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.




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