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  1. Re: Help me minimize the Byzantine Empire Territory

    Hi Cigar,
    At the moment no one of us in the dev team deals with the family trees. They've been fixed by VineFynn for 096, but he's vanished in the RL. So there's no expertise among us to help you....
  2. Re: Help me minimize the Byzantine Empire Territory

    Should be quite simple - you need to change descr_strat.txt. Move cities and armies to the slave faction part. Check in EDU if slave faction has access to all units, the names should be ok (but I'm...
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    Sticky: Re: Screenshots / Empires' Maps Thread

    This is an interesting insights for me. It means that
    1. AI shouldn't be able to recruit bodyguards (they fill in the limit and no children are spawned)
    2. the initial family tree should be full of...
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    Sticky: Re: Bugs Reports & Technical Help

    this requirement is valid also for the Byzantines. The Bellovese code won't work in your case.
    open export_descr_building.txt with Notepad++ (WordPad will do as well, but not Note), search "and...
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    Sticky: Re: Bugs Reports & Technical Help

    Yes, well spotted. One cannot build logging camp in the steppes, and as result no wooden wall. I need to think it over and change it.
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    Sticky: Re: Bugs Reports & Technical Help

    I may still not understand.. but isn't this ok?
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    Re: Deadlier Plagues?

    a settlement trade is closed during a plague - this removes the trade income of this settlments but also exports from the other provinces. If you've got a great city (Constantinople, Alexandria etc.)...
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    Sticky: Re: Bugs Reports & Technical Help

    Do you happen to have the save before this had happened? It'd be very interesting to see it. And yes, this should not has happened.
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    Sticky: Re: Bugs Reports & Technical Help

    The SSHIP does have your solution, Gigantus.



    ----------------------------------------------------


    So for this code

    NumBuildingsCompletedFaction and I_NumberOfSettlements do work,...
  10. Re: Strategic Map Gameplay - compared to SSHIP

    As the mod leader of the SSHIP I must admit that I find EBII immensely superior as far as the scripts and historicity are concerned, and I wouldn't compare these two mods. The SSHIP is simply much...
  11. Re: Questions regarding Civil Wars and Difficulty Level

    HRE is so powerful at the beginning that the challenge of playing this faction is to find a way to cope with the usurpers. This is the feature, not a bug.

    Having said that I keep on admitting that...
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    Sticky: Re: Bugs Reports & Technical Help

    Actually, Noble Lady Spawn is not so heavy, it's a monitor with 35 ifs. It fires after turn 50, when many other scripts were terminated.

    Deletion of the Difficulty set-up section disables a lot of...
  13. Re: Questions regarding Civil Wars and Difficulty Level

    ad. 1 - exploring the Civil War system is still a work bo be done. Gameplaywise, I'd find making killing the usurper un-historical, but other ways to prevent him from becoming FH (buffing up other's...
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    Sticky: Re: Bugs Reports & Technical Help

    @kaiser29: I'd guess it's not the reason for a CTD. In my experience, the line reported in the log is usually shifted a bit in comparison to the one reported. Then the reported error is usually the...
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    Sticky: Re: Bugs Reports & Technical Help

    between papal and rebel - it's a rebel turn


    @michal - it looks like the emergence script fails again. There's a stochastic element there, doesn't reload work?
    upload the save, anyway (I...
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    Re: [F] - BYZANTIUM (Politeia ton Rhomaion)

    I'll drop you a line when I get to the Greeks.

    I meant that I've added some names eg. for Kara Khitai movement and lack of these names may prompt crashes.
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    Re: [F] - BYZANTIUM (Politeia ton Rhomaion)

    yeah, I've got it on my to-do list.
    However, you files may crash the game - I've added some names iirc (but I'm not sure).
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    Re: SSHIP - General Discussion

    I've always thought that Merchant Cavalry is a crappy unit...

    anyway, in some areas MC is replaced with other units

    building guild_merchants_guild{
    levels merchants_guild m_merchants_guild...
  19. Re: Trebuchets and mangonels - recruited only as mercenaries?

    I imagine it would be possible with the script but I haven't done it yet.

    You know my opinion: at the moment the situation (T&M recruitable only by the player, movement range 50% of the infantry...
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    [Tool] Re: Bovine M2TW Checker

    Frankly speaking, I don't know.
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    Sticky: Re: Bugs Reports & Technical Help

    Two brother adopted errors don't cause the game to crash.

    In my experience, it's very, very easy to make a small error that at some point ends with a crash. Especially with the events file, EDB is...
  22. Re: Scripts that are or will be in the SSHIP

    Perhaps possible. However, at this very moment nobody deals with the rebel spawn. JLMP had it in mind, iirc. Lusitanio would perhaps know.
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    Re: SSHIP - General Discussion

    Me, I haven't changed anything. Maybe Belovese minimod does, dunno.
  24. Re: Scripts that are or will be in the SSHIP

    Currently, I'm working on the Georgian script and making the Georgian recruitment even better, on a similar script for Poland, and also on fixing the Mongol script following a plan (well, a very...
  25. Re: Scripts that are or will be in the SSHIP

    Recently I've been busy with scripting the evolution of the factions. The one for the Georgia still lacks the last part, on the last united kingdom of Alexander the Great in 15c.
    I'll actually be...
  26. Re: Scripts that are or will be in the SSHIP

    This part you may easily adjust to your wishes.


    ;========================================================================================================
    ;------- Additional Costs...
  27. Re: Scripts that are or will be in the SSHIP

    The script with the info windows starts as follows:

    ;====================================================================================================== ...
  28. Re: Scripts that are or will be in the SSHIP

    The Hanseatic script's been improved but more work is needed. If any of you would script the part III, that would be welcome.


    ...
  29. Re: Scripts that are or will be in the SSHIP

    This one some players may wish to modify as it makes the game difficult. I'm likely to work on it at some point in the future.


    ...
  30. Re: Scripts that are or will be in the SSHIP

    There're scripted invasions at the beginning of the game - as described in the description of the mod (read it if you haven't, I'm updating it constantly).


    ...
  31. Re: Scripts that are or will be in the SSHIP

    This one replicates a fixed William Wallace uprising. Again, I'm going to make a few similar uprisings in: Wales, Bohemia, Brandenburg (until paganism < 50%), peasants in Flanders, Italy, barons in...
  32. Re: Scripts that are or will be in the SSHIP

    This one was made by MWY long time ago, I've introduced it for 097. It's very historical. I've got a few other similar historical events in mind that would replicate this script (Almohads, Makuria,...
  33. Re: Scripts that are or will be in the SSHIP

    This one you probably know well ;-)


    ;======================================================================================================
    ;------- Mercenaries Disband Due to Debts
    ...
  34. Re: Scripts that are or will be in the SSHIP

    The first script is pertinent to Jerusalem. As you see, it changes its name and present a movie. For some other cities there're also movies, as below.
    Actually, I'd be very happy if somebody would...
  35. Re: Scripts that are or will be in the SSHIP

    This fires only at the beginning of the game and will be improved in the future. The problems from the previous versions of the SSHIP (Santiago not revealed etc.) are fixed, I hope.
    You may always...
  36. Re: Scripts that are or will be in the SSHIP

    Let us start with the Noble Ladies script. This was done, fixed and actually tested over this year, I hope it fully works now. I'm actually interested if the players find the number of the princesses...
  37. Scripts that are or will be in the SSHIP

    Hi Guys,
    In this thread I'd like to present you with the scripts that I am working now or I've been working on in past in the SSHIP. Previous work consisted mainly fixing of the existing scripts,...
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    Re: SSHIP - General Discussion

    @Sindathar: Georgia will have an explicit set of reforms in the next edition of the SSHIP.


    @Walkhir: if you'd get involve into modding, you may create a minimod that would make Genoa playable in...
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    Sticky: Re: Bugs Reports & Technical Help

    Well, Scotland should be one of the weakest factions so it's not the best choice for a start, I think. I doubt we've made recently any effort to give it a new look or new events, so it should be like...
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    Sticky: Re: Bugs Reports & Technical Help

    all patches, KCC095, and more
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