How do you guys get money in this mod? I feel like I can't conquer anything bc I don't have enough troops to go against factions and I can't build anything bc I have no money
How do you guys get money in this mod? I feel like I can't conquer anything bc I don't have enough troops to go against factions and I can't build anything bc I have no money
Overall: Be patient.How do you guys get money in this mod? I feel like I can't conquer anything bc I don't have enough troops to go against factions and I can't build anything bc I have no money
1- If you play in VH / VH mode, know that an army in the countryside costs you dearly, so conquer in stages.
2- Watch the price of the most expensive units (vassals come to fight for free but keeping them in the field is very expensive !)
3- Take the time to develop non-military structures and make trade deals to increase your income...
Good luck and welcome to SSHIP !!!
Hi guys.
Can anybody point me in the right direction for a 4tpy modification? As in what files need editing and what do I have to be careful about balancing wise?
Thank you.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
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!
I tested the Portugal year 1404/545 turns part of DavidofLaSalle and I even covered 5 turns with 3 battles in real time without the slightest bug.
If you want more details see here.
Back to this mod, with the new last version. I decided to play Venise in H/H, and I went to do a 3 hours session
So just a message to thanks for continuing this absolute amazing mod, I really enjoying every seconds.
Oh and I am using the sub-mod KCC, with GEM, it is so beautiful for such an old game !
but only for a very limited number of units - militiasCode:wooden_wall city requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and building_present_min_level logging_camp logging_camp { convert_to 2 capability { ;--------------------------------------------------------------------------------------------------------------------------------- ; WOODEN WALL - GENERAL wall_level 1 gate_strength 2 tower_level 1 free_upkeep bonus 2 requires not factions { mongols, cumans, }
A review of SSHIP https://www.youtube.com/watch?v=CDftgULu7rA
I would like to suggest lowering the construction time of the Carpenter , Stonesman Hut , Wooden Camp and Site Huts to HALF ( From 12 turns to 6 for example) because they are not rly big or complex buildings in reality . This can be offsided by increasing the build time of other buildings instead that are indeed , more complex .
Good idea! If I remember buildings are due for a rework sometime.
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
The issue here is to keep the balance in the game. If you make the building times too short then you promote a hording behaviour: the player would keep very little troops, build up it's economy, gather recruitment pools, and then suddenly build up all the troops and rush the map. Longer building times is one of the tools to make such a behaviour less likely, especially if it would be combined with a kind of inflation script (you've got too much money, you may extra fees).
So building times are one of the elements to adjust but with much thinking behind.
Last edited by Jurand of Cracow; January 29, 2021 at 04:46 PM.
One thing I have noticed is that since Feudal Troops are free (to recruit), they seem to be free to bribe and also generate no money from a ransom. Most mercenaries on the other hand are the opposite; extremely expensive in these events. Just a note.
Titanium mod has certain preplaced Stone Forts in historic areas representing minor cities, would you consider adding this as well? In that mod generals can also build stone forts, which I did not like. I thought it was a good touch, but on the the other hand the AI does not handle them too well.
Thanks for this remark - indeed, this is one of the unintended consequences of the 0-price. I'm getting more and more convinced that it's not the best idea and perhaps 50% recruitment prices should be applied.
On the Stone Forts - see one of the links in my sig, there're reasons listed why not to have them.
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
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.
..............................................................................................................................................................................
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!
I wouldnt mind that change on feudal upkeep , i also noticed the AI is much more prone to spamming feudal troops since they cost nothing . Would be interesting to see how it works out.
Forts quick explination on why they dont work - The player can quickly cheese the AI into blocking pathways indefinetely and also the AI prefers to guard forts rather than their cities /castles , leaving them with no garrison.
50% sounds good, maybe reduce upkeep slightly to compensate.
Yeah, I was not thinking about having buildable stone forts. That is unbalanced and unrealistic. I was only mentioning certain preplaced forts that are historical minor settlements. Titanium mod had them and called them minor settlements; they even had their real names. It was fun but unfortunately that the AI is bad with forts; might be better to not do that.
Currently in the mod your reputation goes in the toilet when you conquer other settlements. This makes sense in most situations, but would it be possible to remove this reputation penalty when fighting against incompatible religions? For example Catholics would not get reputation loss for attacking Muslims/Pagans; Muslims for attacking non-Muslims, etc. The reason is that I think these would have been considered legitimate targets for conquest.
If impossible, maybe instead of a reputation loss there should be a big relationship loss. So when you conquer a region ruled by a certain religion, you get a big relationship penalty with the other factions of that religion. This includes your own religion; meaning if you as a Catholic conquer a lot of other Catholics, your relationship with other Catholics will be Abysmal, but Muslims and Pagans won't care.
Forts:
- pre-placed forts in some spots could go, but they would be in the areas with very rare regular settlements (so not in Western / Southern Europe) so it neither would please the players, not be very much historical.
- on the other hand, I think that buildable (these would disappear after vacated) fort with prohibitive price (20-40k) could be an option for they could be dump for unwanted money.
@everybody: if you've got an opinion on the forts, answer in this thread.
Reputation - @Belovese is working on it. See another thread.
Last edited by Jurand of Cracow; January 31, 2021 at 04:03 AM.