Thread: The Great Conflicts main discussion thread. Please post here!

  1. #8341
    Antonius's Avatar Decanus
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    Any news?
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  2. #8342
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    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.


  3. #8343

    Default Re: The Great Conflicts main discussion thread. Please post here!

    great to hear from you that you be back!

  4. #8344
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    it´s been a bit quite in the frontdoor - but behind is alot of progress going on.

    things that are done this week:

    currently rewrite the difficult-settings:
    easy + normal = always normal CAI - no overkillmode
    hard = focused CAI + overkillmode at 120 regions
    vh = overkillmode at 80 regions

    done:
    no audio response on Kievan navy
    former sardinian settlements in egypt and crimean have new names
    old age starts at 70 instead of 60 years
    added missing female name "Cicek"
    added roman units names response wav files + implanted into sound files - they now tell there greek names (mostly)
    changed malus triggers with WhentoTest "CitySacked" into functional "SackSettlement" in eda
    fixed scripted nonfactional siegeunits for magyars and pechenegs possibly causing map-ctd - need more testing
    finished the reward for kiev welcome script + added a Historical eventmessage
    added missing lines in expanded.txt "EMT_X-Faction_NAMED_CHARACTER_2" - corrected campaign_script.txt spawning a magyars FL at some point
    Greek General Speech sometime brings up German voiceover lines - fixed and expanded
    added 20+ Magyars and Pechenegs surnames to secure spawn generals have different names (random_name spawns)
    changed the stratmapcolor for magyars to have them different from venice
    Update Magyars SM-Color in the Starting-Map + updated UI factionsymbol for poland aka venice (ingame)
    added a Building UI for magyars - caravan_stop
    crimean area is still named torres changed into "gothian fields"

  5. #8345

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Added to your rep and THANK YOU for all your work Tartaros!

  6. #8346
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    in the mean time

  7. #8347

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Will there be a mod this month?

  8. #8348
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    No - not ready yet

  9. #8349
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    this happens this week behind the scenes:

    new version of weather_db.xml - trying to make fogtransition and colours more detailed
    fixed dublicated estates building in frankish capitol
    change recruitment of mercenary german and slavic warriors
    To fast respawn times for recruiment of rusz testörök and fejedelmi kiseret
    complete rewrite the difficult-settings:


    1. Medimod = Medimodcampaign 100% if switched at the beginning of the Campaign (has it´s own difficult-settings easy - medium - hard - very_hard)
    2. XCAI:




    • easy = Normal XCAI all the time for all faction as setted in descr_strat
    • medium = target human faction stage 1 (focus HP) if more than 85 Regions
    • hard = target human faction stage 1 (focus HP) if more than 75 Regions and target human faction stage 2 (No allies, all Faction focus HP) if more than 100 Regions
    • very_hard = target human faction stage 1 (focus HP) if more than 60 Regions and target human faction stage 2 (No allies, all Faction focus HP) if more than 80 Regions


    Changed magyars, turcomans, pechenegs to "teutonic" familytree
    Missing Info Picture Steppe culture UI - "Diplomat recruited"
    fixed/added silversurfer officers - bannerofficer and kunigai for franks, hre and moravia
    changed startmapbuilding for port of steppe and rus culture from middle eastern (palms...) into eastern_european
    added +3 loyality to the trait "factionheir" (sometime the heir turns rebel in the first turns, because of low authority of the king)
    added hidden_resource aor_roman to tarsus and antiocheia (this will alow recruitment of local acontistai for all nonroman factions)
    Serbian Factionheir = silversurfer
    reworked the moneysupplyscripts for the AI - some scripts outmanouvered themself
    Cleaned Buildingtree for steppe culture
    fixed a possible stability issue for rus and steppe culture, having the same name for there first tier of pagan_tempel/steppe_tempel having the same name
    corrected descr_strat - new religious buildings for rus and steppe
    added missing text for all available building
    renamed missing Building-UI´s for steppe culture
    fixed silversurfer for 24 factions in bmdb - kunigai and bannerofficer - being part of recruitable mercenaries units
    Rename Buildings and add infotext for steppe culture
    Magyars missing several text in buildings
    dublicated "town hall" name for greek culture changed into correct "town square"
    added missing markerof HR in descr_strat, that messed up replenishmenttimes for islamic barracks recruitment
    added a town_guard barrack in aghlabids capital from the start
    redone religious bonuses in ebd - much slower conversation now
    Changed Art - Buildingline for ME-culture (is now a Girih Workshop line) and Mosaik Workshops for greek culture
    Changed port location from Malta, back to sicily - no seatrade is possible if settlement and port are not connected via land
    added Jale82 croatian names update
    Fixed rebel_subfaction bug - missing names for slave faction
    sorted names alphabetical for stability reasons
    as you can see, much "boring" stuff most people never notice, but have a deep impact in the game
    Last edited by _Tartaros_; June 21, 2019 at 09:24 AM.

  10. #8350

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Good news! Great work! Thank you!

  11. #8351

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Many thanks from me as well. Agreed, the devil is indeed in the details.

  12. #8352
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    after long negotiations, the eastern frankish empire announce the black fiscal zero for the tresury of year 872


  13. #8353

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Only thing this mod lacks is Armenia.

  14. #8354
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    we´ve got armenian units

  15. #8355
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    Quote Originally Posted by _Tartaros_ View Post
    we´ve got armenian units
    True...Armenians will have a tiny roster of units acting as rebels in their regions, mercenaries and AOR units available to Romans and all Arabs.
    As AOR/mercenaries a unit of heavy cavalry will be available.
    Remember this?

    Actually this unit represents lower nobillity that joined in every side gave more money.
    But as rebels Armenians exept this unit will have the following units:
    A general's bodyguard (with diferent horse type)).
    A border guard heavy javelinmen
    A border guard heavy foot archers
    A border guard axemen
    A palace guard heavy spearmen.
    Its a quite big roster considering that they will be rebel faction ONLY.
    EDIT: The dely is my fault ...I have 2 cracked spondyls in my spine and i can not use a chair for more than few minutes until my physiotherapy completes. I have terible pain in my waist.
    Last edited by AnthoniusII; June 26, 2019 at 08:25 AM.
    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.


  16. #8356

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Get well soon! Prayers for your recovery.

  17. #8357
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: The Great Conflicts main discussion thread. Please post here!


  18. #8358
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    Quote Originally Posted by _Tartaros_ View Post
    Nikephoros was ment to become a Monk when the two Emperors would be in proper age. He gave money to St Athanasius of Athos to build the first monastery in mount Athos. A letter to St Athanasius mentioned that when his task would be ended he would become a simple monk under St Athanasius' authority. Despite his taxation policy that made him unpopular , he became to "hero"/idol in Basill II's eyes as a soldier dedicated to his cause. Basill infact had 100% diferent taxation policy than Nikephorus but both fought honestly for the good of the empire. Such was the policy of Basill II that when he died in 1025 the empire had the biggest gold treasury in the western world the same time it had more than 180000 stratiotae (horsemen), 800 war ships and 1200 transposrt ones and all of them after 50 years of constant wars!
    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.


  19. #8359

    Default Re: The Great Conflicts main discussion thread. Please post here!

    Yes but after his death the Empire begun its steady decline. His successor Constantine VIII was direct opposite of him.
    Lazy and stupid and his successors were the same. Not even 50 years after Basil's death and the Empire went from
    superpower to rump state after Manzikert.
    Only trough Komnenos dynasty beginning with Alexios I. period of stability came and slow reconquer of lost territories.
    But what is interesting is that the Empire was strong when it had a strong individual as emperor, someone
    like in Leo VI quote that no luxury or personal wealth is more important than state prosperity.
    After Manuel's death in 1180., just like Basil's in 1025. period with incompetent emperors followed and in
    both cases epilogue was disastrous, Manzikert and 1204. With exception that one in 1204. was a little bit epochal
    because it meant virtual disappearance of state.

    I'm currently reading Niketas Choniates annals, he was a spectator of sack of Constantinople and it
    wouldn't be a exaggeration if I say that that was a saddest act in history of mankind.
    I mean, I knew before what has happen after so-called Crusaders conquered the city, but
    some details are truly monstrous... I won't write it here...


    Anyway, here is proposition for some future release of this mod, period after 1204.

  20. #8360
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: The Great Conflicts main discussion thread. Please post here!

    True...The last glimps of hope was Romanos IV Diogenis that was a centurion and he had the same sence of duty but the "traitors" made sure that he would not stay Emperor for long.
    After Romanos' surrender the traitors dispanded 50000 Thematic troops of Asia Minor in one year only under the fear of a military rebelion. Turkomans and Seljucks actually began their full invasion after Arp Aslan's death in 1074. From 1074 to 1079 Turks created a Muslim Roman State!!!
    EDIT: When the main campaign will be finished we will use the existing unit models with two focused campaigns (new maps).
    1) The strugle for Italy from 1000 AD when Normans already made their 1st permanent conquest in Italy.
    2) The strugle for Anatolia when Seljucks already made a state also few years after 1000 AD.
    Its true though that the existing map offers a more detailed campaigns from 1000 to 1097.
    Hulgarians can be in their finall place and christians, Normans will besiege the last Roman stronghold Bari, Germans will invade Italy , Fatimids will replace 3 Emirates creating a huge superpower etc.
    Last edited by AnthoniusII; June 27, 2019 at 10:32 AM.
    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.


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