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Thread: Jerusalem order emergent script for SS 6.1

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  1. #1

    Icon14 Jerusalem order emergent script for SS 6.1

    For early era
    Now in 1100 year kingdom of jerusalem are emergent



    SS 6.1 new version with

    2 KOJ armies
    with out Byg's mod
    but with
    KOJ always attack Jerusalem



    Installation:
    intall in SS 6.0\data\ folder
    owerwrite all
    Byg's mod is need


    screens
    Spoiler Alert, click show to read: 



    Last edited by Master Zuma; May 09, 2008 at 12:06 PM.

  2. #2
    BigJake's Avatar Tiro
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    Default Re: Jerusalem order emergent script

    Very nice add-on
    +1 rep

  3. #3

    Default Re: Jerusalem order emergent script

    Why 1147? Wouldnt 1099 or 1100 be more apropriate dates to let them start?

  4. #4

    Default Re: Jerusalem order emergent script

    zel just change year in campaign_script medieval2\mods\Stainless_Steel\data\world\maps\campaign\imperial_campaign
    ;-------------- JERUSALEM_INVASION --------------; 1174 against Prussia

    monitor_event EventCounter EventCounterType inquisition
    and EventCounter > 0
    add_events
    event emergent_faction Jerusalem
    ;-------------- JERUSALEM_INVASION --------------; 1100 against Prussia

    monitor_event FactionTurnStart FactionType any
    and I_TurnNumber > 13
    add_events
    event emergent_faction Jerusalem
    date 1100
    end_add_events


    change on this
    Last edited by Master Zuma; February 22, 2008 at 05:29 AM.

  5. #5

    Default Re: Jerusalem order emergent script

    Its your mod (which I very much appreaciate as I was looking for exactly something like this). Just wanted to know why you choose this date?

  6. #6
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    Default Re: Jerusalem order emergent script

    Probably because of Kingdoms... Having it in 1099 would be more logic, as they were actually LESS powerful later. What about the relations with Templars? Have you done anything to ensure that they won't attack each-other from the start. =) Other ways - nice job, we wanted to do it long ago, but no one has done anything past talks... Only hope that now DLV and BC guys won't jump in, because you again used some of their content without permission.

    P.S. Why should anyone have my icon pack for this? It should run perfectly with old icons!

  7. #7

    Default Re: Jerusalem order emergent script

    Id be for 1100 as thats when Balduin I was crowned King and it was ultimatly decided that it would be a worldly Kingdom not a Theocracy under a pope appointed patriarch.

  8. #8
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    Default Re: Jerusalem order emergent script

    And it's a round date! Yes, 1100 would be good!

  9. #9

    Default Re: Jerusalem order emergent script

    no over people stuff are used in this mod just my
    Last edited by Master Zuma; February 22, 2008 at 04:50 AM.

  10. #10

    Default Re: Jerusalem order emergent script

    now in year 1100

  11. #11
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: Jerusalem order emergent script

    nice....
    plus rep
    when i can...lol




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  12. #12

    Default Re: Jerusalem order emergent script

    Is that a correct English sentence?: "The Jerusalem emerges"??
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  13. #13
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    Default Re: Jerusalem order emergent script

    Kingdom of Jerusalem is established!

    or

    The Crusader State is founded in Jerusalem!

    or

    The first King of Jerusalem is crowned!

    Would probably be nicer...

    I am curious, will it be possible to make it emerging not on a certain year, but on condition of Templars taking Jerusalem, or just a succesfull crusade on it? And would it be possible to transfer control for a player - from Templars to KoJ? =\

  14. #14

    Default Re: Jerusalem order emergent script

    As Echad just mentioned, the biggest problem would be with the Templars. In my Hard/Hard campaign, I am playing with the Templars and I have conquered Gaza and Jerusalem. I would hate it if a new faction would take them away, without warning. Perhaps the best idea would be to turn it into a mission/crusade.

  15. #15
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    Default Re: Jerusalem order emergent script

    AFAIK, the Kalmar Union script from Kingdoms can be redone to have Templars became KoJ.

  16. #16
    Turbo's Avatar Civitate
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    Default Re: Jerusalem order emergent script

    Master Zuma,

    Nicely done!

    This should be incorporated into mainline Stainless Steel in place of the templars (I removed them from my game as they are a fantasy faction and imho a worthless faction). This was something I was thinking about as well, and its a nice addition.
    Work of God

  17. #17
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: Jerusalem order emergent script

    Quote Originally Posted by Turbo View Post
    Master Zuma,

    Nicely done!

    This should be incorporated into mainline Stainless Steel in place of the templars (I removed them from my game as they are a fantasy faction and imho a worthless faction). This was something I was thinking about as well, and its a nice addition.

    Easy there Turbo. If not for the Templars we would not have Stainless Steel.
    They are the reason KK started this whole thing.




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  18. #18
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    Default Re: Jerusalem order emergent script

    Well, removing the Templars and having KoJ just emerging we would have no ability to start as Crusaders in the early era.

    And the Templar Order had share of its' lands - not so much as Teutons, but roughly on par with St. John guys... They were just mostly assimilated into KoJ later.

  19. #19

    Default Re: Jerusalem order emergent script

    Quote Originally Posted by Echad View Post
    Well, removing the Templars and having KoJ just emerging we would have no ability to start as Crusaders in the early era.

    And the Templar Order had share of its' lands - not so much as Teutons, but roughly on par with St. John guys... They were just mostly assimilated into KoJ later.
    Actually they were founded as an order within the KoJ to supply European manpower to the KoJ and to protect the pilgrim routes through Asia Minor. They became one of the major land owners within the KoJ and a very important political factor. Actually they were both a blessing and a pain in the arse for the KoJ as they were paramount to supplying armed forces but also repeatedly foiled important diplomatic and economic policies. Imho it would be historically best to not have them from the beginning but to have them as an additional revolter once the KoJ looses grip of Jerusalem itself to represent the last crusader strongholds in Outremer (like Tortosa).

  20. #20
    Inhuman One's Avatar Comes Limitis
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    Default Re: Jerusalem order emergent script

    Somehow the Hospitaller knights are far less mentioned than the templars though.

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