No, I'm talking about campaign_script.txt from the \Steam\steamapps\common\Medieval II Total War\mods\SSHIP_098\data\world\maps\campaign\imperial_campaign\
you can see here in the "Table of...
Type: Posts; User: Jurand of Cracow; Keyword(s):
No, I'm talking about campaign_script.txt from the \Steam\steamapps\common\Medieval II Total War\mods\SSHIP_098\data\world\maps\campaign\imperial_campaign\
you can see here in the "Table of...
That's Macaras' stuff.
That's what I've noticed - Novgorod relieving Revel and besieging Vilnius at the same time. It' how it should be done by the player himself, the AI is really good here.
BTW, I've recently played two...
I've checked this and also experience the same typa of crash :(
I've also experienced crash with at turn 125, but from the file with 127 I could progress to 128.
on the kostic's trick: no, the AI behaviour is defined in the campaign_script.txt, not in the...
It was a false alarm, the mailed knights are well in the game, after the releavant event:
thanks, will be fixed in the next version
this is probably for @kostic as it's related to the units on the battlefield
export_descr_character_traits.txt - in the /data folder
Ok, now I understand. It's intended: it's quite historical: people would get sick if staying in one place and besieging for a long time. From the gameplay perspective it's a way to dissuade the...
Sick general - I didn't know it's an issue. It is for the agents, but for the genrals?
Turncoating - very good! It's the feature. One needs to pay close attention to loyalty.
Dying in the first...
I'm very very much in the same way of thinking! Are these already in the EDU and other files, with the necessary graphical ones? If yes, I'd add them to EDB to be recruitable.
That's absolutely possible (as eg Broken Crescent has shown) and I'd love to see it - the only issue is: who would code it? This would be a major task for somebody. It should be a submod first to...
one turn after
You're right there might be bugs, alas.
Camp looted - this is interesting and might indeed be a bug. If somebody else can confrim this, I'd devote time to study the code.
I'd say: not in the foreseeble future.
It means "I have the whole lot of ideas but I have no clue when I'd have time to implement it"
It depends on the RL events - once I have more time, I'd work on the mod, also on the KoJ reforms. I'd...
It's under control:
Go to the /data/export_descr_character_traits
then study the file.
For instance, search ";======== MILITARY traits" and see then various tratis and their levels.
"Effect Command 1 " - means one...
Looking forward!
The nomadic buildins were beefed up, and there's a special Holy Place building chain in the Near East.
I think the descriptions for Var you've produced are included.
perhaps you mean two different units. The Arab Infantry is unavailable for the Abbasids. In the EDU:
This is a base rebel mechanism, not scripted in the SSHIP (at least: not after ver. 092).
No - you cannot kill a character by script. The kill_character console command doesn't work, afaik.
Frankly speaking, I don't remember. However, I'm not sure the javelins were historically so important for the Medieval battlefiled. In the SS (and in the EBII as well) I hate the WWI-style artillery...
yes, both changes seem reasonable indeed.
@kostic, from your point of view, what do you think?
by design, these are alternatives: factions get access to one or the other.
yes, indeed, it will be
Yeah, the AI should get less recruitment boost indeed.
The game should play differently now: as you can get a lot of money from personally winning difficult battles (please, report on the Camp...
For the moment - just enjoy the current new regional buildings!
In the future - yes, I have plans. Including Italian Traders (I even created an icon for the Ragusa unique building), and the gallows...
Upload a save, I'll have a look.
In the EDA:
;========== Crown of LEVANT ==============================;
;------------------------------------------
Trigger crown_jerusalem_Lands_Conquered
...
@kostic - the map-last-picture usually lingers while the script moves forward. I think it's already France's turn.
@Mocho41 - I'll upload a new version very soon, wait a moment... it's there!
Hi Kostic, adding the script will take some time. Also verifying if everything works ok will be time-consuming.
However, these units are integrated in the game and we'll be able to test if they work...
In the first entry to this thread, there's a kind of preview of the next version. The release is approaching, it's closer than you think.
https://i.imgur.com/J7Vh31Z.jpeg
What does this...
On of the reasons I'm collecting the save games from the players (see here, that's plenty, I think) is to see the factions evolutions and whethere they have systematic advantage over the other...
As Napovanni has indicated, you can marry off your Princess (naturally born, or just spawned by the very script this thread is devoted to) to a general. However, if that general marries a foreign...
As dozens (or hundreds) of the other important castles from the Middle Ages, it is not singled out. This is due to the scale of the game.
Perhaps a slightly different set of factions.
Some modding would be required for the recruitment part.
But the bulk of work would have to be devoted to adjusting the scripts - these are mostly set...
Nope, it's not included. One would need to edit the EDCT or maybe just the associated text file. Great start for the modding addiction.
Kerak is planned to be added as one of the unique buildings for the Military Orders' builiding - the plan is here.
Marienburg (Prussia)
Calatrava (Toledo)
Crac de Chevalliers (Tripoli)
Temple...
ad. 1 - not really. I've got an internal one, but it's pretty inactive, no entry for weeks.
ad. 2 - the intermarriages are passed through the "Blood" trait, not ancillary. You can indeed indeed...
@Macaras, have you just copied these files into our working copy or you've integrated them?
EDIT: ok, I see, you've just copied it. It's not a right way to integrate the files as there're...