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Thread: SSHIP - General Discussion

  1. #5861
    Antonius's Avatar Decanus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Gigantus View Post
    Just to remove the elephant from the room I'll test my SS repack with this new version - I'll be using a fresh install of SS and SSHIP.

    Procedure I shall be using:

    1. Install a clean version of my SS6.4 repack plus the 'novgogord' fix (just in case)
    2.
    Run the SS6.4 setup and choose Early Era campaign with Savage AI, RR/RC enabled (option doesn't exit, see install pic) and no permanent arrows because of performance hit. This will also run SS automatically, exit after mod has loaded.
    3. Unzip SSHIP download
    4. Move unzipped 'data' folder into mods\SS6.3 directory

    Note: Win7 compatibility and admin use is set. Steam is installed outside the program files directory (D:\Steam). See the alternative of moving Steam's library.

    Edit: everything went smooth and I had no problem starting a game as the Byzantines. The log threw up a good number of script errors which are related to setting counters that do not exist (have not been declared) - maybe they are event counters and set_event_counter should have been used?:
    Code:
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27470, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter paris_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27471 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27471, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter london_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27472 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27472, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter edinburgh_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27473 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27473, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter frankfurt_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27474 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27474, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter lund_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27475 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27475, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter bergen_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27476 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27476, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter pisa_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27477 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27477, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter zaragoza_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27478 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27478, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter leon_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27479 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27479, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter coimbra_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27480 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.649 [game.script] [error] Script execution error for <set_counter>, at line 27480, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter marrakesh_occupied doesn't exist
    12:56:42.649 [game.script.exec] [trace] exec <set_counter> at line 27481 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27481, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter venice_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27482 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27482, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter rome_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27483 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27483, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter palermo_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27484 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27484, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter esztergom_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27485 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27485, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter krakow_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27486 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27486, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter ras_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27487 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27487, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter kernave_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27488 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27488, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter novgorod_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27489 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27489, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter kiev_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27490 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27490, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter tbilisi_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27491 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27491, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter constantinople_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27492 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27492, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter konya_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27493 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27493, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter isfahan_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27494 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27494, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter jerusalem_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27495 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.650 [game.script] [error] Script execution error for <set_counter>, at line 27495, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter mosul_occupied doesn't exist
    12:56:42.650 [game.script.exec] [trace] exec <set_counter> at line 27496 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27496, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter cairo_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27497 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27497, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter baghdad_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27498 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27498, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter genoa_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27499 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27499, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter kalmar_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27500 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27500, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter sis_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27501 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27501, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter tarnovo_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27502 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27502, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter prague_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27503 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27503, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter bulgar_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27504 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27504, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter milan_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27505 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27505, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter sives_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27506 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27506, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter damascus_occupied doesn't exist
    12:56:42.651 [game.script.exec] [trace] exec <set_counter> at line 27508 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:56:42.651 [game.script] [error] Script execution error for <set_counter>, at line 27508, in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: 
    Counter weak_leader_becomes_king_info doesn't exist
    Other then that there are only two 'heir' errors:
    Code:
    12:56:16.754 [script.err] [error] Script Error in mods/ss6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1397, column 1
    The character record Consigliere Domenico is set as faction heir but is not in the family tree.
    12:56:17.105 [script.err] [error] Script Error in mods/ss6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 10020, column 1
    The character record Prince Guillaume is set as faction heir but is not in the family tree.
    I did note that the dead, former leader of the Byzs did not have the leader symbol - that can be done by using 'past_leader' in his character record line

    And with that the elephant has left the room - it would appear that the repack is just dandy with SSHIP.
    Did all of this, still doesn't work. I will now uninstall everything again - even steam - and see if I can make it work then.
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  2. #5862
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: SSHIP - General Discussion

    Install Steam in a dedicated folder instead of the default one, make sure the DLC is installed.
    Right click the medieval2.exe file and follow the advice here to set the compatibility to win7 and give admin rights
    Then follow the steps I described. Instead of step 3 and step 4 do this:

    1. right click the Stainless Steel launcher desktop icon and choose 'open file location'
    2. place the SSHIP Zip file into that directory
    3. right click the SSHIP Zip file and choose '[application name like 7zip or WinRAR]\extract here'

    Now use the 'Stainless Steel Launcher' desktop shortcut to start SSHIP
    Last edited by Gigantus; October 19, 2020 at 09:35 PM.




  3. #5863

    Default Re: SSHIP - General Discussion

    Hello everyone,

    Just wondering about this trigger in descr_faction_standing, I see that the "AtWar" Trigger seems to have been replaced by this one:


    Trigger Decrease_Global_Standing Aggressor
    WhenToTest FactionTurnStart


    Condition I_EventCounter aggressor > 0
    and GlobalStanding > -0.6


    FactionStanding global normalise -0.6 75

    I am not familiar with modding, but does this mean that only the one initiating a war will get a negative standing, and not the one being attacked?

    Just wondering, because the AI keeps initiating wars on me and I have been fighting very defensively, but I still have trouble getting above "despicable" despite releasing prisoners. I did start a war some time ago, but that war is over since and has been for like 20-30 turns.

    Lastly, If I tweak the descr_faction_standing file a bit to make getting a positive standing easier, is this something I can do mid-game or will I have to start a new game for any changes in the file to take effect?

  4. #5864

    Default Re: SSHIP - General Discussion

    What do you guys think about Logging camps and Site huts? Are they really worth it? 5% bonus seems like not alot especially when it takes 6-8 turns to complete these buildings. I never built them in SS64, did anything changed about them in SSHIP?

  5. #5865
    Antonius's Avatar Decanus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Gigantus View Post
    Install Steam in a dedicated folder instead of the default one, make sure the DLC is installed.
    Right click the medieval2.exe file and follow the advice here to set the compatibility to win7 and give admin rights
    Then follow the steps I described. Instead of step 3 and step 4 do this:

    1. right click the Stainless Steel launcher desktop icon and choose 'open file location'
    2. place the SSHIP Zip file into that directory
    3. right click the SSHIP Zip file and choose '[application name like 7zip or WinRAR]\extract here'

    Now use the 'Stainless Steel Launcher' desktop shortcut to start SSHIP

    THIS WORKED!!!!!!

    Thank you so much Gigantus!
    Last edited by Antonius; October 20, 2020 at 05:37 PM.
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  6. #5866
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by dfz View Post
    What do you guys think about Logging camps and Site huts? Are they really worth it? 5% bonus seems like not alot especially when it takes 6-8 turns to complete these buildings. I never built them in SS64, did anything changed about them in SSHIP?
    In the SSHIP there're builiding trees: you have to build certain buildings to be able to build other. And both buildings you've mentioned are required to build other useful ones.

    Quote Originally Posted by Po0gles View Post
    Hello everyone,

    Just wondering about this trigger in descr_faction_standing, I see that the "AtWar" Trigger seems to have been replaced by this one:


    Trigger Decrease_Global_Standing Aggressor
    WhenToTest FactionTurnStart


    Condition I_EventCounter aggressor > 0
    and GlobalStanding > -0.6


    FactionStanding global normalise -0.6 75

    I am not familiar with modding, but does this mean that only the one initiating a war will get a negative standing, and not the one being attacked?

    Just wondering, because the AI keeps initiating wars on me and I have been fighting very defensively, but I still have trouble getting above "despicable" despite releasing prisoners. I did start a war some time ago, but that war is over since and has been for like 20-30 turns.

    Lastly, If I tweak the descr_faction_standing file a bit to make getting a positive standing easier, is this something I can do mid-game or will I have to start a new game for any changes in the file to take effect?
    Yes, VineFynn has made a script for 096 making only an agressor suffering from the aggressive wars. There's a pop-out window menting that.
    I don't know the details of the system and in which circumstances it works.
    Last edited by Jurand of Cracow; October 20, 2020 at 05:32 PM.

  7. #5867
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Antonius View Post
    THIS WORKED!!!!!!

    Thank you so much Gigantus!
    One is glad to be of service




  8. #5868

    Default Newbie questions about difficulty and features

    is the very hard AI still overagressive towards the player? and what about the enemy units? are they stronger because the difficulty?

    what are the requirements to convert a city to a castle? there is no castle on italy, and there is no option to convert as venice

    any tips about economy?

  9. #5869
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Newbie questions about difficulty and features

    Quote Originally Posted by Juniiorr View Post
    is the very hard AI still overagressive towards the player? and what about the enemy units? are they stronger because the difficulty?

    what are the requirements to convert a city to a castle? there is no castle on italy, and there is no option to convert as venice

    any tips about economy?
    The AI hasn't changed so if you had found it overaggressive, it still is.

    Units do not get stronger with difficulty apart from the hardcoded effects (which are told to be significant but not as as big as in the Rome TW).

    Tips about economy - for two kinds of income (farming and taxes, iirc) are in-game as pop-out windows, also how to grow your cities. Otherwise: grow your cities as income scales with the size of the cities, and use the handful of merchants you've got access to in full as they can provide much more income now.
    Last edited by Jurand of Cracow; October 21, 2020 at 08:27 AM.

  10. #5870

    Default Re: SSHIP - General Discussion

    Really liking the new version, but there is one thing that has been annoying me a little:

    I feel like the papal states are overly aggressive. They are pretty fast in capturing the rebel settlements in Italy, and will sometimes even go to war against other catholic factions. In my last campaign, they had the entirety of northern italy and even one city in southern germany. I don't think them expanding this way is fair given that they excommunicate whoever they attack, making resistance pretty difficult for whoever is unfortunate enough to be attacked.

    So I've been wondering, is there any way to make the pope more passive?

  11. #5871

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Po0gles View Post
    Really liking the new version, but there is one thing that has been annoying me a little:

    I feel like the papal states are overly aggressive. They are pretty fast in capturing the rebel settlements in Italy, and will sometimes even go to war against other catholic factions. In my last campaign, they had the entirety of northern italy and even one city in southern germany. I don't think them expanding this way is fair given that they excommunicate whoever they attack, making resistance pretty difficult for whoever is unfortunate enough to be attacked.

    So I've been wondering, is there any way to make the pope more passive?

    No matter which mod or version I play I always go in to the strat file and give the pope -1000000 starting florins and a -100000 kings purse. He stays bankrupt and quiet the whole game.

  12. #5872

    Default Re: SSHIP - General Discussion

    Here, I calmed down Pope's AI to resonable levels. He will still hate rebels and call to arms if provoked, but won't set out to conquer the world.

    Papal chill pill.zip

    Backup included, not save compatible. There were some botched entries in his AI label:

    Code:
                    <!--
                        IF NEIGHBOUR, DEFAULT INVADE PRIORITY
                    -->
                    <min_entry is_neighbour="true"/>
                    <max_entry is_neighbour="true"/>
                    <faction_attitude    invade_priority="750" continue="true"/>
                </decision_entry>
          
          <decision_entry>
                    <!--
                        IF AT WAR, INCREASE INVADE PRIORITY
                    -->
                    <min_entry    is_neighbour="true" stance="AtWar"/>
                    <max_entry    is_neighbour="true" stance="AtWar"/>
                    <faction_attitude    invade_priority="1000" continue="true"/>
                </decision_entry>
    
    
                <decision_entry>
                    <!--
                        IF LESS POWERFUL MILITARY, INCREASE INVADE PRIORITY
                    -->
                    <min_entry    is_neighbour="true"/>
                    <max_entry    is_neighbour="true" military_balance="0.5"/>
                    <faction_attitude    invade_priority="250" continue="true"/>
                </decision_entry>
    
    
                <decision_entry>
                    <!--
                        IF LESS POWERFUL MILITARY, INCREASE INVADE PRIORITY
                    -->
                    <min_entry    is_neighbour="true" military_balance="0.51"/>
                    <max_entry    is_neighbour="true" military_balance="1.0"/>
                    <faction_attitude    invade_priority="100" continue="true"/>
                </decision_entry>
    
    
    
    
          <decision_entry>
                    <!--
                        IF AT WAR, INCREASE INVADE PRIORITY
                    -->
                    <min_entry is_neighbour="false"/>
                    <max_entry is_neighbour="false"/>
                    <faction_attitude    invade_priority="100" continue="true"/>
                </decision_entry>
    
    
          <!--
                        BREAK SURROUNDINGS IF WE ARE SMALL, EVEN AGAINST ALLIES
                    -->
          <decision_entry>
                    <!--
                        IF THEY SURROUNDED US, INVADE
                    -->
            <min_entry    is_neighbour="true" target_weakest_neighbour="true" strongest_neighbour="true" target_num_enemies="1" borders_all_our_regions="true"/>
                    <max_entry    is_neighbour="true" target_weakest_neighbour="true" strongest_neighbour="true" borders_all_our_regions="true" num_settlements="3" num_enemies="1" faction_standing="0.5"/>
                    <faction_attitude    invade="invade_buildup" can_force_invade="true" continue="true"/>
                </decision_entry>

  13. #5873
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Po0gles View Post
    Really liking the new version, but there is one thing that has been annoying me a little:

    I feel like the papal states are overly aggressive. They are pretty fast in capturing the rebel settlements in Italy, and will sometimes even go to war against other catholic factions. In my last campaign, they had the entirety of northern italy and even one city in southern germany. I don't think them expanding this way is fair given that they excommunicate whoever they attack, making resistance pretty difficult for whoever is unfortunate enough to be attacked.

    So I've been wondering, is there any way to make the pope more passive?
    Heroic victory will make him passive
    Spoiler Alert, click show to read: 

  14. #5874

    Default Re: SSHIP - General Discussion

    I'm offered several guilds shortly after I start the game. Is this intended?

  15. #5875
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by rassnie View Post
    I'm offered several guilds shortly after I start the game. Is this intended?
    Thanks for reporting!
    For big factions like HRE, Byzantines etc. - it's been observed.
    I think it will be adjusted in the future, but ideally another system would replace the guilds.

  16. #5876
    Antonius's Avatar Decanus
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    Default Re: SSHIP - General Discussion

    Loving my ERE Campaign so far. However, I preferred the more prominent role that merchants played in the previous version (Meaning you could have more of them) - but this isn't a bug or a problem, just a personal preference...

    So far, it is also surprisingly stable. I had a few CTDs early in the campaign (between turns) but regular saving and reloading solved that problem. Now, further into the game, no more CTDs... (maybe it was related to the Seljuks which I crushed relatively quickly?)
    It is always easier to fight for one’s principles than to live up to them.
    ~Alfred Adler

  17. #5877
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    ad merchants: as ERE you can easily have many merchants given the speed you'd get the merchant guilds and the size of your settlements (large cities provide merchants from wharfs).

    Ad CTD - yes, I think the mod is quite stable now, it crashes sometimes on leaving and on entering the game.

    Post pics from your campaign, the crush of the Seljuks is interesting.

  18. #5878

    Default Re: SSHIP - General Discussion

    Curious if my install went correct; I'm seeing cities names have changed but my initial load screen still shows V0.92. Should my main menu artwork have changed with having installed V0.97?

  19. #5879
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by GiddeeUpp View Post
    Curious if my install went correct; I'm seeing cities names have changed but my initial load screen still shows V0.92. Should my main menu artwork have changed with having installed V0.97?
    Yes, it should. It seems your install is not correct. Have another go.

  20. #5880

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    Yes, it should. It seems your install is not correct. Have another go.
    Thanks. May have been an issue of installing from V0.92 instead of a clean install of SS6.4? I'll try a clean install. I was able to play last night as Sicily, I feel like the public order penalty was pretty severe in Venice, Pisa, etc.

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