Page 1 of 2 12 LastLast
Results 1 to 20 of 26

Thread: Bleeding like a Siv.

Hybrid View

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

    Default Bleeding like a Siv.

    How exactly are you supposed to buy or do anything? I start a game, move all my armies into towns, and instantly the next turn I have a -1000 treasury, and all the rebel settlements near me are too strong to take, how do I actually accomplish anything?


  2. #2

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by bobkat View Post
    How exactly are you supposed to buy or do anything? I start a game, move all my armies into towns, and instantly the next turn I have a -1000 treasury, and all the rebel settlements near me are too strong to take, how do I actually accomplish anything?
    You need to build lots of things in your towns and cities to get your economy work properly, then you will have the income to recrut and unkeep armyes. Also you have to be carefull on the facts that causes you loosing money. We like it very much in this way, it is like more challenging for us, I have chossen the hard/hard difficulty for the mod and works fine for me.

  3. #3

    Default Re: Bleeding like a Siv.

    well I found a solution, my game now crashes after the first turn, lol, so I think I'll stick with vanilla until Empire is released.


  4. #4

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by bobkat View Post
    well I found a solution, my game now crashes after the first turn, lol, so I think I'll stick with vanilla until Empire is released.
    It been crashing for me too, but only with the smaller factions like Bulgaria and armenia.
    I unfortunately can just wait for Empire because it probably wont work on my computer (because the game companies are in league with the computer companies so you have to upgrade to play any new game)

  5. #5

    Default Re: Bleeding like a Siv.

    Well, you don't have to abandon the mod, SV is working fine on my computer and I am sure that I am not alone. Belive me that is much better the vanilla. Perhaps you should reinstal all, when I say all, gives me a head ache to me too, I know that takes a lot of time and there are a lot of stuff to be instaled. I usualy play a movie meanwhile and I do pauses to run the setups. Good luck !

  6. #6
    Demokritos's Avatar Domesticus
    Join Date
    Aug 2006
    Location
    Up North
    Posts
    2,288

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by bobkat View Post
    How exactly are you supposed to buy or do anything? I start a game, move all my armies into towns, and instantly the next turn I have a -1000 treasury, and all the rebel settlements near me are too strong to take, how do I actually accomplish anything?
    Yes, there's an economic pressure that requires some planning, and there's more pressure in the battles to win, and that's why many prefer the challenge of this mod over vanilla, and then we've said nothing about the visual differences, or that this mod, if installed and started up properly, is probably one of the more stable ones out there.

    I just won the game playing as the Kipchaks at the H/H setting, with their special problem of transportation over the large distances in their territory (troop movements often triggering the field script etc), and this without following the economic advice that goes with this mod (with respect to what kind of buildings one should build first etc).

    However, I agree with you that the field script - the script that substracts 500 or 1000 from your budget each turn you leave a general outside a friendly settlement or on enemy territory (including anywhere at sea) - is a bit too limiting. Keeping generals in buildable forts or "outdoors" at all is hardly on option in the defence strategy, taking generals on long sea journeys will cost you just as dearly as long campaigns in enemy lands, and long crusades/jihads starting far away from the target threaten to cripple your economy for good.

    So I've decided to tweak the field script a little for my next campaign. You can do this, too. All you have to do is to locate the campaign_script.txt file for the era you want to play, find the section for "Field Costs" there, change the values for each faction to your liking, save the changes, exit the file, and start a new campaign with those settings. As a precaution before meddling with that file, always copy the original file to a safe location so that you can replace the edited file with the original one if need be. Look for the campaign_script file along a directory on your computer similar to the following (depending on where you have installed M2TW Kingdoms):
    C:/Program Files/SEGA/Medieval II Total War/mods/SicilianVespers/data/world/maps/campaign/custom
    GNOTHI SEAUTON (Know Thyself) - precept inscribed in the forecourt of the Temple of Apollo at Delphi, Greece
    MEDEN AGAN (Nothing To Excess) - another precept inscribed in the aforementioned place

  7. #7

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by Demokritos View Post
    Yes, there's an economic pressure that requires some planning, and there's more pressure in the battles to win, and that's why many prefer the challenge of this mod over vanilla, and then we've said nothing about the visual differences, or that this mod, if installed and started up properly, is probably one of the more stable ones out there.

    I just won the game playing as the Kipchaks at the H/H setting, with their special problem of transportation over the large distances in their territory (troop movements often triggering the field script etc), and this without following the economic advice that goes with this mod (with respect to what kind of buildings one should build first etc).

    However, I agree with you that the field script - the script that substracts 500 or 1000 from your budget each turn you leave a general outside a friendly settlement or on enemy territory (including anywhere at sea) - is a bit too limiting. Keeping generals in buildable forts or "outdoors" at all is hardly on option in the defence strategy, taking generals on long sea journeys will cost you just as dearly as long campaigns in enemy lands, and long crusades/jihads starting far away from the target threaten to cripple your economy for good.

    So I've decided to tweak the field script a little for my next campaign. You can do this, too. All you have to do is to locate the campaign_script.txt file for the era you want to play, find the section for "Field Costs" there, change the values for each faction to your liking, save the changes, exit the file, and start a new campaign with those settings. As a precaution before meddling with that file, always copy the original file to a safe location so that you can replace the edited file with the original one if need be. Look for the campaign_script file along a directory on your computer similar to the following (depending on where you have installed M2TW Kingdoms):
    C:/Program Files/SEGA/Medieval II Total War/mods/SicilianVespers/data/world/maps/campaign/custom
    I would suggest 250 inside your territory, and 500 outside. This is what I have it set to in the next version, and it seems to be working very well.

    I may also add a # of settlements dependency. For example, < 3 settlements, and no cost. This should help the small factions.


    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)
    Under the Patronage of Atterdag

  8. #8

    Default Re: Bleeding like a Siv.

    So, you will keep field script in next version and abandoning more realistic approach about coast of filed armies (according to their size) I have suggested and we were discussing before? Disappointing…hope you will put it in some of the next versions after more balancing testing

  9. #9

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by 4th Regiment View Post
    So, you will keep field script in next version and abandoning more realistic approach about coast of filed armies (according to their size) I have suggested and we were discussing before? Disappointing…hope you will put it in some of the next versions after more balancing testing
    Too much has changed in the next version, and a change like this would delay the release considerably. (there is alot of work involved)

    The way i have it setup right now, a bodyguards upkeep will cost between ca. 550 and 800 (withthe field cost script considered).

    I have already made changes similar to what you have suggested, for the Byzantines. With changes in the next release, I needed to double the upkeep of the Tagmatic elite type units to balance their enormous income. It seems to be working quite well. You can really appreciate the elite Tagma vs the Themata and mercs now.


    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)
    Under the Patronage of Atterdag

  10. #10

    Default Re: Bleeding like a Siv.

    Oki, hope it will be full conversion is some of the next patches. Although, I think it is better option to put in this mod, so people will test it and see whether it is good or not, by playing – best way to do it.

    I will try to do it myself then. I will increase upkeep of all units to lets say 30% (I know how to do it) and to increase free upkeep slots in towns/castles by 2 more (I need your help here) and to totally disable filed cost script (also need you help) So, hope it will work fine

  11. #11
    Demokritos's Avatar Domesticus
    Join Date
    Aug 2006
    Location
    Up North
    Posts
    2,288

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by SicilianVespers View Post
    I would suggest 250 inside your territory, and 500 outside. This is what I have it set to in the next version, and it seems to be working very well.

    I may also add a # of settlements dependency. For example, < 3 settlements, and no cost. This should help the small factions.
    Sounds good! Actually, I had exactly the same total for the field script in mind, only a different balance, 150 inside my territory, and 600 outside. You'd be more at liberty with activities on your own soil then, reflecting perhaps some help from your own people, but offensive enterprises still require a bit of planning, reflecting perhaps definite resistance from the enemy population, which does not give up anything for free.
    GNOTHI SEAUTON (Know Thyself) - precept inscribed in the forecourt of the Temple of Apollo at Delphi, Greece
    MEDEN AGAN (Nothing To Excess) - another precept inscribed in the aforementioned place

  12. #12

    Default Re: Bleeding like a Siv.

    This will require alot of testing. I have the camapigns balanced very well right now, so I would wait for the next version before you start.


    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)
    Under the Patronage of Atterdag

  13. #13

    Default Re: Bleeding like a Siv.

    Oki, that is what I was thinking about, to modify new version. Sorry, I was not clear. Cheers, and hope we are near week or two before new one

  14. #14

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by 4th Regiment View Post
    Oki, that is what I was thinking about, to modify new version. Sorry, I was not clear. Cheers, and hope we are near week or two before new one
    Is it that soon ?
    SV when will you release it? Don't need an exact date, just something estimative, like 4th Regiment said.

  15. #15

    Default Re: Bleeding like a Siv.

    I would say within the next few weeks. I am not adding anything major, so I am just left to balancing and things I may have missed.


    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)
    Under the Patronage of Atterdag

  16. #16

    Default Re: Bleeding like a Siv.

    There is more money in the next release, so 250/500 seems to be working well. I think maybe the outside value could be increased. I will test with more factions.


    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)
    Under the Patronage of Atterdag

  17. #17
    Zenith Darksea's Avatar Ορθοδοξία ή θάνατος!
    Join Date
    Jan 2005
    Posts
    4,659

    Default Re: Bleeding like a Siv.

    There are a couple of scripts - the field script and the garrison script - that I personally dislike. The field script cripples your economy, and the garrison script makes it impossible, or at any rate impractical, to attempt surprise attacks on under-defended enemy towns. Together they positively ruin an economy. So I removed those scripts from my version of SV.

  18. #18

    Default Re: Bleeding like a Siv.

    Quote Originally Posted by Zenith Darksea View Post
    There are a couple of scripts - the field script and the garrison script - that I personally dislike. The field script cripples your economy, and the garrison script makes it impossible, or at any rate impractical, to attempt surprise attacks on under-defended enemy towns. Together they positively ruin an economy. So I removed those scripts from my version of SV.
    That's why you have to be careful with your invasion plans and time (you have to be quick and deadly), in medieval times wars were expensive too, for example ruined many economic of England, so don't be worried for that, so good luck!

  19. #19

    Default Re: Bleeding like a Siv.

    Also, you have to keep in mind that with few exceptions (Byzantium, Sicily, Caliphate), there was very little money to be had in the middle ages. It was more a barter economy.

    Add the fact that feudalism basically gives away vast amounts of resources to the feudal class. This produces an army, but very little money for the king.

    This is all represented in SV, by use of realistic "huge" cities like Palermo, Constantinople, Baghdad, and Cordoba giving the more advanced faction a more robust economy, and the scripts....that seek to emulate the feudal nature of the times.

    None but a Charlemagne could act like a Napoleon in the 11th century.


    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)
    Under the Patronage of Atterdag

  20. #20
    peterruskov's Avatar Laetus
    Join Date
    Oct 2008
    Location
    Ruse,Bulgaria
    Posts
    11

    Default Re: Bleeding like a Siv.

    I change it from 500/1000 to 50/500.I hate when my general is soo close to city and have to pay 500

    By the way awesome mod.

Page 1 of 2 12 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
  •