chances to open gate decreased, movement increased

    - Princesses movement increased
    - Diplomats movement increased
    - Priests movement increased
    - Captains are less likely to rebel
    - Assasins slightly improved, movement increased

    - Imam's required Piety to call a Jihad raised
    - Slightly less Heretics and Rebels
    - Little more Witches

    Settlement Changes
    - Unit recruitment depends on barracks
    - More logical recruitment, for example cities can build more ships & artillery than castles.

    - Citadels/Huge Cities have 4 recruitment slots
    - Castles-Citadels have 1-2 free upkeep
    - City growth slightly reduced
    - Slightly lowered law bonus in cities
    - Mine Income slightly increased

    - Tax Income slightly decreased
    - Early/Late Generals rarely recruitable in castles/citadels
    - Byzantium can build Highways
    ā Therefore, Title bonuses for settlements get more important

    The Best Strategic and Diplomatic AI: Grand Viz’sUltimate AI

    Other Changes
    - Historically more accurate Faction Names
    - 18 Factions Playable
    - Win Conditions distended to 55 regions
    - Show Date as Years

    - Conquering the Aztecs is much harder
    - Mongol/Timurid armies slightly weakened

    - Money Script to support AI Factions
    - more logical faction standings
    - Worse relations Papal States - Islamic factions
    - Better relations Turks - Egypt


    BATTLE MAP

    - "Improved Battle Config AI in almost Every Matter" (Darth Formations Vx.x)
    - Unlimited men on battlefield allowed
    - Longer Lasting Battles due to slightly higher morale
    - Added Missing Units
    - Dismounted Gothic Knights
    - English Armored Sergeants
    - Dismounted Broken Lances

    - Added Mounted Longbowmen for custom battles
    - Added Additional Units
    - Dismounted Order Knights
    - Dismounted Armored Clergy

    - All Longbowmen ranges increased
    - More realistic battle map movement
    - Artillery Morale lowered

    - (Great) Bombards, Serpentins can deploy Stakes
    - Strenght of Gates slightly increased
    - Venetian HI/Archers armour bug fix
    - Ballista/Cannon Tower Fix (zxiang)
    - Ballista Tower Fire Rate reduced

    - Cannon Tower Range reduced
    - Light/Heavy Cavalry Charge slightly reduced

    - Janissary HI & D. Gothic Knights improved
    - (temporary) Cavalry Charge Fix
    - Some unit stats balanced



    GRAPHICS

    - Completely new Faction Symbols & Menu Design by Alletun
    - New Splash & New Loading Screens by Alletun
    - New textures & Symbols for Campiagn Map Interface by Alletun, KK
    - Campaign Map Banners for Scotland and France historically accurate
    - New unique Unit Textures for all European Early & High units (Burrek)
    - New unique Unit Textures for all Feudal & Mailed Knights (Burreks Knights&Knaves)
    - New unique Shield Textures for: Scotland, Spain, Poland, Denmark, France
    - New unique and much better Unit Textures & Banners for Byzantium (Whitewolf)
    - More spectacular Sky variations and little more blood (improved Horsearcher's skymod)

    - Improved Captain textures (plasticfigurine)
    - Improved Musket & Artillery Smoke (Headlock)


    And of course: All fixes from the upcoming Medieval II Patch 1.2
    Last edited by King Kong; April 08, 2007 at 01:32 PM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  2. #2

    Default Re: Preview of Stainless Steel 3.0

    I have just one thing to say King Kong... You are a sexy beast! MARRY ME!

    *Drools over mod* If you need beta testers feel free to use this sycophant Again I really love your mod, even though I tweak for personal preferance hehe. Keep up the good work and *Showers more praise on King Kong* my work here is done!

  3. #3
    Wolfgrin's Avatar Semisalis
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    Default Re: Preview of Stainless Steel 3.0

    Sounds fantastic, KK. This is shaping up to be one helluva' mod. I'm loving it already, so I can only imagine how cool it will be with these improvements and changes.

    One question: will one turn still equal one year? Have you tried 1.5 years per turn? I know I've mentioned it before and am repeating it because it feels like a very good pace for the game. I'm playing at that rate and have kept your original build times. Works great.

  4. #4
    finneys13's Avatar *Insert Generic Title*
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    Default Re: Preview of Stainless Steel 3.0

    Looks great.

    What cities have Orthodox Patriarchs now, Constantinople, Antioch, Jerusalem and Alexandria I imagine?

  5. #5

    Default Re: Preview of Stainless Steel 3.0

    wow , ^_^, this just might be the best mod for medieval 2 total war
    btw, did you fix the bug, see when you change your graphic setting the window always minimizes for some reason
    Last edited by Mike13531; March 27, 2007 at 10:28 AM.

  6. #6
    Alletun's Avatar Artifex
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    Default Re: Preview of Stainless Steel 3.0

    Can't wait to play the Knights Templar

    one question: this mod doesn't have bigMap? hope not, cuz it tends to make my game ultra slow.

  7. #7

    Default Re: Preview of Stainless Steel 3.0

    it doesn't i'm sure, cause i think king said somewhere he didn't like bigmap in the mod
    btw, thanks a lot alletun, those pages looks awesome, so professional, ya know?

    hopefully tho king will change the script a lil bit so i can use
    create_unit without getting the wrong clothing graphic.
    as i mentioned before in the "is this normal" thread, when i try to cheat to get those units, they look different somehow, without the red cross and wearing some orange clothing. It is alright in the custom battle tho, so i'm thinking, if king could fix that i would be soooo grateful T_T
    Last edited by Mike13531; March 27, 2007 at 10:37 AM.

  8. #8

    Default Re: Preview of Stainless Steel 3.0

    No Big Map guys!!

    I think a good idea would be if Castles in higher stages could recruit more units! Like all slots open or somethin'...


  9. #9

    Default Re: Preview of Stainless Steel 3.0

    Great job King Kong! The changes and improvements are even more then I originally thought they were going to be. The more the merier.

    Glad to see the realist resource distribution also in the list and title modifications/improvements!

    Yeah I agree, it's best to kep big map out because of the gameplay changes that it implies and the time for each turn loading goes up like crazy.

    Yet big map is a crucial piece of wok of those who want other types of gameplay.
    Last edited by numerosdecimus; March 27, 2007 at 11:40 AM.

  10. #10

    Default Re: Preview of Stainless Steel 3.0

    Thank you all for the feedbacks!

    Hi amoun,
    You're welcome!
    And thanks for your offer to beta-test the mod, but I think I should test it myself, because I know what things should happen and what not...


    Hi Wolfgrin,
    One question: will one turn still equal one year? Have you tried 1.5 years per turn? I know I've mentioned it before and am repeating it because it feels like a very good pace for the game. I'm playing at that rate and have kept your original build times. Works great.
    This is one issue that I havn't finally decided yet. Actually I agree that 1.5 years per turn would quite the right game length, however several problems occur: I assume that some events will be left out and probably I should slightly increase building times and costs.
    Nevertheless, these are minor problems, which could be solved.
    So I think it's likely that I will choose this game turn mode...


    Hi finneys,
    What cities have Orthodox Patriarchs now, Constantinople, Antioch, Jerusalem and Alexandria I imagine?
    Yes, exactly this ones and one additional in Kiev for the Russians...


    Hi Alletun,
    one question: this mod doesn't have bigMap? hope not, cuz it tends to make my game ultra slow.
    Good that you agree on this issue, so no Big Map!


    Hi Student,
    I think a good idea would be if Castles in higher stages could recruit more units! Like all slots open or somethin'...
    Indeed, it's worth a thought... I'll probably change it to 5 recruitment slots for the highest settlement levels.
    Last edited by King Kong; March 27, 2007 at 12:11 PM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  11. #11

    Default Re: Preview of Stainless Steel 3.0

    Hi numerosdecimus,

    Thanks for the feedback!
    I tried to distribute all new ressources reasonable, but of course those from Oporto and Lissabon should be the most accurate ones..

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  12. #12
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Preview of Stainless Steel 3.0

    Looks good, I can't wait for patch 1.2 so you can release

  13. #13

    Default Re: Preview of Stainless Steel 3.0

    Quote Originally Posted by King Kong View Post
    Thank you all for the feedbacks!

    Hi Student,

    Indeed, it's worth a thought... I'll probably change it to 5 recruitment slots for the highest settlement levels.
    Fantastico!! This mod is gonna rock!!


  14. #14

    Default Re: Preview of Stainless Steel 3.0

    Sounds excellent!

    I was perhaps hoping for more options regarding rebellious characters? It would be nice if you could send traitors off to the tower, dungeons, etc.

  15. #15

    Default Re: Preview of Stainless Steel 3.0

    Hi Large Jack

    I was perhaps hoping for more options regarding rebellious characters? It would be nice if you could send traitors off to the tower, dungeons, etc.
    Indeed a very nice idea, but this would surely be too complex to add and I doubt this is even possible...

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  16. #16
    finneys13's Avatar *Insert Generic Title*
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    Default Re: Preview of Stainless Steel 3.0

    Quote Originally Posted by King Kong View Post
    Hi finneys,

    Yes, exactly this ones and one additional in Kiev for the Russians...
    Looks great, one small thing, Kiev was a never a Patriarchate in history, rather it was a Metropolitanate, it's leader is called Metropolitan Peter/Simon/John/etc., not Patriarch Peter/Simon/John/etc.

    Otherwise, can't wait

  17. #17
    Fresco's Avatar Semisalis
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    Default Re: Preview of Stainless Steel 3.0

    Any estimated release oh this fantastic Mod?
    I can't wait,however very compliments!!!!!
    CAMPIONI del MONDO!!!!!

  18. #18

    Default Re: Preview of Stainless Steel 3.0

    It's rumoured to be released a couple o' days days after the official Medieval 1.2 patch is released!


  19. #19

    Default Re: Preview of Stainless Steel 3.0

    Hi finneys,
    Looks great, one small thing, Kiev was a never a Patriarchate in history, rather it was a Metropolitanate, it's leader is called Metropolitan Peter/Simon/John/etc
    Thanks for the note!
    Then I will change that to a Metropolitan title for the Russians...


    Hi Fresco,

    I can confirm that it will be released very shortly after the new patch comes out. Actually I thought I can release it on Friday, but I fear the patch will have some delay once again...
    Last edited by King Kong; March 28, 2007 at 07:39 AM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  20. #20
    Germanicus75's Avatar Domesticus
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    Default Re: Preview of Stainless Steel 3.0

    "English Huscarls" - I have one thing to say "ZOMFG!!!!"

    KK, you just made this old guy very happy :-) I can't wait to see what they look like. Where are they recruitable? On the continent in Europe? The Near East?

    But seriously, this sounds like a fantastic all-round update. Gutgemacht, mein Herr!

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