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Thread: Darthmod Battle Changes & SS TESTING

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  1. #1

    Default Darthmod Battle Changes & SS TESTING

    Right lads

    Time to get your testing hats on and tell me if I've buggered this up. Basically I've got everything working, and have loosely tested it (i.e. does it load, can I start campaigns, do templar textures look alright, do battles kick my arse - well, nothing new there actually)

    As far as indepth testing goes, thats where you lot come in as frankly I'm absolutely knackered from crap at work and believe it or not I've played Medieval for a grand total of 15mins since Monday so I haven't really got any experience of it enough to say 'is it working or not'

    Please accept that I'm tired and just want to get something out there and get people to point out where I've been crap, so please dont reply along the lines of 'omfg n00b what crap are you posting its wiped my system' etc as this isn't necessarily finished.

    Irrespective of whether you're using SS with CNP or UAI or anything else, you shouldn't have a problem using the attached files. Just put them in your /Stainless Steel/Data folder and you should be ok.

    So yeah, go forth and break it to your hearts content.

    Please be aware that this isnt the thread to say 'omg pikemen are overpowered', or any comments on what DM actually does - if you want to comment on its abilities I suggest you either use this thread for commenting on the changes Pinko has made to pikemen, or this thread for commenting on DM in general.

    Hope this helps. Thanks once again to Pinko for the pikemen changes, and also in 'converting' the new units to DM values.

    If there are updates to DM OS releases, or if Pinko further refines his pikemen stuff then I'll update the thread as necessary.

    Cheers

    Shaeff

    PS: Anyone mind if I go to bed now?
    30 Mis-spellings of Shaeffer and counting!

  2. #2

    Default Re: Darthmod Battle Changes & SS TESTING

    Alternate version with pinko's EDU

    This install will uses DM's unit prices, wall stats (takes much longer to ram the gates) and has fixed mounted xbow accuracy.

    Take your pick
    Last edited by Lumberjack; July 12, 2007 at 03:58 PM.



  3. #3

    Default Re: Darthmod Battle Changes & SS TESTING

    No battle_models.db schaeffer?

    Cause I can already confirm the game works and is stable with SS + UAI +CNP +DM (minus the battlemodels.db), I'm about 120 turns into a HRE campaign.

    nevermind, just read the other post.



  4. #4

    Default Re: Darthmod Battle Changes & SS TESTING

    thanks shaeffer i will try it soon!

  5. #5

    Default Re: Darthmod Battle Changes & SS TESTING

    Hi Shaeffer i have tested the mod on my knights templar campign
    it would seem that some of the units are now gone
    AKA the templar guard and the dismounted knights hospitaller

    i didn't start a new game though,,just overwrite the files and see what happens =D

  6. #6

    Default Re: Darthmod Battle Changes & SS TESTING

    Ah - I suspect I know why that might be.

    If I upload a new file when I get home from work coudl you test it for me?

    In fact you will almost certainly need to start a new game regardless - could you let me know if its still a problem in a new game?

    I've never done a templar campaign so I wouldn't know!
    30 Mis-spellings of Shaeffer and counting!

  7. #7

    Default Re: Darthmod Battle Changes & SS TESTING

    ya i can test it for you..but might take a while since i think its the last tier barracks that gives me the templar guard and i have to hope the St John people gives me the Chapter Houses haha..

  8. #8

    Default Re: Darthmod Battle Changes & SS TESTING

    no probs. As a thought, I wonder if those units are available in custom battles
    30 Mis-spellings of Shaeffer and counting!

  9. #9

    Default Re: Darthmod Battle Changes & SS TESTING

    well i am not sure although i am pretty sure those units are new units that KK added.... (well most of the templar units are) haha

  10. #10

    Default Re: Darthmod Battle Changes & SS TESTING

    Yeah they are, which is why I think I know what the problem is in the EDU. I can fix without much issue when I get home tonight (assumign its what I think it is)

    Shaeff
    30 Mis-spellings of Shaeffer and counting!

  11. #11

    Default Re: Darthmod Battle Changes & SS TESTING

    thankyou for the work you have both put in to do this its good so far with UAI CNP and DM but there is problems for new factions added that darth obviously didnt do the stats for.

    Firstly i have just started a new campaign with the knights templar and mine has dismounted knights templar.
    Some things darth may have increased to improve the battles may be a problem. I had a battle against the turks and had 3 units of dismounted knights templar and they got slaughtered by town militia. I dont no whats different from what you have done and darth has done but the templars are definitely a little underpowered in battle even with dismounted knights templar compared to the turks.
    I havent had much time to test because i was in the hospital yesterday, had a boulder off a welder go in my eye and burn on.
    I noticed this difference in strenghts in the first battle tho so i cant think about facing christians with feudal knights.
    i will go and play some battles now tho and see if it is a problem or just the few starting battles.

    oh and another thing about them, the faction heir at the start always turns to rebels even in SS single but i forgot about him and made an army and then he turned to rebels so i lost everything. Your left with the one family member and i very nearly lost him when the turks attacked me straight after my family member went disloyal. What is the point in him being there if he rebels as soon as he leaves the castle?
    good work tho to everybody involved for adding darthmod, CNP, UAI to stainless. it will unbeatable when darthmod is fully working for a fair bit of time.
    Nice one

  12. #12

    Default Re: Darthmod Battle Changes & SS TESTING

    ya i am not talking about dismounted templar knights i am talkinag about the highest tier one..templar guard or something...their armour is gold

  13. #13

    Default Re: Darthmod Battle Changes & SS TESTING

    heya

    I thought Pinko had replaced the SS stats on Templar units with DM equivalents, but its possible I merged it wrong. Will look into it. It would certainly explain it as practically everything is doubled in DM stats heh.

    Regarding the General/Heir, I *think* that will have been unaffected by these changes - Could KK or someone else comment on this when they get a chance ? I imagine a higher default loyalty will do the trick but not sure off top of my head where it is (I'm still at work)

    Ouch ouch on the hospital trip btw!

    Shaeff
    30 Mis-spellings of Shaeffer and counting!

  14. #14

    Default Re: Darthmod Battle Changes & SS TESTING

    lol it was the doctor that was painful, could tell hed had a very bad day.
    ive just played about 5 battles and i have actually come to like it. im not sure if there is such a big difference in the stats that pinko did now i have played more battles but there is a difference between them.
    the faction heir problem is nothing to do with these changes i just thought id mention it incase you knew how to change his loyalty.
    And i cant say about the templar guards because im not close to that stage yet. I might use some commands in a new campaign just to see if you can recruit them.
    but ye so far no ctd's and UAI, CNP, DM seem to work well together with SS nice work to all.

    EDIT:
    Just used some cheats in the commands and you can recruit Templar Guards. Didnt notice anything missing in infantry, cavalry, missile or artillery it all seems to be there.
    Last edited by Titus Protius; June 15, 2007 at 11:26 AM.

  15. #15

    Default Re: Darthmod Battle Changes & SS TESTING

    so titus can you get them from the buildings? I mean the templar guards? or you can only get them using cheats? I just want to make sure cuz i don't want to tell Shaeffer the wrong thing and he goes and find something that is actually not a problem..

    and did you try it with the St John Minor chapter house. when u get the guild house can u recruit the dismounted units?

  16. #16

    Default Re: Darthmod Battle Changes & SS TESTING

    yes you can recruit them in buildings without cheats all the cheat was is add_population add_money and process_cq just to see if you could train them. ended the turn and built 1, ended the turn again and they were in the city.

  17. #17

    Default Re: Darthmod Battle Changes & SS TESTING

    Shaeffer (without a c), can I ask where you got your edu from as was using BrandonM's editor and noticed had extra units like English Huscarls in. I know mines been changed to fix Hungarian issues, so could be mine thats different, but was just trying to review the changes in collision mass etc before implementing.

  18. #18

    Default Re: Darthmod Battle Changes & SS TESTING

    Nice nice

    Glad it seems to be working out for people I'm not massively concerned with the other factions as I can't see how any errors would occur, the Templars were the ones I was concerned about for sure. I guess this means I can actually play the game myself for a bit now without worrying about it

    Cool beans
    30 Mis-spellings of Shaeffer and counting!

  19. #19

    Default Re: Darthmod Battle Changes & SS TESTING

    i guess i have to start a new campign to get it to work then =(
    thanks anyway! sorry shaeffer .... made you go on a wild goose chase i guess

  20. #20

    Default Re: Darthmod Battle Changes & SS TESTING

    Quark without a Z ()

    The merged together EDU should be comprised of SS's default EDU with the stat values of DM.

    I've just checked the default SS EDU and the default DM EDU's and both of them have got that unit in

    Is your one EDU just from Vanilla perhaps? Thats the only thing I can think of. I remember something about 'missing' units from Vanilla, but can't remember if it was these or not :S

    Shaeff
    30 Mis-spellings of Shaeffer and counting!

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