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  1. #1

    Default 9 turns

    i'll make this quick. I've been playing Stainless steel, and for every faction that i want to build catapults or train knights with, there is always a waiting limit of "9 turns" or "3 turns" by that card. So i waited 9 turns and i was checking the card every turn and it just kept saying "9 turns." This seems a bit ridiculous seeing as how i want to build a diverse army with artillery and cavalry. Does someone know the answer to this problem, perhaps a missing file?

    Thanks, Pibb.

  2. #2

    Default Re: 9 turns

    Would be easier to help you if you'd tell us which version of SS you use.

    If you're using SS 6.1 and ticked BGRIII in the installation you'll need to install http://www.twcenter.net/forums/attac...6&d=1211880834.

    Important Note
    If you installed BGRIII using the Stainless Steel 6.1 installer you NEED this fix. It is at the bottom of this post, called "data.zip".
    Simply unzip it and place the resulting data folder here:C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\ , then start a new campaign.

    As of 27/05/08 this update file also contains updated descriptions and improvement tweaks. Requires new campaign.
    Source: http://www.twcenter.net/forums/showthread.php?t=106060
    Last edited by cuo; April 23, 2010 at 07:23 PM.

  3. #3

    Default Re: 9 turns

    had this problem myself, and couldn't for the life figure out why

    however i may have your answer now, are you using the real recuitment mod (included in 6.1) if so, that's the reason why, you can only recuit the advanced units when you reach the timeline they're used in, not when you unlock them.

    Edit: just uninstalled 6.1 and installed 6.2 and yep, working perfectly fine for me now
    Last edited by Nadessico; April 23, 2010 at 07:40 PM.

  4. #4

    Default Re: 9 turns

    Quote Originally Posted by Nadessico View Post
    had this problem myself, and couldn't for the life figure out why

    however i may have your answer now, are you using the real recuitment mod (included in 6.1) if so, that's the reason why, you can only recuit the advanced units when you reach the timeline they're used in, not when you unlock them.

    Edit: just uninstalled 6.1 and installed 6.2 and yep, working perfectly fine for me now
    If it was because of RR he couldn't see the unit cards untill the accordant event.

  5. #5

    Default Re: 9 turns

    gotcha, thanks guys.

  6. #6

    Default Re: 9 turns

    I guess the lesson here is to read release posts and the information in the installers...

  7. #7
    Kaledon's Avatar Civis
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    Default Re: 9 turns

    Quote Originally Posted by bane_tw View Post
    I guess the lesson here is to read release posts and the information in the installers...
    BLASPHEMY. The proper course of action is to screw up the install, then post about it on the forums neglecting the countless posts/threads about the exact same topic. FAQs, Installation information, and other such pieces of "Useful Information" are less than trash.

    I'm sorry, I jest. It just amuses me that everyone always posts about the same things. Hugs for all.

  8. #8

    Default Re: 9 turns

    Quote Originally Posted by Kaledon View Post
    I'm sorry, I jest. It just amuses me that everyone always posts about the same things. Hugs for all.
    Yeah funny thing was when I started posting here I could jump right in answering by searching older posts as in 90% of the cases I had no clue myself. Only when I began to quote myself from older topics it got weird.

  9. #9

    Default Re: 9 turns

    Quote Originally Posted by Dr. Pibb View Post
    i'll make this quick. I've been playing Stainless steel, and for every faction that i want to build catapults or train knights with, there is always a waiting limit of "9 turns" or "3 turns" by that card. So i waited 9 turns and i was checking the card every turn and it just kept saying "9 turns." This seems a bit ridiculous seeing as how i want to build a diverse army with artillery and cavalry. Does someone know the answer to this problem, perhaps a missing file?

    Thanks, Pibb.

    I was a little lost when playing SS 6.2 RR/RC BGRIV. Had the same issue. I couldn't find the solution on the forums since the only place I found that talked about it was about 2 years old and I had a clean copy installed. After playing around with it I found I could recruit certain units only when I lost a full unit of the same kind. I'm guessing it is like merchants and and diplomats where you can only recruit depending on your empires buildings. I'm might be completely wrong but it seems to be the case.

  10. #10
    Byg's Avatar Read The Manual
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    Default Re: 9 turns

    Quote Originally Posted by Remonster6x View Post
    I was a little lost when playing SS 6.2 RR/RC BGRIV. Had the same issue. I couldn't find the solution on the forums since the only place I found that talked about it was about 2 years old and I had a clean copy installed. After playing around with it I found I could recruit certain units only when I lost a full unit of the same kind. I'm guessing it is like merchants and and diplomats where you can only recruit depending on your empires buildings. I'm might be completely wrong but it seems to be the case.
    Hi, that's a diffenrt issue. This thread is about remembering to install the fix for ss6.1 if using BGRIII.

    Your issue is a feature, as you guessed, explained in the instructions for BGRIII, called the Recruitment Limit Reached.
    You wont find this in the BGRIV_E instructions because they only contain information about new BGRIV & IV_E features. It does say this though:

    "These files are only recommended for players who consider themselves experienced at BGRIII, the instructions for which are elsewhere. The instructions here will only deal with new additions. If you want to skip BGRIII then please take the time to read all the instructions in the BGR twcenter thread as it contains details of previous version features which are also in this mod. Then read the details here as some of those features have improved and changed."

    Ideally I'd put all the instructions in TWCenter in one page, but there are so many features now that I have long since filled the opening post.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

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