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Thread: [Beta]Sieges Optional submod - Updated 2019-03-28

  1. #21
    Tiro
    Join Date
    Nov 2007
    Location
    Gothenburg, Sweden
    Posts
    241

    Default Re: [Beta]Sieges Optional submod

    So correct me if im wrong, the sally out works for minor settlements without ports? And after 2 turns in a mayor settlement they should come out to play right?
    Why not change the capture point so its located right outside of the willage of the minor settlements with ports? Is that possible?
    1. "Waste no more time arguing about what a good man should be. Be one."- Marcus Aurelius Ceasar.
    2. "One should never need to apologise for what was light-hearted banter.."- James Purefoy

  2. #22

    Default Re: [Beta]Sieges Optional submod

    does this mod still work?

  3. #23

    Default Re: [Beta]Sieges Optional submod

    Been trying to work on this, but to no avail.

    I was able to get the sieges down to where I want them, but it changed the buildings so where they wouldn't provide income.

    Go figure.

  4. #24

    Default Re: [Beta]Sieges Optional submod

    Darn would love to use this mod again as well!

  5. #25

  6. #26
    Dead*Man*Wilson's Avatar Campidoctor
    Join Date
    Nov 2007
    Location
    Heaven or Hell
    Posts
    1,796

    Default Re: [Beta]Sieges Optional submod

    Very nice. Thanks for the update!

  7. #27

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Arg, messed up the math

    This should do it:

    https://drive.google.com/file/d/1HGV...cmENKfBXW/view

    So settlements and cities, 1 turn, and if it's got a port, 2 turns

    ... what in the heck, siege time isn't shifting.

    Weird. the -15 is on the settlement, but it's taking 6 turns. Lemme know if anyone has an idea

    https://drive.google.com/open?id=1G8...Px-qtae1eqrYE4

    Huh, so it looks like it was a difficulty setting, testing

    Alrighty, that did the trick.

    Updating first post

    Rev5:
    Updated for 1.8.4b, modified the difficulty table which was adding 5 turns to sieges
    Last edited by ♔Greek Strategos♔; July 16, 2019 at 06:44 AM. Reason: Merged posts.

  8. #28

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Haven't checked this in awhile, but thanks!!

  9. #29
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Quote Originally Posted by BooBooLovesAll View Post
    Haven't checked this in awhile, but thanks!!
    Please let us know if it's still working for you

  10. #30

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    Please let us know if it's still working for you
    It works.

  11. #31
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
    took an arrow to the knee

    Join Date
    Feb 2008
    Location
    Athens, Greece
    Posts
    11,588

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Quote Originally Posted by BooBooLovesAll View Post
    It works.
    Good to know

  12. #32

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    This works with the new DeI? they added a new special capital....
    Thanks for the mod

  13. #33

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Let me know if there is interest in an updated version for v27, I've got it working but would need to extract out the changes from the other stuff I've dinked with

  14. #34

    Default Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Yes, pls, siege battles with the ai are a pain

  15. #35

    Icon14 Re: [Beta]Sieges Optional submod - Updated 2019-03-28

    Quote Originally Posted by Atomic Punk View Post
    Yes, pls, siege battles with the ai are a pain
    I Second This!

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