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Thread: {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!

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  1. #1
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    Icon7 {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!


    For the entire SS community!


    I have decided to create my own 2 turn per year mod, as the ones I found did not do what they were intended. This WILL be the most polished & perfected form of the mod that exists, and will hit all aspects which need to be addressed to actually make this mod work correctly.

    Also included will be an Historical Accuracy improvement with a suprise

    This IS the best 2 turns per year mod for Stainless Steel. You'll be a fool not to download

    RELEASE DATE: AUGUST 2008

    Two Turns Per Year Mod - Changes & Improvements


    Spoiler Alert, click show to read: 

    Two Turns Per Year Mod;


    * Turn turns per year obviously, finally the Family tree will match the campaign length and you'll have a REALISTIC campaign! (and more generals/family members) Thus game length increased by x3

    * Settlement Growth and Farming reduced by x3 (to compensate for longer game length)

    * Doubled Building Times

    * Increased Building Costs slightly

    * King's Purse reduced by x3 (to compensate for longer game length)

    * Doubled Unit Times (realistic) -- Apart from peasants, as they are just amassed in the settlement.

    * Reduced Unit Upkeep by x3 (to compensate for longer game length)

    * Events are changed to correct dates automatically

    * The First Crusade will appear at historical accurate date if you do not request it, 1095 (yay!)

    * Movement rates are slightly decreased - but not by too much, realistic now. (Does not take 6 years to go from Land's End to John O Grotes )

    * Will make the map more historically accurate, according to the 1080 era.

    Mod Progress:

    Turns per year - 100%

    Settlement Growth and Farming - 100% (Thanks to Caeser)

    King's Purse reduction - 100%

    Doubled Building Times - 100%

    Increased Building Costs - 0%

    Doubled Units Times - 100%

    Reduced Unit Upkeep - 100%

    Events - Automatically done

    Crusade Time - 100%

    Movement Rates - 100%


    Historical Accuracy - Changes & Improvements

    Spoiler Alert, click show to read: 

    Historical Accuracy Improvements;


    * Historic Starting Settlements - this will be made as best as the engine can handle. If there is a unfair advantage, then that's the way it is - real life is cruel

    * Because of this,

    - The Moors will now own Lisbon,
    - Kingdom of Leon-Castille will now own Oporto.

    But what about The Kingdom of Portugal I hear you ask?

    The Kingdom of Portugal is now an emerging faction!

    It will emerge in 1139 (this was around the correct year when Portugal became a force of power with a Self Proclaimed King) - before that it was merely a county), The Kingdom of Jerusalem will emerge in 1099.







    * Emerging Kingdom of Jerusalem - Why not?


    [IMG]http://img227.imageshack.us/img227/9207/jerusalemeventshowlb5.24addc4bcd.jpg



    [/IMG]


    Other - Changes & Improvements

    Spoiler Alert, click show to read: 

    Historical Accuracy Improvements;

    * Gave all factions ability to construct highways, (Why not?)
    Highway Ability - 100%




    Real Crusades

    * The campaign is set up so the first crusade is how it is supposed to be. You'll see mass forces of Crusader Armies - Templars and also the KoJ.

    * Buffing the factions of Egypt and Seljuks - as the presence of Templars, KoJ and Crusader armies at the same time (Finally a REAL crusade) would destroy them and make crusading to easy, it's supposed to be harder but funner ^^.


    Future Developments & Updates

    Spoiler Alert, click show to read: 

    Future Developments & Updates;

    * Replacing Ireland with The Kingdom of Georgia - (for Historical Accuracy) <---


    Notes:

    This mod is only compatiable with Real Recruitment at the moment;

    I will be making a version for BYGIII in a further update.
    __________________________________________________________

    This WILL give you a highly realistic gameplay experience!


    Required:

    SSTC and RR

    Special Thanks to:

    * Quark - Advice and Inspiration
    * Caeser - Settlement and Region files
    * Point Blank - Real Recruitment
    * Chimeria - SSTC 1.2
    * King Kong - For this awesome super mod!
    Last edited by Grandmaster Ryu; July 30, 2008 at 10:01 PM.

  2. #2

    Default Re: *Mod Request* - Turn to Year ratio

    Go X:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\campaign

    choose custom (Late) or imperial_campaign (early) folder

    look for the .txt 'descr_strat' like this:

    start_date 1220 summer
    end_date 9960 winter
    timescale 0.50 <- this is the time, lik 4 u 2.00 (in years)

    marian_reforms_disabled
    ;rebelling_characters_active <- the ; at the start disables it, no rebelling generals
    gladiator_uprising_disabled
    night_battles_enabled
    ;show_date_as_turns <- here it shows the years instead of turns
    brigand_spawn_value 80
    pirate_spawn_value 70

    u can find the kings purse as you go down..hope it helps!

  3. #3
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    Default Re: *Mod Request* - Turn to Year ratio

    Quote Originally Posted by twcenteraccount View Post
    start_date 1220 summer
    end_date 9960 winter
    By the way, what's with them dates? You going in the Laser gun era?

  4. #4
    Brewskii's Avatar Senator
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    Default Re: *Mod Request* - Turn to Year ratio

    go for buddy its a nice mod concept

    Spoiler Alert, click show to read: 
    Nothing, just wanted to see if you'd open it.

  5. #5
    joemo's Avatar Tiro
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    Icon14 Re: *Mod Request* - Turn to Year ratio

    Quote Originally Posted by Grandmaster Ryu View Post
    By the way, what's with them dates? You going in the Laser gun era?
    who cares what if we never got past cannons yay and the american troops won"t be in iraq beacuse there is no such use for oil or they would be wearing armour and sucide bombers using cannons

  6. #6

    Default Re: {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!

    Economy
    Not tried CC's files but my choices are
    • Reduce Farm income
    • Increase Mine income
    • Reduce effect of governor's chivalry on growth
    • Increase tax penalty on growth eg increasing gives a 1% penalty, not 0.5% (these combine to make the player build higher grade farms, as I hate huge cities with only the first tier of farms)
    • Reduce merchant income
    • Increase resources available (add wheat to places you want to grow) and use multi-resouce spots to simulate areas of great activity eg sheep in York for wool trade
    • Increase the cost of miltary buildings (especially cannon chains)
    • Edit starting buildings available in certain locations eg Antioch gets port, roads and town hall, Fez becomes a town
    • Edit settlement size values.
    Of course you could also add in trade buildings like Silk Road and River Ports (how much work do you want)

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

  7. #7

    Default Re: {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!

    Quote Originally Posted by Quark View Post
    Economy
    Not tried CC's files but my choices are
    • Reduce Farm income
    • Increase Mine income
    • Reduce effect of governor's chivalry on growth
    • Increase tax penalty on growth eg increasing gives a 1% penalty, not 0.5% (these combine to make the player build higher grade farms, as I hate huge cities with only the first tier of farms)
    • Reduce merchant income
    • Increase resources available (add wheat to places you want to grow) and use multi-resouce spots to simulate areas of great activity eg sheep in York for wool trade
    • Increase the cost of miltary buildings (especially cannon chains)
    • Edit starting buildings available in certain locations eg Antioch gets port, roads and town hall, Fez becomes a town
    • Edit settlement size values.
    Of course you could also add in trade buildings like Silk Road and River Ports (how much work do you want)
    I like the sound of all of those.

  8. #8
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    Default Re: {Perfectly Polished} - Two Turns Per Year/Historical Accuracy/More! - *Bonus* - Emerging Kingdom of Portugal!

    Quote Originally Posted by Quark View Post
    Economy
    Not tried CC's files but my choices are
    • Reduce Farm income
    • Increase Mine income
    • Reduce effect of governor's chivalry on growth
    • Increase tax penalty on growth eg increasing gives a 1% penalty, not 0.5% (these combine to make the player build higher grade farms, as I hate huge cities with only the first tier of farms)
    • Reduce merchant income
    • Increase resources available (add wheat to places you want to grow) and use multi-resouce spots to simulate areas of great activity eg sheep in York for wool trade
    • Increase the cost of miltary buildings (especially cannon chains)
    • Edit starting buildings available in certain locations eg Antioch gets port, roads and town hall, Fez becomes a town
    • Edit settlement size values.

    Of course you could also add in trade buildings like Silk Road and River Ports (how much work do you want)
    Have now incorperated all of these so that they suit the mod.

    Question though, what are the Silk Road and River Ports?

  9. #9
    Magus's Avatar Tiro
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    Default Re: *Mod Request* - Turn to Year ratio

    if I am not mistaken this mod already does this?
    http://www.twcenter.net/forums/showt...&highlight=wds
    maybe check it out and see if that is what you're looking for.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  10. #10
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    Default Re: *Mod Request* - Turn to Year ratio

    Quote Originally Posted by Magus View Post
    if I am not mistaken this mod already does this?
    http://www.twcenter.net/forums/showt...&highlight=wds
    maybe check it out and see if that is what you're looking for.
    Yes I know that does exist, but as I said - the mod doesn't really do as it is intended, and really is messy,

    although it makes the gameplay increase, all the times, costs, taxes, unit times, etc don't really match up;

    what I'm really trying to say is it is a pickle
    Last edited by Grandmaster Ryu; July 29, 2008 at 01:19 AM.

  11. #11
    Libertus
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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Hi, which is the base edb file you used for your mod? Original SS 6.1? RR?

  12. #12
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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    If you mean Export Descr Buildings, then it is RR

    If not, then please state which you mean

  13. #13
    strife1013's Avatar Campidoctor
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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Sounds great, plus rep.

    I like the idea of letting everyone create highways so I want that in my game, how would I do that for my own personal use without the other changes you have made?


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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    In export_descr_buildings, find 'highways' and you'll see ownership is {{Greek}}

    If you look at normal roads, you'll see the ownership is {{Northern European, Southern.... Greek etc}}

    Simply copy the normal roads ownership to highways
    _____________________________________________________________________

    You should dl though ^^, campaigns don't seem as real when the family ages too slow =/

  15. #15

    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Quote Originally Posted by Grandmaster Ryu View Post
    In export_descr_buildings, find 'highways' and you'll see ownership is {{Greek}}

    If you look at normal roads, you'll see the ownership is {{Northern European, Southern.... Greek etc}}

    Simply copy the normal roads ownership to highways
    _____________________________________________________________________

    You should dl though ^^, campaigns don't seem as real when the family ages too slow =/

    Nice... Thanks for this bit of info. I changed the cites, and castles to allow all factions to build highways now.

  16. #16
    strife1013's Avatar Campidoctor
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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    well that's easy thanks!


    Also I read that the trade_base_income_bonus bonus 1 is the same as paved roads so therefore you do not get another increase in trade you are just able to travel quicker with highways right comparing highways with paved roads yeah?


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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    Yup, but tbh you could increase that to 2, - I'm sure trade would be more because the roads are wider ^^

  18. #18
    Magus's Avatar Tiro
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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    sweet man, I use RR and I MUST have 2 turns per year for realism reasons, I am so glad you are creating this I look forward to the release, +rep
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    I just wish CA had made it so the aging of characters corresponded to the turns per year, - then all this wouldn't be needed

    Maybe in Empire they'll have a option on the campaign screen which lets you choose the turns per year

    It'll be released soon, just testing everything to make sure the campaign runs well, the ai doesn't get too rich or poor etc, I don't want anything to go wrong for you guys ^^
    Last edited by Grandmaster Ryu; July 28, 2008 at 04:10 PM.

  20. #20
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Two turns per year! {Perfectly Polished Edition} - Most accurate - {Also historical starting positions}

    GrandMaster Ryu...

    for poineering spirit & gumption +Rep Love the highways for everyone! Congradulations on your first Rep. Circle

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