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Thread: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC! Updated to The Final Beta Version!

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  1. #1

    Default Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC! Updated to The Final Beta Version!

    Hello to all my Fellow SS 6.2 RR/RC compilation fans!

    Following the release of the latest compilation for RR/RC, i was in awe, but also overwhelmed by the amount of work it would take to update my old Stainless Steel Mint Chip mod to the new release. Yet what followed was the most enlightening modding experience i have ever had, and after months of work it is here- but so much more polished than the old 'Mint Chip' version- that it even needed a new name! A name befitting the Epicocity of such a mod- hence the moniker 'Ultimate'. To me this is the Ultimate M2TW experience, and thanks to the hard work of those who made the RR/RC compilation, and my obsession for gaming perfection- It has gone from a Pipe Dream to a Reality! It is my hope that you will enjoy as much as i do this uniquely EPIC Stainless Steel experience, and be with me in the future as my work is not yet done- there is still much more i want to do to make this mod beyond the best- better than the rest!

    Features-

    -Keeps all but one mod in the latest RR/RC compilation package-

    COMPLETE BYZANTINE UNIT ROSTER by Anthonius II and Caesar Clivus
    BATTLE FOR THE BALTIC by Caesar Clivus
    BGR IV Ehhanced (optional) by Byg
    RUSICHI MOD UNITS!!!
    SS 6.2 Release Candidate 4 by Gracul.
    - For God and St George mod by AWellesley
    Knights Templar units from Lord_Calidor's KT mod
    1450 Campaign by JaM
    Hundred Years War and Italian City States Mini Campaigns by Lusted
    SSTC by Chimaeira
    Real Horses by Argent Usher
    Crimson Tide by Magus
    City and Castle models by Agart
    Nostalgia patch by mr.blonde
    CampaignAI by TheSavage
    BattleAI by Germanicu5
    CBUR and Unit Card improvement projects by Agis Tournas
    Lord Condormanius's Mailed Knights
    BETTER GRASS by david.coole
    loading screens by archer29
    new Byzantine and Kievan Rus unit cards by akvilonn
    some music from a compilation by bcnor
    plus other submods as included in 6.2 patch Release Candidate 4 by Gracul

    -That would be the 1100 start mod by AWellesley, As the start date is once again 1080!

    -The mod is fully adapted for 2TPY, and in my personal testing it is balanced.
    2TPY files thanks to Trinity!

    -The Crusader States will emerge in full force in 1100! expect them to go after Jerusalem, Acre, Antioch, Aleppo, and Edessa. As Egypt or The Turks be ready for a fight- and consider an alliance to grind the crusaders into the sand!

    -William the Conquerer is back! Since the start is in 1080, William the Conquerer returns and the whole of england is more dynamic. Not only must you deal with the Scots, but the rebels in Wales and Ireland have been strengthened, and the french are just across the channel! The conquest of the entire British isles will be a lucrative but bloody endeavor.

    -Unit sizes, speed, and morale adjusted for maximum carnage and epic battles.
    (it is highly recommended that your computer have decent specs if you wish to play this mod, or the battles may drain your computer!)
    Unit files thanks to Ignasign!

    -the choice of using Byg IV!

    A special thank you to-

    -King Kong for making the best M2TW mod- the EB of M2!
    -Point Blank and all the countless others who did work on the RR/RC
    compilation
    -Ignasign for modding the files used for the bigger units.
    -Trinity for creating balanced working 2TPY files for the latest compilation.
    -Byg for creating Byg IV!

    Installation- After Downloading, Make sure to back up all of your files, then extract the folder of your desire into your M2TW/Mod/StainlessSteel Folder.
    There are 2 choices- the regular files or ones that dont include Byg IV. if you use Byg IV, Use the regular files. If you dont Use Byg IV, extract the noByg version.
    Important note- be sure to delete the map.rwm file in the SS6/data/world/maps/base folder after installation- this makes sure that the Crusader states keep the settlements they assault when they emerge! dont worry- it will regenerate itself when you start a new campaign!

    It is recommended, like with regular RR/RC- that you start on M/M, and get a feel for things. If you use Byg IV money WILL be tight, so dont go crazy with spending, ESPECIALLY with unit costs. too many units WILL ruin your finances, and make sure to use the most of your free upkeep garrisons!

    Download the files from filefront HERE

    I hope you enjoy! and be sure to stick around- i have many more ideas for more content for this Mod!
    Last edited by jman47; July 28, 2010 at 08:18 AM.
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
    - Thatguy

  2. #2

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    it seems really a good work mate, i'll give it a try for sure...especially for what concerns the 2tpy finally compatible with BGR IV....! thanks!

  3. #3
    Morfans's Avatar Semisalis
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Uhm. Looks like in the imperial campaign the turn numbers that trigger the various emergent factions & national uprisings have not been scaled to 2TPY, so they would actually happen 3 times earlier, wouldn't they ?

    As a more general comment, building times are now very long, but the replenishment rates of recruitment pools have not been changed w.r.t. 1.5 YPT - doesn't that imply a decades-long proliferation of militia troopers ? RR is in itself quite militia-centric in the EE - this 2TPY scheme
    seems to exacerbate that. Your views ?

  4. #4

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Quote Originally Posted by Morfans View Post
    Uhm. Looks like in the imperial campaign the turn numbers that trigger the various emergent factions & national uprisings have not been scaled to 2TPY, so they would actually happen 3 times earlier, wouldn't they ?

    As a more general comment, building times are now very long, but the replenishment rates of recruitment pools have not been changed w.r.t. 1.5 YPT - doesn't that imply a decades-long proliferation of militia troopers ? RR is in itself quite militia-centric in the EE - this 2TPY scheme
    seems to exacerbate that. Your views ?
    this is where it still might need a bit of testing. my final work was getting the Crusaders to emerge properly, and have not played a campaign yet far enough to test all of these things.

    since the mod is 2tpy and starts in 1080 my formula is-

    turn number= year of event minus 1080 (the start date) x2.

    so if the event is supposed to happen in say, 1350- it would go

    1350 - 1080 = 270 x 2 = 540.

    this works because the 540th turn corresponds to the 270th year after the game starts, which would equal 1350. please let me know if there is anything i missed in the campaign script, i will be sure to release a fix. but as long as my math is good i think its fine.

    as for the RR/RC- the events that control the armor progression i believe are found in the decsr_events file in the campaign folder. the number corresponding to the events does not mean turn number- but the year that the event happens after the start date. so the event for the crusaders to emerge happens in 1100- 20 years after the start date of 1080. so in the descr_events- the event gets a value of 20. i modified this file to have every event happen 20 years earlier- to account for the start date being put back 20 years, so everything should happen on schedule.

    as for the unit pool replenishing- if anything it is sped up. if a unit has maximum pool of 1, and takes 9 turns to replenish- you can recruit one every 4.5 years. this is opposed to the 1.5 ypt format, where 9 turns of replenishment equals 13.5 years of waiting. so in reality your getting units faster, which means you have to pay more attention to your unit costs, especially if you use BYG IV and must also deal with nobles expenses.

    i believe everything is balanced accordingly, but as i said if you find inconsistencies let me know and i will adress and fix them.
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
    - Thatguy

  5. #5

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    After some turns made i'm back with some feedback.
    First of all i noticed that after the installation one of the germanicu5 script is missing, but i really can't remember if this script was included in the PB's compilation or i add it later...i'm speaking about the script that stops any kind of buildings in settlements when a governor is missing (not the assimilation one).
    However i don't think it's a real problem but instead something good.
    A 2PTY mod slows down the entire timing of play, especially for what concerns time of building, so making buildings possible even if a governor is missing is right IMO cause this makes some balances in the game.
    On the other side the game will be really to slow creating too much differences between settlements with governors and settlements without governors.
    And if this script is in PB's compilation and you disable it i think that this is the right choise mate.
    Now i'd like to see how evets come in the game so i need to have some more turns in my game...however keep up with your good work!
    Last edited by redinside; January 30, 2010 at 03:54 AM.

  6. #6

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Quote Originally Posted by redinside View Post
    After some turns made i'm back with some feedback.
    First of all i noticed that after the installation one of the germanicu5 script is missing, but i really can't remember if this script was included in the PB's compilation or i add it later...i'm speaking about the script that stops any kind of buildings in settlements when a governor is missing (not the assimilation one).
    However i don't think it's a real problem but instead something good.
    A 2PTY mod slows down the entire timing of play, especially for what concerns time of building, so making buildings possible even if a governor is missing is right IMO cause this makes some balances in the game.
    On the other side the game will be really to slow creating too much differences between settlements with governors and settlements without governors.
    And if this script is in PB's compilation and you disable it i think that this is the right choise mate.
    Now i'd like to see how evets come in the game so i need to have some more turns in my game...however keep up with your good work!
    I actually noticed this myself- but it was not something i did. rest assured though that i would have removed it anyway, and if it does come up i will remove it. that script is not something i am particularily fond of, but if it does come up and i remove it ill have a verrsion that keeps it if someone really wants it.

    Looks like triggers for emergent factions were not scaled only for noBYG version.

    Btw, jman47, have you just doubled building time for all buildings?
    And, correct me if I'm wrong, is this mod for Early Era campaign only?
    yes i believe most of the building times were only doubled. while making it 3X longer would be more accurate to the scale- i think for now the building times, combined with their cost, are decent for the 2tpy format. since growth has been slowed down, you shouldnt be worried about getting buildings too fast though. this mod is only for the early era, if you want a good late era 2TPY mod look HERE

    ill post a fix for the NOBYG version in a few minutes, all it would take is fixing the one file.
    Last edited by jman47; January 30, 2010 at 02:53 PM.
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
    - Thatguy

  7. #7

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Quote Originally Posted by jman47 View Post
    this is where it still might need a bit of testing. my final work was getting the Crusaders to emerge properly, and have not played a campaign yet far enough to test all of these things.
    Looks like triggers for emergent factions were not scaled only for noBYG version.

    Btw, jman47, have you just doubled building time for all buildings?
    And, correct me if I'm wrong, is this mod for Early Era campaign only?
    Last edited by Abyrvalg; January 30, 2010 at 05:46 AM.
    Quote Originally Posted by Skooma Addict View Post
    After reading wikipedia for about ten minutes, I hearby declare myself an expert on medieval history.

  8. #8

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Hy mate i just wondering one thing...if i'd like to play the late era campaign using the 2pty mod you linked above will i have the compatibility with BGR IV?
    Cause i remember that 2pty mod wasn't compatible, i asked in that thread...and if not, are you thinking to adapt your mod to the Late era too?
    Thanks in advance.

  9. #9

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Hey jman, well apparently it is the settlement mechanics file that alters the income of cities.

    So i was wondering is there any chance you would be able to upload a mechanics file that changes the growth rates but not the income?

  10. #10

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Hy mate i just wondering one thing...if i'd like to play the late era campaign using the 2pty mod you linked above will i have the compatibility with BGR IV?
    Cause i remember that 2pty mod wasn't compatible, i asked in that thread...and if not, are you thinking to adapt your mod to the Late era too?
    Thanks in advance.
    Currently i have no plans to be working on the late era campaign. im still working out the economy in the early era for starters. i could take a look at balbor's late 2tpy files, and see about adapting those files to BYG IV. since i know alot of people like the late era i may do it, but at the same time i dont want to be trodding all over his hard work. the late era 2tpy mod is his, so i may adapt his files for BYG for but let him put it in his thread. well see.

    Hey jman, well apparently it is the settlement mechanics file that alters the income of cities.

    So i was wondering is there any chance you would be able to upload a mechanics file that changes the growth rates but not the income?
    Ill take a look at the regular income values and the 2tpy ones trinity worked on. like with the growth im likely going to have to find a happy medium if the differences are large. The reason growth is lowered is to prevent huge cities and citadels by turn 100 out of the 1000. income im not so sure, ill look at it and hopefully it will be ready in an hour or so. It will also be save-game compatible.

    EDIT- the income has been adjusted. see if it works better! the fixed file is in the original post.
    Last edited by jman47; February 06, 2010 at 03:28 PM.
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
    - Thatguy

  11. #11

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    This would be really great mate! Anyway i will enjoy my time in the early atm, thanks to your work, looking forward to see any improvments.

  12. #12

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Great job, a 2TPY mod is a big plus for many people

  13. #13
    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    I just installed ,but for some reason nothing has changed ,well when i say nothing the start date is still 1100


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  14. #14
    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Yes i think so ,SS file correct ? Started new campaign (early ) but its still 1100 ?


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  15. #15
    hull19's Avatar Ordinarius
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    nice work mate! trying this right now!
    SS 6.4, Eras 2.3, DotS Project
    The first computer you had always was the best.
    R.I.P. 2001-2011

  16. #16
    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    I'm using Vista to answer your earlier question but its installed in the SS folder ,so i dunno ..ah i'v got Rozanovs 2TPY /stoneforts mini mod could that be it ? but doesn't change starting year .I dont know ?


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  17. #17

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Are the Templars a force to be reckoned with or they're not that hard to defeat given a decent army on your side?
    a human player should be able to defeat them like any other faction. if your holding jerusalem at 1100 imagine it like a crusade/jihad but you only have to defeat 1 full stack not 50. not that hard.

    I'm using Vista to answer your earlier question but its installed in the SS folder ,so i dunno ..ah i'v got Rozanovs 2TPY /stoneforts mini mod could that be it ? but doesn't change starting year .I dont know ?
    yea this mod is not compatible with rozanovs 2tpy all cities/stoneforts mod. youd have to choose one or the other
    More like pretty girls are like EA, you give more and more money, but dont get it back in quality
    - Thatguy

  18. #18
    Constantius's Avatar Primicerius
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Well atleast i know the reasons .thanks mate


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  19. #19

    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Can I have the instructions as if I was starting from scratch. After Installing M2TW and Kingdoms discs 1 and 2 on my computer, what do I install next? I have different patches and submods downloaded onto my hard drive and yesterday decided to uninstall M2TW erase everything and start from scratch. Today I have not had any luck being able to install this "ultimate". Any help would be appreciated.



    Edit: Nevermind I got it to work.
    1. M2TW disc 1 and 2
    2. Kingdoms disc 1 and 2
    3. Stainless_Steel_6.0_Pt1of2.zip
    4. Stainless_Steel_6.0_Pt2of2.zip
    5. Stainless_Steel_6.1_Patch.exe
    6. SS_RR_RC_Part1.7z
    7. SS_RR_RC_Part2.7z
    8. StainlessSteelUltimate.rar
    Last edited by Danterex; February 23, 2010 at 05:05 PM.

  20. #20
    Amon Amarth's Avatar Libertus
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    Default Re: Stainless Steel Ultimate! The Definitive 2TPY compilation for SS 6.2 RR/RC!

    Hi jman 47, good job your did here, rigth now am playing your mini mod and something come to my attention: am at 1102 year and already recive the message about the Templars/Crusades states apperence, so i decide to use toggle_fow to see them but... nothing i take a look to the holy lands and no Crusades armies thereit was supose to spam there rigth? also this is my 10campaing in RR/RC SS 6.2 compilation and for the first time am having armies stuck in the campaing map, 2 of them! one from HRE and Poland are stuck betewen Nicaia and Cannakkale, they ware in crusade against Cairo, but soon as Cairo fall their generals have leave the armies in my lands and gone to somehere else, ist kind of annoinying not because that they could attack, the problem is that they block the passage to my armies and am right now in war against the Turcks and i need to move my armies to Anatolia, i could use boats but ill need my navie in the other side because am planing to assault south Italy
    Some help will be apreciate, one more time thanks for the mini mod this was someting that i was loocking for
    Last edited by Amon Amarth; February 24, 2010 at 01:50 PM.

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