don't do it for all the regions the siege fest would be unbearable
if you stick to the standard regiments of foot (maybe well trained) and or mercenaries it could become a copy and paste job ... a long one but still less time consuming
don't do it for all the regions the siege fest would be unbearable
if you stick to the standard regiments of foot (maybe well trained) and or mercenaries it could become a copy and paste job ... a long one but still less time consuming
Apparently it doesn't greatly affect turn times, but I'm somewhat skeptical... Perhaps just 2-3 important regions per faction.
Yeah, I was thinking standard regiments of foot pikemen and musketeers so it'd be a copy and paste job for the most part.
Just add public order bonuses to buildings.
There are a good handful of buildings that provide happiness and\or law bonuses. Best would be to add some to those settlements that are too far away from their capital, otherwise there isn't much rebelling anymore.
The garison script(s) can work if the number of monitors required can be kept to a minimum. It does require a script that disbands the units as well (as used in 1648) - a drawback of simple scripts was the 'free units at every siege' issue that tended to accumulate into armies.
I meant that the public order bonuses should benefit only the AI.
Germanicu5 SS CAI [edit: I meant Gracul CAI, sorry!] challenges the player and SS is one of the most popular mods for that reason. Maybe not everyone likes it but more people do than those who like other mods. Third Age is the next most popular. Most other mods suffer from not being much of a challenge CAI-wise, however nice they otherwise are. This is not the place to discuss popular mods but there was a poll somewhere last year and SS and TATW came at the top.
I do not see how Mansfeld's army (or its equivalent when some other small state might be conquered) could be better represented in the game. A horde moves around through enemy territory but a typical AI army does not venture into enemy territory except for its border regions. Even then, it will only venture into enemy territory based on CAI conditions that determine whether it will invade or defend. Against a stronger faction it will defend. So no faction will invade the human player, if he is the strongest faction. This is the main reason for the passivity of the CAI. It is practically impossible to make a weaker computer faction invade. Then as you said playing becomes a case of taking out enemy settlements one by one. That is the point when I drop a campaign, when AI factions stop sending invading armies. The hordes are one way to overcome this and present the player with something of a challenge when he is militarily stronger.
Besides, the Mongols generate more posts than probably any other vanilla faction.
Mongols + twcenter 237,000 results
France + twcenter 220,000 results
Venice + twcenter 144,000 results
HRE + twcenter 102,000 results
Egypt + twcenter 91,400 results
Only England generates more posts than the Mongols. And they are not even a playable faction (e.g no Mongol AARs) - and England and France are also in NTW and ETW!
Mansfeld's army was bankrolled mainly by foreign states, so it was reborn after the Palatinate was destroyed. Even more so, Christian of Brunswick sprang out of nowhere, bankrolled partly by the Dutch.
I do not think destroying the Spanish or the French is a victory condition anywhere. We must not think that just because this is an M2 mod, so why does it do this or that, unlike vanilla?
You are right about the AI being too passive because of money woes. There were common complaints in version 1 that all the factions got too rich. Gigantus' fix should tend to hurt mainly the human player when he expands, though currently it seems to hurt the AI factions at start. One possibility is this happens because Gigantus seems to also have decreased the value of resources.
Last edited by Geoffrey of Villehardouin; March 30, 2013 at 08:37 PM.
except for the gold and silver around baden and the swiss was making 1500 of one of those mines for a while...
I didn't know Germanicu5 made a CAI for SS. The three that come standard were Gracul, Savage and Lusted. There is also Soulson's.
Sorry, I was thinking of Gracul CAI.
Maybe that's how Rolex began. I do not know what Gigantus script does, I am sure it does something clever, I only guess it affects the value of resources in some way. Some factions can make more out of some resources, such as silver, jewelry and gold. Fish, wood, grain and some other resources always had very low value. These disparities did not prevent most AI factions making a decent start and building a good economy in version 1.
Last edited by Geoffrey of Villehardouin; March 30, 2013 at 09:08 PM.
Second patch is out:
Version 2.0.222 - 30th March 2013
- - Fixed pistol_bullet projectile
- - Corrected name issues
- - Adjusted stats for cavalry
- - Launcher bug reporting
- - Added more female names for slave faction (witches)
- - Corrected wrong unit pic sizes for Spain faction
- - Fixed 'spawned ports cannot recruit ships'
- - Added missing spawns for 'New Cities' event
- - Corrected Habsburg spawn (faction and traits) after independence of Nederlands
- - Translated some building tree names
- - Added barracks to all settlements
- - Corrected taxable_income_bonus issue
- - Reformatted loading screens
- - Removed in game moving of Mansfeld, Wallenstein and 'Der Tolle'
- - Adjusted grape shot stats
- - Removed grape shot from Leder Kanone
- - Gave 'diplomatic immunity' to all diplomats in enclosure
- - Recoded some family trees
- - Corrected mounted Arquebusier model
- - Reduce strength an dfrequency of Osman spawns
- - Set period details in custom battle
- - Small corrections on map
My thoughts after playing second patch (only Poland-Lithuania):
1. It's better now, but not perfect.
2. Barracks helps, but it will be good to move some troops either: mostly move artillery/cavalry from towns to forts. Human player will do that, but AI can't. So after some time debt of AI is still present. 3x arty means some 2100 upkeep. My whole income with Poland is some 2500 after 18 months so this move means bankruptcy or solid economy.
3. Stability was ok, although some random CTD occurred.
4. I suggest lowering upkeep of generals (250) to some 50-150 value. It's very common unit in this mod and AI factions move its generals aimlessly on map all the time so plays upkeep in full value.
5. Very good changes in diplomat enclosure - easy to spot them all.
6. I would add small values as trade_income_bonus to all tavern buildings. Money in mod are scarce and this buildings need some reason to be built anyway.
Last edited by Hanti; April 06, 2013 at 05:15 AM.
The MOD looks awesome and it gave me a hard time keeping the skin on my nose
However,... the old error of the cursere starting to "blink" durring a ai turn still excist.
And the MOD is unplayble because of that.
I dont want to start new game, because, does it come again, this curser "blinker"?
So for now, I play WFAS istead, and hope this MOD gets does things sortet out.
Higgings, TRS, www.theroyalscots.dk
The endlessly revolving cursor seems to happen if there are conflicts in the player's building cue. So if you have money to build let's say only a tavern but have taverns in the building cue of more than one settlement, the game will hung up. Similarly if there are long building cues and accidentally such a conflict arises, the cursor will keep revolving, basically because the engine cannot make a decision which of the two settlements to build a building on. From experience, I do not get the revolving cursor if I am careful with the building cues. If it happens, you just have to go back to a save and remove extra items from the building cues. I do not know why it does not happen with other mods and I am only guessing as I said from experience and by how I avoid the problem.
Cursor blink is related to building queues. Alt-Tab can fix it (usually). Nothing can fix the save game failure at around 1626-27. It is an absolute game failure and I have given this as fair a shake as I can, bearing in mind that it is innovative and a lot of work has been put in. However, as I have already said, this mod has too many errors in it, from ridiculous fudges (do I really want two armies popping up in the middle of nowhere because the creator wants to reflect the Protestant League v Austria history? Can I stand the annoying, assymetrical ctds that continually force me to reboot and start again?). Yes, I probably could - but the game-breaker for me is the fact that this is the Nine Year War, not the Thirty . Until the save game post 1627 can be resolved, it is not fit for purpose.
Unfortunately, the more complex the mod, the more initial bugs will arise, and this one is very far from vanilla. Most other complex mods on twcenter also had incredibly broken bugs at first (or second, or fifth) release, but after lots of trial and error and some community support, managed to patch most of them out. Excellent mods like TATW, SS, DLV, CoW, and the like all started out with game killing bugs. It's a matter of time for it to be fixed.