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    Re: [F] - RUS (Kiev & Novgorod)

    Thanks Mate :bow:
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    Re: [F] - RUS (Kiev & Novgorod)

    I'm fine with thse :yes:

    About the factions' names, should we proceed as follow:
    Novgorod: Novgorodskaya Zemlya
    Kievan Rus: Russkaya Zemlya

    I also like the idea posted by Lurker in the other...
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    Re: SSHIP - General Discussion

    Gentlemen, the 2019 Modding Awards are live!

    Please check the Modding Awards Forum and nominate your favorites but don't forget to check the Rules before nominating! :D

    It will take 5-10...
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    Re: [F] - RUS (Kiev & Novgorod)

    True but they were not Norse (meaning Scandinavian). However, they might be a good option as specific mercenaries for Novgorod while Pechenegs would remain specific to Kievian Rus :hmm:
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    Re: SSHIP - General Discussion

    There's no specific script for that as far as I know. Check your buildings. you may have built one with negative impact on your public order or have brought a general with bad traits :hmm:
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    Re: [F] - RUS (Kiev & Novgorod)

    I don't think it would be accurate and, in addition, Saxon Huscarls were already outdated in 1132 AD. That unit shouldn't be in SSHIP actually. So, all in all, my answer in no for such "fancy" unit.
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    Re: [F] - RUS (Kiev & Novgorod)

    I can't find any evidence of the use of Scandinavian mercenaries, at least, after the 11th century and even then, it seems that most of these people were actually Anglo-Saxons fleeing the Norman...
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    Re: [F] - RUS (Kiev & Novgorod)

    Thanks for that. Goroden is also known as Grodno or Hrodna (in Black Ruthenia - Belarus nowadays - see here for more details).
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    Re: [F] - RUS (Kiev & Novgorod)

    That's possible. The text I've read wasn't particulary clear and I might have been confused.
    Anyway, the idea would be to restrict these to Kievan Rus and to share others with different rate of...
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    Sticky: Re: Bugs Reports & Technical Help

    I think that the point behind this is to bring conditions to the player but not for the AI. So if I got it right, removing it would lake things harder for the AI by introducing conditions, something...
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    Re: [F] - RUS (Kiev & Novgorod)

    Thanks for the clarification. That's interesting :hmm:

    On another topic, it looks that both factions had quite a similar army mostly based on a core of elite units, Druzhina and a bunch of...
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    Sticky: Re: Bugs Reports & Technical Help

    Thanks Gig :bow:
    Will have a look at it when time permitting.
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    Sticky: Re: Bugs Reports & Technical Help

    The event counter "is_the_player 1" is the issue. As far as I got it, MWY made it to have the condition only applied for the human player. However it doesn't work correctly that way. As Gig said, an...
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    Re: [F] - RUS (Kiev & Novgorod)

    Easy guys :D
    The point here is just to find the best way to represent these 2 factions in game, not to decide which source is right or wrong ;)
    In any case, thanks to you both for your inputs :bow:...
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    Re: Novgorod fixes for SSHIP 0.9.6

    Once you have reached 25 posts, you should be able to edit them ;)
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    Re: Novgorod fixes for SSHIP 0.9.6

    Interesting. I'll have a look at it. Thanks for your work :bow:
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    Re: [F] - RUS (Kiev & Novgorod)

    :doh: my bad. Looking through all thezse symbols made me confused. The one I was refering to is the original M2TW symbol for Russia which is as below:
    ...
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    Re: [F] - RUS (Kiev & Novgorod)

    I'm just talking about the faction's symbol, not the banners. So, actually, that's not so compicated to do. The actual symbol for Novgorod is based on an old representation of cavalry banners from...
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    Re: [F] - RUS (Kiev & Novgorod)

    Yes, it's possible to introduce such feature. But, agree, that's not priority for now.

    Edit: About a possible change of the Novgorod faction's symbol, I've found these:
    ...
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    Re: [F] - RUS (Kiev & Novgorod)

    Again, I agree with you about the blood lines which should both have the same origin. Thanks again for the info/confirmation. I'll look at how to represent that in their family tree ;)

    But we...
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    Re: [F] - RUS (Kiev & Novgorod)

    Unfortunately, there's no so many options to represent the Kievan Rus realm collapse in an accurate way in game :(

    Anyway, I'm fine to keep a monarchial system for Novgorod. Should we implement...
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    Re: [F] - RUS (Kiev & Novgorod)

    Following the original discussion about the Rus titles, here is my summary (I can be wrong through :hmm:):

    1. For Kievan Rus: Faction's name should be: Kyev'skaya Zemlya

    Use traits or retinue...
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    Re: SSHIP - General Discussion

    No worries. Actually the subforum about factions, guides and infos is quite new. We're just trying to organise things to let the player find what he needs easily. This is still not perfect but it's...
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    Re: SSHIP - General Discussion

    @ Lurker, thanks for your inputs and info. There's a dedicated thread about these factions here. Feel free to post your info/suggestion, remarks there. Meanwhile, I can copy your post in there if you...
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    Re: SSHIP - General Discussion

    In VH/VH, all SSHIP features are optimized.
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    Sticky: Re: Bugs Reports & Technical Help

    Can you confirm that you're using the last patch released last week?
  27. Sticky: Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

    Check the Workshop. I'm sure you'll find something useful in there ;)
    We usualy don't answer to modding related questions here as that's the purpose of the Workshop actually.
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    Re: SSHIP - General Discussion

    Anything from H/H and above is fine. VH/VH is supposed to be the best. However, it really depends on your tastes ;)
  29. Sticky: Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

    Just because we're not enough dev with not enough free time to do such task ;)
  30. Sticky: Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

    If not 500, we should be very close to that number :tongue:
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    Re: SSHIP - General Discussion

    :huh:
    That's actually good as long it happens randomly ;)

    @ JoC, how your work on traits affects the AI generals? Is it working the same way as for the human player?
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    Sticky: Re: 2019 Member Awards - Winners Revealed!

    So, if I got you right Flinn, the awards were all organised/done by Lollie :laughter:
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    Sticky: Re: Bugs Reports & Technical Help

    Noted for the mine. Thanks ;)
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    Sticky: Re: 2019 Member Awards - Winners Revealed!

    Many thanks for all of those who took the time to nominate and vote :bow:
    Congratz to all winners :thumbsup2

    PS: Special thanks to Flinn to have supported my inefficiency as committee member...
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    Sticky: Re: Bugs Reports & Technical Help

    We haven't touched that file (descr_campaign_ai_db.xml) as far as I know.
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    Sticky: Re: Bugs Reports & Technical Help

    Our main concern is: we have noticed that the AI tend to keep alliances where it used to break them a lot more often in the previous version. For instance, playing as Scotland, I managed to keep my...
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    Sticky: Re: Bugs Reports & Technical Help

    The idea behind your reputation is to represent how others see you. So, basically, the more powerful your faction becomes, the more others can see you as a potential treat. I agree that the actual...
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    Sticky: Re: Bugs Reports & Technical Help

    How is your reputation? Did it happen everywhere or only for specific setlements?
  39. Sticky: Re: [Release] SSHIP v0.9 downloadable - 19th of January 2016

    Yes, it will be overwrited. However, as said by JoC, you can make 2 installations, 1 for SS and 1 for SSHIP.
    Install SS once. Rename the folder and amend the shorcut accordingly. Install SSHIP on...
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    Re: SSHIP - General Discussion

    For those who haven't noticed it yet, JoC has released a new patch (see here). It should be save game compatible if you're already using the previous one. Please, rep him for his good work :yes:
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