Thread: SSHIP - General Discussion

  1. #6241

    Default Re: SSHIP - General Discussion

    I agree with Jurand. There are too many small things in that that might go horribly awry by making even that small a change. I also think it is alright to have the building available, because one can imagine that a settlement might have a very skilled armorer who makes nice things for the nobles and whatnot, but it would be such a small number of items that it wouldn't show in the regular running of an army. The event signifies the massive expansion of heavy mail usage, due to changing technologies making it more widely available. But before that event, one can role play that a king might want to have the fanciest armor, even though not a one of his soldiers has that gear.
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  2. #6242
    Nemesis2345's Avatar Semisalis
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Kilo11 View Post
    I agree with Jurand. There are too many small things in that that might go horribly awry by making even that small a change. I also think it is alright to have the building available, because one can imagine that a settlement might have a very skilled armorer who makes nice things for the nobles and whatnot, but it would be such a small number of items that it wouldn't show in the regular running of an army. The event signifies the massive expansion of heavy mail usage, due to changing technologies making it more widely available. But before that event, one can role play that a king might want to have the fanciest armor, even though not a one of his soldiers has that gear.
    Aye , i can see and i agree with both of your reasoning as well.

  3. #6243

    Default Re: SSHIP - General Discussion

    Sship team, some news about the upcoming 0.9.8 version? Some overall changelog, possible release date or some news of interest to calm the urge to play it...

    Thanks a lot for your work!
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  4. #6244

    Default Re: SSHIP - General Discussion

    I can do better and send you the testing version by PM if you want!

    EDIT: about the release, I can just say we have stopped adding things to the 0.98 version and are now hunting CTDs, to provide a release as clean as possible.

    And a lot of the changes have been teased:
    Arthalion's changes
    Map changes
    new Hansa system
    my own changes (more technical reading!)
    and Kostic didn't make a teaser yet (or I missed it!) but he's still greatly improving the units look.
    Last edited by Belovèse; April 26, 2021 at 10:05 AM.
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  5. #6245
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Belovèse View Post
    and Kostic didn't make a teaser yet (or I missed it!) but he's still greatly improving the units look.
    My actual teaser

  6. #6246
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Already disclosed teasers (but I need to make a thread for all wonders):
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

  7. #6247
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Some old guys may be quite a burden for the ruler:

  8. #6248
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Astonishing ! The drop in income is obvious, but the old man seems to be appreciated by his people; the inhabitants of the city do not leave any more.

  9. #6249

    Default Re: SSHIP - General Discussion

    Somehow old governors can be still loved by their people. Of course their management skill will go downhill

  10. #6250
    Nemesis2345's Avatar Semisalis
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    Default Re: SSHIP - General Discussion

    Hey guys , i am on a new computer for a couple of days and i would like to continue working on the unit cards in the meantime , would you be kind to send me via PM the latest working version of the mod?

  11. #6251

    Default Re: SSHIP - General Discussion

    Looks like, despite what the traits say, the old man does not Understand Trade anymore.

  12. #6252

    Default Re: SSHIP - General Discussion

    In the future, will SSHIP have a launcher (SS_setup) like Stainless Steel?

  13. #6253

    Default Re: SSHIP - General Discussion

    Well, it will have a bat file to launch it directly, but for now it doesn't have a setup program: the next version is just a folder to copy in the right place.
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  14. #6254

    Default Re: SSHIP - General Discussion

    I see, thanks.

  15. #6255
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    I will produce a teaser "Wonders' Remastering" but for now enjoy the outlook for a new Umayyad Mosque - 3 levels instead of 1 and the fire script will be introduced.


  16. #6256

    Default Re: SSHIP - General Discussion

    Salut à tous, grand fan de MTW2 j'avais deja joué au mod ss 6.4 il y a de ca quelques années. Curieux de jouer à cette nouvelle version de SSHIP je me lance dans la réinstallation.
    Et là c'est la galère. J'ai réussi a réinstaller 6.3 et 6.4 dans mon fichier MTW2 puis j'ai dl le fichier SSHIP 098 qui est censé tout regrouper de 12 GB (option B). J'ai copié l'ensemble du fichier et je l'ai collé dans D//:steamlibrary/steamapps/common/MTW2/mods/ss6.3 en remplacant les fichiers identiques. Or maintenant quand je lance le jeu par le raccourci ss6.4 sur mon bureau la page de chargement se lance quelques secondes puis se coupe et je me retrouve sur le bureau à nouveau.
    Si quelqu'un pourrait m'aider ca serait super merci!!!!

  17. #6257
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    J'ai t'envoye un PM.

  18. #6258
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Work on the v. 098 is moving forwards. For instance, I've reviewed the triggers for PublicFaith, inherited from the base SS (or maybe even earlier).

    The previous version:
    Code:
    ;========================================================================================= Spreading own faith;----- Spreading own faith ------------------------------
    
    
    ;------------------------------------------
    ;character is spreading the faith in lands of the heretics
    Trigger contemplative_lifestyle
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_church
           and PopulationOwnReligion < 50
    
    
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    ;character is spreading the faith in lands of the heretics
    Trigger contemplative_lifestyle1
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_church_o
           and PopulationOwnReligion < 50
    
    
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    ;character is spreading the faith in lands of the heretics
    Trigger contemplative_lifestyle2
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_masjid
           and PopulationOwnReligion < 50
    
    
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    ;character is spreading the faith in lands of the heretics
    Trigger contemplative_lifestyle3
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_chapel
           and PopulationOwnReligion < 50
    
    
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    ;character is spreading the faith in lands of the heretics
    Trigger contemplative_lifestyle4
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_chapel_o
           and PopulationOwnReligion < 50
    
    
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    ;character is spreading the faith in lands of the heretics
    Trigger contemplative_lifestyle5
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= c_small_masjid
           and PopulationOwnReligion < 50
    
    
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    Trigger selfperpetuating69
     WhenToTest CharacterTurnEnd
    
    
     Condition Trait PublicAtheism >= 1
           and PopulationOwnReligion < 33
           and not AtSea                     ; might be needed because sea has no religion ReligionShift and the condition fails altogether (is ignored as a condition) and he therefore gets the trait when at sea
    
    
     Affects PublicAtheism 1 Chance 4
    The new version:
    Code:
    ;========================================================================================= PublicFaith:  Spreading own faith
    
    ;------------------------------------------------------ Catholic
    Trigger PublicFaith_OwnReligion_City_Catholic
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= church			; T2 level (higher levels don't make much change, and even if - it'd to into worse)
           and TimeInRegion > 2								; not just visiting or resting
           and RemainingMPPercentage > 90					; has time for thinking
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5					; has not yet seen too many bad things to be contemplative
    	   and Trait Officeholder < 1						; as above
    	   and not FactionExcommunicated	   				; only for Catholics
    	   and RandomPercent > 50							; = 2.5% per turn
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_SpreadingFaith_City_Catholic
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_church		; T1 level
           and PopulationOwnReligion < 50 					; the very spreading of faith strenghtens it too
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Xenophilia < 1							; if you understand the others, you don't get too religious
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1		   
    	   and not FactionExcommunicated	   
    	   and RandomPercent > 50							; it stacks with the previous: altogher 5% per turn
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_OwnReligion_Castle_Catholic
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= chapel
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and not FactionExcommunicated
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_SpreadingFaith_Castle_Catholic
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_chapel
           and PopulationOwnReligion < 50
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Xenophilia < 1	
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1		   
    	   and not FactionExcommunicated	   
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
    
    
     
     
     ;------------------------------------------------------ Orthodox
    Trigger PublicFaith_OwnReligion_City_Orthodox
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= church_o
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    Trigger PublicFaith_SpreadingFaith_City_Orthodox
     WhenToTest CharacterTurnEndInSettlement
     
     Condition SettlementBuildingExists >= small_church_o
           and PopulationOwnReligion < 50
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Xenophilia < 1	
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1   
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_OwnReligion_Castle_Orthodox
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= chapel_o
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_SpreadingFaith_Castle_Orthodox
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_chapel_o
           and PopulationOwnReligion < 50
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Xenophilia < 1	
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
     
    
    
     ;------------------------------------------------------ Muslim
    Trigger PublicFaith_OwnReligion_City_Muslim
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= masjid
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_SpreadingFaith_City_Muslim
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= small_masjid
           and PopulationOwnReligion < 50
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Xenophilia < 1	
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1   
    	   and RandomPercent > 50
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_OwnReligion_Castle_Muslim
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= c_masjid
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and RandomPercent > 50							
    	   
     Affects PublicFaith 1 Chance 5
     
    ;------------------------------------------
    Trigger PublicFaith_SpreadingFaith_Castle_Muslim
     WhenToTest CharacterTurnEndInSettlement
    
    
     Condition SettlementBuildingExists >= c_small_masjid
           and PopulationOwnReligion < 50
           and TimeInRegion > 2
           and RemainingMPPercentage > 90
    	   and Trait Xenophilia < 1	
    	   and Trait Pragmatic < 2
    	   and Trait Intelligence < 8
    	   and Trait CounterOfBattles < 5
    	   and Trait Officeholder < 1
    	   and RandomPercent > 50							
    	   
     Affects PublicFaith 1 Chance 5
     
     
    ;------------------------------------------------------ Other situations
    ; a few situations are coded elsewhere - but they were not yet reviewed
    
    
    ;------------------------------------------
    Trigger PublicFaith_Selfperpetuation_PublicFaith
     WhenToTest CharacterTurnEnd
    
    
     Condition Trait PublicFaith > 1						; this is little: perhaps 1 pt in life
    	   and RandomPercent > 80
    	   
     Affects PublicFaith 1 Chance 5
    
    
    ;------------------------------------------
    Trigger PublicFaith_Senile
     WhenToTest CharacterTurnEnd
    
    
     Condition Trait PublicAtheism < 1
    	   and Trait Senile > 0
    	   
     Affects PublicFaith 1 Chance 5
    
    
    
    
    ;========================================================================================= PublicAtheism
    ; very few triggers for this trait, should be modded to have'm more
    
    
    ;------------------------------------------
    Trigger PublicFaith_Selfperpetuation_PublicAtheism
     WhenToTest CharacterTurnEnd
    
    
     Condition Trait PublicAtheism > 1					; this is little: perhaps 1 pt in life
    	   and RandomPercent > 80
    	   
     Affects PublicAtheism 1 Chance 5
    
    
    ;------------------------------------------
    Trigger PublicFaith_PublicAtheism
     WhenToTest CharacterTurnEnd
    
    
     Condition Trait PublicAtheism > 0
    	   and Trait Senile > 0
    
    
     Affects PublicFaith 1 Chance 5	   					; effects of old age are equivocal for the atheists
     Affects PublicAtheism 1 Chance 10

  19. #6259

    Default Re: SSHIP - General Discussion

    Jurand and sship team, i know that you are working in new buildings trees and wonders, i would like make some proposals for a future in next version...

    -Old proposals that I made a while ago regarding current buildings to get even more performance out of it:
    -Add a new building line for extend gallows, as dungeons and finally a "prison complex" with much law and public order, less happiness, less grow etc and maybe you can recruit assasins here. This would be worth building in settlements that are difficult to control as enemy capitals or distant territories where you would value having less income but more public order.

    -Add an ultimate "fortification" for towers before of cannon towers, for example. Balliste towers----fortified towers--- cannon towers
    This fortified towers is possible build in huge cities and citadels( maximum levels), with a lot of resistance to artillery and if is possible increase arrows and ballista bolts( maybe both types, arrows and ballista)
    Very expensive to build and requires many turns (20?) due to expensive materials and architecture these towers, but you kow that if you have these towers the attackers will have a hard time until they reach the walls...
    At the beggining of the game only Constantinople have these type of towers (you know that Queen of the cities was inexpugnable until 1453, pretty good towers and walls)

    -Add also for England( Normandy and South England) the norman building line called norman stronghold, you know that they also were normans and had norman buildings in english lands, if is possible add them miles(cavalry) and norman knights and norman foot knights after.
    Also add norman sergeants to the sicilian unit roster if is possible at the beggining of the game for simulating still norman soldiers in italian lands( after this norman sergeants will be replaced for generic spearmen sergeants)

    -Add new wonders as tower of London( England), law and order, Kiev/Novgorod cathedral and for Constatinople if is possible add another unique building for walls, after huge walls add" Teodosian Walls" only for constantinople with more defensive attributes, law,public order, population grow, etc ( if is possible add it in the building line of city walls) similar to aqueduct(aqueduct of Valens)or hippodrome buildings, so you dont need to make a new wonder. Also could be similar for tower building line called "towers of Constantinople)

    -Add a new building tree called "Jewish neighborhoods" maybe with 3 levels. Similar to italian trade quarters but with religion unrest, and more income and trade and also add new jewish religion
    Jewish neighborhoods---Jewish guetos---Jewish colonies/district
    This building can be in Europe and middle east, also you can make new unique building in different settlements into this building line, similar to Hansa quarters. For example in Spain were famous jewish neighborhoods in Granada settlement called " El Realejo".

    -rebuild italian building line for make them more historical and more inmersive, for example 3 levels.
    Italian trade quarter--- italian colonies--- italian trade Headquarter/ italian district.
    This is to simulate the commercial interests of Venetians, Genoese and Pisans for all the enclaves that had trading posts, many settlements would have the first level and even the second, but only the most important cities would have the last level called the Italian district like Constantinople with its famous Italian merchant district.
    It can be similar to the hanseatic league system you made (hidden resource Italian) and create unique Italian neighborhoods like this one in Constantinople----
    https://es.m.wikipedia.org/wiki/Dist...e_Beyo%C4%9Flu

    Apart from the current characteristics of increased trade, and unrest, it could be added gains in income and recrutable units and in the last level recruit a merchant:
    *Italian trade quarter/post--- you can recruit 1 marinae units
    *italian colonies---recruit 1 marinae(experience 1), 1 crossbowmen( simulating famous italian use of crossbows), after you can recruit pavise crossbowmen( 1250?)
    *Italian trade headquarter/italian district---- you can recruit 1 merchant, 2 marinae (1 experience), 1 crossbowmen/pavise crossbowmen( 1 experience), 1 italian merchant cavalry. For byzantines also can recruit gasmuli and italian misthoforoi( nikkosaiz units) in Constantinople.


    So well, you see that i have some ideas hehe but i know that all this is a lot of time... So tell me your opinions and if it is possible to add it to the mod, some things as you can see are similar to the things that Jurand already did, such as the Hansa building line or increasing the buildings lines (3 levels)
    I hope to be helpful.
    Last edited by j.a.luna; May 11, 2021 at 06:43 PM. Reason: Typo
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



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  20. #6260
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Hi j.a.luna!
    - gallows - building "prisons" is scheduled to be re-made when I have a tune,
    - towers - I don't have such a plan for now, but may be in teh future,
    - England does have the access to the Norman strongholds
    - Jewish quarters - maybe at some point in the future it would be implemented, I also have it in mind. But it will be measured against the number of buildings in a settlement.
    - Italian traders - the same. The details may be well in line with what you've described.
    In general, the details are in constant state of flux.

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