Page 1 of 3 123 LastLast
Results 1 to 20 of 65

Thread: Historical Accurate Starting Positions

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Historical Accurate Starting Positions

    HISTORICAL ACCURATE STARTING POSITIONS

    Mini-mod for Stainless Steel 6.1

    Version 1.2


    Changelog 1.2
    -
    Standardized garissons of all faction to avoid incompatibilities with other sub-mods
    - Some minor bugs hunted out

    Changelog 1.1

    - Revised the garissons so there are only correct units for owner faction
    - Revised the garissons to balance factions economies
    - Chances for pirates and brigands were decreased (should occur less common).

    Changelog 1.0
    - All factions start with historical accurate starting positions (see the map for details)
    - Initial diplomacy of factions is slightly altered (alliance between the Pope and Templars)
    - Several wars are raging since beginning (At Iberian peninsula between Spain, Portugal and Morrs; between Byzantine Empire and Turks at Anatolia)
    - All rebel settlements were distributed to their historical owners with small inaccurateness due to game limitations.
    - Sweden and Georgia are represented as only rebels on the map.
    - Italian city states were left independent but reduced to one region only. Their armies from other regions were moved near their capitals.
    - Few garissons were altered (Byzantine settlements Adana and Trebizond) to keep them alive for some time at least.

    Installation
    - Simply put the attached descr_strat.txt file in Medieval 2 Total War\mods\Stainless_Steel_6\data\world\maps\campaign\imperial_campaign\ folder
    - Make backup of the original file!
    - Simply play Early campaign and enjoy!

    Compatibility & Known issues
    - None
    Last edited by Resurrection; July 15, 2008 at 09:20 AM.

  2. #2

    Default Re: Historical Accurate Starting Positions

    RELEASED!

  3. #3

    Default Re: Historical Accurate Starting Positions

    UPDATED!

    (now it is more useful imho)

  4. #4
    gracul's Avatar 404 Not Found
    Artifex

    Join Date
    Dec 2007
    Location
    Poland
    Posts
    2,009

    Default Re: Historical Accurate Starting Positions

    This is early or late?

  5. #5
    Barser's Avatar Senator
    Join Date
    May 2008
    Location
    Denmark
    Posts
    1,335

    Default Re: Historical Accurate Starting Positions

    Haha the templers,genoa,venice. Is gonna get OWNED. Especialy the templers.

    Nice one though

  6. #6

    Default Re: Historical Accurate Starting Positions

    Quote Originally Posted by gracul View Post
    This is early or late?
    Early and balanced according to historical maps based aroun 1100. Only Byzantine Empire was taken bit later (around 1130).

    Quote Originally Posted by Barser View Post
    Haha the templers,genoa,venice. Is gonna get OWNED. Especialy the templers.

    Nice one though
    Currently yes, especially Templars. Genoa and Venice are meant to be vassals of the Empire, but I didn't manage to get it to work. protectorate_of command makes the faction only ally with military access, but not vassal.

    Regarding the Templars I plan to boost them by increasing the purse and giving more units. In fact though I would like to see them being passive at least till first crusade arrives to Levant... Anyway if they die I would not mind that much :-) For players these three (and perhaps even Aragon) would pose the biggest challange!

  7. #7

    Default Re: Historical Accurate Starting Positions

    Resurrection:

    I tried using your mod on new early era campaigns for England, Germand and Genoa, but my computer crashed every time I hit the start button. I have SS 6.1 with RR. Is your mod compatible? If so, any other idea what might be wrong?
    Faction Crown Mod for Stainless Steel 6.1

  8. #8

    Default Re: Historical Accurate Starting Positions

    Excellent mod idea! I look forward to trying it out soon. Would be very interesting to play as the Italian factions now.

  9. #9
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    18,974

    Default Re: Historical Accurate Starting Positions

    If the submod still start's at 1080 then Give Nikaea and Canakale ti Seljuks!
    As a roman i wish it would be otherwise but this was like in real!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  10. #10

    Default Re: Historical Accurate Starting Positions

    Quote Originally Posted by The Lionheart View Post
    Resurrection:

    I tried using your mod on new early era campaigns for England, Germand and Genoa, but my computer crashed every time I hit the start button. I have SS 6.1 with RR. Is your mod compatible? If so, any other idea what might be wrong?
    Unfortunately I encountered very same issue myself today. I don't understand it either as I play with it for many days... Will look into it though. I perosanlly use RR+RC and removed Byg's traits. But none of those should affect it. I will try to figure it out asap :-)

    Quote Originally Posted by NoahShepherd View Post
    Excellent mod idea! I look forward to trying it out soon. Would be very interesting to play as the Italian factions now.
    Thnaks! In fact I will have to reduce Genoa's initial army a bit, because they usually rush nearby small garissoned HRE's provinces. Wouldn't be a problem if I mangae the vassalage thinggy to get working...

    Quote Originally Posted by AnthoniusII View Post
    If the submod still start's at 1080 then Give Nikaea and Canakale ti Seljuks!
    As a roman i wish it would be otherwise but this was like in real!
    I know, but unfortunately that would hamper Byzantium too much. For Byzzies I used situation after the starting date, around mid 12th century to give them some chance. Maybe I can give it to Seljuks in future versions, will se how such change would affect the behaviour. In my current games Byzzies still got kick ass everytime :-(

  11. #11

    Default Re: Historical Accurate Starting Positions

    UPDATED FIRST POST (not the mod itself)

    I figured out what causes the CTD - it was Stone forts mod.

  12. #12

    Default Re: Historical Accurate Starting Positions

    nice mod +rep


    about stone forts i will see that wrong
    Under the patronage of Nakharar
    DM Multi modding project

  13. #13

    Default Re: Historical Accurate Starting Positions

    Well first I wanted to be "accurate" as stated in title, but soon I realised, that historical accuracy is absolutely unplayable in SS so I changed the idea a bit to reach compromise. I had Dublin in Danes hands, but it rebelled before end of turn 5 in every of my testing campaigns... On the other hand when the constant world rebellion is solved somehow, I may reconsider this and make really accurate version of my little mod if it turns to be playable then :-)

    I am no big modder so modding rebels is beyond my capabilities unfortunately... do not know even where to start :-/ Becuase if they can be made active, then it would effectively solve my orginal problem I had with SS and which led to this mod after all. Then I would love to make really accurate historical starting points and would not fear to use rebels! Fine idea, but unless somebody helps me out, it will stay as just good idea...

    Thanks for feedback anyway!

  14. #14

    Default Re: Historical Accurate Starting Positions

    Quark?

  15. #15

    Default Re: Historical Accurate Starting Positions

    Point Blank
    Well it depends on how you view minor factions I suppose, are they there to be gobbled up by the main contenders on there way to forming an empire, or should they give the player a tougher time?

    As to the how, well thats fairly easy, just add them to the money script and make sure they start with a decent kings purse. You have to remember that they start with the largest faction, but decrease in size, so the money script bonus is the key there.

    Next go into the EDB and add , slave to the buildings you wish them to have. make sure then that they can recruit some units from those they are allowed eg

    building barracks
    {
    convert_to castle_barracks
    levels town_watch town_guard city_watch militia_drill_square militia_barracks army_barracks royal_armoury
    {
    town_watch city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, slave }
    {
    convert_to 1
    capability
    {
    recruit_pool "Pisan and Geonese sailors" 1 0.34 3 0 requires factions { jerusalem, }
    recruit_pool "Spear Militia" 1 0.25 2 0 requires factions { slave, }


    Now go into the descr_campaign_db.xml and find
    <min_turn_keep_rebel_garrison int="999"/>

    and set it to say 5, so they stay in the settlements for 5 turns. That should be it.

    Hope that all makes sense.

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

  16. #16

    Default Re: Historical Accurate Starting Positions

    Quote Originally Posted by Quark View Post
    Now go into the descr_campaign_db.xml and find
    <min_turn_keep_rebel_garrison int="999"/>

    and set it to say 5, so they stay in the settlements for 5 turns. That should be it.

    Hope that all makes sense.
    Thanks, will give it a try. But this is particularly interesting! Aren't there some other similar means for AI in general to force minimum garisson or such? Thus preventing the constant rebellions everywhere...

  17. #17

    Default Re: Historical Accurate Starting Positions

    Resurrection
    No, is the simply answer, CA did not think of it. I am going to try some Ai stuff while I wait for Lusted to re-write his Ai, along with the garrisoned_army idea to see if I can beef up the Ai's defences. If I can get something that works better, I will post.

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

  18. #18
    Civis
    Join Date
    Jan 2008
    Location
    Michigan, United States
    Posts
    177

    Default Re: Historical Accurate Starting Positions

    Quote Originally Posted by Quark View Post
    Post #23
    Quark! You are a god among men. I'm about to make the Rebels functional and no longer cannon fodder. They won't be conquering the world, but they will represent a "noble" in control of his own province and able to both recruit new units and build buildings. Thus adding a possible huge bump in the road to empire stardom! I'll let you know how it goes

  19. #19

    Default Re: Historical Accurate Starting Positions

    That is really interesting stuff, thanks Quark.

  20. #20

    Default Re: Historical Accurate Starting Positions

    Is it possible to make a whole new campaign to choose?
    Like when you select 'campaign' in the menu, and you got the opportunity to select either early or late, can you make it: Early, Historical Accurate Early, Late.? Is this possible?
    Because I would love to play this, but I would also like to play the original early campaign.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •