Thread: SSHIP - Original Thread (archived)

  1. #3841

    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    i have a suggestion for this next patch! I think that some buildings (particulary religious ones) should have a global effect instead of influencing only one settlement! the kaaba for example is very important for the muslims and for the muslim factions! the title of caliph is basically illegitimate without controlling the hejaz (Mecca and Medina);plus the pilgrimage for the kaaba is one of the five pillars of islam! this is for the muslim factions, as for the christian ones you can choose the holy sepulchre perhaps!

  2. #3842
    Giorgios's Avatar Campidoctor
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    I just wondered if there was a plan in place to update the family trees to reflect the 1132 start date at some point in the next patch?

  3. #3843
    Nordom's Avatar Civis
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    It's about dang time, Lifthrasir. I kid, of course - great work and thank you!

    (edit)

    P.S. to anyone using my one settle type mod: it is still up to date, although I have just uploaded a new version, (still the same link in the download post, as mediafire neatly allows you to replace files without changing the link), that makes "feudal" units - Pronoiarii and Mailed Knights and such - recruitable at cities now, (as they were previously only recruitable at Castles and above, they are now recruitable at Minor Cities and above - technically, this is one level of settlement higher than it was before, as a Castle is equal to a Large Town, but I felt it was appropriate). Playing mostly the Byzantine Empire who only get Pronoiarii quite late in the campaign, I completely missed them. Campaign save compatible between the two versions.

    Also, to anyone interested, here is the link to the latest version of the "Restored Roman Units" mini-mod: http://www.mediafire.com/download/4fzjjrurhkd76ud/ This link should be good for any future versions, too, as I update it for any new versions of SSHIP. All it does is replace the new SSHIP Roman Units with the Stainless Steel 6.4 Roman Units.
    Last edited by Nordom; March 25, 2014 at 01:59 AM.

  4. #3844
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    @ Giorgios, no, it won't be before v0.9 in order to not delay more than necessary the release of the next patch. For now, our goal is to improve the AI and settlement mechanics and to see how the new factions are working (Zengids and Abbasids). Once the patch v0.8.2 is released, Fair Prince has planned to make a discussion in this thread about the family trees and historical characters for v0.9.

    @ Nordom, you're welcome. It was quite a p... in the a... to find out. As we have used several submods for units, the files were not merged correctly and that's why that unit didn't have a texture and proper cards. At present, I'm working on another unit called the Heavy Turkopole Archers (basically a dismounted version of the Turkopole) who will replace the Templar Longbowmen (historically unrealistic).
    Btw, good job for your stuff.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  5. #3845
    Nordom's Avatar Civis
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Thank you, and yea, that does sound annoying. Do you use a proper compare tool like WinMerge, or do you do it by hand?

    P.S. The province of "Nis" has two dirt roads at the beginning of the game. That just isn't right.

  6. #3846
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    No, the main problem is that we have been several people working on this submod since its creation. That's why it's sometimes difficult to keep track on what it has been done previously. At present, we are more "organized" and it should be better.

    Regarding Nis, it happens sometimes and there might be nothing I can do for that. Anyway, I'll check it, just to be sure. Thanks for pointing this out.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  7. #3847
    Giorgios's Avatar Campidoctor
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Lifthrasir View Post
    @ Giorgios, no, it won't be before v0.9 in order to not delay more than necessary the release of the next patch. For now, our goal is to improve the AI and settlement mechanics and to see how the new factions are working (Zengids and Abbasids). Once the patch v0.8.2 is released, Fair Prince has planned to make a discussion in this thread about the family trees and historical characters for v0.9.
    Okay, I understand that. I've tried to modify the Byzantine family tree slightly myself, just by renaming characters to better fit their 1130s equivalents, but it seems to cause a CTD, which is unfortunate.

    This is a great mod, anyway: you guys should be really proud of what you've done.

  8. #3848
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Many thanks for your kind words Giorgios. That keeps us motivated to carry on
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  9. #3849
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Just took out the byzzies with Serbia, great job on the mod guys it provides just the right amount of challenge without feeling cheap!

  10. #3850
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Many thanks MrZanyGaming. We're doing our best to keep improving. For the current version, most of the credit goes to MWY as he's the one who worked on the script.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  11. #3851
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Lifthrasir View Post
    Many thanks for your kind words Giorgios. That keeps us motivated to carry on
    Not at all. Now, it's been a while since I last modded game files myself. When modifying family trees, is there anything else I need to delete besides the map.rwm file? I'm determined to get myself an approximation of the correct Byzantine tree!

  12. #3852

    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Giorgios View Post
    Not at all. Now, it's been a while since I last modded game files myself. When modifying family trees, is there anything else I need to delete besides the map.rwm file? I'm determined to get myself an approximation of the correct Byzantine tree!
    I don't believe you have to delete the map.rwm file when editing family trees, you should just need to edit desc_strat if I remember right.

  13. #3853
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    @ Giorgios, I'm not familiar myself with the family trees but this tuto might help you: http://www.twcenter.net/forums/showt...=1#post3554454

    To all, here is another teaser while waiting for the next patch.

    Spoiler Alert, click show to read: 
    Here are the Heavy Turkopole Archers (to replace the Templar Longbowmen):


    Unit card and unit info card


    Heavy Turkopole Archers marching



    Heavy Turkopole Archers firing


    Heavy Turkopole Archers in close combat


    Enjoy!!!
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  14. #3854
    Giorgios's Avatar Campidoctor
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Lifthrasir View Post
    @ Giorgios, I'm not familiar myself with the family trees but this tuto might help you: http://www.twcenter.net/forums/showt...=1#post3554454
    Thanks, I'll keep plugging away at it, and see what I can do!

    EDIT: the game seems quite happy for me to wipe out the Byzantine family tree, and cut it down to Alexios Komnenos. What it objects to is any attempt to rename the faction leader, who when renamed is described as a "minor character". I'm not sure where in the game files it talks about the leader, so I'm now a little stuck!
    Last edited by Giorgios; March 25, 2014 at 09:49 AM.

  15. #3855
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Lifthrasir View Post
    @ Giorgios, I'm not familiar myself with the family trees but this tuto might help you: http://www.twcenter.net/forums/showt...=1#post3554454

    To all, here is another teaser while waiting for the next patch.

    Spoiler Alert, click show to read: 
    Here are the Heavy Turkopole Archers (to replace the Templar Longbowmen):


    Unit card and unit info card


    Heavy Turkopole Archers marching



    Heavy Turkopole Archers firing


    Heavy Turkopole Archers in close combat


    Enjoy!!!
    I remember these littles guys, gj mate !

  16. #3856
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    I knew you would
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  17. #3857

    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Ok so I am steam user first off, but I did everything the instructions said and the mod still is not working I don't understand what I did wrong, here's exactly what I did, 1. downloaded the installer and pointed it to the SS folder 2. downloaded the 8.1 patch and dragged it into the SSHIP folder 3. downloaded the hotfix and dragged it into the SSHIP folder 4. downloaded the text document and dragged it into the SSHIP folder. And I even seen that the SSHIP folder wasn't in the SS data folder so I even copy/pasted it into the SS data folder just in case, since I have tried installing this mod 3 times now. but still the mod is not working? Help would be very appreciated since this mod looks even better than the 0.7 version.
    Last edited by Taylor17; March 25, 2014 at 12:48 PM.

  18. #3858
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    I'm not a specialist of steam but have you tried to unpack the installer (v0.8.0) in another folder and then to merge the data folder with the one located in your SS6.3 folder?
    Also, have you run the SS set up before to install SSHIP?
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  19. #3859
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Nordom View Post
    Thank you, and yea, that does sound annoying. Do you use a proper compare tool like WinMerge, or do you do it by hand?

    P.S. The province of "Nis" has two dirt roads at the beginning of the game. That just isn't right.
    Nordom, I found the problem about Nis. In the descr_strat file, the roads are written twice. That will be fixed for the next patch.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


  20. #3860
    Nordom's Avatar Civis
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    Default Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Quote Originally Posted by Lifthrasir View Post
    Nordom, I found the problem about Nis. In the descr_strat file, the roads are written twice. That will be fixed for the next patch.
    Yeah, that's what I was gonna tell you to do, since I already thought that that had to be it, haha. But you beat me to it.

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