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  1. #1
    ash874's Avatar Campidoctor
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    Default making teams

    i find ss to be less challanging than third age
    which can be changed by making teams
    meaning forcing some countries to be allies for the duration of the game
    how would i go about doing that?

    edit: where is the mod workshop?
    Last edited by ash874; June 29, 2011 at 12:47 PM.

  2. #2
    el Cid's Avatar Campidoctor
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    Default Re: making teams

    You would have to make alliances unbreakable and edit some files, I would ask in the mod workshop if I were you.

  3. #3
    ash874's Avatar Campidoctor
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    Default Re: making teams

    Quote Originally Posted by el Cid View Post
    You would have to make alliances unbreakable and edit some files, I would ask in the mod workshop if I were you.
    the modshop as i understand is for mtw2 and not ss specifically so im a little afraid to ruin the mod by using advice about the general game

  4. #4
    Tiro
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    Default Re: making teams

    I do also want unbreakable allinces )

  5. #5
    SoulBlade's Avatar Vicarius
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    Default Re: making teams

    World War-like alliances perhaps? Would be quite interesting to see.
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  7. #7
    Polycarpe's Avatar Back into action!
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    Default Re: making teams


  8. #8
    ash874's Avatar Campidoctor
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    Default Re: making teams

    Quote Originally Posted by bane_tw View Post
    Who would you lock together? And why?
    im sure you tried third age
    and you must have noticed that its just way harder than ss
    i mean i won with crusader states in 6.1 when they had just tortosa after about 6 tries
    but to win with gondor i had to play about 50 times
    the fact that the other team will almost never even consider peace offers a new experience
    in ss there are more factions so the player can create several teams
    which will create different worlds if you please
    and i believe will add significant game time to this mod

  9. #9
    Tiro
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    Default Re: making teams

    HRE + TO > obvious )
    ERE + Kievan Rus > cause Kievan Rus accepted the religion from Byz and they were in ~ good relations after that. (Strong confrontation was in times when Rus was pagan - Sviatoslav I of Kiev, so till 988)
    Norway + Novgorod Republic > not bad relations, Novgorod used viking mercenaries much.

    Go on please...

  10. #10
    Losthief's Avatar Campidoctor
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    Default Re: making teams

    Quote Originally Posted by ITC View Post
    HRE + TO > obvious )
    ERE + Kievan Rus > cause Kievan Rus accepted the religion from Byz and they were in ~ good relations after that. (Strong confrontation was in times when Rus was pagan - Sviatoslav I of Kiev, so till 988)
    Norway + Novgorod Republic > not bad relations, Novgorod used viking mercenaries much.

    Go on please...
    http://www.twcenter.net/forums/showthread.php?t=291398 that is probably what you really want....it's what's in ta:tw/same guy, but its not unbreakable...just more 'firm' i dunno...didn't read the whole thing again this time, read it awhile back tho.

  11. #11

    Default Re: making teams

    In TA you need a diplomat to break the alliance.

  12. #12

    Default Re: making teams

    I'm not really for allying factions just for the hell of it / the difficulty. In TA there is a logic behind that, hence my question of who would be locked together and for what reason.

  13. #13
    ash874's Avatar Campidoctor
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    Default Re: making teams

    Quote Originally Posted by bane_tw View Post
    I'm not really for allying factions just for the hell of it / the difficulty. In TA there is a logic behind that, hence my question of who would be locked together and for what reason.
    the reason is to make the game more challanging and to change the overall experience of playing ss
    which would boost the game's life time considerably.
    for example if you played civ4 than you know that fall from heaven kept players playing long after the game would have been forgotten.

    who will we join up?
    either find an easy way for the players to test different teams on their own
    or think about it yourself (meaning the modder team)
    i believe that historic alliances will not be the best choice
    and that we should rather think of alliances that keep a certain balance of power in the game
    so as not to spoil it

    remember that when you play with the good factions in third age, the bad guys are much stronger
    and when you play with the bad guys its the other way around (or so i think)
    which is a good thing i think
    im not sure how it was accomplished in third age
    but im guessing that the rival team are probably just spamming a little more and get a little more money
    maybe you can consider that
    Last edited by ash874; June 30, 2011 at 05:13 AM.

  14. #14

    Default Re: making teams

    Quote Originally Posted by ash874 View Post
    the reason is to make the game more challanging and to change the overall experience of playing ss
    which would boost the game's life time considerably.
    I'll try again - I'm asking about something like a historical reason to bind factions together. Factions in TA are bound together because that is the lore. If we just use "increased difficulty" as the main argument then we can also argue to have the AI shoot napalm instead of arrows
    who will we join up?
    either find an easy way for the players to test different teams on their own
    or think about it yourself (meaning the modder team)
    i believe that historic alliances will not be the best choice
    and that we should rather think of alliances that keep a certain balance of power in the game
    so as not to spoil it
    So basicly an arcade mode with a few sides like medieval world war. Without historical basis this is something for the submods in my opinion.

  15. #15
    ash874's Avatar Campidoctor
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    Default Re: making teams

    Quote Originally Posted by bane_tw View Post
    I'll try again - I'm asking about something like a historical reason to bind factions together. Factions in TA are bound together because that is the lore. If we just use "increased difficulty" as the main argument then we can also argue to have the AI shoot napalm instead of arrows So basicly an arcade mode with a few sides like medieval world war. Without historical basis this is something for the submods in my opinion.
    of course you cant just go on historical basis
    because if you team up norway and denmark than what will you get?
    norway that isnt doing anything

    you have to think of alliances that will keep the game dynamic

    i only started the thread because i thought there was some easy way to do it
    im not really expecting anyone to build a whole submod for it

    and the issue is connected to history
    in reality politics was not a free for all
    there were teams of sorts
    which changed from time to time
    but there were always teams

    its a problem with mtw2 in general that alliance doesnt really mean much
    in third age it does a little more
    but in ss and mtw2 it just doesnt
    Last edited by ash874; June 30, 2011 at 05:32 AM.

  16. #16

    Default Re: making teams

    Quote Originally Posted by ash874 View Post
    of course you cant just go on historical basis
    because if you team up norway and denmark than what will you get?
    norway that isnt doing anything
    Norway can still go against England while Denmark battles the HRE - but I get your point. Having teams for the sake of powerbalance should be something optional, brought in by submod for those that want it.

  17. #17

    Default Re: making teams

    There was a mod somewhere that actually made alliances unbreakable. It was pretty old but due to its simplicity it worked with everything. Can't find it anymore.

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