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  1. #1

    Icon13 Problems with Mod

    This is specifically for SS6.3 - but none of what I'm mentioning seems to be changed in SS6.4

    Not quite a bug report and not quite suggestions - so didn't want to put this thread in either.

    Anyway:

    I really like the mod and its associated sub-mods. However, a couple of issues have started to come to the fore.

    *The leader having minimal authority.
    Not a huge issue in isolation - but it seems to be pretty consistent that leaders of the player have quite low authority, despite being great builders and successful in war etc. The most significance this poses is in terms of loyalty...

    * Loyalty. Again, in isolation this is not a bugbear, but when your generals have low loyalty plain daft things might happen. My faction heir threw away the throne in order to be killed by my forces. He 'rebelled' in friendly territory, surrounded by my men and my allies. Now that I've noticed that troops never seem to rebel when in cities or castles it has become a case of trying to shepherd them from one location to another within a turn. Any troops waiting outside a castle/city you must assume will 'rebel' - not that this makes much realistic sense (desertion would, however.) Turning off the capacity for generals to rebel when on your own territory would be a major bonus! If you bring in a coordinated means to have a civil war that might be interesting, but at the moment it is a plain annoyance.

    *Generals disobeying orders. This seems to mainly crop up when a general of mine conquers enemy territory. He consequently loses all his loyalty and is fined. A solution to this is to fight sieges without the general and swap him back in once the settlement is captured. This is very silly and (I must assume) a bug.

    * Real recruitment is a really nice idea - but my castles show in general at least a dozen turns before being able to purchase normal units - and then another dozen turns before being able to recruit more. Castles, as far as I can see, are a bit of a liability then. The only way in which I can field armies is by training spear-men in cities and hiring mercenaries. Am I missing something?

    *Allies don't ask for help. Allies might go from being on top of the world to clinging on with their fingernails without a thought to ask their steadfast ally for assistance at any point. Instead, the onus is on the player to detect when their ally is in trouble. This being extended to the crusades as well would be nice... i.e. Roman Empire asking for assistance after Manzikert (only applicable at the moment with Papal States being attacked, I believe)

    *Family tree not showing. (Simple bug, might actually be fixed by now... giving wrong starting ruler as my ruler and then not updating.... for instance giving my starting ruler as that of Leon and Castile when my actual ruler is the Doge of Genoa.)

    Oh there's other stuff as well, but the first few are by far the most important.

  2. #2
    newt's Avatar Primicerius
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    Default Re: Problems with Mod

    I'm guessing you are playing with BGR enabled. Turn it off and start a new game.

    My faction leader has 9 authority, the one before him had 10. My lowest loyalty is 6, and I've never had a general rebel.

    real recruitment: see here, scroll down to the guide in the first post.

    Allies: I think that only happens when you have an army really close by. This might also be hard coded and unfix-able. (I'm not a scripter so am unsure)

    family tree: I've never heard of that one.

    You should get 6.4, it fixes lots of bugs and is more stable. And turn off BGR!

  3. #3
    Byg's Avatar Read The Manual
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    Default Re: Problems with Mod

    Well either turn off BGR or read the instructions in the BGR thread.

    BTW, fighting without a general present, against orders, also triggers factionwide effects so that is not a "solution" as you put it.
    Last edited by Byg; January 20, 2011 at 08:30 AM.

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

  4. #4
    flankstakes's Avatar Libertus
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    Default Re: Problems with Mod

    as for authority, winning battles and fighting rebels helps a LOT, especially if you don't let enemy armies wander in your territory, your leader will get an authority boost. my faction leaders always have full authority after about 6 turns of rebel killing also, if you don't mind the dread, using spies and assassins help a lot too.
    as for loyalty, it is always good to check the loyalty of the people you adopt, usually I substract 4 loyalty for new adoptions or marriages, since abysmal zeal costs every general 4 loyalty.for princes, of course, governorships of provinces with loyalty bonus is always a plus.Also, when your authority is high enough, noone can dare to rebel. My governor in Cyprus, who was also a prince but not the heir, had 0 loyalty (I let him chill there to see if he would rebel). he stayed loyal until my emperor died (after which I put him in a single dromon and let him float in the pirate ridden waters of the Mediterranean
    as for generals getting fined, after your faction gets big enough and control of the country is centralized, only your emperor and your heir (if in the war council) can lead attacks on foreign lands. so any other general, even if he is in the war council, will get fined for attacking the enemy on foreign lands.I actually believe this to be a great limitation since it prevents you from expanding into all directions after you become a dominant power, adding to both reality and challenging gameplay.

  5. #5
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Problems with Mod


    plague doctor


    Parva Corvus...

    +Rep for the presentation...very well done indeed... But please bear in mind that when you embraceByg's creations then stark determination is a must because he brings Grim Reality to the game...


    death Cart

    http://www.youtube.com/watch?v=-Nxtl...layer_embedded
    .
    Last edited by Mega Tortas de Bodemloze; January 20, 2011 at 10:58 AM. Reason: made newt's correction

  6. #6
    newt's Avatar Primicerius
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    Default Re: Problems with Mod

    That's a plague doctor. The nose of the mask was filled with herbs to keep the stench of the dying plague victims away.

    (Saw it on Ghost Adventures when they went to Poveglia in Venice)

  7. #7
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Problems with Mod

    Quote Originally Posted by newt View Post
    That's a plague doctor. The nose of the mask was filled with herbs to keep the stench of the dying plague victims away.

    (Saw it on Ghost Adventures when they went to Poveglia in Venice)
    Oooo, you right, musta screwed up when I added da pic. I'll fix dat please hold...

    Edit: Done & done.

    Edit II: Please also bear in mind that "Grim Reality" is a sub-mod for versions of Stainless Steel, so issues pertaining to "Grim Reality" are a separate issue from Stainless Steel itself.
    Last edited by Mega Tortas de Bodemloze; January 20, 2011 at 12:03 PM. Reason: inserted Edit II

  8. #8
    Polycarpe's Avatar Back into action!
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    Default Re: Problems with Mod

    Just don't get it why they took the plague doctor as model for Assassin's Creed

  9. #9

    Default Re: Problems with Mod

    alright, so whats left of the problems after deactivating the bgr ("vh is to easy for me") submod?

    I'm now soand looking forward to your response.

  10. #10
    Stario's Avatar Campidoctor
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    Default Re: Problems with Mod

    Quote Originally Posted by Parva Corvus View Post
    This is specifically for SS6.3 - but none of what I'm mentioning seems to be changed in SS6.4 ...


    *The leader having minimal authority.
    Not a huge issue in isolation - but it seems to be pretty consistent that leaders of the player have quite low authority, despite being great builders and successful in war etc. The most significance this poses is in terms of loyalty...
    Get 6.4 not such a problem.


    * Loyalty. Again, in isolation this is not a bugbear, but when your generals have low loyalty plain daft things might happen. My faction heir threw away the throne in order to be killed by my forces. He 'rebelled' in friendly territory, surrounded by my men and my allies. Now that I've noticed that troops never seem to rebel when in cities or castles it has become a case of trying to shepherd them from one location to another within a turn. Any troops waiting outside a castle/city you must assume will 'rebel' - not that this makes much realistic sense (desertion would, however.) Turning off the capacity for generals to rebel when on your own territory would be a major bonus! If you bring in a coordinated means to have a civil war that might be interesting, but at the moment it is a plain annoyance.
    All my Generals have high loyalty; I suspect you're not developing your Generals/Statesman right. Captains, however will rebel so when moving armies without a General split the army into individual units (this also includes armies stationed outside settlements/forts).

    *Generals disobeying orders. This seems to mainly crop up when a general of mine conquers enemy territory. He consequently loses all his loyalty and is fined. A solution to this is to fight sieges without the general and swap him back in once the settlement is captured. This is very silly and (I must assume) a bug.
    Not a bug but BGR related. Look at your leaders traits. (BGR traits are usually at bottom of trait list). Your Leader will give out certain orders depending on his personality and Faction zeal, for example:


    Pay attention to the orders your Sovereign gives out. Any generals breaking them will get reprimanded.


    *Family tree not showing...
    On my 6.4 campaign so far not encountered this problem
    Last edited by Stario; January 20, 2011 at 06:27 PM.

  11. #11

    Default Re: Problems with Mod

    I might wind down this campaign then and upgrade to SS6.4 if this solves the authority issue (and miscellaneous bugs).

    I ideally would like to stick with BGR because without it sieges make little tactical sense (just starve 'em out!). Also, without Real Recruitment, destroying enemy armies does not have any huge significance (as they can just be re-bought in a couple of turns, provided that there are sufficient funds).

    Ideally BGR should have some options available for the user in order for it to be possible to strike a balance between 'difficult for the sake of being difficult' and realistic warfare. At the moment the areas I outlined will make no significant impact on my game other than making it take twice as long due to incurred micro-management.

    I was really impressed once when I sent an army out to attack an enemy city in the back-of-beyond. I pulled off a sea invasion behind enemy lines, but by being so out of the way I soon ran out of supplies and found my army incapable of laying siege. I had to make a retreat back to the coast where I was ambushed by enemy forces. Although my force was stronger, it was a genuinely tough struggle due to the sapping of my troops, but I nevertheless managed to pull off a small victory before making tracks back to friendly ground. A very nice addition to Total War strategy.

  12. #12
    newt's Avatar Primicerius
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    Default Re: Problems with Mod

    6.4 isn't going to solve your authority issue if you use BGR.

    Also disabling RR doesn't change availability, it just removes the year restrictions for most units and all units will only take one turn to recruit. You still have to wait the same amount of time for one to replenish.

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