Glad you made it working. Do you have also the voices back for Scots and Eastern European factions on the strat map?
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Glad you made it working. Do you have also the voices back for Scots and Eastern European factions on the strat map?
Where can I find when the events kick in for late era units?
No, they are still missing, something has to be wrong with my game, since nobody else seems to have this problem. Perhaps the installation went wrong somewhere, i'll do a full re install when i have the time.
Werstin, have tried to install the file I've posted here.
now i feel the horde is tougher now, because they sent army full of cavalry and do the siege, just to wait for me to surrender, or forcing me to sally forth
The Mongols still haven't done anything in my save... like, they've just roamed around in the totally-rebel area of the East, not conquered anything or done anything of note. Before long all their FMs are gonna die and they'll just be wiped out...
Not sure i can say the same, check out the yellow colour in the right corner of the map.
As you can see in my campaign the have conquered by this time all the territories around and still going..
Edit: Playing at VH/VH!
Spoiler Alert, click show to read:
Yeah, pretty much everything that is yellow on your save is rebel on mine, and their armies are just standing next to one another in the mountains.
that's because a different circumstances, maybe
but i never see the horde interested to invade Russia rather than Middle East
Ideally I'd like them to go for both. That'd be historical, at least.
Those Berber Pikemen are absolutely NASTY on castle walls. 66 Pikemen vs 90 Merc Spearmen, Spearmen were 1 level below fresh and pikes were fresh(stamina). End result: Merc Spearmen flee with 14 men left, 62 Berber Pikemen remain alive and in good stamina. The castle pathfinding was driving me nuts and I couldn't get any crossbowmen onto the walls until after the spearmen engaged, then when they did only a handful of the crossbows actually fired. It was an interesting siege to say the least, even though I had superior quality and quantity of soldiers I struggled to take the castle solely due to the 3 pikemen groups on the walls. Hardest rebel castle siege ever, though it is cool as hell that the rebels recruit all the Berber AOR troops. (Castle in question was Algiers, don't remember the ingame name of it)
Regarding Mongols, I'm not sure it can be done. I think I saw something about that somewhere. I just need to remember where. I'll check that.
Hi,
does this mod change anything about recruitment, like Byg's Grim Reality or RollingWave's mod (http://www.twcenter.net/forums/showt...p-Buildings%29) or is recruitment still "Age of empire" like?
Basically, we have kept the original recruitment system but the unit costs and amount of turns have been adjusted to make it closer to reality. Beside that, MWY has changed the religious order building: to be short, if you have a bad reputation, you can't recruit order's units anymore and until you have a good reputation back.
i just wonder if the berbers ever truly used berber pikemen,i never thought they did have a unit like this,but i do not known much about the berber warfare history,it surly looks a great unit.
Hello everyone!
Question to the developers - when you are planning complete the family tree fractions? such as for example - Crusader states, Byzantine, Russians and other factions?
I just would like to continue my work on the historic dynasties fractions. But as these and some other fractions are present completely different characters, not lived in this period, I can not do for them the dynasties...
No worries. Do what you can and we'll complete the missing ones (where it's possible).
For those who couldn' download SSHIP on Mega, I've made alternative links on MediaFire.
I have a question regarding the Rum faction will you be improving their rosters and correct me if I'm wrong this faction became a super power what kind of units did they have that gave them an edge over other factions because at the moment there roster is very ordinary.
It was more a situational thing that gave Rum their superpower status. The Fourth Crusade crippled the ERE, allowing Rum to take advantage. And the Mongol invasion greatly weakened the other nations in the region, again allowing Rum to move into the power vaccuum. A faction that isn't represented in SSHIP is the Danishmends, who rivalled Rum in Eastern Anatolia - but they fought extensively with the Crusaders, whereas Rum managed to stay (relatively) out of that conflict, and take advantage of the Danishmends' weakened state to annex their lands.
Once Rum had opened up to Black Sea and Mediterranean ports, it grew rich, and used that power to absorb the other minor Turk kingdoms and large parts of Roman territory. It's just kinda hard to represent that in a game like Medieval II. Since they historically only had that one region at the time, there isn't really a way to give them that extra push.