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Thread: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

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  1. #1
    Foederatus
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    I downloaded your mod and it installed normally, but I encountered an error when starting the campaign:
    for every faction I tried, the capital city was changed; for example for the Byzantines it was not Constaninople, but Kaffa, in the Crimea.
    I have a clean install of 6.3 and then 6.4, with no other submods (new computer).
    Any suggestions on how I can make all factions have their normal capitals?

  2. #2
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Yes I know, that's a bug. It's no big deal, you can change the capital in game anyway, and AI changes it itself. But if you want to change it for all faction you'll have to edit descr_strat and copy the settlement you want to be the capital at the start of the faction settlements list. So for example, if you want Constantinople for capital, copy all lines for it and put it to be the first settlement for "byzantium", right under kings purse there. And make a bacup of descr_strat in case you do something wrong.

  3. #3
    Foederatus
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Quote Originally Posted by Serbian Hussar View Post
    Yes I know, that's a bug. It's no big deal, you can change the capital in game anyway, and AI changes it itself. But if you want to change it for all faction you'll have to edit descr_strat and copy the settlement you want to be the capital at the start of the faction settlements list. So for example, if you want Constantinople for capital, copy all lines for it and put it to be the first settlement for "byzantium", right under kings purse there. And make a bacup of descr_strat in case you do something wrong.
    Thank you! I'll try to change the file.
    If I'll manage to make it work for all factions, would you like me to send you the edited file, as a minor bug fix?

  4. #4
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    I'll be very gratefull

  5. #5

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Hi SH,

    I encountered such an unusual problem with this sub-mod. So I downloaded the mod earlier today, copied the data folder in the main SS6.3 folder, run the game, got a new map with new towns just like in your screenshots. Then I got carried away and installed a bunch of other sub-mods which crashed my SS mod. So I uninstalled the mod and then installed a fresh SS 6.3 mod with 6.4 patch and than proceeded to install your mod. I copied the data folder and run the game, but this time the new map doesn't show up... I did exactly the same thing as before but this time it didn't install properly. I still don't know exactly what to do with the descr_strat file but I didn't copied it the first time either and the mod worked... Any idea what I'm doing wrong?

  6. #6

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Watch out - if you make further changes with geomod you will most likely end up with a reordered descr_strat again.

  7. #7
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Tell me about it The problem is when I tested it I did it with Venice, which didn't have its capital changed. Next time I'll do more manual editing and less with geomod.

  8. #8
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Thanks for suggestion I was thinking a lot about PSFs and their role in the game (and still am), and probably the best solution is to put some on strategic locations to block the roads and crossings (like in Britania campiagn) and not on random minor settlement places. Stone forts will be made buildable (but only in own teritory) and will cost considerable amount of money, so the players and the AI can also build them by their own preferences. I've already tested this and seen that AI is using them quite nicely.

  9. #9

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Quote Originally Posted by Serbian Hussar View Post
    Thanks for suggestion I was thinking a lot about PSFs and their role in the game (and still am), and probably the best solution is to put some on strategic locations to block the roads and crossings (like in Britania campiagn) and not on random minor settlement places. Stone forts will be made buildable (but only in own teritory) and will cost considerable amount of money, so the players and the AI can also build them by their own preferences. I've already tested this and seen that AI is using them quite nicely.
    Yeah- too many PSF is not good. A few PSF in strategic locations where there is often wars seems ok but there shouldn't be one at every border crossing or crossroads.

  10. #10
    Boriempire's Avatar Libertus
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    can u destroy the fort after it is unnecessary to prevent an excess amount of fort built by the AI

  11. #11
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Quote Originally Posted by Boriempire View Post
    can u destroy the fort after it is unnecessary to prevent an excess amount of fort built by the AI
    No you can't. But they will cost more money, and since there will be other money changes like 2x unit costs, AI won't have it much to throw it away on endless constructing of PSFs.

    Quote Originally Posted by karaislam View Post
    serbian hussar.i see u have been a good modder.congrats for this nice work.
    Thank you my friend I may need BC models for next release. Can I use them from your submod or I need to ask someone in BC forum?

    Quote Originally Posted by Ichon View Post
    Yeah- too many PSF is not good. A few PSF in strategic locations where there is often wars seems ok but there shouldn't be one at every border crossing or crossroads.
    Exactly. They are needed in places like crossings between Genoa and Milan or Venice and Verona, to protect the smaller factions.

  12. #12
    Foederatus
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    I modified the descr.strat file as you recommended and now all factions have the correct capitals (as in normal SS). The one exception is the Cuman faction, because their original capital (Kazan) is no longer present in your mod, so I left them with the new one.
    I attached the file in case you may want to use it.

    Just one question: isn't your map causing a severe decrease in power for the Middle Eastern factions and, as a consequence, an unbalanced campaign?

  13. #13

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Quote Originally Posted by CristianS View Post
    Just one question: isn't your map causing a severe decrease in power for the Middle Eastern factions and, as a consequence, an unbalanced campaign?
    The main factions with power decreased is K-Shah and Fatimids. When Sultanate or Rum and Abbasids are added I think it will actually be more balanced campaign. Fatimids having power decrease is a good though while more Muslim factions overall will mean stronger jihads. Of course probably Mongols will advance more quickly with less regions on extreme map edge but I think that is a good thing.

    Cumans center of power should be between Caspian and Black Sea anyway so losing a couple regions on far edge isn't going to hurt them incredibly. K-Shah does suffer with less regions but I think starts with more Huge cities so that offsets it a bit and also should give Turks a bit more of a chance instead of being squeezed every campaign between 3 strong powers.

  14. #14
    karaislam's Avatar Vicarius
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    serbian hussar.i see u have been a good modder.congrats for this nice work.

  15. #15
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Thank you very much CristianS, you deserve a few reps Ichon gave you a great answer on your question and there is not much for me to add. Only that there are only 4 factions in the Middle East in contrary to 14 in Western Europe alone. So we can even say that this brings more balance to the game.

  16. #16
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Hi SE7EN,

    No, I'm not sure.. Try to extract the files again and overwrite. No need to reinstall SS. First try it without descr_strat file.

  17. #17

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Quote Originally Posted by Serbian Hussar View Post
    Hi SE7EN,

    No, I'm not sure.. Try to extract the files again and overwrite. No need to reinstall SS. First try it without descr_strat file.
    I've just found what caused the problem. When I installed the mod the first time, I run the game through the desktop shortcut and the new map appeared. The second time I installed the mod, I always started the game through the SS_setup. So it seems the game recognizes your mod only if its started with the launcher... Or at least this is how it works with my version of SS.

  18. #18
    Serbian Hussar's Avatar Semisalis
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    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Ah yes. If you run the setup after instaling this submod it will overwrite its files

  19. #19

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    I'm eager to play your next version Serbian Hussar
    I like what you want to change especially that the recruitment costs and the unkeep should be more expensive to avoid stack spam.

  20. #20

    Default Re: SH's New Map And Slower Expansion For SS6.4 (VERSION 0.3 OUT)

    Yeah I am thinking of increasing recruitment costs of later era units as well. When feudal obligations faded the central treasury had to bear the majority of the costs compared to previous feudal levies coming ready equipped.

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