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  1. #1

    Default HELP

    what is this mods strongpoints.. I am currently playing stainless steel but i want to know what this mod has to offer..

  2. #2
    Desley's Avatar Praefectus
    Join Date
    May 2009
    Location
    Netherlands - Amsterdam
    Posts
    6,062

    Default Re: HELP

    Roleplaying elements

  3. #3
    kaiser1993's Avatar Senator
    Join Date
    Jul 2009
    Location
    West Yorkshire
    Posts
    1,191

    Default Re: HELP

    Try DLV+BB 3.5 submod, DLV 6.2 is old so I wouldn't bother playing it without BB.

    BB is 2tpy and has may new scripts, like a defence spending. Man Power limit, settlement and army upkeeps. Many many I can't remember Loads of traits. Completely new units for norway, romans, polish, Lithuanian, ireland, mongolia and now islamic factions.
    New factions Armenia, Georgia, flanders , Kiev, ireland.
    Historical campaign, normal campaign

    heres a list of changes from DLV 6.2
    Spoiler Alert, click show to read: 
    1. Many more factions (reskinned) playable on a very large campaign map: + ireland, armenia, lithuania, teutonic order, flanders, norway, kingdom of jerusalem, hedjaz tribes
    2. More medieval + graphical elements (remember MTW I): Heraldic Titles, Civil War,...
    3. Roleplaying: Characters (Generals, Princes,...) have a more medieval based trait and ancillary system. The player should be more attached emotionally to his characters because he has to make a lot of decisions during the lifecycle: education, training, governor and military ranks, prison, retirement
    4. Economical System: Many new ressourcedependent economical buildings as joiner_shop, sawmill, vineyard,... give the game a CIV like touch. Positive and negative economical events have repercussions on the effectivity of these buildings and on the whole economical situation.
    The player can invest ,ask for loans or force a crown duty on his nobles. Inflation may rise dependent on the treasury volume.
    5. Interactivity: The player has to make a lot of decisions regarding interactive events (economical, medieval as trade fairs, religious councils, Royal Hunt, War Draft, Gambler...) and collecting governmental\military points to achieve an advancement during his game.
    6. more logistical\strategic parameters than the standard ones
    - (money): If you put your army into field you have to think of supply lines or they will become unmovable, population restrictions: you can't recruit armies in endless numbers because it is restricted by your actual settlement levels, high field costs for your troops in enemy land and during sieges does require to think about the best placement of your armies,...
    - no endless recruiting because of recruitement restrictions as population, settlement level,..
    7. Advanced Battle and Campaign AI: new animations,....


    heres a list of changes from BB
    Spoiler Alert, click show to read: 

    Revised the Gov/Mil Points System: More stuff scores points, points only go up, and various scores are increased, but levels are now 100, 300, 600 and 1000
    Defense Spending provides multiple levels of recruitment rates, pools, slots and freeupkeep as options for the player.
    Trusted Allies, share settlement, fort and port info, and actually help occasionally...
    My scripting assists my battle AI which is designed specifically for my unit balancing
    Battlefield special effects, tweaked or changed almost everything
    Excommunicated factions will no longer be able to field holy order troops
    Crusader mercenaries disband 2 years after any crusade (To hurt you, and to help the AI cut costs)
    Total reorganisation DLV's scripts, many revised for improved performance, function and/or stability
    Revised financial building bonus effects, all income generating buildings fluctuate in productivity according to their related events
    Changed AI financial, and starting situation for the main campaign
    Revised starting troops for all factions to give all factions a better chance of an early sustainable economy for the main campaign
    Detailed recruitment system
    'AI only' recruitment system improves army composition
    4 New weaponsmithing guilds with upgrades for sword, axe, spear and mace (My system fixes the vanilla weapon upgrade nonsense)
    AI is allowed to cheat the fog of war to allow better behaviours, better performance, and also to allow the player info on region ownership
    A great deal of work in animation coding
    Expanded military points system to include all military related buildings in both castle and city settlements
    Divided gunpowder units into 3 groups, early, mid and late. They should all be available within 300 turns of the first event.
    Etc. etc. etc. (It's supposed to be 'brief'...)


    And.......
    New Music if you use my submod

  4. #4

    Default Re: HELP

    Yes, this is a good role-playing mod. We're collectively working towards a new total DLV 7.0 - stay tuned!

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