Stainless Steel 6.3 & 6.4 Suggestions

Stainless Steel 6.3 & 6.4 Suggestions

Ok. I meant Urban Spear Militia. Sorry. When they have silver armor upgrades they look quite ahead of their time.

It's mind-boggling that modding is done by so many and almost non of them have rearranged/added new unit skins to make units appear more consistent in relation to time period, quality and economic advantage. At least they're not in SS 6.4.

That's my advice. Take it or leave it. Would have done it myself if i knew how to.
 
Urban Spear Militia silver upgrade is brigandine. As far as possible availability of new armors corresponds to historical sources and those armors match skins as best as can be done. As I mentioned above high-quality units will have access to new armors earlier.

Otherwise new unit skins etc are always coming along but its a huge task.
 
Ok. I meant Urban Spear Militia. Sorry. When they have silver armor upgrades they look quite ahead of their time.

It's mind-boggling that modding is done by so many and almost non of them have rearranged/added new unit skins to make units appear more consistent in relation to time period, quality and economic advantage. At least they're not in SS 6.4.

That's my advice. Take it or leave it. Would have done it myself if i knew how to.
Well put your oney where your mouth is http://www.twcenter.net/forums/forumdisplay.php?f=1017
 
Would it be possible to add some new traits or retinue in next patch?
I have been thinking something like trait or retinue that gives a shortened time for construction of buildings, or let`s say supreme general who is too old to lead an army could get a tr/ret that when he recruite units in exa. castle this unit get +1 exp bonus because He was in charge of their training.
Or maby he can give a castle more recrutment slots, reduce time for late profesional unit recruitment.

I liked a feature that i saw in DLV script that counts the battles fought by a general.

OK that is all i can think of right now.
btw...I just wanted to say that the mod is very stable and all the praise for it.

just let me now what you think about my suggestion.
 
Would it be possible to add some new traits or retinue in next patch?
I have been thinking something like trait or retinue that gives a shortened time for construction of buildings, or let`s say supreme general who is too old to lead an army could get a tr/ret that when he recruite units in exa. castle this unit get +1 exp bonus because He was in charge of their training.
Or maby he can give a castle more recrutment slots, reduce time for late profesional unit recruitment.

I liked a feature that i saw in DLV script that counts the battles fought by a general.

OK that is all i can think of right now.
btw...I just wanted to say that the mod is very stable and all the praise for it.

just let me now what you think about my suggestion.
+1 To all your suggestions
 
Would it be possible to add some new traits or retinue in next patch?
I have been thinking something like trait or retinue that gives a shortened time for construction of buildings, or let`s say supreme general who is too old to lead an army could get a tr/ret that when he recruite units in exa. castle this unit get +1 exp bonus because He was in charge of their training.
Or maby he can give a castle more recrutment slots, reduce time for late profesional unit recruitment.

I liked a feature that i saw in DLV script that counts the battles fought by a general.

OK that is all i can think of right now.
btw...I just wanted to say that the mod is very stable and all the praise for it.

just let me now what you think about my suggestion.

you can't shorten construction time AFAIK, that's hardcoded and can only be adjusted VIA the EDB, you can only lower construction cost. same for recruitment slots, experience might be doable (at least it is in the EDB) but not sure about charactor traits.

I think expanding retinue / trait is a solid idea too though.

The easiest doable trait would be to just expand the blood trait to everyone. for example all French Generals will get the "Frenchmen" trait and different faction's get differeent bonus / penalties roughly in accordance with their historical preferences (for example Italians increase trade, Cumans increase command with cavalry and maybe looting bonuses etc..)
 
Ok. I meant Urban Spear Militia. Sorry. When they have silver armor upgrades they look quite ahead of their time.

It's mind-boggling that modding is done by so many and almost non of them have rearranged/added new unit skins to make units appear more consistent in relation to time period, quality and economic advantage. At least they're not in SS 6.4.

That's my advice. Take it or leave it. Would have done it myself if i knew how to.

The real problem with units in SS 6.2-6.4 is that they are irregular, unbalanced, and incongruent, which is the main reason I still play 6.1. You all who have decided it's OK to toy around with KKs work should at least respected the stylistic and gameplay congruency that he exhibited in SS.

Another beef is the lack of options in regards to the submods that have been recklessly attached to SS6.1, which is what SS6.4 really is, a hodge-podge of sub-mods. 6.1 had the option to remove or include BGs Supply Mod and RR/RC, a choice which should also be included because not all of us find them to be immersive, additive towards the experience, or even realistic. Maybe also including an option in regards to cosmetic options as well, as the UI and MTW music can be grating at times (although this is easily removed via some simple modding). All I am saying is that the mod needs more organization, cohesiveness, and more options if it is to be appreciated by all like KKs work was. You can't simply ride on his coattails, hijack his work, and glob on your own personal tastes if you expect there to be a large player base for your mod.

I don't mean to be harsh either, and I respect all the work that the modding community does, and I commend you all on the many improvements over 6.1 that have been included.
 
The real problem with units in SS 6.2-6.4 is that they are irregular, unbalanced, and incongruent, which is the main reason I still play 6.1. You all who have decided it's OK to toy around with KKs work should at least respected the stylistic and gameplay congruency that he exhibited in SS.
I think you are somewhat :whistling generalizing to say the entire SS roster is 'unbalanced/irregular/incongruent'. The makers of CBUR etc will be interested to hear that.

I do agree that 6.1 exhibited a clean and more 'harmonious' style because it was more the work of 1 man. You have to remember that following 6.1 that KK shifted his attention mostly to TATW. SS has since been largely added to by individuals without the coherence of an ongoing team. If a solid team had been in place then we would be further on than where we are now a year ago IMHO.

However such was not the case. Therefore SS has grown in a somewhat unstructured way. Don't know if you've spent much time around the submod forums but there is continual effort to improve the rosters etc.

Also remember that at the time of 6.1, many other mods were not allowing submods. SS 6.1 is an excellent basis to mod on, and in that sense you might consider it a strength of SS that it is so open.

Another beef is the lack of options in regards to the submods *snip*.
6.4 has a decent amount of options via graculs new scripting.

that have been recklessly attached to SS6.1, which is what SS6.4 really is, a hodge-podge of sub-mods. 6.1 had the option to remove or include BGs Supply Mod and RR/RC, a choice which should also be included because not all of us find them to be immersive, additive towards the experience, or even realistic. Maybe also including an option in regards to cosmetic options as well, as the UI and MTW music can be grating at times (although this is easily removed via some simple modding). All I am saying is that the mod needs more organization, cohesiveness, and more options if it is to be appreciated by all like KKs work was.
Yes more organization would go some way, new team-driven mods like CHIP go here.


You can't simply ride on his coattails, hijack his work, and glob on your own personal tastes if you expect there to be a large player base for your mod.

I don't mean to be harsh either, and I respect all the work that the modding community does, and I commend you all on the many improvements over 6.1 that have been included.

I don't think anyone here is trying to 'hijack' KK's work, rather we very much appreciate the work he did and the amount of modding using his work as a basis is a complement to it.
 
I think you are somewhat :whistling generalizing to say the entire SS roster is 'unbalanced/irregular/incongruent'. The makers of CBUR etc will be interested to hear that.

I do agree that 6.1 exhibited a clean and more 'harmonious' style because it was more the work of 1 man. You have to remember that following 6.1 that KK shifted his attention mostly to TATW. SS has since been largely added to by individuals without the coherence of an ongoing team. If a solid team had been in place then we would be further on than where we are now a year ago IMHO.

However such was not the case. Therefore SS has grown in a somewhat unstructured way. Don't know if you've spent much time around the submod forums but there is continual effort to improve the rosters etc.

Also remember that at the time of 6.1, many other mods were not allowing submods. SS 6.1 is an excellent basis to mod on, and in that sense you might consider it a strength of SS that it is so open.


6.4 has a decent amount of options via graculs new scripting.


Yes more organization would go some way, new team-driven mods like CHIP go here.




I don't think anyone here is trying to 'hijack' KK's work, rather we very much appreciate the work he did and the amount of modding using his work as a basis is a complement to it.

Yeah sorry about that, I was in my angry drunk mode last night, however I think some of the things I said apply and I think you have addressed a majority of them. I wasn't aware that SS was being worked on by individuals rather than a team and I do apologize for that. I'm sure you all will tidy up the mod with some time and effort.

And yes, I meant no offense to the CBUR, BFTB, etc teams either, their work was well done and very harmonious with regards to SS 6.1.

And to the individuals working on SS at the moment, not only am I very pleased and thankful for your continuous work on the mod, but I applaud many of your decisions with regards to the mod itself, particularly some of the sub mod additions and changes to the AI, both on the world and the battle map.

Unless KK intends to come back, why don't you all just form a proper team and the organization and cohesiveness will come with it. You all seem to be just as skilled as he is and there is no point in having the mod sit on the shelf.

EDIT: By the way, one of the things I didn't mention was textual errors and congruency, which by the way I would be more than happy to correct if you would like me to. As you said, KK worked on the mod as an individual and thus, the style of his writing remained consistant. I think a single textual editor could do the same for you all as well, if you all are even in need of the help.
 
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I've recently discovered that SS was updated to 6.3 (and 6.4 already for that matter :tongue:) and downloaded it; wanna thank all the people involved in the new patch of this wonderful mod! :thumbsup2



However, after starting a campaign for my fellow ukrainians, namely the Kievan Rus, I've discovered the unit Chude Militia in their roster. While extremely useful tactically, they are historically incorrect.

Chud tribes were living on the territory of what is now Estonia, on the coast of the Baltic Sea.
Muromian-map.png

They were actively employed by the rulers of the region, for example by Teutonic order in their conquests of the Baltic, and wielded exactly the equipment made by Rusichi team. BUT they couldn't have been in the armies of Kievan Rus, cause its territory was simply too far to the south to have any reasonable amounts of Chude Militia in the roster. Now Novgorod and Teutons are another thing entirely, ofc

So while they are tactically a great unit, I'd vote for removing them from Kiev's roster :hmm:
 
Easier said than done bucko. And my post wasn't all that foolish, and my accusations weren't all that false, or they wouldn't have been answered. So next time, how about not posting when you have something stuck up your rectum. You won't make yourself look so foolish and clog up the forums with wild and false accusations. If you have a rebuttal or a legitimate remark, why don't you say that instead, rather than being rude, childish, condescending, and patronizing. If you have a problem with something that has been said or a problem with myself personally, why don't you simply send me a private message instead of splashing it out in a public forum like a child?

I love the red text by the way, is that you angry?

Lol, you didn't even know to who your talking about. You just insult a moderator right there, see ya lad.
 
I think it would be interesting if you could upgrade wooden forts into permanent stone forts, of course they would have to be be very expensive for balance, and maybe you could require a wooden fort to be in place for a certain number of turns beforehand
 
I think it would be interesting if you could upgrade wooden forts into permanent stone forts, of course they would have to be be very expensive for balance, and maybe you could require a wooden fort to be in place for a certain number of turns beforehand

Hi there, welcome to the forum. That is indeed an interesting idea but I think it's not possible to build wooden forts, waiting several turns after it develops into PSF. But one thing we can do is adding pre-placed PSF. CHIP submod is doing that and it's at development stage.:)
 
Well, i don't know if its possible, but i was thinking about the way Crusades/Jihads are conducted..

For eg. when 6-7 Catholic factions have 1-2 stacks each, it seems a bit ridiculous to have them all attack ONE settlement.. One faction ends up capturing it, and the other armies just stand around or return home.. Wouldn't it be better if the remaining armies tried to attack more surrounding settlements than just the one the pope told them to?? If they capture 2-3 settlements it would be easier for them to defend them against Muslims as opposed to now, where someone captures the crusade target and then stands there waiting for annihilation..

I think it's historically accurate too but i am not sure, so please correct me if i am wrong or if it can't be done.. (or if you don't like it) :P
 
I don't know if this has been done allready. I didn't see it in the release thread and haven't played the game yet. But the thing I like the most about Point Blank's submod is the fact that he integrated a lot of units from other mods to make the rosters more complete. I am no big fan of his RR/RC though. In my opinion it slows the gameplay down too much. Plus PB is so busy with other things he hasn't updated his submod yet.
I'l thinking about learning to add units from other mods myself. But I have absolutely no knowledge of modding MTW. And I'm afraid I will have troubles with unit stats balance. Adjusting simple stats like attack and defense is one thing, but from reading around the forums I understand that there are other factors that determine unit strength. Would it be hard to do this all myself?
RJA
 
Can some one plese help? I downloaded Stainless Steel 6.3 the mod but when i get to the menue for the grand campaing and try to start one after clicking on it a box comes on and saids to pick one of the following??? can only play historical battles and custom battles what do i do im new at this THANKS!
 
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Can some one plese help? I downloaded Stainless Steel 6.3 the mod but when i get to the menue for the grand campaing and try to start one after clicking on it a box comes on and saids to pick one of the following??? can only play historical battles and custom battles what do i do im new at this THANKS!

Post your problem in the Bug Reports subforum (as this is the suggestions thread for SS). Read the thread on how to make a bug report first so that you can provide all the needed information.
 
in 6.3/6.4 when your troop recievs one experience he gets extara attack or defence and the next level it goes up when you get 4 experiences
how about 1 attack/defence per 1 experience
 
in 6.3/6.4 when your troop recievs one experience he gets extara attack or defence and the next level it goes up when you get 4 experiences
how about 1 attack/defence per 1 experience
Like how it is in Rome? I think that makes experience way too powerful. You end up having militia troops becoming more powerful than dismounted knights.
 
in 6.3/6.4 when your troop recievs one experience he gets extara attack or defence and the next level it goes up when you get 4 experiences
how about 1 attack/defence per 1 experience
Are there units that get defense bonus from experience points ? :hmm:
 
Well here is an idea for SS - I don't know if it can be implemented but if it would work it would make a huge difference.

We always see large casualties for the defeated side in battles which isn't very accurate if the attackers didn't pursue the enemy after defeating them.

So I think all generals should be able to acquire a special trait allowing you to pursue the enemy after defeating them. I am speaking about the actual in battle pursue. If you would go into battle without a general with this trait or if the general dies before the battle ends then you would not be able to continue to battle to round up as many prisoners as you can and once all the enemy units are routed the battle would finish.

This trait should be very rare and should be acquired only by the best generals out there with some factions having it naturally [mongols mainly].

Once again I have no idea how this could be implemented but I suspect there might be a way to do it and it would make the whole game way way way more interesting.
 

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