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Thread: {DIK} Discussion

  1. #821

    Default Re: {DIK} Discussion

    Two of the modders of my favourite mods collaborating...Life is good!
    Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.

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  2. #822
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    Quote Originally Posted by Der Böse Wolf View Post
    Two of the modders of my favourite mods collaborating...Life is good!
    Cheers

    Currently thinking about finally implementing the recruitment restriction script, which I had planned but never got it work.
    Proud son of Aikanár and brother of Iskar

  3. #823

    Default Re: {DIK} Discussion

    Great work on the preview.

  4. #824
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    Thanks! Very appreciated
    Proud son of Aikanár and brother of Iskar

  5. #825
    Wallachian's Avatar Citizen
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    Default Re: {DIK} Discussion

    Love that condottieri script! Fantastic work. Do you also have scripts for the recruitment of condottieri into your faction? For example, like mercenary captains offering their services to you. If you pay they join you if you don't pay they attack and ravage your lands?

  6. #826
    Flinn's Avatar His Dudeness of TWC
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    Default Re: {DIK} Preview

    wow, just fantastic addition mate!

    It's the first time I see something similar in Med2 and it's pretty historically accurate as well, very good job
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  7. #827
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Preview

    Quote Originally Posted by Wallachian View Post
    Love that condottieri script! Fantastic work. Do you also have scripts for the recruitment of condottieri into your faction? For example, like mercenary captains offering their services to you. If you pay they join you if you don't pay they attack and ravage your lands?
    Thank's a lot! Of course there is already such a script in place. Actually since version 4.0. Every time one of the major factions e.g. Milan, France, HRE, Ottomans, etc. starts a war, a random counter is triggered which triggers an event offering the service of a mercenary captain, condottiere, Landsknechthauptmann, Voivode, .. to you. In case you accept his offer, he will stay with you as long as you are at war with the target faction. If his service is no longer required you'll have to pay a final compensation, in case you do not comply, he'll might also raid your lands. Each culture has his one type of mercenary captain, Italians of course Condottieri, Germans Landsknecht, Ottomans Voivodes and so on. So basically the script in the preview is the counter part to this script.

    Quote Originally Posted by Flinn View Post
    wow, just fantastic addition mate!

    It's the first time I see something similar in Med2 and it's pretty historically accurate as well, very good job
    I took the liberty to move your post out of the preview section, to properly answer your praise
    Thank's first of all and well, yes, I recall something like in the Holy Roman Emperor Mod, where you could select an Emperor. Though in this state it might be a unique feature. It arose mostly out of the lack of events for the minor factions, which were implemented. These faction were quite famous condottieri so I thought it would add some depth to the gameplay implementing this feature. I was very curious what the player might do with this feature. Especially as a minor faction you are very limited in terms of territory and income, this script will boost their rise to power and 'fame'. I think this feature will create a completely new gameplay style for MTWII, since you are more character focused and depended on the continuation of your condotta. In case the war is over, you'll face serious financial losses and be quick to sign up for a new condotta to built up your home territory and keep your army together.

    As such, I am really looking forward to seeing you guys playing with this feature. Also I have added the recruitment limitation script which was enhanced by Gigantus for EBII. This script limits your troops in respect to the number of provinces and actual size of the settlements you control. Therefore it is not possible to recruit several thousand men as a minor faction and of course for the AI to steam roll with full stacks. This script actually limits the amounts of units you can have in respect of how many units you are actually able to maintain. For instance the Signoria of Bologna (in control of one large city) would have not been able assemble large armies. As for the King of France, he would of course been able to do so. This script will add more depth to the gameplay and also will make mercenaries even more attractive because these are not taken into account by the script. So the gameplay in terms of war will be one of more temporary armies, which are of course more expensive but due to the limitation of the faction and its supply to maintain troops a necessary one.

    Well, that post got longer than I intended, but these are my thoughts on why I have created, implemented these scripts and what my hopes are in terms of gameplay impact for the player

    Best
    Aneirin
    Proud son of Aikanár and brother of Iskar

  8. #828

    Default Re: {DIK} Preview

    Quote Originally Posted by Aneirin View Post
    Thank's a lot! Of course there is already such a script in place. Actually since version 4.0. Every time one of the major factions e.g. Milan, France, HRE, Ottomans, etc. starts a war, a random counter is triggered which triggers an event offering the service of a mercenary captain, condottiere, Landsknechthauptmann, Voivode, .. to you. In case you accept his offer, he will stay with you as long as you are at war with the target faction. If his service is no longer required you'll have to pay a final compensation, in case you do not comply, he'll might also raid your lands. Each culture has his one type of mercenary captain, Italians of course Condottieri, Germans Landsknecht, Ottomans Voivodes and so on. So basically the script in the preview is the counter part to this script.



    I took the liberty to move your post out of the preview section, to properly answer your praise
    Thank's first of all and well, yes, I recall something like in the Holy Roman Emperor Mod, where you could select an Emperor. Though in this state it might be a unique feature. It arose mostly out of the lack of events for the minor factions, which were implemented. These faction were quite famous condottieri so I thought it would add some depth to the gameplay implementing this feature. I was very curious what the player might do with this feature. Especially as a minor faction you are very limited in terms of territory and income, this script will boost their rise to power and 'fame'. I think this feature will create a completely new gameplay style for MTWII, since you are more character focused and depended on the continuation of your condotta. In case the war is over, you'll face serious financial losses and be quick to sign up for a new condotta to built up your home territory and keep your army together.

    As such, I am really looking forward to seeing you guys playing with this feature. Also I have added the recruitment limitation script which was enhanced by Gigantus for EBII. This script limits your troops in respect to the number of provinces and actual size of the settlements you control. Therefore it is not possible to recruit several thousand men as a minor faction and of course for the AI to steam roll with full stacks. This script actually limits the amounts of units you can have in respect of how many units you are actually able to maintain. For instance the Signoria of Bologna (in control of one large city) would have not been able assemble large armies. As for the King of France, he would of course been able to do so. This script will add more depth to the gameplay and also will make mercenaries even more attractive because these are not taken into account by the script. So the gameplay in terms of war will be one of more temporary armies, which are of course more expensive but due to the limitation of the faction and its supply to maintain troops a necessary one.

    Well, that post got longer than I intended, but these are my thoughts on why I have created, implemented these scripts and what my hopes are in terms of gameplay impact for the player

    Best
    Aneirin
    And I thought it couldn't get better! wow
    Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.

    Current Hotseat:
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  9. #829

    Default Re: {DIK} Discussion

    Quote Originally Posted by Der Böse Wolf View Post
    Two of the modders of my favourite mods collaborating...Life is good!
    We are limited to what we can change in M2TW so it's always good to share ideas between mods

    My scripts were the product of hours thinking how I could do it, reading and trying ideas from other mods and scripts and later more hours testing it. I sent Aneirin the codes for my scripts and if he needs help with them, I can give him a hand, as long as I have some free time

    Actually, Aneirin, tell me later if you were able to put the scripts into the game and what you think of them. I also sent you the maritime raids script right? I've been busy lately and don't remember.

  10. #830
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    Quote Originally Posted by Lusitanio View Post
    We are limited to what we can change in M2TW so it's always good to share ideas between mods

    My scripts were the product of hours thinking how I could do it, reading and trying ideas from other mods and scripts and later more hours testing it. I sent Aneirin the codes for my scripts and if he needs help with them, I can give him a hand, as long as I have some free time

    Actually, Aneirin, tell me later if you were able to put the scripts into the game and what you think of them. I also sent you the maritime raids script right? I've been busy lately and don't remember.
    Sure, I'll let you know! As I wrote they seem to fit perfectly to bring the corsairs of the Barbary Coast to life. Yes, you did send me the script, all good
    Proud son of Aikanár and brother of Iskar

  11. #831

    Default Re: {DIK} Discussion

    Quote Originally Posted by Aneirin View Post
    Sure, I'll let you know! As I wrote they seem to fit perfectly to bring the corsairs of the Barbary Coast to life. Yes, you did send me the script, all good
    Nice

    If you want to represent some factions additional vulnerability to the corsairs or their lack of a strong patrol fleet in history, one good idea would be to increase the chances to be raided for that particular faction and/or increase the money that they lose!

    Anyway, keep going and all the best

  12. #832
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    Great idea, I’ll keep that in mind! So do you, cheers
    Proud son of Aikanár and brother of Iskar

  13. #833
    Wallachian's Avatar Citizen
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    Default Re: {DIK} Discussion

    Quote Originally Posted by Aneirin View Post
    Great idea, I’ll keep that in mind! So do you, cheers
    Yeap, that is the proposal for Tsardoms for maritime factions like Genoa, Venice, Ragusa and in your case Pisa to have better chances at various maritime activities.

  14. #834
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    Quote Originally Posted by Wallachian View Post
    Yeap, that is the proposal for Tsardoms for maritime factions like Genoa, Venice, Ragusa and in your case Pisa to have better chances at various maritime activities.
    Also, it is much more fun than those mission you get, where you have to blockade a random port somewhere at the edge of the map.
    Proud son of Aikanár and brother of Iskar

  15. #835

    Default Re: {DIK} Discussion

    Quote Originally Posted by Aneirin View Post
    Also, it is much more fun than those mission you get, where you have to blockade a random port somewhere at the edge of the map.
    Indeed. It gives fleets a greater role in your wars. For example, I tested the script a lot, including the chances, and from my tests I had situations where the AI almost bankrupted my finances due to their constant raids on my ports which were depleting my finances. It obliged me to have more fleets and to keep them patroling my waters, watching out for enemy ships. Another time, the AI declared war on me but didn't send a single army against my regions for a long time, while before this situation would be a boring thing, I actually engaged in a very active maritime war against the faction because their ships were all over the place, attacking and blockading my ports.
    So yeah, it completely changes the way you use your fleets in the game and their importance.

  16. #836

    Default Re: {DIK} Discussion

    Quote Originally Posted by Lusitanio View Post
    Indeed. It gives fleets a greater role in your wars. For example, I tested the script a lot, including the chances, and from my tests I had situations where the AI almost bankrupted my finances due to their constant raids on my ports which were depleting my finances. It obliged me to have more fleets and to keep them patroling my waters, watching out for enemy ships. Another time, the AI declared war on me but didn't send a single army against my regions for a long time, while before this situation would be a boring thing, I actually engaged in a very active maritime war against the faction because their ships were all over the place, attacking and blockading my ports.
    So yeah, it completely changes the way you use your fleets in the game and their importance.
    Brilliant stuff!
    Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.

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  17. #837
    Wallachian's Avatar Citizen
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    Default Re: {DIK} Discussion

    Quote Originally Posted by Lusitanio View Post
    Indeed. It gives fleets a greater role in your wars. For example, I tested the script a lot, including the chances, and from my tests I had situations where the AI almost bankrupted my finances due to their constant raids on my ports which were depleting my finances. It obliged me to have more fleets and to keep them patroling my waters, watching out for enemy ships. Another time, the AI declared war on me but didn't send a single army against my regions for a long time, while before this situation would be a boring thing, I actually engaged in a very active maritime war against the faction because their ships were all over the place, attacking and blockading my ports.
    So yeah, it completely changes the way you use your fleets in the game and their importance.
    This is just wonderful!

  18. #838
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    I can only second on this. This will definitely add even more immersion to the game. So, I still haven’t found a decent way to explain all these features to the player. Currently the player gets a huge text at the start of his campaign. Problem with this, it’s to much text and infos, second therefore most of the folk don’t read it. Any suggestions on this?
    Proud son of Aikanár and brother of Iskar

  19. #839

    Default Re: {DIK} Discussion

    Thanks Wallachian and Wolf

    Aneirin these maritime events are an easy thing to explain since they are pretty simple. You can either create a new historical event that will appear on the second turn telling the player about the new maritime events and what they allow you to do or just write about it when you present the mod. Sure enough the player will know about these events when he starts attacking enemy ports or the contrary starts to happen, since the AI seems to take joy in sending fleets to blockade your ports

  20. #840
    Aneirin's Avatar of flowing verse
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    Default Re: {DIK} Discussion

    Well, one could trigger an event explaining the details of the feature, when the script triggered for the first time. I'll give it a try
    Proud son of Aikanár and brother of Iskar

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