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  1. #1

    Default SS and Mod Questions

    Hello,

    I came across and downloaded SS 6.1 a few weeks back and I have to say that I am very impressed by it, along with RC/RR and Grim Reality III. It has really got me back into Medieval 2 Total War, so a big thanks to those that have created and dedicated so much time towards these mods.

    I have since completed/won my first campaign with these mods playing as England and now I have a few questions before I start a new one.

    When I installed SS 6.1, I ticked the boxes to install RC/RR and Grim Reality III. Other than that, I have only downloaded and applied the update for Grim Reality, with the file name data.zip or something along those lines. I am not sure what version of RC/RR was included with SS 6.1, so are there any patches I need to apply to it or am I all up to date?

    Do any further - newer - versions of RC/RR and Grim Reality work with SS 6.1? If so, which versions and what files do I need to download for them to install over the top of my current installation?

    Sorry if these seem obvious or simple questions to some, but I've been reading these forums a lot for a few weeks and all the different versions can get confusing, especially having only recently discovered these mods.

    Another thing I 'think' I noticed during my campaign was that the enemy factions seemed to get free units spawned throughout the campaign. I know the AI 'cheats' on various things in order to create a challenge and to help them put up a fight, but this took a bit of enjoyment out of the game for me because when I managed to defeat a full AI stack for example, they pretty much managed to recover their forces within a few turns so it didn't really affect the enemy at all. I don't mind things such as the AI getting extra money each turn, but the spawning units seemed a bit too obvious for my liking.

    I'm a bit of a slow player on the campaigns in terms of advancing and taking territory, being more thorough and decisive on my actions, thus when I do manage to virtually destroy an enemy army etc, I like it to hurt the AI and set them back for a bit.

    If this is the case, does anyone know what mod introduces this or direct me to the appropriate file to change this myself? I found the section on the AI getting a money bonus, which I have left as it is, but nothing on spawning units.

    Sorry for the long post, I hope you were all in a patient mood while you read it!

    J5flyer

  2. #2

    Default Re: SS and Mod Questions

    il answer all the stuff i can. theres a much better version of RR/RC available that adds tuns of stuff and is definitly worth getting. its here: http://www.twcenter.net/forums/showthread.php?t=300716 you'll need a clean install of SS 6.1 though without any of the boxes ticked.
    as far as i was aware the ai doest get giving free units unless its an event they just get enough money they can constantly produce lots. i think RR/RC stops this a little bit though im not completely sure.
    Hope that helps a bit.
    Veni Vidi Velcro


  3. #3

    Default Re: SS and Mod Questions

    Is there a version of that without SS 6.2? From what I've heard, Easy on SS 6.2 is comparable to Hard in SS 6.1, so I really don't want insanely brutal difficulty.

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: SS and Mod Questions

    Quote Originally Posted by RuleBritannia View Post
    Is there a version of that without SS 6.2? From what I've heard, Easy on SS 6.2 is comparable to Hard in SS 6.1, so I really don't want insanely brutal difficulty.
    No.

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

  5. #5
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: SS and Mod Questions

    Quote Originally Posted by RuleBritannia View Post
    Is there a version of that without SS 6.2? From what I've heard, Easy on SS 6.2 is comparable to Hard in SS 6.1, so I really don't want insanely brutal difficulty.
    The difficulty bump is not that severe. I play on M/M and turtle. This setting is just enough to keep you on your toes and add some spice to things...

  6. #6

    Default Re: SS and Mod Questions

    Hello again,

    I think I've found a section in the campaign_script that ties in with my original post regarding enemy units being spawned. There appears to be two parts to it:

    - - Spawn AI Capital Armies - -
    Spoiler Alert, click show to read: 
    set_event_counter DifficultyLevel 0

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    and CampaignDifficulty = medium

    set_event_counter DifficultyLevel 1

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    and CampaignDifficulty >= hard

    set_event_counter DifficultyLevel 3

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and I_TurnNumber = 0
    and I_EventCounter DifficultyLevel = 3

    spawn_army
    faction england
    character random_name, named character, age 30, x 78, y 218
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
    unit NE Bodyguard exp 1 armour 1 weapon_lvl 0
    unit Levy Spearmen exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 0 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor


    - - More Generals - -
    Spoiler Alert, click show to read: 
    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and I_TurnNumber = 10

    spawn_army
    faction england
    character Philibert, named character, age 30, x 78, y 218
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
    unit NE Bodyguard exp 1 armour 1 weapon_lvl 0
    unit Levy Spearmen exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 0 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 1 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor


    I havn't included the whole section for either of the two above, as they follow mainly the same format through all the other factions and of course a slight variation in units.

    Would removing these sections get rid of the AI having units spawned regularly for them?

    Do both sections in that file trigger every so often throughout the campaign or are the 'More Generals' sections only activated once at a specific turn? If someone could interpret the code for me it would be a big help in aiding my understanding.

    J5flyer

  7. #7

    Default Re: SS and Mod Questions

    hmmm iv always wondered what these were actually but this never occurred to me. if anyone knows im interested as well now.
    Veni Vidi Velcro


  8. #8

    Default Re: SS and Mod Questions

    Interesting to know about this ...
    You can drop humans anywhere and they'll thrive-only the rat does as well.Jeannette Desor

    Man in Black: [as he is unsuccessfully fighting Fezzik] Look, are you just fiddling around with me or what?
    Fezzik: I just want you to feel you're doing well. I hate for people to die embarrassed.

  9. #9

    Default Re: SS and Mod Questions

    Quote Originally Posted by J5flyer View Post
    Hello again,

    I think I've found a section in the campaign_script that ties in with my original post regarding enemy units being spawned. There appears to be two parts to it:

    - - Spawn AI Capital Armies - -
    Spoiler Alert, click show to read: 
    set_event_counter DifficultyLevel 0

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    and CampaignDifficulty = medium

    set_event_counter DifficultyLevel 1

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 0
    and CampaignDifficulty >= hard

    set_event_counter DifficultyLevel 3

    terminate_monitor
    end_monitor

    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and I_TurnNumber = 0
    and I_EventCounter DifficultyLevel = 3

    spawn_army
    faction england
    character random_name, named character, age 30, x 78, y 218
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
    unit NE Bodyguard exp 1 armour 1 weapon_lvl 0
    unit Levy Spearmen exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 0 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor


    - - More Generals - -
    Spoiler Alert, click show to read: 
    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and I_TurnNumber = 10

    spawn_army
    faction england
    character Philibert, named character, age 30, x 78, y 218
    traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
    unit NE Bodyguard exp 1 armour 1 weapon_lvl 0
    unit Levy Spearmen exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 1 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 0 armour 0 weapon_lvl 0
    unit Archer Militia exp 0 armour 0 weapon_lvl 0
    unit Levy Spearmen exp 1 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor


    I havn't included the whole section for either of the two above, as they follow mainly the same format through all the other factions and of course a slight variation in units.

    Would removing these sections get rid of the AI having units spawned regularly for them?

    Do both sections in that file trigger every so often throughout the campaign or are the 'More Generals' sections only activated once at a specific turn? If someone could interpret the code for me it would be a big help in aiding my understanding.

    J5flyer
    Yes there are some difficulty-linked free units in RR/RC, though its not many. However, note that there is no code such that if AI bank falls below zero, they get free 10000 florins etc. Instead, each AI settlement gets a slight bonus based on size and type. This means economic warfare vs the AI (eg blockades) has some effect.

  10. #10

    Default Re: SS and Mod Questions

    Thanks for the reply Point Blank.

    It is interesting you say they do not get extra florins when in debt because I came across this in the campaign_script as well:

    Spoiler Alert, click show to read: 
    monitor_event FactionTurnStart FactionType england
    and IsFactionAIControlled
    and Treasury < 5000

    add_money england 9000

    end_monitor


    Again, only a small section is present. All the other factions have the same bit of code. I do understand that it may not be part of your RR/RC mod though. Would be nice if someone can confirm whether the AI do or do not get any extra florins.

    Regarding the free spawned units, could you expand a bit on how it works exactly? For example what triggers extra units to appear, what conditions etc. I played my last campaign on medium/medium difficulty and I thought the extra units they were getting stood out quite a bit, especially when they were down to a few settlements and it seemed impossible that they could support or train such forces in such a small period of time. Is there another bit of code that states how many units they get on which difficulty?

    I also noticed that some of their generals seem get free stars (command bonus) every so often. Generally I see it skip up by about 3 stars at a time despite not, to my knowledge, been involved in a battle. Is this part of the code to?

    Quite interesting to find out how it all works. Your time explaining this to us is appreciated.

    J5flyer

  11. #11

    Default Re: SS and Mod Questions

    At least there is an older version of RR/RC available with 6.1 via the patch.

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