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  1. #1

    Default Re: Suggestions

    I admire the effort, Calidor, but a strong Templar order would be even worse than a weak one, in my opinion -- to have them building a big empire would be seriously unhistorical and would ruin a campaign for me. The Templars never controlled any sizable territory -- they weren't at all like the Teutonic Knights; they were a military force that existed to support the Latin states, they weren't a state unto themselves.

    That's why I'm convinced that they do not belong as a faction -- not because I hate Templars or want to irritate KK or piss of the fans or anything else, but simply because it's not historical.

    And when you can easily move the Early Campaign start date forward 19 years and add the Kingdom of Jerusalem to that campaign -- which essentially gets you the Templars in the game anyway -- and open up a new faction slot by doing so... to me it's a win/win. You get the Templars, you get historical accuracy, and you get a new faction (which, if it was the Caliphate, would also add a great deal to the mod's recreation of the complexity of the Muslim world...)



  2. #2

    Default Re: Suggestions

    Quote Originally Posted by cherryfunk View Post
    I admire the effort, Calidor, but a strong Templar order would be even worse than a weak one, in my opinion -- to have them building a big empire would be seriously unhistorical and would ruin a campaign for me. The Templars never controlled any sizable territory -- they weren't at all like the Teutonic Knights; they were a military force that existed to support the Latin states, they weren't a state unto themselves.

    That's why I'm convinced that they do not belong as a faction -- not because I hate Templars or want to irritate KK or piss of the fans or anything else, but simply because it's not historical.
    The whole point of any historically based game is to rewrite history. Every outcome is ahistorical by design--that's what makes it fun. Different levels of historical attention add levels of immersion for the game player, but it's a matter of degrees. If a lot of people have fun playing the Knights Templar, why not let them?

  3. #3

    Default Re: Suggestions

    Quote Originally Posted by erasmus777 View Post
    The whole point of any historically based game is to rewrite history. Every outcome is ahistorical by design--that's what makes it fun. Different levels of historical attention add levels of immersion for the game player, but it's a matter of degrees. If a lot of people have fun playing the Knights Templar, why not let them?
    Sure, to a degree. But having the Templars as a nation-state, when never in their history did they become such, is really pushing it. And having them as a faction years before they even came into existence is entering the realm of fantasy. And since there is already provision for Knightly Orders in the game engine, and since there is already another faction which can much more historically represent the Templars (the KOJ) -- there's just no compelling reason to have them as a separate faction anymore. Yes, there was back at SS1.0, but this mod has come a long way since then. Now, we can have the Templars, and increased historical accuracy, and a new faction, all at the same time, by pushing the early campaign back 19 years, putting the KOJ on the map, and opening up a faction slot...



  4. #4

    Default Re: Suggestions

    I know this mod was inspired by the templars and all that. Or atleast I think so but I have to agree, I personally would much rather have the KOJ just cause it just feels more right to me. That's just me though.

  5. #5
    Guinnessmonkey's Avatar Libertus
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    Default Re: Suggestions

    Quote Originally Posted by erasmus777 View Post
    The whole point of any historically based game is to rewrite history. Every outcome is ahistorical by design--that's what makes it fun. Different levels of historical attention add levels of immersion for the game player, but it's a matter of degrees. If a lot of people have fun playing the Knights Templar, why not let them?
    Don't you have to at least start with a sense of historicity for any ahistorical income to have any meaning? Shouldn't the goal be to start as historically as possible and then let the player (and to a vastly lesser extent, the AI) change history? Starting off with glaring historical errors seriously detracts from that... (which is why I modded my game to have the early era Byzantines start off with Crete instead of Venice... IMHO the Late map has too many issues for me (did the 4th Crusade not happen or something?) to really bother for now...)

  6. #6

    Default Re: Suggestions

    During their high time, at the turn of 13/14th century, Templars owned 1/3 of land in today's Croatia & Bosnia regions, and that's only for that part of the Europe. They got so wealthy & powerful, that French king felt endangered (besides being deeply indebted to them), and coerced the pope to accuse them as heretics.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  7. #7
    republic_bohemia's Avatar Decanus
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    Default Re: Suggestions

    Quote Originally Posted by Lord_Calidor View Post
    During their high time, at the turn of 13/14th century, Templars owned 1/3 of land in today's Croatia & Bosnia regions, and that's only for that part of the Europe. They got so wealthy & powerful, that French king felt endangered (besides being deeply indebted to them), and coerced the pope to accuse them as heretics.
    Yes but France than beat them to the last bit. "Military means beat financial means just like finical means beat law/religious means ect."

    Any way look fans let King Kong decide on the factions and I am a long fan of SS so I believe King Kong will do a smart decision to his liking and the fans.

    *Please do not spam me am just stating my personal opinion.
    Regards.John42
    Last edited by republic_bohemia; April 23, 2008 at 07:02 AM.

  8. #8

    Default Re: Suggestions

    During their high time, at the turn of 13/14th century, Templars owned 1/3 of land in today's Croatia & Bosnia regions, and that's only for that part of the Europe.
    Far as I know, they owned lands like the Catholic Church owned lands -- as landowners within the feudal structure, not as an independent state as the Teutonic Knights did. Thats why they could be wiped out in a matter of weeks -- when the French crown moved against them they didn't have a chance. No one could have done that to the Teutonic Knights.



  9. #9

    Default Re: Suggestions

    Quote Originally Posted by cherryfunk View Post
    Far as I know, they owned lands like the Catholic Church owned lands -- as landowners within the feudal structure, not as an independent state as the Teutonic Knights did. Thats why they could be wiped out in a matter of weeks -- when the French crown moved against them they didn't have a chance. No one could have done that to the Teutonic Knights.
    Cherry you have persuaded me to your side once more
    I now also like the idea of moving the early campaign's starting date 19 years forward and replace the Templars by KOJ.

    Think about it just 19 years, plenty of turns left and a more historical crusader state in the campaign.
    Artifex
    Under the patronage of King Kong
    Proud patron of y2day and yelowdogg23

  10. #10

    Default Re: Suggestions

    Quote Originally Posted by Chimaeira View Post
    Cherry you have persuaded me to your side once more
    I now also like the idea of moving the early campaign's starting date 19 years forward and replace the Templars by KOJ.

    Think about it just 19 years, plenty of turns left and a more historical crusader state in the campaign.
    Now we have to convince KK... maybe some gifts will help -- does he like cake?




  11. #11
    republic_bohemia's Avatar Decanus
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    Default Re: Suggestions

    lol I love SS fans very creative.

  12. #12

    Default Re: Suggestions

    great mod ! !!!
    but how can we ensure that the arrows do not disappear on the battlefields?

  13. #13
    Willowmound's Avatar Semisalis
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    Default Re: Suggestions

    They don't disappear.

  14. #14

    Default Re: Suggestions

    Willowmound
    They do in 6.0, as people are already complaining about the graphics hit. You would need to edit the descr_effects file.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  15. #15
    Willowmound's Avatar Semisalis
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    Default Re: Suggestions

    Quote Originally Posted by Quark View Post
    Willowmound
    They do in 6.0, as people are already complaining about the graphics hit. You would need to edit the descr_effects file.
    They do? Oh, good

  16. #16

    Default Re: Suggestions

    Quote Originally Posted by Quark View Post
    Willowmound
    They do in 6.0, as people are already complaining about the graphics hit. You would need to edit the descr_effects file.
    hi Quark
    can you tell me how we must proceed please ?

  17. #17

    Default Re: Suggestions

    okami
    :hmmm: I did this in SS 4.1, look at the descr_effect_impacts.txt file and look for debris_lifetime_range and increase the values for arrows etc in walls. If you still have 5.1 installed check that, as those values should be what you are looking for. After that look for something like arrow_ground_impact and the fade_time, in 5.1 this was commented out so that the effect stayed, or just increase the fade time for a longer staying arrow.

    Hope that helps.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  18. #18

    Default Re: Suggestions

    Quote Originally Posted by Quark View Post
    okami
    :hmmm: I did this in SS 4.1, look at the descr_effect_impacts.txt file and look for debris_lifetime_range and increase the values for arrows etc in walls. If you still have 5.1 installed check that, as those values should be what you are looking for. After that look for something like arrow_ground_impact and the fade_time, in 5.1 this was commented out so that the effect stayed, or just increase the fade time for a longer staying arrow.

    Hope that helps.
    Thank you very much I found it
    I replaced the files descr_effect_impacts.txt 6.00 by 5.1

  19. #19

    Default Re: Suggestions

    There is no water bridge at constantinople... I think there should be one because the AI keeps sending units there to cross to the middle east, especially crusade armies and diplomats, they just stay there for a few turns and then go away.

  20. #20
    PedroL's Avatar Citizen
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    Default Re: Suggestions

    you are right s0meguy, it should be a bridge at Constantinopla.
    Vencerei não só estes adversários mas quantos a meu Rei forem contrários

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