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Thread: 2 TPY Project (2TP) 2.0

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  1. #1

    Default Re: [WIP]2 TPY Project (2TP) 1.2

    Thats so that the free upkeep remains even after the units are no longer in the buildlist.
    Quote Originally Posted by Point Blank View Post
    Mailed foot knights are available from the fortress and citadel in early era.

    The following code:
    recruit_pool "Dismounted Mailed Knights" 0 0.000001 0.1 0 requires factions { england, scotland, france, spain, aragon, portugal, milan, venice, papal_states, sicily, }

    is to ensure that they still remain free upkeep units even if obsolete and no longer available to recruit.

  2. #2
    Meneth's Avatar I mod, therefore I am
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    Default Re: [WIP]2 TPY Project (2TP) 1.2

    Quote Originally Posted by bane_tw View Post
    Thats so that the free upkeep remains even after the units are no longer in the buildlist.
    Ah, okay. I'll leave them alone, then.

  3. #3

    Default Re: [WIP]2 TPY Project (2TP) 1.2

    One of the reasons why I feel that mission rewards should be money only - in some cases you'll get units rewarded you can't actually build.

  4. #4
    Meneth's Avatar I mod, therefore I am
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    Default Re: [WIP]2 TPY Project (2TP) 1.2

    Quote Originally Posted by bane_tw View Post
    One of the reasons why I feel that mission rewards should be money only - in some cases you'll get units rewarded you can't actually build.
    I'll take a look at rewards.

  5. #5
    Gorrrrrn's Avatar Citizen
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    Default Re: [WIP]2 TPY Project (2TP) 1.2

    The following code:
    recruit_pool "Dismounted Mailed Knights" 0 0.000001 0.1 0 requires factions { england, scotland, france, spain, aragon, portugal, milan, venice, papal_states, sicily, }

    is to ensure that they still remain free upkeep units even if obsolete and no longer available to recruit.
    if that's the only reason I'm minded to remove those chunks of the EDB - I doubt the AI will be greatly inconvenienced.
    most of those units shouldn't be sitting around anyway

  6. #6

    Default Re: [WIP]2 TPY Project (2TP) 1.2

    Quote Originally Posted by Rozanov View Post
    if that's the only reason I'm minded to remove those chunks of the EDB - I doubt the AI will be greatly inconvenienced.
    most of those units shouldn't be sitting around anyway
    You'll have to ask PB if thats everything - its just the only reason I know of.

  7. #7
    Meneth's Avatar I mod, therefore I am
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    Default Re: [WIP]2 TPY Project (2TP) 1.3

    1.3

    • Guild point requirements increased by almost 50%
      • 100->145
      • 250->350
      • 500->700
    • Unit renew rates decreased by 1/3 to 40% (lower numbers decreased less)
      • 0.1->0.066
      • 0.2->0.125
      • 0.34->0.2
      • 0.5->0.3
      • 0.67->0.4
      • 0.84-0.5
      • 1->06
      • Note: not a complete list

  8. #8
    Meneth's Avatar I mod, therefore I am
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    Default Re: [WIP]2 TPY Project (2TP) 1.3

    Upcoming changes:

    • Base farm level of all settlements decreased by 1 (very few exceptions)
      • This reduces the growth rate of all settlements by 0.5%
      • It also reduces the income of all settlements by ~80 florins
    • Corruption increased by 15%
      • This is to help make up for the decreased amount of money used on recruitment and construction

    Note: these numbers, especially corruption, are subject to change.
    Idea:

    • Make unit buildings start out with 2 of the unit instead of only 1, to help make up for the slow refill rates
    • This will also help increase costs early in the game, which seem to be a bit too low due to the rarer recruitment and construction

  9. #9
    strife1013's Avatar Campidoctor
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    Default Re: [WIP]2 TPY Project (2TP) 1.3

    Can this be used with the No Waiting Mod since the building EDB is being changed?


  10. #10

    Default Re: [WIP]2 TPY Project (2TP) 1.3

    Quote Originally Posted by strife1013 View Post
    Can this be used with the No Waiting Mod since the building EDB is being changed?
    I'd say yes - if you reapply that NWM EDB manually afterwards. Your builtqueues times/costs will be off as the NWM is meant to be used with the original TPY so there might be some (money) balancing issues.

  11. #11
    Meneth's Avatar I mod, therefore I am
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    Default Re: [WIP]2 TPY Project (2TP) 1.3

    Quote Originally Posted by strife1013 View Post
    Can this be used with the No Waiting Mod since the building EDB is being changed?
    Yes, though it'd overwrite 2TP's changes (building times and unit refill times)
    It works without strange, unpredictable bugs, as 2TP has it's own campaigns, instead of sub-mod manager entries. This also means that you have to apply No Waiting to 2TP's files instead of the regular campaign files, though.

  12. #12
    Meneth's Avatar I mod, therefore I am
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    Default Re: [WIP]2 TPY Project (2TP) 1.3

    1.4

    • Base farm level decreased by 1
    • Corruption increased by 15% to make up for more seldom recruiting and construction
    • Norway given Oslo
    • Oslo and Eikundarsund made somewhat more advanced
    • Lots of Norwegian names added
    • MH for 2TP no longer changes the name files (the added names have been merged into 2TP's files)

    Note: The names of Norwegian characters will be messed up in on-going campaigns for some reason.
    Known problems:

    • With LLP enabled, Norway doesn't start with Oslo in the Early campaign. Will be fixed next release.
    • The Norwegian by-names have an underscore in them. Will be fixed next release.

  13. #13
    strife1013's Avatar Campidoctor
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    Default Re: 2 TPY Project (2TP) 1.4

    I am going to take a test drive with this mod and see how I like it however with it being new and it seems like it is getting a newer version every few days (not that that's a bad thing by any means) I was wondering if newer versions were save compatiable or do I have to start a whole new game with each upgrade?


  14. #14

    Default Re: 2 TPY Project (2TP) 1.4

    Quote Originally Posted by strife1013 View Post
    I am going to take a test drive with this mod and see how I like it however with it being new and it seems like it is getting a newer version every few days (not that that's a bad thing by any means) I was wondering if newer versions were save compatiable or do I have to start a whole new game with each upgrade?
    As with the fixes they will be save game compatible - but some of the changes won't take effect until you start a new campaign.

  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: 2 TPY Project (2TP) 1.4

    Most of it doesn't apply to on-going games, but everything but one thing is save-game compatible:
    The new Norwegian names somehow messes up the in-game Norwegian names (I think they're referred to in-game by an entry number, so when more names get added, that entry number points to a different name), so that all Norwegian characters suddenly get new games (mostly in the A-E range)
    For example, King Magnus suddenly became King Daniel.

    Also, I'm not sure if the EDB changes apply to on-going games, but if they do, that means you'll get slow recruitment in on-going games.
    But, since 2TP is it's own, two, separate campaigns, it won't apply to any of your normal campaigns, since you won't even be allowed to load their saves when you've selected 2TP.

  16. #16

    Default Re: 2 TPY Project (2TP) 1.4

    Quote Originally Posted by Meneth View Post
    Also, I'm not sure if the EDB changes apply to on-going games, but if they do, that means you'll get slow recruitment in on-going games.
    But, since 2TP is it's own, two, separate campaigns, it won't apply to any of your normal campaigns, since you won't even be allowed to load their saves when you've selected 2TP.
    Afaik EDB changes apply to ongoing games. I once added and later removed the recruitment of generals midcampaign.

  17. #17
    Meneth's Avatar I mod, therefore I am
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    Default Re: 2 TPY Project (2TP) 1.4

    Quote Originally Posted by bane_tw View Post
    Afaik EDB changes apply to ongoing games. I once added and later removed the recruitment of generals midcampaign.
    Okay.
    Doesn't really matter either way, since 2TP has it's own separate campaigns. so it won't affect any on-going campaigns.

  18. #18

    Default Re: 2 TPY Project (2TP) 1.4

    The real danger tends to lie in removing entries anyways - game seems to be surprisingly patient when it comes to added entries or changed values (As long as the amount of whitespace in the text can be devided by the next upcoming leapyear minus 7)

  19. #19
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    Icon1 Re: 2 TPY Project (2TP) 1.4

    Great to see you actively developing a proper 2TPY mod Meneth! I was hoping someone would start on this soon. A few remarks:

    - I don't think increasing corruption is the way to go as for balancing out the game. Rather make units take longer to recruit, or make them more expensive, than to just increase corruption which seams an unrealistic solution to me.

    -Why are you adding Norwegian names to the mod? Let alone editing starting settlements and stuff like that. Seems to me those changes are way out of place in a 2TPY modification. Bluntly said, I don't want extra names and faction X starting with city Y, I want a 2TPY mod!

    Keep up the great work.
    Regards,
    Tilos

  20. #20
    Meneth's Avatar I mod, therefore I am
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    Default Re: 2 TPY Project (2TP) 1.4

    Quote Originally Posted by Tilos View Post
    Great to see you actively developing a proper 2TPY mod Meneth! I was hoping someone would start on this soon. A few remarks:

    - I don't think increasing corruption is the way to go as for balancing out the game. Rather make units take longer to recruit, or make them more expensive, than to just increase corruption which seams an unrealistic solution to me.
    It's getting changed next release.
    Next release, corruption will be increased 5% instead of 15%, and trade and takes will be lowered about 5%
    It seems to work pretty well in my games so far.

    -Why are you adding Norwegian names to the mod? Let alone editing starting settlements and stuff like that. Seems to me those changes are way out of place in a 2TPY modification. Bluntly said, I don't want extra names and faction X starting with city Y, I want a 2TPY mod!
    Because it's two complete separate campaigns, so I can easily change the starting conditions without affecting the regular campaigns.
    Upcoming next release are a few more tweaks to Norway, and some buffing of the Crusader States (as they usually get destroyed pretty quickly)
    If you don't want the modifications to the starting conditions, just paste the descr_strat from the regular campaign into the 2TP folder, then edit the time-scale to 0.5. Then you'll get all the 2 TPY tweaks, but none of the starting condition changes.

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