Sship fans Modding Awards has started!!!
For me SSHIP MOD is the best!
https://www.twcenter.net/forums/show...8#post15987228
Sship fans Modding Awards has started!!!
For me SSHIP MOD is the best!
https://www.twcenter.net/forums/show...8#post15987228
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Nemesis:
Yes, this is by far my longest game ever as well. The most I usually do is complete the campaign. This time I had the added motivation that I wanted to finally get my king crowned. This has been due to a combination of being excommunicated because I shared borders with the Papacy and they were aggressive, me not properly limiting my family tree enough to establish and proper royal line, and the appearance of kings and princes that were either illegitimate children or unfit for office for some reason or another. With all that, I still haven't crowned anyone and that has me motivated to continue. At this rate, I may end up painting the map like Alavaria!
The experience with the Papacy was really interesting in this game, specifically that they were a major pain in my side for so long and I focused on establishing my empire enough so that my "grand finale" for the Long Campaign was to sweep through their empire and then relocate them to the Balearic Islands so that they wouldn't bother anyone anymore. Their last settlement that fell to me gave me victory for the Long Campaign, which I thought was very poetic haha
And sure, I would be happy to upload the save file. What is the best way of going about that?
Nemesis:
It's my longest game ever, to be honest. I had added motivation to continue because I still haven't managed to crown a king yet. Combination of excommunications at the wrong time early on, a bit of family tree mis-management, and kings and heirs either being illegitimate or unfit in some way. At this rate, I may end up painting the map!
And I would be happy to upload it, if it will be helpful. What is the best way to do that?
https://easyupload.io/ here, use this .
Indeed, crowns are a still a pain sadly , maybe some factions should already have a king crowned when u start the game , or idk , i hope jurand tweaks this in the future.
As for my taste crown are not that hard to get, but I never adopt new family member and don't allow any marriage outside my FL direct familly, so the line is always clean.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Last edited by Jurand of Cracow; January 24, 2021 at 01:26 PM.
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
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If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
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Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
First off, apologies for the double-post. I was not sure if my initial post had been successful.
Belovèse: I need to take your recommendations to heart. I already avoid adoptions, but I have been allowing a few too many marriages outside the main family line.
Either way, this rendition has been excellent. The added complexity to the family tree with the offices and the crowns is great.
Here is the link to my latest save file: https://easyupload.io/6nkxdr
Let me know if there are any issues.
in my cuman campaign I have realized that the place of coronation is in the Sarukan castle, I would need a larger temple, is it possible from a castle or would I have to transform it into a city?
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Guys, this is really something. Turn 545, year 1404. It's really worth seeing.
@David - make a report how it was like playing Portugal for such a long time and creating such a nice empire. Have a look how have we done it in the past - eg Alavaria or me. Really worth it!
I instantly see that I can learn from this file. Eg. Plaza del Toro in Reims - perhaps not the most historical thing but maybe it's right... Let's think about it.
Or the pervasiveness of the 24-buildings problem (in almost all cities there's this problem).
Or the money - it is still scarce, just 30k budget surplus.
Last edited by Jurand of Cracow; January 24, 2021 at 05:18 PM.
@Jurand Thanks! I would be happy to provide my experience. I will look over your's and Alavaria's examples and see what I can do.
And I'm glad my save was helpful!
To further your comments:
I agree that a bull ring in Northern France is rather unlikely, historically speaking, but at the same time there would also be a migration of people and ideas within such an empire, so it may be possible to see such a thing. Nevertheless, I'm sure whatever decision you and the team make will be correct and work well.
To add more information about the state of the economy: I had every settlement below Metropolis/Citadel at "Low Taxation," I destroyed/did not build Mines in most settlements because of the negative health effects which would limit population growth, and the majority of settlements did not have governors. I also might have exterminated a few too many settlements along the way... I did manage to accumulate around 700,000 money at one point around Turn 450 or so. I lost almost all of it over the next 50-100 turns as I established more armies and expanded. I also only recently moved my capital to Rome (it had previously been Toledo). Leaving the capital in Toledo for as long as I did likely made me need larger than necessary garrison armies in many of my settlements.
Hey this is a minor point, but Stainless Steel changed the minimum assassin chance from 5% to 10%. In my opinion this is a considerable mistake. A very bad assassin would absolutely not have a 10% chance of murdering a security minded King who is also a great warrior; I would not give him a 1% chance, or even 0.01%. Can you change the Assassin minimum chance to 0%, or maybe 1%? Right now if the AI spams enough assassins your general will eventually die, and that is just not fun or realistic.
(Only note, I'm not sure 0% chance to kill is actually 0%. However when I made that change I noticed my badass paranoid King was much safer.)
Apparently Fidel Castro survived 600 assassination attempts, although I suspect that was exaggerated state propaganda.
On a similar note, maybe the maximum chance for spies could be made 100%?
Last edited by Steward Denethor II; January 24, 2021 at 08:04 PM.
Might work , but iirc in 0.9.8 they changed the limit of assasins so you cant train many of them , i think this is a good nerf and out-weighs the chance. Tho i wouldnt mind lowering it to 5% since even wih 10% its alot if they spam it enough. However the strategy would be for your own assasins to counter the enemy assasins.
Depending on your literary devotion: Alavaria plays mods and writes storie, while in my reports I concentrate on description of diplomacy and on the numbers
Spoiler Alert, click show to read:
Bull ring - yes, it depends on the interpretation how the Iberian culture would spread over the conquered lands, but also on the game mechanics (how many buildings could you have etc.)
Mines - I think they'll have no growth penalty given that actually the mechanism has always been otherwise: mines would attract immigration and increase population.
Accumulation of money - yeah, this is a hack for the game, I'm doing it as well. It was noticed and eg. Thrones of Britania had dealt with it: a faction fervour mechanism was introduced. It is not historical for the Middle Ages (at least not in such a scale ;-) and I'll do some scripting to dissuade the player from doing it.
I've got no idea what this number means. I don't think it's a simple chance, it's rather a coefficient. I don't know formula. All in all, I wouldn't touch this part without serious study (maybe it was made by somebody 10 years ago, but this should be explored).
Last edited by Jurand of Cracow; January 25, 2021 at 02:02 AM.
There are mods where I didn't use assassins because their chances of success were so low.
With the decrease in the number of assassins in the latest version of SSHIP, and over a relatively short period of campaign, I get out of business against them by associating my generals with a spy (no assassination when the spy remains at general side).
Then I always train at least one assassin who will spot those of the enemy and eradicate them if they are too threatening.
For me, the current balance suits me.
@DavidofLaSalle : I'm really impressed !!!
545 towers and the beginning of the 15th century !!! Congratulations !!! I will test your campaign because I am curious to see what our history can look like in enlarged Europe with Portugal dominating ...
Hey guys, I love this mod and the community around it, I have a quick suggestion let me know what you think.
Would it be possible to include the resurgent factions with the corresponding bloodline? I know it's not 100% accurate but one of my favorite things to do in the game is literally marry a princess from every faction to gain that bloodline.
Anyway, thanks for hearing me out, keep up the good work!
Just a couple of small things I noticed playing latest january 2021 things in SSHIP, not really bugs, but perhaps worth asking. The diplomats of Leon & Castille all have muslim looks and names, intentional? A small typo when Portuguese ruler dies reads Orince, instead of Prince. Played with Novgorod and conquered Kolyvan and Turku, who were both at village level I believe. There was nothing to be built there, I could only wait for them to upgrade, which in case of Kolyvan happened after 100 to 200 turns, but Turku wouldn't upgrade even after turn 250. I know this places weren't exactly the most populated, is this intentional? A lot of the times playing SSHIP, from version 092 to latest 098, I would often find an impassible crash around turns 240 to 260, is there a certain event or something around that time that could cause issues? Latest version does seem a bit less crash happy, at least as of now I haven't had any crashes that would prevent me to move ahead. Great job guys, if it weren't for modders I wouldn't have played Medieval 2 for 15 years
* diplomats - no idea if it's possible, the list of the names looks ok. Could you post a pic?
* death - thanks, fixed.
* deadly crash 240-260 - may be related to the Mongols? Not yet fixed the Mongols yet, but I'll do it once I've got some time. However, as @DavidOfLaSalle has shown, it doesn't prevent from moving to turn 545 :-)
* Turku and Kolyvan - yes, this is intentional. They should stay small for a long time. However, if you send a governor giving +growth, you can upgrade them and then build buidings prompting growth.
{INFO_SETTLEMENT_GROWTH_REMINDER_BODY}\nAt the start of the campaign, there are very few settlements with positive population growth (and a few suffer negative growth unless you set their taxes to low). This does not mean that such settlements cannot grow, but rather that you need to invest money into infrastructure and assign a good governor if you want to establish any stable growth. \n\nThe sources of population growth are as follows: \n* A province's innate fertility level (+0.5% to +3%) \n* Farms (every +1 point to farming translates to +0.5% growth) \n* Buildings providing Health (+0.5% growth per +1 point to Health) \n* Buildings directly providing Growth (the amount of growth provided is described on their info cards) \n* Buildings providing Happiness (+0.25% growth per +1 point to Happiness) \n* Trade with other provinces (+0.5% to +3% growth) \n * The General governing the settlement (1 Chivalry point provides +0.5% or +1% growth (up to +6.5% growth for a 10 Chivalry general; Dread has no impact) \n\nNote that certain factors can also greatly hinder growth. The main source of growth reduction is Squalor, and so any traits or buildings which reduce Squalor effectively increase growth. Changing the tax rate is also an easy and effective way to rapidly alter the growth rate of a settlement, but this is generally not the most effective long-term solution for controlling growth (utlilizing building trees provides more stable and socially acceptable growth). Another source of growth reduction is plagues, which have a detrimental effect on settlement growth. As a final point of clarification, buildings providing Law or reducing unrest do not have any impact on population growth.
{INFO_SETTLEMENT_GROWTH_REMINDER_TITLE}Population Growth (Reminder)
@Jurand That's really interesting about the mines! I thought that the negative health effects would outweigh any growth from trade. Thank you for clarifying that.
@kostic Thank you! I hope you find it interesting.
As for the diplomats, I noticed a Moorish diplomat belonging to Leon & Castille or Aragon in my Portugal run through. I assumed that he had been bribed and joined them that way.