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Thread: [Discussion] Chivalry II : SV 3.x - Suggestions and Feedback

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  1. #1
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    I understand why you've done it that way - but it makes no sense in the context of gameplay. Even as mercs they are useless. I would have to bring 6 catapults to a siege to get through the gates - what is the purpose of this? They are ineffective and their cost (including the building of the siege structure itself) is not in line with their use. Keeping the catapults etc as is, does not make the game more challenging, nor does it help simulate long sieges...

    The best solution is to give them enough ammo to make them effective, but make them prohibitively expensive. If you make the recruitment and upkeep cost extremely high, you can force the player to limit their use, and prevent them from getting around the garrison script. If the player wants to avoid the garrison script effect, then they will have to spend thousands of florins (maybe 4000 florins to recruit and another 2000 upkeep cost) to purchase the siege weapon...

    As I said, I won't bother building them as it doesn't make sense. I'll use a spy to get in the gates if I want to - no sense taking up a unit slot with a Trebuchet that won't do anything for me.

  2. #2

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by OTZ View Post
    I understand why you've done it that way - but it makes no sense in the context of gameplay. Even as mercs they are useless. I would have to bring 6 catapults to a siege to get through the gates - what is the purpose of this? They are ineffective and their cost (including the building of the siege structure itself) is not in line with their use. Keeping the catapults etc as is, does not make the game more challenging, nor does it help simulate long sieges...

    The best solution is to give them enough ammo to make them effective, but make them prohibitively expensive. If you make the recruitment and upkeep cost extremely high, you can force the player to limit their use, and prevent them from getting around the garrison script. If the player wants to avoid the garrison script effect, then they will have to spend thousands of florins (maybe 4000 florins to recruit and another 2000 upkeep cost) to purchase the siege weapon...

    As I said, I won't bother building them as it doesn't make sense. I'll use a spy to get in the gates if I want to - no sense taking up a unit slot with a Trebuchet that won't do anything for me.
    I think you may have better results by not targeting the Gatehouse. I did a test siege on a large city with 2 x Trebuchet and 2 x Catapults, and managed to break the walls fairly easily:





    The reinforced gatehouse was pretty much impregnable. I think a little ammo increase may still be in order.
    Last edited by SicilianVespers; September 08, 2008 at 07:51 PM.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
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  3. #3

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    DaVinci: Is possible to edit walls in M2TW? I remember that you had your own walls in RTW. Right now there is a huge bug with stone walls because they are blocking the line of fire for missile units (only half of them could fire, another half is always passive. Is possible to lower those crenelations so more soldiers would fire?

  4. #4
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by JaM View Post
    DaVinci: Is possible to edit walls in M2TW? I remember that you had your own walls in RTW. Right now there is a huge bug with stone walls because they are blocking the line of fire for missile units (only half of them could fire, another half is always passive. Is possible to lower those crenelations so more soldiers would fire?
    I saw this point has been discussded in different threads/mod forums in the past, and as far as i know, there weren't any positive results.

    In general, of course the cities and walls can be edited, and it is, afaik, content of some mod projects, as yet no content of Chivalry II though. If the editing could improve the firing from walls issue is another question and beyond my knowledge.

    Quote:Originally Posted by JaM
    One suggestion regarding siege equipment - what about making them to be mercenary units? Give them very slow strategy map movement,lower their accuracy vs soldiers (just imagine how hard was to hit an enemy unit from trebuchet... if they needed to hit walls they spend several days to range in, against mobile unit it would be almost impossible) and make them recruitable in every province (for lots of cash ofcourse) - that way if you need to siege a castle, you will hire some mercenary trebuchets, but it will be not a good idea to move around with them in army... same could be also applied to all artilery units except late pieces like culverins and serpentines - those were first artilery pieces with relativly good mobility.
    Yes, this is probable a good approach, and has been suggested already in another post by me. There will be without doubt the issue with the AI, which eventually will waste money to those merc hiring, because the AI often likes to spend a lot of money for expensive/effective units if it has an easy access to them. I dislike the idea that these merc should be hirable in every region, i think, they should be available in main regions, and especially gunpowder siege mercs should be available in regions where they historically often were produced or available to give the whole a historical-realism reflection.
    Last edited by DaVinci; September 10, 2008 at 04:27 PM.
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    More ammo would be good - just enough so that one unit could break down a wall (maybe not always - but most of the time.)

    Other than a few minor issues I am really enjoying this mod.

    I have started as the English now, during the Early Era. Quite the challenge! I have been kicked out of France, and am trying to keep the Scots out of Ireland at the moment. Money isn't really an issue (by turn 30 I was banking about 6K a turn). I've realised that building forts is definitely the key to maintaining your army while not breaking the bank.

    Off hand, do you know how many untis are in the mod? Have you reached the limit?

  6. #6

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    One suggestion regarding siege equipment - what about making them to be mercenary units? Give them very slow strategy map movement,lower their accuracy vs soldiers (just imagine how hard was to hit an enemy unit from trebuchet... if they needed to hit walls they spend several days to range in, against mobile unit it would be almost impossible) and make them recruitable in every province (for lots of cash ofcourse) - that way if you need to siege a castle, you will hire some mercenary trebuchets, but it will be not a good idea to move around with them in army... same could be also applied to all artilery units except late pieces like culverins and serpentines - those were first artilery pieces with relativly good mobility.

  7. #7

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    Quote Originally Posted by OTZ View Post
    More ammo would be good - just enough so that one unit could break down a wall (maybe not always - but most of the time.)

    Other than a few minor issues I am really enjoying this mod.

    I have started as the English now, during the Early Era. Quite the challenge! I have been kicked out of France, and am trying to keep the Scots out of Ireland at the moment. Money isn't really an issue (by turn 30 I was banking about 6K a turn). I've realised that building forts is definitely the key to maintaining your army while not breaking the bank.

    Off hand, do you know how many untis are in the mod? Have you reached the limit?
    We have reached the 500 unit limit, but I am able to bypass this via the launcher menu (seperate EDU per era). This is the reason the darkage menu selection is not interchangeable with the other eras.

    I have removed alot of redundant units, but there is still room to find more.

    Quote Originally Posted by JaM View Post
    One suggestion regarding siege equipment - what about making them to be mercenary units? Give them very slow strategy map movement,lower their accuracy vs soldiers (just imagine how hard was to hit an enemy unit from trebuchet... if they needed to hit walls they spend several days to range in, against mobile unit it would be almost impossible) and make them recruitable in every province (for lots of cash ofcourse) - that way if you need to siege a castle, you will hire some mercenary trebuchets, but it will be not a good idea to move around with them in army... same could be also applied to all artilery units except late pieces like culverins and serpentines - those were first artilery pieces with relativly good mobility.
    We have discussed this in the past, it seems to be the most historical approach


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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  8. #8

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Cant you try it? (i mean edit wall crenelations), i think it is worth the effort, because having crossbowmen on walls is the worst thing to do right now - exactly the opposite how they were used in the past.

    I tested many different approaches, changing formations, moding projectile files, but with the same results. I'm possitive that it is caused by those crenelations, because wooden walls that have it done differently, dont have this problem as obvious and ranged units are not blocked. Only stone walls are problematic.

  9. #9
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Sorry, don't expect any of those changes done by us, there is no capacity in this area. We would include it certainly if another modder would find a solution.
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  10. #10
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    As England: Feudal Sergeants and Norman Spearmen have the exact same stats, but the FS are more expensive, with the only trade off of Very Good Stamina. Not sure if this was intentional or not...
    Last edited by OTZ; September 11, 2008 at 06:51 AM.

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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by OTZ View Post
    As England: Feudal Sergeants and Norman Spearmen have the exact same stats, but the FS are more expensive, with the only trade off of Very Good Stamina. Not sure if this was intentional or not...
    The "Norman Spearmen" are little better Levy Spearmen only, atm. ... to reflect their warlike mentality. They eventually shall get another name in future, perhaps just "Norman Levy Spearmen" .
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by DaVinci View Post
    The "Norman Spearmen" are little better Levy Spearmen only, atm. ... to reflect their warlike mentality. They eventually shall get another name in future, perhaps just "Norman Levy Spearmen" .
    YEs, but the Feudal Sergeants have the same stats, so they are also just a "little better levy spearmen" - should they not be more powerful?

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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by OTZ View Post
    YEs, but the Feudal Sergeants have the same stats, so they are also just a "little better levy spearmen" - should they not be more powerful?
    The Sergeants of the early periods (incl. high era partly) weren't real professional warriors btw., they were hired from the feudal peasant class, and did any services for their feudal lords (in piecetimes and followed just their lords in wartimes), and got just a little training (a little!) with weaponry, and got their poor equipment. So, they are indeed little better than normal levies, what is reflected in the stats, imo. - Only less Sergeants got the preference to gain proper equipment and/or a horse.

    Sergeants got first later, from on the late era, a significant change, namely became a rather professional military status, and were then also pretty always mounted units, as here and there standing armies were kept and deployed.
    Last edited by DaVinci; September 12, 2008 at 04:43 PM.
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
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  14. #14

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Can you make the movement rates faster?
    Every time I change the movement rates in descr_character.txt and start a High Era campaign it reverts back to the original values. Its very slow. Even with roads, I can't move troops from Nottingham to Dorchester in a turn:hmmm:Are there other values I must change to improve these or am I stuck?
    Last edited by EmperorDude; September 11, 2008 at 03:38 PM.

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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by EmperorDude View Post
    Can you make the movement rates faster?
    Every time I change the movement rates in descr_character.txt and start a High Era campaign it reverts back to the original values. Its very slow. Even with roads, I can't move troops from Nottingham to Dorchester in a turn:hmmm:Are there other values I must change to improve these or am I stuck?
    About which kind of character do you speak? The family guys have a huge range already. If you mean troops without a character, then yes, they shall be slow.
    But it should work if you change the bold value
    type general

    actions moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, exchange
    wage_base 0
    starting_action_points 120
    Last edited by DaVinci; September 11, 2008 at 10:22 PM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  16. #16

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    I believe we had planned to turn them into an AOR/Merc type unit, and they should get a boost in this role.

    In this role, they would probably be available in England, Normandy, S.Italy/Sicily, and maybe Antioch.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
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  17. #17

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Few suggestions

    1.blood+dirt on units http://www.twcenter.net/forums/showthread.php?t=174686 might be worth adding this mod if possible

    2. Give Elite bowmen deploy stakes EDIT: I looked in the Export_units an its says they have stakes but they dont :/

    Thanks an awesome mod
    Last edited by Blakdust; September 13, 2008 at 05:59 AM.

  18. #18

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    A few suggestions :

    1] faction loading screen DA a map arround 888

    2] faction loading screen only mention the number of provinces to be kept and details for those just ingame, cause now they sometimes overlap in the screen.

    3] armour : removal of toptier smiths in the earlier campaigns, probably make them events in the later campaigns.

    full plate not reinvented until end of 14th century
    early plate was first used in 13th century
    chainmail and padded armour were already in use at DA
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  19. #19
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    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    I've noticed that AI factions do not build merchant rights or stronghold rights. I am playing an early campaign as Sicily and am about 100 turns past the end of the campaign (continued playing). Is this intentional and if not will it be changed? Also, I have not noticed any citadels and I cannot build them. Is that intentional as well? Thanks, this is one of the best mods out there. Keep up the great work.

  20. #20

    Default Re: Chivalry II : The Sicilian Vespers - Suggestions and Feedback

    Quote Originally Posted by Stinkfloyd View Post
    I've noticed that AI factions do not build merchant rights or stronghold rights. I am playing an early campaign as Sicily and am about 100 turns past the end of the campaign (continued playing). Is this intentional and if not will it be changed? Also, I have not noticed any citadels and I cannot build them. Is that intentional as well? Thanks, this is one of the best mods out there. Keep up the great work.
    This will be tweaked for the patch. As for Citadel, make sure you have all the requirements. Population, and associated buildings. Check the building browser to be certain.


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    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

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