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![]()
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
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
![]()
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
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.
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
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?
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![]()
Just a brief update on the mod. Six factions are currently still without their proper events. But I am very confident, that their implementation will be just a matter of time. That done, I’ll start testing the game and after the tests were successful you’ll have your full release of TIW - Ultimate.
BrilliantCan't wait to see the new additions.
Great news indeed. Such a wonderful mod deserves a lot more recognition!
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
Wow, I was on two holidays in September (lucky me, I know) and didn't check this forum for a while. As I already said on the other thread (and as a reply to what you said to me two pages ago, on 24 August, Aneirin) it's wonderful that this fix for the Pope works. And yes, I should really play as Cesare... Hopefully Genoa will also stop dying for me, though it only really happened once or twice (maybe it was another faction the other time, I can't remember).
Now that condottiere script is a thing of beauty. I would not have thought that such a complicated feature is even possible to implement, well done, my friend! I do have one question, however: If I conquer a foreign city as a condottiere, am I allowed to keep it or is it automatically transferred to the faction I am working for?
Thanks again, keep up the great work![]()
"Pompeius, after having finished the war against Mithridates, when he went to call at the house of Poseidonios, the famous teacher of philosophy, forbade the lictor to knock at the door, as was the usual custom, and he, to whom both the eastern and the western world had yielded submission, ordered the fasces to be lowered before the door of science."
Pliny the Elder, Naturalis Historia, 7, 112
"Recruitment Limitation Script"
This is a fantastic feature, just like the one used in BGR V.
But in BRR V the player must choose how many manpower points he wants for the whole year (BGR V has 12 turns per year). And he can check how many manpower points are used or left anytime by pressing the F6 or F7 button.
In this mod, how can the player know how much manpower he an afford?
Without knowing, it will be hard to plan recruitment accordingly.
Am I missing something?
Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.
Current Hotseat:
Britannia: The Isles of Chaos
Lucky you arethe fix should also work for Genoa because it adjusts the setting for the old age. Meaning that a character might die of old age.
As for your question for the condottiere script: It would be historical more accurate to pass the settlement on to your employer, but that would be a complete overkill in scripting. How would you know if the settlement that has been conquered was in order of your contract? So I decided to go the easy way![]()
Great thought! Currently that is not possible but there surely should be a way to find out how many slots are left. Thank's for mentioning it!![]()
I'll make some adjustments to allow the player to check the current points.