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SSHIP - General Discussion
Fan of Middle Ages and Historical Accuracy, the SSHIP team is proud to introduce you an ambitious submod, based on Stainless Steel 6.4, with the ultimate goal of delivering the and most historically accurate early era campaign this game can offer.
The Stainless Steel Historical Improvement Project.
This thread will be about general discussion of SSHIP. Suggestions? Ideas? Comments (good or bad)? Feel free to share and/or to ask.
The more you are constructive :bigboss:, the more we can improve for your own benefit and greatest pleasure ;)
Regards,
Lifthrasir
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Re: SSHIP - General Discussion
Does anyone know what sort of armor Caudillo's Varangian Guards (used in this mod) are wearing? It almost looks like scale mail (and cool scale at that). Are they all wearing mail underneath?
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Re: SSHIP - General Discussion
Just got demolished playing as Venice. Around turn 20 the Sicilians attacked me and i was forced to become their vassal, though i managed to defeat their full stack army, sending them back to their island and becoming independent again. A few turns later the Pisans attacked me, we were at war for quite a few turns until they finally sent their army of militia men to exterminate my capital, ending my game. I kept good relations with the pope, had trade rights and all that, same with Pisa, what i don't understand is why the pope did not mind their aggression, they only lost 1 point with the pope, during our war which lasted quite a few turns, i thought they would be excommunicated but no.http://imgur.com/M586JXv
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Re: SSHIP - General Discussion
Excommunication usually depends upon cities and armies attacked by invaders within Christian territory so if you are fighting another Christian nation if you want Pope to side against them you need to both bribe the Pope and also wait for the other faction to attack your armies and cities within your own territory. If you actively defend your cities and attack with your armies even within your own territory the enemy faction does not suffer any penalties with the Pope and in fact if the Pope orders cease in hostilities your own faction will get penalty.
So in the case of Venice vs Pisa it can be quite difficult as you have to wait for Pisa to attack and there isn't much room to fall back. Much easier as a larger faction to manipulate the Pope.
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Re: SSHIP - General Discussion
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Re: SSHIP - General Discussion
I do think it's quite weird that fellow christians, fellow italians would exterminate Venice, is this just a roll between the 3 choices?
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Re: SSHIP - General Discussion
Italians fought amongst themselves frequently and Florence eventually nearly exterminated Pisa by siege and then destroying the docks that Pisan commerce depended on. Genoa also nearly captured Venice historically and all the Italy city states fought amongst themselves frequently only to somewhat ally when outsiders came in to Italy (those that didn't ally with the outsiders against their traditional rivals).
For the game mechanics the AI usually attack the weakest, closest target... so if you had less armies and are on the border expect to be attacked unless you have an alliance. Even then if you are fighting someone else that your ally is friends with you can get back stabbed. Even if you are a huge faction but leave 1 border unguarded the AI is likely to attack especially if you are disliked. There are limitations on what tendencies we can make the AI adopt... lots of the behavior is hard coded or at least the options to modify that behavior are limited.
Also historically most of the Italian Popes were more like a mafia organization and supported their client families and demanded protection money from cities, merchant leagues, and nobles so many wars were provoked by Popes who either wanted to expand Papal States (which grew to control all of central Italy for a time) or punish rivals within Italy or even clashed with Kings and Emperors outside of Italy over Church doctrine and authority.
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Re: SSHIP - General Discussion
Thank you for that very detailed answer. I just started another campaign, gifted Pisa and the pope enough money to get them to like me! then as i was sieging Ancona, the rebels attacked Venice, i stopped sieging and sent my army there, but got interrupted by a mere 50 rebels, i autoresovled but now i could not reach Venice in this turn anymore, rebels also sieged Zara this turn, in which i had 1 general and 1 spear militia, this was like turn 6 or so.
At the end of that turn rebels took Venice, i realized that my game would end if i did not rescue Zara within this turn, but my 1 boat was bugged stuck in the Venice port, i got out it and it had no movement points left, needless to say i lost that game too, gonna try again soon...
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Re: SSHIP - General Discussion
Yep, I quite like the aggressive rebels now you have actually have to consider them and not just ignore. I find it best in crowded region like Italy to maintain a small army sufficient to defend from siege and focus on economy for 12 turns or so before attacking. In regular SS by turn 10 I could times have gotten 6-8 new cities already but it requires more patience and planning now.
Also money... if you are used to SS 30,000 is a decent treasury and once you have that much really not many ways to go to 0. Now 1 army and a few mercenaries can reduce that 30,000 quick so make sure you take that into account.
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Re: SSHIP - General Discussion
I'd like to as you if would be possible to create an event/mission, where when we get settlement located on Holy Land, the game ask us(e.g after several turns) if we want to give this settlement Kingdom of Jerusalem, of course when we accept this event village will be transferred to Jerusalem with small garrison(3-5 units, maybe general). Something similar is alredy in the De Bello Munid Mod (but in this case without any reward and penatly) - screenshot:
I'm thinking it is quite intresting option especially in this mod and some of the players would not be needed one province at the end of the world.
What do you think about it? Maybe you have any suggestion fot this option?
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Re: SSHIP - General Discussion
If i am playing as a small faction, such as Venice, i always sell my crusader cities to either the Papacy or the Byzantines, a tip if you're planning on doing this is to first sack the settlement for maximum profit :)
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
bieluxd
I'd like to as you if would be possible to create an event/mission, where when we get settlement located on Holy Land, the game ask us(e.g after several turns) if we want to give this settlement Kingdom of Jerusalem, of course when we accept this event village will be transferred to Jerusalem with small garrison(3-5 units, maybe general). Something similar is alredy in the De Bello Munid Mod (but in this case without any reward and penatly) - screenshot:
I'm thinking it is quite intresting option especially in this mod and some of the players would not be needed one province at the end of the world.
What do you think about it? Maybe you have any suggestion fot this option?
i would love this :)
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
achilles-91
i would love this :)
It is possible to do and I'd be for including it. I often try to give away my settlements to Crusaders and the AI refuses to accept it. I don't like selling to Papal States but I have sold to Byzantines a few times. Hmm... maybe for Catholics sell to Crusaders and a mission for Orthodox to sell to Byzantines.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Ichon
It is possible to do and I'd be for including it. I often try to give away my settlements to Crusaders and the AI refuses to accept it. I don't like selling to Papal States but I have sold to Byzantines a few times. Hmm... maybe for Catholics sell to Crusaders and a mission for Orthodox to sell to Byzantines.
And maybe for AI too? Sell for money or give for reputation with the Pope.
I have a small question: I'm playing Hungary(Catholic in campaign and i have war with Serbia(Orthodox) which has only one settlement, it would be better to make them a vasal or conquer?
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Re: SSHIP - General Discussion
It wouold definitely be a cool feature. I have only limited knowledge of the missions in mtw2 though and I don't know if its possible. It's definitely not possible via campaign script.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
bieluxd
And maybe for AI too? Sell for money or give for reputation with the Pope.
This would be brilliant, for me it is an eyesore to see countries like Scottland expanding into the middle east.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
MWY
It wouold definitely be a cool feature. I have only limited knowledge of the missions in mtw2 though and I don't know if its possible. It's definitely not possible via campaign script.
It is possible as that mod is a kingdoms mod, I think there is even a tutorial for it if I remember correctly.
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Re: SSHIP - General Discussion
Maybe it would be worth to do the same thing for the Iberian peninsula (I remember a campaign in which Denmark conquered one village there, and they do nothing, they didn't help Castille or Portugal in the war against Moors only kept a garrison there).
Could you ask people from De Bello Mundi if u can use their features and just edit it for SSHIP use?
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Re: SSHIP - General Discussion
Can anyone advise on the "Sound Fix " patch @ end of the list of download files. Is this to restore the voices to various factions that have been struck dumb? Also it says only for non -English versions of the game . Is this correct ? Finally once I downloaded the file I'm reluctant to run it as it looks a bit dubious to me. It's called jZipSetup-r230-n-bf.exe Any advice ?
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Re: SSHIP - General Discussion
Any intention of extending this mod to late era in the future, after you've got this one largely perfected?
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Re: SSHIP - General Discussion
There's still a lot of work to reach our goal and we haven't considered that seriously yet.
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Re: SSHIP - General Discussion
I've never encountered Elephants in an AI army. Are they ever recruited by the enemies of factions w African territories ? If not it'd be nice. :)
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Re: SSHIP - General Discussion
In the game there is only one unit of elephants with arquebuse(appear late), they're mercenaries so they're certainly very expensive (3600 florins?). Propably because AI don't recruit them. But these are just my guesses.
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Re: SSHIP - General Discussion
There are mercenary elephants available in far SE of map and also Timurids have elephants... both were gunpowder units. Since we cut Timurids and basically decided to eliminate most gunpowder units to free up space in EDU we probably try to include a mercenary elephant with archers but it is not priority though we have some re-skinned models already.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Ichon
There are mercenary elephants available in far SE of map and also Timurids have elephants... both were gunpowder units. Since we cut Timurids and basically decided to eliminate most gunpowder units to free up space in EDU we probably try to include a mercenary elephant with archers but it is not priority though we have some re-skinned models already.
Elephants w archers would be awesome. Love your work !
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Re: SSHIP - General Discussion
Would it be possible to drastically slow down religious conversion rates? Playing as Norman Sicily, I conquered the two "Tunisian" provinces early on, and it was quite unsatisfactory to me that I was able to convert them to Catholicism in just four or five turns. Broken Crescent manages a system where conversion rates are slowed down quite drastically: I wondered if it'd be possible here as well as a tweak for the next release?
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Re: SSHIP - General Discussion
Yes, we have discussed about that. I think Ichon has proposed to reduce the unrest due to the capital distance but also to reduce the conversion rate.
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Re: SSHIP - General Discussion
There was a version of SSHIP at some point that had reduced religious conversion rates but when we have multiple people involved not to mention I was completely absent from modding for over half a year it was overlooked during file merge. I'm pretty sure it will be making comeback that it takes several priests to convert a province even to 50% in less than 20 years. So conquering your religious enemy makes the Pope happy or some other enemies of that faction but is much more difficult... meanwhile your neighbors territory of the same religion looks alot easier to take and hold.
Currently we are discussing how much to reduce unrest and slow down conversion rates. Slower conversion will hopefully stabilize some regions of the map but we can't reduce unrest too much or it is very easy to occupy new regions which it wasn't historically.
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Re: SSHIP - General Discussion
Do you guys have any use for new quotes? I have compiled a submod list of over 250 actual quotes from various Western, Byzantine, and Muslim primary sources and would be willing to donate them for the cause.
A few excerpts:
Βασιλεὺς Βασιλέων Βασιλεύων Βασιλευόντων; "King of Kings, Ruling over Rulers". - Motto of the Palaiologos Emperors
The tzangra, or crossbow, is a weapon of the barbarians. The unfortunate man who is struck by it dies without feeling anything, so strong is the force of the blow. - Anna Komnene, The Alexiad
The city is fallen and I am still alive. - Constantine XI Palaiologos, his last words at the Fall of Constantinople (1453)
Death is inevitable, therefore one should not pre-occupy the mind with it. - Muhammad ibn Zakariyā Rāzī (Rhazes)
An ignorant doctor is the aide-de-camp of death. - Ibn Sīnā (Avicenna)
Ragnvaldr had these runes carved; He was in Greece, and was Commander of the Guard. - Inscription on a Varangian runestone
The wolf howls from the distant hill; To wolf and raven in the distant East. - The Saga of Harald Hardrada
Then I saw a new Heaven and a new Earth. The former Heaven and the former Earth had passed away, and the sea was no more. - Revelations 21:1
Even as the fingers of the two hands are equal, so are human beings equal to one another. No one has any right, nor any preference to claim over another. You are brothers. - The Prophet Muhammad, his final sermon
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Re: SSHIP - General Discussion
Many thanks for your generous offer Ambarenya. Why not? I have to admit that we haven't thought about that as that's not our priority #1 but it might be a good addition to the submod. Feel free to share it. You can post a link here or PM Ichon, MWY or myself.
Of course, if we use it even partially, credit will be given.
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Re: SSHIP - General Discussion
Yeah, cutting down unrest from distance seems pretty vital. As it is now, playing as a faction in the more sparsely populated areas of the map (like Poland, as I'm doing now) becomes frustrating. 50 regions seems implausible when even holding onto Prague and Postok (two compulsory settlements) puts an unrest factor of 80% between them. I'm not even half way to 50 regions at this point but the unrest is already intense
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Re: SSHIP - General Discussion
Lifthrasir - Great! I will work on finalizing it, and then send it over to you guys once I am done.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Ambarenya
Lifthrasir - Great! I will work on finalizing it, and then send it over to you guys once I am done.
Once again, many thanks for your contribution.
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Re: SSHIP - General Discussion
why the heretics are so strong? 7-10 piety. plus why it adds piety to the iman if he fall to heresy? itried to denounce 5 piety heretic and my iman from 4 piety become 8 piety heretic. thats way to much. plus just 30 years old, i wont be able to denounce him now, couse all imans will turn to heresy. only by smamming assassins i'll be able to get rid of him, but that will take a lot of time and annoying. you should be able to denounce them, or at least not loose your imans or priests so often
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Re: SSHIP - General Discussion
That's not a SSHIP feature but one from Stainless Steel 6.4. May be MWY knows a way to adjust them.
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Re: SSHIP - General Discussion
I think with religious conversion rates turned down it might not be so bad. Denouncing a cult or heresy can be quite dangerous. Not only Ismailiis but some other different branches of both Christianity and Islam had quite nasty revolts and wars while if the leading religious authority is simply bought out or falls sick and dies instead of tried in an official court its less likely to be a martyr. (I think of assassins sometimes as bribing people not always killing them).
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Ichon
There was a version of SSHIP at some point that had reduced religious conversion rates but when we have multiple people involved not to mention I was completely absent from modding for over half a year it was overlooked during file merge. I'm pretty sure it will be making comeback that it takes several priests to convert a province even to 50% in less than 20 years. So conquering your religious enemy makes the Pope happy or some other enemies of that faction but is much more difficult... meanwhile your neighbors territory of the same religion looks alot easier to take and hold.
Currently we are discussing how much to reduce unrest and slow down conversion rates. Slower conversion will hopefully stabilize some regions of the map but we can't reduce unrest too much or it is very easy to occupy new regions which it wasn't historically.
That sounds good to me. As Sicily I've conquered a good chunk of north Africa as well as most of Italy, and there are rebellions popping up all over the place! I think part of this is due to the high squalour levels of very large settlements?
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Re: SSHIP - General Discussion
i hope we get next version soon :) we dont need new stuff for now, just fixed grey units, and similiar bugs, like miles dismounted fix :)
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Ambarenya
Do you guys have any use for new quotes? I have compiled a submod list of over 250 actual quotes from various Western, Byzantine, and Muslim primary sources and would be willing to donate them for the cause.
A few excerpts:
Βασιλεὺς Βασιλέων Βασιλεύων Βασιλευόντων; "King of Kings, Ruling over Rulers". - Motto of the Palaiologos Emperors
The tzangra, or crossbow, is a weapon of the barbarians. The unfortunate man who is struck by it dies without feeling anything, so strong is the force of the blow. - Anna Komnene, The Alexiad
The city is fallen and I am still alive. - Constantine XI Palaiologos, his last words at the Fall of Constantinople (1453)
Death is inevitable, therefore one should not pre-occupy the mind with it. - Muhammad ibn Zakariyā Rāzī (Rhazes)
An ignorant doctor is the aide-de-camp of death. - Ibn Sīnā (Avicenna)
Ragnvaldr had these runes carved; He was in Greece, and was Commander of the Guard. - Inscription on a Varangian runestone
The wolf howls from the distant hill; To wolf and raven in the distant East. - The Saga of Harald Hardrada
Then I saw a new Heaven and a new Earth. The former Heaven and the former Earth had passed away, and the sea was no more. - Revelations 21:1
Even as the fingers of the two hands are equal, so are human beings equal to one another. No one has any right, nor any preference to claim over another. You are brothers. - The Prophet Muhammad, his final sermon
maybe it will be cooler if add more medieval art from various sources (especially from eastern european, middle east, etc), because many arts displayed in loading screen is based from western european source
well, but the problem is copyright issues
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Re: SSHIP - General Discussion
Yes I would like to play a Late Era SSHIP campaign too in the future :yes:
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Re: SSHIP - General Discussion
Any idea when the next version will be out? I'm afraid to start another campaign as I will probably have to start over when the next version is out.
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Re: SSHIP - General Discussion
It will still take some time, as we're implementing BC units and redoing rosters (mostly muslim).
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
MWY
It will still take some time, as we're implementing BC units and redoing rosters (mostly muslim).
Thats great news.
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Re: SSHIP - General Discussion
when playing rum, when (or what year) can you recruit turkish crossbowman, turkish ghulam cavalry, ottomon infantry and janisary heavy inf? crossbow and ghulam in custom battle are written as early units, but i cant recruit them early on. and in what year do u get gunpowder siege equipment?
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
trenktas
when playing rum, when (or what year) can you recruit turkish crossbowman, turkish ghulam cavalry, ottomon infantry and janisary heavy inf? crossbow and ghulam in custom battle are written as early units, but i cant recruit them early on. and in what year do u get gunpowder siege equipment?
Bombards are available around 1250 in some area while most factions should have them by 1300. Heavy Janissary infantry is available for Rum around 1390.
Rum will have regular ghulam cavalry in the next release- I can't remember when they get Turkish ghulams currently. Probably Turkish crossbowmen will be sort of a genoese crossbow for the east but we haven't completely decided yet on all rosters though we are getting close to a full list of cuts and what we will import from BC and maybe 1-2 other mods if we can get permission.
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Re: SSHIP - General Discussion
thank you. and can't wait for the next update
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Re: SSHIP - General Discussion
Hi Folks, please note that the Download thread has been updated with a new link by which you can get the SSHIP v0.8.2 full install. Note that this is just a .rar file for now until I have time to make a new installer.
Also, I take this opportunity to announce that Kahvipannu is joining our team. He will work mostly on unit models and textures. For those who don't know him, he made some units originally for SS7.0. Instead to loose his models, Kahvipannu kindly offered us to share them with SSHIP. So welcome him!!!
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Re: SSHIP - General Discussion
welcome Kahvipannu! nice to hear that SSHIP team is getting bigger :)
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Re: SSHIP - General Discussion
why do my generals get the trait: leader pays no attention? it leaves my generals with 2, 1 or 0 loyalty
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lifthrasir
Hi Folks, please note that the
Download thread has been updated with a new link by which you can get the SSHIP v0.8.2 full install. Note that this is just a .rar file for now until I have time to make a new installer.
Also, I take this opportunity to announce that Kahvipannu is joining our team. He will work mostly on unit models and textures. For those who don't know him, he made some units originally for SS7.0. Instead to loose his models, Kahvipannu kindly offered us to share them with SSHIP. So welcome him!!!
that's good news
at least i can see unit models and textures, exclusive only in SSHIP
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
trenktas
why do my generals get the trait: leader pays no attention? it leaves my generals with 2, 1 or 0 loyalty
Are they passive or far away from your capital?
May be bringing them back to your capital or sending them to battle will help.
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Re: SSHIP - General Discussion
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lifthrasir
Are they passive or far away from your capital?
May be bringing them back to your capital or sending them to battle will help.
now started sicily campaign and generals had that trait after a few turns. king was in a capital from the beginning, i'll try to take him into battle, fighting rebels just with king didn't help in previous campaign. just want to find out what's the reason for it, to avoid it. but if u always must fight with the king, that's a bit annoying :)
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Re: SSHIP - General Discussion
Your faction leader can get absent minded (which leads to the generals getting the "leader pays no attention" trait) when he doesn't have any "special" abilities. Meaning when hes not very pious, very chivalrous or has a big authority combined with some other factors. That's how it's implemented right now. It's also not revertable for the faction leader if I looked trough the traits correctly. I should probably change that to something that makes more sense or at least make it revertable.
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Re: SSHIP - General Discussion
thanks for the answer. well it's not a bad trait (well, bad, but...), it does add a bit of flavor to the game (just annoying when it happens for a young king) and if it would be possible to make it revertible, would be great. first time it happened i was thinking, what the hell, why the generals are becoming disloyal, couldn't figure out, just kept waiting for him to dye, but he lived long and happy life, not caring whats happening in his kingdom. so the second time i just run with him into rebel spearmen, he died in piece and the kingdom rejoiced :)
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Re: SSHIP - General Discussion
Good to see you're joining this amazing team Kahvipannu. Any chance of a sneak peak of your unit models ?
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Re: SSHIP - General Discussion
Please bring us more Muslim units! :)
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Re: SSHIP - General Discussion
I've been following SSMAP/SSHIP for years and am finally about to start up a game. Thanks for all of the work!
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Konig91
Please bring us more Muslim units! :)
Here's a small preview of the almoravid roster (thanks to gemini units and bc units!) including new christian guard, black guard, african units, berber units, new general, etc. Have fun ;)
http://i.imgur.com/aOrLMIs.jpg
http://i.imgur.com/ihzJUq8.jpg
http://i.imgur.com/BtOOdHN.jpg
http://i.imgur.com/2CpJEpS.jpg
http://i.imgur.com/WmngnoV.jpg
http://i.imgur.com/NTSuasJ.jpg
http://i.imgur.com/GzQhbPR.jpg
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Re: SSHIP - General Discussion
Looks great, brings a tear to my eye :)
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Re: SSHIP - General Discussion
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Re: SSHIP - General Discussion
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Re: SSHIP - General Discussion
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Re: SSHIP - General Discussion
at least less orange for the new Almoravid roster :)
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Re: SSHIP - General Discussion
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Re: SSHIP - General Discussion
Fantastic cant wait :thumbsup2.
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Changing faction's religion
I have a question.
How can i change a faction's religion from orthodox to catholic?
I'm playing Serbia and i wonder if there is a way to change that and play serbia as catholic faction and go to crusades and can be elected to be a pope and so on.
Please tell me how to do that if this is not a problem of course.
Regards ;)
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
jefrey91
I have a question.
How can i change a faction's religion from orthodox to catholic?
I'm playing Serbia and i wonder if there is a way to change that and play serbia as catholic faction and go to crusades and can be elected to be a pope and so on.
Please tell me how to do that if this is not a problem of course.
Regards ;)
Jefrey91, please post that kind of subject in the general discussion thread. We're tyring to keep the sub-forum "clear" for an easier "management" of it. Thanks in advance for your understanding.
Regarding your question, that's not a problem as long as you do the changes for your own use. The reason is simple: making Serbia as a Catholic faction is not historically accurate and so, doesn't match our goal.
Technically, you will need to modify several files. I think the easiest way for you to do it, is to read this tutorial:
http://www.twcenter.net/forums/showt...=1#post2003287
or this one (in which the religion change is explained as well):
http://www.twcenter.net/forums/showt...=1#post3113625
Hope it helps.
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Re: SSHIP - General Discussion
Ok Folks, here is a quick update:
I've finally managed to complete the new factions names update (or entries) in the relevant files between real life imperatives. So, the other guys from the team will be able to merge their stuff with mine.
At present, I'll work on some banners. First, the Fatimids' banners: they're not accurate and I've found some good stuff that I can use. 2nd, the Rūm banners for the same reason. Unfortunately, sources are a lot less numerous and accurate compare the ones for Fatimids.
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Re: SSHIP - General Discussion
Hi guys, playing Denmark and found a misspelling at the unit desciption of royal hirdsmen. At some place during the description, it says "ofr" when it should say "for".
Thx for a great mod.
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Re: SSHIP - General Discussion
Many thanks Mortenstef for pointing this out. I'll check it.
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Re: SSHIP - General Discussion
hey guys! Are you considering about dividing the muslim factions into different sects(shia,sunni...)? That's historically more accurate. Imams then will have to worry about sectarianism in addition to christianity and herasy thus making the game a little bit hard(as a muslim faction) but also more exciting
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Re: SSHIP - General Discussion
That would be good. However, I'm not sure it can be done easily. If I remember well, the game religion limit is 10 and the culture limit is 7. Theoritically, it should be possible but I think it requieres some work.
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Awesome Submod
To the team, appreciate all your hard work delivering us this sub mod. I have been glued to my computer the last week playing it. So good.
Looking forward to new releases.
Cheers,
Chickenfetus
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Re: SSHIP - General Discussion
I think that the provinces Brandenburg and Szczecin, should be independent and should prevail there pagan religion (70-80%), because in these areas at the time(789-1163) lived pagan Veleti. They were conquered in 1160-1663 by allied with Denmark Duke of Saxony, Henry the Lion.
I found the map only with polish subtitles.
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Re: SSHIP - General Discussion
According to wiki, poland conquered Szczecin and the area around it at around 1100.
http://en.wikipedia.org/wiki/Wartislaw_I
Brandenburg was ruled by http://en.wikipedia.org/wiki/Pribislav-Henry, but he was atleast allied to the neighbouring hre.
So I'm not really sure about making those 2 regions rebels.
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Re: SSHIP - General Discussion
According to various German sites and wikipedia, Brandenburg was allied to the HRE since 1127 and the Slav ruler of Mecklenburg a vasal of the HRE from 1147 onwards. Both regions were christianized and integrated into the HRE afterwards until the end of the 12th century. There don't seem to be that many maps online, but this one shows the situation in the 11th century: http://upload.wikimedia.org/wikipedi...d/HRR_10Jh.jpg
Because of the growing expansion of the HRE it seems right to make the region part of the HRE as SSHIP did. It would be OK to make them independant, too, but rather pointless without being able to play a pagan Slav central European faction (as it is possible in Crusader Kings - that would be fun).
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Re: SSHIP - General Discussion
i have been enjoying this submod with my last HRE campaign, however i cannot help but see that the campaign feels painfully slow for the western factions as it takes about 150 turns to get feudal troops, moreover im at turn 260 (year 1252) and im unable to recruit the HRE unique units because they appear too late in the campaign (the same happens with France, Spanish factions, the italians and the english), so im stuck with feudal troops without plate, and it seems i will complete the campaign (playing on H/H) without ever using the unique`s faction roster. I know this is made like this for historical accuracy but i think it would be most benefitial to remove most of those late units (from 1300 and so on) and create new ones that players can use early on.
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Re: SSHIP - General Discussion
It's on its way. Ichon has "cleaned" the EDU, removing these late era units and has obtained quite a lot of free slots. That opens to us more options than I originally thought. However, we will need to create or use new units and it might take a while before it's fully implemented.
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Re: SSHIP - General Discussion
I have a little question about the Mongols and Timur. The vanilla game contains the Mongols and the Timurids, but I can't finde any evidences about the Timurids in SS or SSHIP. Are these two factions now one = Mongols (but they fought each other) or do you just deleted the Timurids. I ask because the campaign ends in 1560 and Timurs invasion happend in ~1400.
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Re: SSHIP - General Discussion
can we know if next release is going any soon ?
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
achilles-91
can we know if next release is going any soon ?
LOL, all mod-forums should have a theme song playing in the background with those words, and "7" as the chorus ;)
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
achilles-91
can we know if next release is going any soon ?
We are working on it right now. Actually MWY has already made some considerable progress so now its Lifthrasir and my turn to contribute in the next few weeks hopefully we'll be much closer to releasable version.
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Re: SSHIP - General Discussion
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Originally Posted by
MWY
I wanted to make at least Szczecin rebel and mostly pagan in earlier versions but historically Poland did control Szczecin in 1100 yet barely that town and some small areas- most of the region was not in Polish control. FP made the decision that since Szczecin was Polish and the city we used to represent that region it should be starting under Polish control but we planned to make rebel events and a couple small rebel armies present to represent the unsubdued pagan tribes still existing there in 1132.
Quote:
Originally Posted by
Krebskandidat
I have a little question about the Mongols and Timur. The vanilla game contains the Mongols and the Timurids, but I can't finde any evidences about the Timurids in SS or SSHIP. Are these two factions now one = Mongols (but they fought each other) or do you just deleted the Timurids. I ask because the campaign ends in 1560 and Timurs invasion happend in ~1400.
Timurids are not present in SSHIP. The faction slot freed up was used for addition of Georgia I believe or maybe it was Rum. Timur invasions that affect the areas in SSHIP actually started before 1400 and depending on how many free units slots remain in EDU after next release it might be possible to add some later era Mongol units and basically recreate Mongol invasion if Mongols no longer exist on map (unlikely) otherwise perhaps an event with Mongols giving some added armies but Timurids were the last great steppe invasions and due to faction limits we decided it is better use to add factions that are relevant before 1380s.
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Re: SSHIP - General Discussion
Have the Mongols been doing any damage (ie: conquering Persia and the Cumans) in anyones' campaigns?
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Sassanid Saxon
Have the Mongols been doing any damage (ie: conquering Persia and the Cumans) in anyones' campaigns?
in my HRE campaign they took over half the map in 50 years (year 1280), and now it seems their momentum is waning, however if you are playing as the Seljuks, cumans, or russians, it might be close to impossible to survive the horde. At one moment they had over 50 armies.
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Re: SSHIP - General Discussion
Glad to hear the Mongols do something now. Last long campaign I played they appeared and all sat around having some sort of a massive military expo at the far east of the map. Never threatened anyone !
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Sassanid Saxon
Have the Mongols been doing any damage (ie: conquering Persia and the Cumans) in anyones' campaigns?
in my Georgia campaign, the Mongols had sacked the Seljuks in Persia, but leave the Cumans
when the Mongols appears, it only at war automatically with the Seljuks and the Cumans, that's different in previous version
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Re: SSHIP - General Discussion
First--love this mod. The campaign map is gorgeous, and I like the new regions a ton. Are the Byzantine units significantly more expensive than other factions'? Castrophylakes for 1500, with their not-great stats?
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Re: SSHIP - General Discussion
No, all units are more expensive compare to the original game to reflect their real cost at that time.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lifthrasir
No, all units are more expensive compare to the original game to reflect their real cost at that time.
Can you change the unit size as well? For example double them... 150 Milita => 300 Milita? Because I like huge battles and I like your mod. Also it would be more realistic then and reflect the real dimension of such battles [Battle of Arsuf (1191) ~20.000 vs 25.000; Battle of Bouvines (1214) ~20.000 on each side; Battle of Legnica (1241) ~10.000 vs 8000; Battle on the Marchfeld (1278) ~30.000 on each side; Battle of Agincourt (1415) ~9.000 vs 20.000...]
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Re: SSHIP - General Discussion
You can do it by yourself by 2 ways:
- The 1st one is to change the unit size in the game settings. You can set the unit size to "huge".
- The 2nd one is to change the unit size in the EDU. If you don't know how to do it, I recommend that you read this. If you still don't know how to, let me know.
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Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lifthrasir
You can do it by yourself by 2 ways:
- The 1st one is to change the unit size in the game settings. You can set the unit size to "huge".
- The 2nd one is to change the unit size in the EDU. If you don't know how to do it, I recommend that you read
this. If you still don't know how to, let me know.
I already play with huge size and units have ~200, 150 or 60 soldiers
Surely I can change the export_descr_unit.txt but then I have to do it all the time, when you release a new version of SSHIP and this is a lot of work to do, for every unit. Isn't it easier to encrease the unit multiplier. I found a multiplier mod here but I don't think he is compatible with yours.
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Re: SSHIP - General Discussion
Well, the main problem is that I'm not sure that everybody wants to play with that amount of units. For instance, if your computer is not that powerul, then you will probably have a "jerky" game during battles. Unfortunately, we can't make a version for the tastes of each person.
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Re: SSHIP - General Discussion
Been playing a campaign as Venice for about 70 turns now, gonna post a few thoughts and issues/suggestions:
-The AI seems unreasonably aggressive. I had exhibited no aggression to anyone except for conquering the rebel cities of Verona and Bologna, and Pisa, Sicily and the HRE declared war on me in the space of a few turns. Since we're going for historical accuracy here, I doubt you would see powers "ganging up" on someone in such a manner in history.
-The Pope is, of course, a douche, and excommunicated me when I dared to attack Florence after holding off three Pisan sieges of Bologna. I know this has always been a problem in Medieval II so I dunno if you have the power to fix it.
-All the small, one province factions have been able to expand and continue their existence, which is great. Serbia expanded very rapidly, though they are now a protectorate of the ERE. The only one that was a bit disappointing was Georgia - they forged an alliance with the Cumans, but haven't expanded significantly, even leaving a rebel city right next to them unconquered, and were very quickly made into a client state of the Seljuks.
-The Crusader States survive! They lost Acre and Jerusalem, only to reclaim them. They also got Damascus in a Crusade - both Hungary and Poland captured it in separate Crusades, only for it to rebel a few turns later. This should perhaps be addressed - possibly through a "give settlement to the Crusader States" event? It also has the usual issue of a huge foreign army marching all the way to the Middle East, only for another to take the city and for it to turn and march all the way back. Some way to encourage them to stay and fight their war with the Arab powers would be great to see.
-The Sicilian Miles Pedites unit moves around in a bizarre way, with their shields not held as shields, but facing upwards... you'll have to see for yourself to see what I mean.
-What is up with the Mercenary Frankish Knights' helmets?? They look crazy!
-In general, AI warfare seems a bit off. I often see nations go to war and then ceasefire one or two turns later. They rarely have an army capable of taking a city.
-I did, however, love what the HRE did to me - with my armies invested in Pisa, they attacked Milan and, rather than conquer it, forced me into becoming a vassal. They then attacked Poland, as my alliance with the Poles would inevitably be broken. I thought that was really clever (if perhaps coincidental). But then they laid siege to Prague, and then ceasefire a turn later.
-Armies rebel too easily, and in the case of some factions, this has ruined them. Scotland lost Edinburgh, and the army sent to reclaim it rebelled - now they have hardly any troops. Norway and Denmark were at war, and a Norweigan army rebelled - now they have hardly any troops. It is pretty devastating to lose an army like that when it costs so much to build a new one.
-Pretty much everyone is next to broke all the time. No one seems to be able to break around 20000 in the treasury.
-Plagues are absolutely devastating. One killed 40,000 people in Venice alone! Population growth afterwards made up for it, and I accounted for it as people leaving then coming back. But still, pretty violent.
-Public order is still very difficult to maintain. Building public order buildings and recruiting garrisons costs a lot, especially with low taxes to increase order. You want to be focusing on economic buildings, but can't because of order. It's very tough, but a welcome challenge. I feel it should be less of a penalty if the culture is the same - so for Venice, southern European.
-Should the Cumans have the Middle Eastern voice? It feels weird to hear them refer to Sultans etc. I think the Russian culture is more suitable?
-Some factions do not have voices at all, and sometimes entering diplomacy will see not even any text.
-What is the factor that makes Order Knights recruitable? Sometimes they completely vanish from the production menu, not even just greyed out - they're completely gone. Are they only recruitable during Crusades?
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Re: SSHIP - General Discussion
Some units have an animation issue and appear weird on the battlefield. I have to fix it when I can.
Same remark for missing voices.
For rebelling armies and public order, I think it's due to the capital distance factor. Unless I'm wrong, it should be adjusted in the next release.
For Order Knights, you need to have a good reputation with the Pope over wise, you can't recruit them.
For Cumans, I'm not sure if Russian culture would be better. I have to look at it.
Regarding Venice, I think what happened to you is quite realistic, considering that originally, North Italy was part of HRE and then that most of the Italian cities were at war against each over. It never last for long but was quite often anyway. Playing as Venice, I would make an alliance with Pisa or Sicily and then go to destroy the other one. Once you have a strong position in north or South of Italy, you can choose to expand wherever you want.
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Re: SSHIP - General Discussion
Is capital distance a factor in rebelling armies, or just general loyalty? I had an army rebel in Romagna province which is next door to the capital so.
Ah, I'm too determined to rule all Italy than ally with one of the other city states :P had the HRE not offered me vassalage though I would have likely been destroyed. Of course there is still weird diplomacy issues, Pisa refusing to accept a ceasefire when they have Cagliari and not much else. Speaking of which, it does kinda sadden me that there is no settlement on Corsica. The HRE has so many settlements and potential for expansion perhaps they should have one taken away for balancing issues? Otherwise they're totally dominant and this isn't really reflective of their fractured nature (though I understand representing each of the small states that made up the HRE is next to impossible).
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Re: SSHIP - General Discussion
I'm not quite sure what's causing the army rebellions. I've actually never EVER had one myself in SSHIP. That's why I lowered the overall loyalty of generals a bit with the last patch.
Diplomacy is not always based on the settlements they have left. With only one settlement, you should be able to vassal them though.
Hmm about the HRE.. they could have many more settlements, historically the HRE was full of small but growing towns/cities at that time. The weren't that dominant in europe at the time as in SSHIP (although the dominance is mostly overtaken by france pretty soon) because they had mostly internal conflicts/fight for power etc. We can't really reflect that in SSHIP (yet) sadly. But I think gameplay wise it's a good challenge for the player to actually have a faction they need to fear at the beginning.
If you get the system that you actually have to pay some countries to keep relations at a level so that they don't attack you, it's really not that hard. I personally think the AI works pretty well right now. The problem is, I wrote it, so obviously I understand how it works. :D
Basically, if you keep the relations with the hre reasonable, you got a pretty good chance of keeping the peace. But you also need to watch your (global) reputation. If it drops too low (sacking, exterminating, executing too much), you're basically a target for every faction. Being excommunicated obviously doesn't help either. ;)
Cumans were turkic people, so having the middle eastern voice.. well it's not perfect but the eastern european wouldn't be that much better I think.
Order knights are recruitable when your (global) reputation is atleast somewhat around "mixed" and you're not excommunicated.
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Re: SSHIP - General Discussion
I see, thanks for clearing those things up :) a lot of what you say does make sense. However, the way the global relations system works is sooooo flawed (not your fault, it's Medieval II's). Trieste rebels from HRE, I get a mission to take it (the rebels are even Venetian rebels) and laying siege leads to about 5 relations with different factions dropping to 'poor'. Sicily lays siege, I beat their army - relations with about 8 factions drop to 'poor'. Allied with Hungary, relations drop to 'poor' for seemingly no reason. I'm constantly roaming around with diplomats, giving out map information etc to try and boost relations, to little avail.
Paying other factions is all well and good, had I any income to spare :P I had a bank of about 6000 and was richest faction...
More instances of rebellion (I toggle_fow every now and then to see how other factions are doing):
-Sicilian army attacks Ancona, turns rebel within a turn.
-Dyrrachium rebels, ERE army sent to reclaim it turns rebel as soon as it enters the province.
-Fes and Marrakech both rebel, Moorish armies rebel as soon as they enter provinces - so troops from Algeria etc can't get into Iberia.
-Novgorod armies consistently turning rebel as they go from Turku into mainland Russia, leaving Novgorod to be dominated by the Rus and Lithuania.
I think spawning more rebels is better than this, though if you haven't had the same issues then it could just be a bug...
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Re: SSHIP - General Discussion
About the western overhaul of units that u implemented. I personally dislike it affecting the scandinavian factions, cause it feels very out of place for that being the 12th century compared too other units who looks more vikingly. But maybe this is a matter of taste or maybe u got other plans for this in next patch :) but I think u should keep the units rosters that u had before.