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  1. Re: [AWARD] Withwnar for Legio 501st Modder (Gold)

    I do enthusiastically support. Withwnar is an exceptional modder, helping us all.
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    Re: About General unit transition

    For the recruitable generals, it's EDB. For the other ways - I don't now.

    ; General SPAIN ARAGON PORTUGAL landowners5...
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    Re: SSHIP - General Discussion

    I'm away from my main computer, and on the secondary it crashes.
    Maybe you, @Belovese or @Macaras or @kostic, could check?
  4. Sticky: Re: HOME RULES that prevent exploiting the M2TW engine deficiencies

    I think this should constitute another homerule: you shall not put two units of pikes in the same space.
    I wonder if not allowing using pikes in the streets shouldn't be a part of this rule.


    ...
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    Re: SSHIP - General Discussion

    it crashes for me during loading. might be related to my build.
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    Re: About General unit transition

    As far as I know, the new generals (coming of age, recruited, married, man of the hour) will come with Late Bodyguards.
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    Re: About General unit transition

    From my side:
    ad.1 - yes, you've have both Early and Late for some time at the same time. This is nothing unusual, it will be the case also for the normal units: they overlap.

    1st...
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    Re: ABBASIDS

    I would think it to be easier but still not very easy. The most laborious issue would be the adjusting the EDCT (the file where traits are defined). Many traits are awared based on religion. Then...
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    Re: ABBASIDS

    I think this a good opportunity for a submod to the SSHIP.
    You'll have to answer yourself many questions, including: which other settlement is to be removed, how to change the impassable tiles into...
  10. Re: Trait for Adopted and Recruited Generals

    You can have the same traits in both situations, but you need to make separate triggers to give them initially. Eg in the SSHIP


    ;------------------------------------------ OfM STARTERS
    Trigger...
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    Re: SCANDINAVIA (Denmark & Norway)

    Thanks, @Stivanderen. The Danish economy might need a review. The money made of fishing is reflected in the Hanseatic building that is available on the Scandinavian coast.
  12. Sticky: Re: BGR-V 20150324. Byg's Grim Reality (Supply & Command Series): Guides, Updates & Optional Extras

    iirc, Byg disabled all traits other than his so you need to live with it. Actually, it was the main reason I haven't played BGR-V more than once, and why I perceive BGR-IVE to be better than the...
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    Re: SSHIP - General Discussion

    I don't know. I still need to get to study the system, it was created some years ago by somebody else.
  14. Re: The Great Conflicts main discussion thread. Please post here!

    Did the large armies travel by sea at that moment of history? (I mean: "large" in terms of the scale of the game/mod)
    From what I've read they used to move mostly overland. It was not the time of...
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    Re: SSHIP - General Discussion

    He's a Regent.

    Otherwise, nice to see that the traits I've modded some time ago (Rex Siciliae, Maritime Interests, etc.) do work B-)
    Too much money remains a problem...
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    Sticky: Re: SSHIP - Bugs Reports & Technical Help

    Upload a save, it's always easier that way.
  17. Re: Will there be a mini-release to neuter the new AI?

    is changing the number of movement points in descr_character save-compatible? I've modified them but the save doesn't work, while a new game does.
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    Sticky: Re: Bugs Reports & Technical Help

    for whatever reason I haven't experienced any crash. Here is turn 38.

    Thanks for this save - it's very informative for me.

    Do you remember how has it happened that you've got a small church in...
  19. Re: Will there be a mini-release to neuter the new AI?

    I'm more interested in save-compatible fix for the movement points to prevent teleportation...
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    Re: SSHIP - General Discussion

    @Olaszv and @ xeron22 - maybe you'd have some spare moment to write a short info about your campaign and upload a few interesting pics - in this dedicated thread :-)
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    Re: Question Regarding Modding Events

    you may download the SSHIP and have a look at the files - I've included some hints for the potential moders.
    obviously, a lot of threads on the TWC describe certain issues in very fine details
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    Re: Question Regarding Modding Events

    everything you've described can be done but you need to get a bit of experience and knowledge.
    events defined in descr_events fire only once so it's not really a good idea. there're also no scripts...
  23. Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    It's wonderful news that you, WG, are back again!
    JoC
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    Sticky: Re: Bugs Reports & Technical Help

    You're both right: it should be 11400 :-)
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    Re: I

    We've got something like this in the SSHIP (well, perhaps a legacy of SS). It fires not periodically but depending on the FL trait, but it's easily adjustable to your wish - would be based only on a...
  26. Re: Shieldwall Overhaul: The Population Update

    I keep my fingers crossed you, Guys, would make this mod with those fancy mechanics! Pop system is awesome.
  27. Re: The thread for horrendous suggestions

    You've actually forgotten Macaras & JLMP ;-)
  28. Re: Suggestions on a book on Ptolemaic Egypt?

    If you're interested more in the more advanced academic books then Fisher-Bovet's book might be for you,
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    Re: SSHIP - General Discussion

    That's a good observation. Some measures are taken in 098 to counterbalance this mechanism:
    - the pop requirements for an upgrade are the same for both cities and castles,
    - some pop mali are...
  30. Re: Settlement Population Limits & SettlementPopulationTooLow Condition

    What do you mean by "max limit"? In absolute terms? In the SSHIP we've had 150k - it always depend on the code in descr_settlement_mechanics
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    Sticky: Re: Titanium - Bug Reports

    Looks like a wrong installation. I've played it and haven't experienced many crashes.
  32. Re: Ports and trade fleets are bugged it seems

    ;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ SEA TRADEbuilding sea_trade
    {
    convert_to castle_sea_trade
    ...
  33. Re: Ports and trade fleets are bugged it seems

    I've replicated your code, and still only 3 exporting trade fleets...
    I've deleted all sea_trade buildings but in one my city to replicate that in your case only Athens export to Constantinople, and...
  34. Re: Ports and trade fleets are bugged it seems

    I cannot replicate your results. I have the highest levels of port and wharf, with both having trade_fleet 4 , and the outcome is: 4 import fleets, and 3 export.
    I'm also using the Steam version.
    ...
  35. Re: Scripts that are or will be in the SSHIP

    If anybody would do it, it would be included. But I haven't seen any wish of anybody to make all necessary changes. On my side, I may adjust the buildings and scripts, with the traits would be more...
  36. Changes in descr_names.txt - are these save-compatible?

    Hi Guys,
    Changes in descr_names.txt may be deer or just superficial:
    (1) some names that appear a few times in the file are deleted (so the frequency of their appearance will change, but nothing...
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    Re: New hardcoded list

    Trade fleets: in Gigantus testing: export is max 3 lines, import is max at 4 lines. Plus they're hardcoded to the port buildings. The land connections only prevent the sea trade from being...
  38. Re: [Release]KCC (Kostic Chronology Costumes)

    KCC is included in 098
  39. Sticky: Re: Announcement: Europa Barbarorum II 2.35A R3.5 released!

    I'm curious how does the Hayasdan play now? Before it was super easy because the peace with the Seleukids made it's back safe (plus the units are of very good quality). How it is now, is the White...
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    Re: RafSwi7's screenshots

    I don't like his eyes. There're no pupils, and also no that small reflex of light that makes any eyes lively.
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