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  1. #1

    Default A Couple questions/problems...

    For starters I don't quite understand why my faction is always limited to a very few number of elite cav. units, while all other factions have enough heavy cav. to start an earthquake. Does RR only affect players?:hmmm:

    2. I prefer to play the early campaign at .5 years per turn. Only problem is I end up with citadels and huge cities by 1140. Is there a way to mod the pop growth to slow it down?

    3. It's too easy! Even with RR and RC the game gets a bit boring. Alot of alliances, no backstabs, and very, looooooooooooooooong periods of peace. Is there a way to maybe increase the difficulty, like the Hardcore mod for vanilla?

    4. Why is it so hard to recruit Byz. units? For instance I can recruit Dis. Byz. Lancers and Lantikon but not Alamanoi or even BYz. Inf. It seems a bit odd.:hmmm:

    And lastly, almost every submod I install on a clean install of SS 6.1 results in a CTD on the startup screen. Any thoughts?

  2. #2
    BruceAlmighty's Avatar Civis
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    Default Re: A Couple questions/problems...

    As far as the long periods of peace...Well lets just say the warmonger trait discribes my play style . Or if your not up for that in my games theirs always a euro nation getting excommunicated. Wait for that and then call a crusade on them and its a perfect excuse to start a war .

  3. #3

    Default Re: A Couple questions/problems...

    I don't have problems starting a war, or finishing it for that matter. I usually force them to surrender and get a large tribute from it. But noone ever invades ME. And thats the downer

  4. #4

    Default Re: A Couple questions/problems...

    Play a Catholic faction, invade another Catholic, when the Pope tells you to stop, tell him to pound sand, get excommunicated, then watch all the Catholics invade you...ohh, and for even more fun do that AND take Jerusalem and provoke the Muslims into callng Jihad. Now that is crazy fun.

  5. #5

    Default Re: A Couple questions/problems...

    Thats just my point. I should'nt have to do all of that just to get a challenge out of this mod. There has to be a couple text files I can edit or something.

  6. #6

    Default Re: A Couple questions/problems...

    Isn't it easier to be a wildman in the game rather than searching forums and files for attributes to modify?

  7. #7

    Default Re: A Couple questions/problems...

    easy solution:
    use 6.2
    bribery mod compatible with any other mod includes tutorial
    http://www.twcenter.net/forums/showt...26#post4174626

  8. #8
    Gnostiko's Avatar Campidoctor
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    Default Re: A Couple questions/problems...

    Quote Originally Posted by thehuscarl48 View Post
    For starters I don't quite understand why my faction is always limited to a very few number of elite cav. units, while all other factions have enough heavy cav. to start an earthquake. Does RR only affect players?:hmmm:
    That means you're either using a) BGR or b) they're spawned armies.

    2. I prefer to play the early campaign at .5 years per turn. Only problem is I end up with citadels and huge cities by 1140. Is there a way to mod the pop growth to slow it down?
    Because without tweaking descr_settlement mechanics, your settlements are growing as if you're playing a 1.5/1 TPY game. There are a couple of threads in the text editing and scripting subforum regarding tweaking descr_settlement mechanics, that should help you.

    3. It's too easy! Even with RR and RC the game gets a bit boring. Alot of alliances, no backstabs, and very, looooooooooooooooong periods of peace. Is there a way to maybe increase the difficulty, like the Hardcore mod for vanilla?
    As Lordextra said, switch to 6.2, the difficulty peaks at 'insanely hardcore' difficulty.

    4. Why is it so hard to recruit Byz. units? For instance I can recruit Dis. Byz. Lancers and Lantikon but not Alamanoi or even BYz. Inf. It seems a bit odd.:hmmm:
    Probably the same as question 1

    And lastly, almost every submod I install on a clean install of SS 6.1 results in a CTD on the startup screen. Any thoughts?
    You'll have to go into the help forum for this, as it's too large/vague a problem to discuss here.

  9. #9
    Byg's Avatar Read The Manual
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    Default Re: A Couple questions/problems...

    If you use BGRIII with the SS6.1 AI there is an optional download for a much more aggressive ai in the bgr thread, page 1.

    If you use BGRIV you have it by default.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  10. #10

    Default Re: A Couple questions/problems...

    Quote Originally Posted by Gnostiko View Post
    That means you're either using a) BGR or b) they're spawned armies.

    I actually read a post, it was apparantly the same bug in BGR III that prevented knight recruitment.

    Because without tweaking descr_settlement mechanics, your settlements are growing as if you're playing a 1.5/1 TPY game. There are a couple of threads in the text editing and scripting subforum regarding tweaking descr_settlement mechanics, that should help you.

    Thanks.

    As Lordextra said, switch to 6.2, the difficulty peaks at 'insanely hardcore' difficulty.

    Isn't that still in beta?

    Probably the same as question 1



    You'll have to go into the help forum for this, as it's too large/vague a problem to discuss here.
    Quote Originally Posted by Chappy4756 View Post
    Isn't it easier to be a wildman in the game rather than searching forums and files for attributes to modify?
    Maybe for you, but not I. I prefer the strategy aspect to an RTS. And obviously you do as well, as apparantly being a 'vanilla wildman' left you unsatisfied enough to seek out a mod. Hence, your posts here.

    I downloaded BGR IV and I'm playing byz campaign with new roster, after several ctd's. No RR though, it doesnt seem to want to work. I spent 2 days downloading, instaslling and patching, and i'm one more ctd away from going office space on my pc. All other factions seem to work fine.

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