Page 42 of 45 FirstFirst ... 173233343536373839404142434445 LastLast
Results 821 to 840 of 897

Thread: {DIK} Discussion

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Flinn's Avatar His Dudeness of TWC
    Patrician Citizen Moderator Emeritus Content Emeritus Censor Administrator Emeritus Gaming Emeritus

    Join Date
    Dec 2012
    Location
    Italy
    Posts
    19,509
    Blog Entries
    43

    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

  2. #2
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    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

  3. #3

    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:
    Britannia: The Isles of Chaos

  4. #4
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    Default Re: {DIK} Discussion

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

  5. #5
    Wallachian's Avatar Citizen
    Join Date
    Nov 2009
    Location
    Bucharest, Romania
    Posts
    9,501

    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.

  6. #6
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    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

  7. #7
    Lusitanio's Avatar Campidoctor
    Join Date
    Jan 2018
    Location
    Portugal
    Posts
    1,530

    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.

  8. #8

    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.

    Current Hotseat:
    Britannia: The Isles of Chaos

  9. #9
    Wallachian's Avatar Citizen
    Join Date
    Nov 2009
    Location
    Bucharest, Romania
    Posts
    9,501

    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!

  10. #10
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    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

  11. #11
    Lusitanio's Avatar Campidoctor
    Join Date
    Jan 2018
    Location
    Portugal
    Posts
    1,530

    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

  12. #12
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    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

  13. #13
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    Default Re: {DIK} Discussion

    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.
    Proud son of Aikanár and brother of Iskar

  14. #14

    Default Re: {DIK} Discussion

    Brilliant Can't wait to see the new additions.

  15. #15
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    Default Re: {DIK} Discussion

    Thanks! There are going to be some very nice events. All with historical context but it’s always the player’s choice what will happen in the end. So you won’t have a set outcome, rather random things can happen.
    Proud son of Aikanár and brother of Iskar

  16. #16

    Default Re: {DIK} Discussion

    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

  17. #17
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    Default Re: {DIK} Discussion

    Quote Originally Posted by Der Böse Wolf View Post
    Great news indeed. Such a wonderful mod deserves a lot more recognition!
    Thanks mate! Make sure to spread the word
    Proud son of Aikanár and brother of Iskar

  18. #18
    Mausolos of Caria's Avatar Royal Satrap
    Join Date
    Nov 2011
    Location
    County of Ravensberg
    Posts
    5,575

    Default Re: {DIK} Discussion

    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

  19. #19

    Default Re: {DIK} Discussion

    "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

  20. #20
    Aneirin's Avatar of flowing verse
    Join Date
    Nov 2012
    Location
    Gododdin
    Posts
    2,733

    Default Re: {DIK} Discussion

    Quote Originally Posted by Mausolos of Caria View Post
    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

    Lucky you are the 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


    Quote Originally Posted by Der Böse Wolf View Post
    "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?
    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.
    Proud son of Aikanár and brother of Iskar

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •