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Thread: SSHIP - General Discussion

  1. #5661

    Default Re: SSHIP - General Discussion

    Will 0.9.7 version be released soon? There are some imbalances in version 0.9.6.

  2. #5662
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Barkatoy View Post
    Will 0.9.7 version be released soon? There are some imbalances in version 0.9.6.
    Which imbalances you've got in mind?
    I'm not sure if they'll go away already in 097.

  3. #5663

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    Which imbalances you've got in mind?
    I'm not sure if they'll go away already in 097.
    My English is not good. I'm sorry.*I hope I can convey some problems to you:

    1) The Pope is acting aggressively and trying to destroy the Catholic states.* So he starts the crusades to the Catholic states.
    2) AI constantly changes decisions between war / peace on overseas flights.* That's why the armies can not do anything where they go.
    3) While surrounding the Kayseri Castle, the "soldiers of the ram" who go to the gate of the 3rd wall are stuck in the 2nd wall.
    4) Soldiers in independent castles are stuck after my soldiers enter the gate during the siege.* Especially the soldiers on the walls remain where they are.* Even if I go to the center and take advantage, it stays where they are.* Even if I attack, they don't respond to me.
    5) Some of the Serbian, Argonian, Rebel ships are white and shapeless. There are problems with their coatings. You can still wish to check the ships of all countries.
    6) On the back of the volcano on the island of Sicily, there is an inaccessible region.* In this region the witch appears.* (In this area, soldiers can be taken from the sea.)
    7) Muslim princesses have no voices.* Serbian faction uses British voices.* There are similar sound problems.* (I installed the sound fix.)
    8) There are no free army(no upkeep) compartments in cities or castles.
    9) "Imam, Grand Imam, Great Imam" is not on the map.* There is only "Imam".* 3 types of the same name with the same look.* There is no difference between them.
    10)Pagan factions never produce priests. (They only have priests if they come with command script.)
    11) AI Byzantina is very strong compared to neighboring factions.* So it is growing fast.* It makes other factions vassal.


    I play other modes of this game at intervals of 10 years.* And I like this SS6.4 very much.* If 0.9.7 will be released soon, I want to wait.

  4. #5664

    Default Re: SSHIP - General Discussion

    Unfortunately , i am getting a CTD at turn 5 on abassids , even with toggle_fow on , the crash starts as soon as their turn comes up.

    https://easyupload.io/t4yk7e - sys log

    https://easyupload.io/edrtlc - save

  5. #5665

    Default Re: SSHIP - General Discussion

    Yeah... that's the only remaining CTD that keeps 097 from being ready :/

  6. #5666

    Default Re: SSHIP - General Discussion

    bugged texture on this rebel skythikon unit

    Spoiler Alert, click show to read: 





    Very generous / total cheapskate traits cohabit right now. Maybe they should be antitraits ?

  7. #5667

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    Which imbalances you've got in mind?
    I'm not sure if they'll go away already in 097.
    My message was disapproved because I was trying to send a message from my other account(@Barkatoy). I also reply your message from my main account:

    HTML Code:
    My English is not good. I'm sorry.*I hope I can convey some problems to you:
    
    1) The Pope is acting aggressively and trying to destroy the Catholic states.* So he starts the crusades to the Catholic states.
    2) AI constantly changes decisions between war / peace on overseas flights.* That's why the armies can not do anything where they go.
    3) While surrounding the Kayseri Castle, the "soldiers of the ram" who go to the gate of the 3rd wall are stuck in the 2nd wall.
    4) Soldiers in independent castles are stuck after my soldiers enter the gate during the siege.* Especially the soldiers on the walls remain where they are.* Even if I go to the center and take advantage, it stays where they are.* Even if I attack, they don't respond to me.
    5) Some of the Serbian, Argonian, Rebel ships are white and shapeless. There are problems with their coatings. You can still wish to check the ships of all countries.
    6) On the back of the volcano on the island of Sicily, there is an inaccessible region.* In this region the witch appears.* (In this area, soldiers can be taken from the sea.)
    7) Muslim princesses have no voices.* Serbian faction uses British voices.* There are similar sound problems.* (I installed the sound fix.)
    8) There are no free army(no upkeep) compartments in cities or castles.
    9) "Imam, Grand Imam, Great Imam" is not on the map.* There is only "Imam".* 3 types of the same name with the same look.* There is no difference between them.
    10)Pagan factions never produce priests. (They only have priests if they come with command script.)
    11) AI Byzantina is very strong compared to neighboring factions.* So it is growing fast.* It makes other factions vassal.
    
    
    I play other modes of this game at intervals of 10 years.* And I like this SS6.4 very much.* If 0.9.7 will be released soon, I want to wait.

  8. #5668
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Berk View Post
    1) The Pope is acting aggressively and trying to destroy the Catholic states.* So he starts the crusades to the Catholic states.
    2) AI constantly changes decisions between war / peace on overseas flights.* That's why the armies can not do anything where they go.
    3) While surrounding the Kayseri Castle, the "soldiers of the ram" who go to the gate of the 3rd wall are stuck in the 2nd wall.
    4) Soldiers in independent castles are stuck after my soldiers enter the gate during the siege.* Especially the soldiers on the walls remain where they are.* Even if I go to the center and take advantage, it stays where they are.* Even if I attack, they don't respond to me.
    5) Some of the Serbian, Argonian, Rebel ships are white and shapeless. There are problems with their coatings. You can still wish to check the ships of all countries.
    6) On the back of the volcano on the island of Sicily, there is an inaccessible region.* In this region the witch appears.* (In this area, soldiers can be taken from the sea.)
    7) Muslim princesses have no voices.* Serbian faction uses British voices.* There are similar sound problems.* (I installed the sound fix.)
    8) There are no free army(no upkeep) compartments in cities or castles.
    9) "Imam, Grand Imam, Great Imam" is not on the map.* There is only "Imam".* 3 types of the same name with the same look.* There is no difference between them.
    10)Pagan factions never produce priests. (They only have priests if they come with command script.)
    11) AI Byzantina is very strong compared to neighboring factions.* So it is growing fast.* It makes other factions vassal.

    If 0.9.7 will be released soon, I want to wait.
    Hi Berk,
    thanks for all info, we'll take it into account, although the balancing will take place probably later, maybe in 098 or 099.

    ad. 1 - right, right. Once we get on the diplomatic AI, this might be fixed. (or if a specialist in the AI would join the team)
    ad. 2 - this I didn't know. I wonder if it happens in the other mods? Actually, nobody deals with the AI in the team atm, it's like it was in the v. 092.
    ad. 3 - this is a problem of the Battle AI, again it's like it was in the v. 092. I doubt we are currently able to deal with it.
    ad. 5 - you mean on the strategic map, right? could you post a pic?
    ad. 6 - again, could you post a pic to locate this spot?
    ad. 7 - I hope @JLMP would deal with it.
    ad. 8 - that's the feature of the SSHIP. It'll be partially changed in the 097 (free upkeep for militias)
    ad. 9 - yeah, nobody thought about it, I think. I'll put it on the to-do list.
    ad. 10 - really? this is strange, I don't see the reason for it. I wonder if other players share this observation.
    ad. 11 - true. But the can get hammered by a jihad. As a player this is the biggest danger.

    097 - the problem for now is the stability of the script. Once a remedy is found, the mod will be released. But I don't know when it'd happen.

    Quote Originally Posted by lequintal69 View Post
    bugged texture on this rebel skythikon unit

    Very generous / total cheapskate traits cohabit right now. Maybe they should be antitraits ?
    Skythikon - I hope @kostic will deal with it.

    Traits - Yep, I'll deal with it. Due to the M2TW code bug it's more laborious than simple "antitraits"

    Quote Originally Posted by The Despondent Mind View Post
    I am noticing the crusader states are churning out armies almost purely made out of knight orders, shouldn't these be top tier elite units?
    I'll have a look at it.
    Last edited by Jurand of Cracow; July 28, 2020 at 12:57 AM.

  9. #5669

    Default Re: SSHIP - General Discussion

    @Berk
    Soundfix is only meant for nonenglish game versions, what localization are you using? (also please report it in bugs thread)

  10. #5670
    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

    I am guessing these errors from Nemesis will be fixed in the update as well?:
    Code:
    00:44:10.056 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 42267, column 40
    Ancillary not recognised (multiple - Gig)
    00:44:10.062 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 44218, column 9
    Condition parser doesn't recognise this token: FactionLeaderTraitTrait
    00:44:10.110 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_character_traits.txt, at line 57840, column 12
    Condition parser doesn't recognise this token: OldBlood (multiple - Gig)
    00:44:10.186 [game.script] [error] Condition parsing error in mods/SS6.3/data/export_descr_ancillaries.txt, at line 12981, column 18
    culture type not recognised
    Nothing fatal as far as I know. Setting the log to trace will help here - it's nearly a minute between last entry and crash.

    00:44:21.593 [game.script] [always] Germanicu5 ReallyBadAI v5.7 [...]
    00:45:15.508 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.




  11. #5671
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - General Discussion

    Dear all,

    This is to let you know that I'm stepping down from SSHIP. The reason is simple: I just can't give time as I should do to its development. And I can't see things getting better for at least 6 months, possibly more. One thing leading to another, I'm not especially motivated anymore to continue the mod.

    With JoC taking over the leadership and good dev like Justletmepost and kilo11 reinforcing the team and kostic working on his roster, I think that I'm leaving the mod in good hands. I may help the team time to time but not on regular basis for sure.

    It has been a great fun to work and lead the development of the mod during all these years. Many thanks to those who have help us.
    Please, keep supporting the devs and I hope that you'll still enjoy the mod for a long while.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Results published

  12. #5672

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    Dear all,

    This is to let you know that I'm stepping down from SSHIP. The reason is simple: I just can't give time as I should do to its development. And I can't see things getting better for at least 6 months, possibly more. One thing leading to another, I'm not especially motivated anymore to continue the mod.

    With JoC taking over the leadership and good dev like Justletmepost and kilo11 reinforcing the team and kostic working on his roster, I think that I'm leaving the mod in good hands. I may help the team time to time but not on regular basis for sure.

    It has been a great fun to work and lead the development of the mod during all these years. Many thanks to those who have help us.
    Please, keep supporting the devs and I hope that you'll still enjoy the mod for a long while.
    Damn , im sorry to hear that but i respect your decision , Lifth. Thank you for all your work into this mod , ive been playing this for more than 3 years and i can say you always did your job flawlessly . I wish you only luck in the future and hope to see you around from time to time.

    Biggest salute from me , you deserve every bit of recogniction .

    I guess its time for our new Faction Leader, Jurand of Cracow , to keep leading us to greatness.!

  13. #5673
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    Dear all,

    This is to let you know that I'm stepping down from SSHIP. The reason is simple: I just can't give time as I should do to its development. And I can't see things getting better for at least 6 months, possibly more. One thing leading to another, I'm not especially motivated anymore to continue the mod.

    With JoC taking over the leadership and good dev like Justletmepost and kilo11 reinforcing the team and kostic working on his roster, I think that I'm leaving the mod in good hands. I may help the team time to time but not on regular basis for sure.

    It has been a great fun to work and lead the development of the mod during all these years. Many thanks to those who have help us.
    Please, keep supporting the devs and I hope that you'll still enjoy the mod for a long while.
    Dear Lifth,
    thank you very much for all your work until now and for leading the dev team after Fair Prince. I think the SSHIP is quite mature now and we'll be able to finish your work with the 1.0 version.
    I hope you'll still assist us, especially in the area you've got so much experience - the strategy map. I don't see any possibility to improve the historicity of the mod without your help!
    have a good time in the RL and spare some minutes to the SSHIP in the future.
    best
    JoC
    Last edited by Jurand of Cracow; August 02, 2020 at 07:57 AM.
    If you want to play a historical mod in the medieval setting the best are:
    the Stainless Steel Historical Improvement Project,
    and the Broken Crescent + Buff and Shine.
    ........................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Medieval 2 hints for moders: forts, merchants, AT-NGB bug.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. No good mod yet, alas!
    Dominant strategy in Rome 2 TW and Attila TW: “Sniping groups of armies”. Still there, alas!
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    Developer of the SSHIP: traits, ancillaries, script fixing, guides, historical improvements

  14. #5674

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    Dear all,

    This is to let you know that I'm stepping down from SSHIP. The reason is simple: I just can't give time as I should do to its development. And I can't see things getting better for at least 6 months, possibly more. One thing leading to another, I'm not especially motivated anymore to continue the mod.

    With JoC taking over the leadership and good dev like Justletmepost and kilo11 reinforcing the team and kostic working on his roster, I think that I'm leaving the mod in good hands. I may help the team time to time but not on regular basis for sure.

    It has been a great fun to work and lead the development of the mod during all these years. Many thanks to those who have help us.
    Please, keep supporting the devs and I hope that you'll still enjoy the mod for a long while.


    It has been is an honour

    Thanks for all your work, your support, you being here, you will be sorely missed and heartily awaited should you pop in sometimes.

    All the best in RL

  15. #5675

    Default Re: SSHIP - General Discussion

    A very big suggestion that bugs me and i always forgot it - ASSASINS should be recrutible the same as MERCHANTS in 0.9.7.

    Meaning they should have a limit , same as merchants have, currently , i am plagued by AI spamming 4 or 5 assasins on one of my generals.

    In my opinion , lowering assasins will make both the player not cheese crusading/ jihading generals and save-scumming (less extent) and the AI from playing with the RNG chance , since even with the best defenses , the lowest chance of succes is stil 10% , which will happen eventually.

  16. #5676
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Nemesis2345 View Post
    A very big suggestion that bugs me and i always forgot it - ASSASINS should be recrutible the same as MERCHANTS in 0.9.7.

    Meaning they should have a limit , same as merchants have, currently , i am plagued by AI spamming 4 or 5 assasins on one of my generals.

    In my opinion , lowering assasins will make both the player not cheese crusading/ jihading generals and save-scumming (less extent) and the AI from playing with the RNG chance , since even with the best defenses , the lowest chance of succes is stil 10% , which will happen eventually.
    Well, I've worked on 4 kinds of agents for the 097, I think I'll leave limiting the number of spies and assassins for the 098. It should be done with reason, exactly because the AI knows how to use them - and this is an advante.

    III. AGENTS

    PRINCESS SPAWN SCRIPT fixed
    * the goal of this script is to provide player with another aspect of the game: royal marriages. Without the script the princesses are very rare after the initial phase of the game. As a result, the player never bothers with marriages. Now the princesses are numerous thus the player should activelly seek to marry-off his FL and FH, or use his own ladies for diplomacy.
    - previously (introduced in 096): there’s a script giving each AI faction a Princess with 0 charm every 14 years, starting after 1162 (each faction gets it in a different turn, so the Cumans get one in 1176 at the earliest) in either of two place for each faction. They were without any trait, with Charm 0, and frequently nameless. No info appears, you need find them.
    - after fixing (097): Noble Ladies start appearing after 1152; for each faction one lady is spawned for every generation (slightly more than 20 years (it's stochastic: may be longer or shorter). There are 6 types of ladies for each faction, ie each has a different name, different traits and the resulting different level of Charm (1-6). Each of them gets an epitaph “the Noble Lady” (it distinguish them from the born-in-family princesses; it has no impact on the game for the AI princesses, while for the player it means they're not in the family tree). There's an information window popping-out about the ladies spawned with the highest charm (5 or 6).
    - future work: make an interactive event for the player to get a noble lady against a payment. Or introduce the Royal Ladies of the Court submod.
    - the traits of the princess have not yet been reviewed. There're rather painful anti-trait + NGB bugs so the Ladies may even be better to be married than the normally born princesses.


    MERCHANTS
    * the goal of these changes is to limit the increase of time the player deals with the merchants as the faction grows. The fewer merchants but each providing more income will be good for playing experience.
    - availability limited to a few per faction. They'll be provided by:
    (1) each capital (ie if you take another faction capital, you can recruit an additional merchant)
    (2) guilds: Merchants, Explorers & Hanseatic (only after Ostsiedlung event).
    (3) large cities in North Italy and in the Low Countries (if Warehouse is built).
    (4) all huge coastal cities (if Docklands are built).
    - information windows on their impact have been included.
    - the traits of the merchants have not yet been reviewed after 092, but they seem to work more-or-less ok.


    DIPLOMATS
    * the goal of these changes is to limit the processing time of the turns since the AI diplomats sometimes keep on trying to bribe cities and that makes turns longer if they are numerous. Another reason is to decrease the diplomat spam the player makes, keeping a diplomat at each of the enemy faction.
    - every faction should have an access to a diplomat from the very beginning. However, there'll be fewer diplomat in-game overall because: 1. many AI diplomats very often checked the other cities for bribe and this slowed the processing time much, 2. there's a Noble Lady script: each faction gets a princess every ca. 40 turns. To this end the diplomat are available from:
    (1) the administrative buildings in the capitals only (ie. provinces with hidden resource capital: if the player conquers another faction capital, he'll have access to another diplomat).
    (2) Explorers Guilds, Theologian Guilds (note: the Latin Europe factions will get this ability only after 4th Lateran Council).
    (3) Universities.
    - information windows on their impact have been included.
    - the traits for the diplomats had been reviewed for 096.


    PRIESTS
    * the goal of these changes is to limit the increase of time the player deals with the priests while keeping their importance for the game and using the AI ability to use the priest.
    - recruitment of pagan priests from the castles removed but left for any level of the pagan shrines in the cities (also altars).
    - recruitment from lower levels of churches and mosques (town, large town) removed; and the number of priests recruited from higher levels of churches significantly limited.
    - availability of the priests limited to a few per faction. The limits is increased by 1 with:
    (1) each capital (ie. it works for the initial capital and also for any other faction's capital conquered) starting from the town level (Small Church).
    (2) abbey (ie. from the minor city level except from the capitals - in this case no difference, still the same 1).
    (3) huge cathedral (ie huge city level).
    (3) if the FL has the "strictly_religious" policy (trait), the limit for each church is increased by +1 (ie. 2 instead of 1, or 3 instead of 2).
    (4) guilds: Theologians.
    - information windows on their use, levelling up and availability included.
    - occassional fixes to traits.


    Spies, assassins, inquisitors, witches, heretics: improvements were made in SSHIP ver. 096 and, especialy the February patch after 096. In 097 few changes, if any.


  17. #5677
    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

    Tip: replace the diplomat's 'conduct_diplomacy' animation with something shorter (or simply press 'SPACE to accelerate the animation). Replacing is rather simple - see the example in my dev kit. The 'data/animations/Stratmap_Preist/Strat_Preist_denounce.cas' animation used for denouncing might be a good alternative. Don't forget to do the same for the princess.




  18. #5678

    Default Re: SSHIP - General Discussion

    I love this mod, play as Byzantium a lot (actually on as Byzantium) but I found two things incredibly annoying:

    -coronation mechanic
    Imo coronation should demand the Emperor to have some stats minimum or have reigned for an X number of years.
    Forcing the player to capture some "old" territories in the west restrict the freedom of choice the player has.
    It would be a lot more rational for a post manzikert Byzantine Empire to focus on the east than anywhere else.

    -the heir mechanic
    Heir should be be chosen with an ancillary that is given to the wanted heir.

    Also I don't know what you guys have done with the AI but it's some really great work.

    Im thinking of starting a new campaign should I give it a go or wait for 0.9.7 (is it coming out any time soon?).

  19. #5679

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    Dear all,

    This is to let you know that I'm stepping down from SSHIP. The reason is simple: I just can't give time as I should do to its development. And I can't see things getting better for at least 6 months, possibly more. One thing leading to another, I'm not especially motivated anymore to continue the mod.

    With JoC taking over the leadership and good dev like Justletmepost and kilo11 reinforcing the team and kostic working on his roster, I think that I'm leaving the mod in good hands. I may help the team time to time but not on regular basis for sure.

    It has been a great fun to work and lead the development of the mod during all these years. Many thanks to those who have help us.
    Please, keep supporting the devs and I hope that you'll still enjoy the mod for a long while.
    An honor to had you good sir. Excellent work and thank you for all the years, as a player I am more than pleased with your work.

    Have a good one on whatever you pursue next.

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