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Thread: SS 6.2?

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  1. #1

    Default SS 6.2?

    Decided to get MTW2 mostly for EB2 but since that is not out yet SS seems the best mod for the eras and been enjoying playing Genoa for about 60 turns so far.

    Just a couple questions- a couple threads here mentioned 6.2 but I don't see that as a download in these forums, is it a 2nd part 1 and 2 or simply a different patch than 6.1 which you can install over 6.1? If its available I will try it my next campaign.

    Also- are there any known major bugs with late era campaign? I can play any faction I've tried in the early era campaigns except I did get CTD trying to start as Poland but whenever I select late era it CTD immediately before I can even choose a faction.

    Nice mod though honestly I never bothered with vanilla so I'm not sure how much better it is but mods are usually much better! ;-)

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: SS 6.2?

    6.2 is in the submods forum. And late era campaign works fine. Check the FAQ in the bug reports subforum for things to do to fix your problem.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3

  4. #4

    Default Re: SS 6.2?

    You could get the 6.2 patch along with the RR/RC sub mod, it's pretty good so you should try it.

  5. #5

    Default Re: SS 6.2?

    Important thing is to either use the 6.2 patch or the RR/RC combination (the patch is already included). Some mixed those up and naturally this can cause ctds etc.

  6. #6

    Default Re: SS 6.2?

    For late era campaign, it will less likely to crash if you go straight to that option without touching anything else in the main menu.

  7. #7

    Default Re: SS 6.2?

    Mine crashes if i go to Early Era and then back to Late Era or opposite way

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: SS 6.2?

    Quote Originally Posted by Anaatti View Post
    Mine crashes if i go to Early Era and then back to Late Era or opposite way
    Most reported bug. Can't be fixed.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  9. #9

    Default Re: SS 6.2?

    I'm by no means a stranger to mods, but I find the 6.2 readme 's and threads quite confusing

    I'm hesitant to install it, having 6.1 with RR and all. Oh, and the crowns for kings mod. I really like little things like that

  10. #10

    Default Re: SS 6.2?

    I recommend using 6.2 I can't say for sure that it's helped anything in particular, as I installed SSTC at the same time, but it certainly has not damaged the gameplay at all. In fact, it seems the AI is a little more intelligent.
    let's conspire to Ignite
    the Lives of those who'd Die
    just to feel Alive
    Point Blank's RR/RC for Stainless Steel 6.2


  11. #11

    Default Re: SS 6.2?

    Yeah, thanks for the replies- seems the early/late campaign bug is the most reported. easy to avoid once you know about it though.

    The thread on removing the princess of age scripts etc also really helped speed up the turns which was driving me crazy. With both those issues resolved I'm into my 2nd SS campaign now.

    The 6.2 threads do seem confusing especially since 6.1 had optional add ons like the Grym Reality or whatever which aren't compatible with 6.2 apparently. I don't feel like doing a compete new reinstall either if the main benefit is that in 6.2 the AI seems just a little smarter. I am having my hands full each turn playing H-VH in 6.1, though playing as the 1 region start factions partially explains that. Genoa campaign was quite fun and now Knights Templar is getting interesting with 2 jihads against me already.

    Just 1 more question-

    In sieges how do you capture the gates? In RTW you could ram thru the gate and run in some infantry to use the stairs to the gate towers and capture them and stop the arrow storm. Now whenever I order that the unit just acts confused. Even if I storm the walls and defeat every enemy it seems no unit is able to move into the gate towers from atop the walls. I have to order them to the ground inside the walls, then back onto the gate towers. It is making sieges very costly when I have to seemingly storm the walls to fight the last units of the enemy on only 1-1 terms so if they have a strong unit posted up there I'll take huge losses.

    Related note- what are the AI bonus on VH in battles? In RTW it was +7 to stats I believe. Same here or more? I encountered a unit of Chivalric Knights as Genoa when my best unit was mercenary spearmen... 1 of those CKs got 342 kills on me despite I threw everything I had at it in a nice total surround after elminating the rest of the units(it was a siege so they died on the walls while knights waited in the square). It seems they needed barely any room to charge and could charge in the midst of a mass of spearmen. At least I assume it is a charge when the icon card of your unit starts to flash and the numbers drop fast 110-90-75-60, then it stops flashing and they hold sort of steady. So far I am a bit confused how spearmen are that effective vs armored cavalry. The advisor always says don't run into a prepared spearline but then I watch the AI do it repeatedly and half my spears die in the first 20 seconds. I am still winning the battles barely but in RTW tactics could make some differences on VH. Here it seems I have to have a 2-1 advantage in numbers and I still lose 60% of my units no matter how cleverly I trap or use terrain and save my own cavalry for rear charges. Not that I am complaining as it definitely slows expansion but I am just trying to determine is that what all the battles will be like or do late era more professional armies make tactics important again?

  12. #12

    Default Re: SS 6.2?

    Quote Originally Posted by Ichon View Post
    In sieges how do you capture the gates? In RTW you could ram thru the gate and run in some infantry to use the stairs to the gate towers and capture them and stop the arrow storm. Now whenever I order that the unit just acts confused. Even if I storm the walls and defeat every enemy it seems no unit is able to move into the gate towers from atop the walls. I have to order them to the ground inside the walls, then back onto the gate towers. It is making sieges very costly when I have to seemingly storm the walls to fight the last units of the enemy on only 1-1 terms so if they have a strong unit posted up there I'll take huge losses.

    Related note- what are the AI bonus on VH in battles? In RTW it was +7 to stats I believe. Same here or more? I encountered a unit of Chivalric Knights as Genoa when my best unit was mercenary spearmen... 1 of those CKs got 342 kills on me despite I threw everything I had at it in a nice total surround after elminating the rest of the units(it was a siege so they died on the walls while knights waited in the square). It seems they needed barely any room to charge and could charge in the midst of a mass of spearmen. At least I assume it is a charge when the icon card of your unit starts to flash and the numbers drop fast 110-90-75-60, then it stops flashing and they hold sort of steady. So far I am a bit confused how spearmen are that effective vs armored cavalry. The advisor always says don't run into a prepared spearline but then I watch the AI do it repeatedly and half my spears die in the first 20 seconds. I am still winning the battles barely but in RTW tactics could make some differences on VH. Here it seems I have to have a 2-1 advantage in numbers and I still lose 60% of my units no matter how cleverly I trap or use terrain and save my own cavalry for rear charges. Not that I am complaining as it definitely slows expansion but I am just trying to determine is that what all the battles will be like or do late era more professional armies make tactics important again?
    In MTW2 you dont need to capture the gates. Unlike RTW, the gates will only shoot at you, or pour boiling oil if there is an enemy unit nearby. In most seiges that I fight I always go for the gates and dont bother with ladders or seige towers. I beleive the defender gets a bonus when defending atop walls. What I do is poor troops in once the gate is breached and fight in the streets instead. The defenders will usually pull back to the city/castle center square, and then I nail them with my archers protected in front with my infantry. In Sieges and Battles, you will generally take more casulties then in RTW. It helps somewhat to outfit your troops with armor and to use the right tactics.

    In MTW2 the difficulty bonuses are similar to RTW, but they do not work the same at all. In some of the RTW mods that I played, VH battle difficulty was almost impossible. In MTW2 VH is easy, once you get used to it. The unit of CK must have charged against your weak troops. You can do the same to the enemies weak troops, although your calvary will work best in an open battle. Armouring your spearmen can help against enemy charges, and using castle spearmen rather then spear milita helps too. Other then that, MTW2 tactics are similar to RTW tactics, attack flank and rear, calvary charges, armor peircing, and missle troops. Battles happen much faster so the bonuses that you get from these attacks are less aparent. Hope this helps. Feel free to ask more questions if you need to.

  13. #13

    Default Re: SS 6.2?

    if the main benefit is that in 6.2 the AI seems just a little smarter.
    You didnt read the changelog / feature list I assume?

  14. #14

    Default Re: SS 6.2?

    Quote Originally Posted by bane_tw View Post
    You didnt read the changelog / feature list I assume?
    I did but nothing stood out since I have only been playing SS for two campaigns half the things in there I have no idea about. Just going off what was previously said in this thread.

  15. #15

    Default Re: SS 6.2?

    1. Bug Fixes
    Fixed more bugs than you can imagine and corrected many typos, greatly enhancing game play and reducing the number of CTD's in strategy map to 0! (in over 30 150+ turn games no CTD at all!)

    2. AI Update
    AI won't let the human player get a lot of alliances and live a peaceful life!
    AI will form alliance block to fight against the common enemy, human or computer!
    AI really likes to do a TOTAL WAR!
    The Golden Horde will try to annihilate anything on its path!

    3. Map fine-tune
    Greatly enhanced AI's pathfinding - no more armies wandering around without a reason!
    No more will the armies get stuck or march back and forth in the same positions!
    Well I don't force anybody. But number 1 was enough reason for me.

  16. #16

    Default Re: SS 6.2?

    Quote Originally Posted by bane_tw View Post
    Well I don't force anybody. But number 1 was enough reason for me.
    If I had experienced any CTD maybe I would figure it was worth it to reinstall but so far only CTD was in the load screen not once the strategic map started.

    Haven't noticed many spelling mistakes either though I might install for a 3rd campaign to see the higher difficulty.

  17. #17
    Silverin's Avatar Laetus
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    Default Re: SS 6.2?

    SS definitely needs some new official updates, IMO. Maybe some patch with all those popular submods included. With such variety of them, it's so hard to choose, what exactly you want to play, re-installing the game for each of this "experiments", instead of playing one all-in game with maximum comfort and joy

  18. #18

    Default Re: SS 6.2?

    KK did mention that there may be a 7.0 in the future. Just keep on sitting waiting wishing. good song by the way.
    let's conspire to Ignite
    the Lives of those who'd Die
    just to feel Alive
    Point Blank's RR/RC for Stainless Steel 6.2


  19. #19

    Default Re: SS 6.2?

    Quote Originally Posted by Silverin View Post
    SS definitely needs some new official updates, IMO. Maybe some patch with all those popular submods included. With such variety of them, it's so hard to choose, what exactly you want to play, re-installing the game for each of this "experiments", instead of playing one all-in game with maximum comfort and joy
    6.2 is official and as up to date as you can get - its developed with the approval but not the involment of King Kong.
    As for a patch with all popular submods for me thats RR1.3/RC1.8/CBUR/BFTB/BGR IV Compilation which incorperates 6.2 as well.
    Last edited by bɑne; July 26, 2009 at 07:16 PM. Reason: added link to official statement

  20. #20
    Silverin's Avatar Laetus
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    Default Re: SS 6.2?

    Quote Originally Posted by bane_tw View Post
    6.2 is official and as up to date as you can get - its developed with the approval but not the involment of King Kong.
    As for a patch with all popular submods for me thats RR1.3/RC1.8/CBUR/BFTB/BGR IV Compilation which incorperates 6.2 as well.
    Thanks man, but I know about those mods and patches. But the problem is - with next update (for example Baltic for Baltic, or new RC of 6.2 patch) I'll have to re-install the full game, right? Wasting another hour or even more of my life.

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