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Thread: SSHIP - General Discussion

  1. #5161

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    This is actually not true. At the time the game starts, there were 2 Caliphs: 1 Sunni in Baghdad and 1 Shiite in Cairo.
    When the last Shiite Caliph died in 1171 AD, its caliphate was linked to the one of Baghdad by Saladin.
    When Mongols took Baghdad in 1258 AD, the Abbasid Caliph was executed. The Mamluks kept the Abbasid dynasty (for those who managed to flee to Egypt), more as a symbol rather than as a real power, and until 1517 AD when the last Abbasid Caliph, Al-Mutawakkil III, demised his title to the Ottoman Sultan Selim I.
    So is correctly and historical make this proposal unit for muslims? With similar requirements of echumenical patriarch, for example have 1 turn in Baghdad, be muslim, a great Jama and have a iman with maximum level of piety
    Also could make "great Shaman" for pagans factions but also when they reached maximun level of piety with little differences in their strat map unit models( maybe older and with white beards) i think that is inmersive for the players have this super high priest in your faction and be the supreme leader of your religion, and also i think that is "easy" make this proposal being similar to orthodox factions
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  2. #5162
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - General Discussion

    Again, there's no one leader for the Orthodox Church. I'm not a specialist but as far as I understand it, each bishopric has his "leader" called Patriarch. All Patriarchs are at the same hierarchic level. If I'm right, it wouldn't be realistic to make a single leader for the Orthodox Church.

    In any case, I don't think that the pope feature can be adapted to other religions
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  3. #5163

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    Again, there's no one leader for the Orthodox Church. I'm not a specialist but as far as I understand it, each bishopric has his "leader" called Patriarch. All Patriarchs are at the same hierarchic level. If I'm right, it wouldn't be realistic to make a single leader for the Orthodox Church.

    In any case, I don't think that the pope feature can be adapted to other religions
    Autocephaly. The Ecumenical Patriarch may be accountable for all souls in the world, but he cannot interfere in religious matters in any other kingdom but Constantinople. Every Orthodox realm will have their own Patriarch, who will hold supreme religious authority WITHIN it. You could go the CK2 route by making realms accountable to Constantinople until they grow powerful enough to have their own patriarch, or the Knights of Honor route, until they get a bishop who is proficient enough to be declared patriarch.

    Regardless, the problem is that there are too few Orthodox factions to make a Pope worthwhile. Maybe you guys could adapt the Noble Council missions to a Patriarch mission that will grant benefitial or negative traits based on the propagation of faith and diplomatic relationships between Orthodox and Catholic factions. Perhaps with an Excomunicated trait that will make the kingdom likely to descend into revolt.

  4. #5164

    Default Re: SSHIP - General Discussion

    @RodriguesSting , here is the file you requested [EUD_Mod]export_units.7z, i'm no expert in python but i believe i made it work, give it a try and report me back feedback

    Cheers

    P.D. How do i tag someone?

  5. #5165

    Default Re: SSHIP - General Discussion

    Seems to be working for the most part. Some stats like unit speed don't seem to be showing always, like when I tried to compare Hobbilars to Border Horses, but it is very useful for the most part. In fact, thanks to that, now I know why cavalry is so devastating in the mod: all infantry has 0 mass, except for spearmen and presumably pikemen, who got 0.95 mass, same value as EB2 lightest skirmisher units. So even the heaviest anti-cav infantry will react to a cavalry charge like EB2 skirmishers, while everything else, no matter how well armored, will be cut down like butter.
    Last edited by RodriguesSting; January 23, 2020 at 12:01 PM.

  6. #5166
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by RodriguesSting View Post
    Seems to be working for the most part. Some stats like unit speed don't seem to be showing always, like when I tried to compare Hobbilars to Border Horses, but it is very useful for the most part. In fact, thanks to that, now I know why cavalry is so devastating in the mod: all infantry has 0 mass, except for spearmen and presumably pikemen, who got 0.95 mass, same value as EB2 lightest skirmisher units. So even the heaviest anti-cav infantry will react to a cavalry charge like EB2 skirmishers, while everything else, no matter how well armored, will be cut down like butter.
    I've had a look at the EDU, and if I;m not mistaken, all infantry do have mass, with Peasants 0.75 (Transilvanian ones even 1.05 ;-), Militia as well, while spearmen like 0.3, swordsmen militia 1.05 etc.
    So I'd rather thing the program reads the file in a wrong way.

    Maybe use of the Unit Viewer from the EBII to have a look at the SSHIP unit would be more useful (I think there's one).

  7. #5167

    Default Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

    Talking about military changes in the last patch, is possible improve other zones? For example add the hungarian lands with cumans mercenaries, and add some cuman horse archers recruitable for hungarian and maybe byzantines in some settlement or as mercenaries for simulating the exodus from Cumania to Hungarian lands and the hiring of cumans mercenaries for much of Eastern Europe( especially after mongol invasion)
    Also add some " steppe spearmen" for cumans and also as mercenary in Cumania and Rus lands, maybe you can rename the unit of Tartar spearmen and Tartan lancer( late units) as Steppe spearmen and steppe lancer and be recruitable at early era in these regions ( better quality of troops in this areas)
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  8. #5168

    Default Re: SSHIP - General Discussion

    That script was made to comply with EBII txt files format, I'll check later what is doing wrong...

  9. #5169
    nikossaiz's Avatar Decanus
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    Default Re: SSHIP - General Discussion

    @jurand

    One of the best EDU files along with battle AI improvements is the one from the deis lo vult mod and the bb submod. There for the first time I saw the back lines pushing forward once they collided with the enemy. The sense of mass is very well presented there.

  10. #5170
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by nikossaiz View Post
    @jurand

    One of the best EDU files along with battle AI improvements is the one from the deis lo vult mod and the bb submod. There for the first time I saw the back lines pushing forward once they collided with the enemy. The sense of mass is very well presented there.
    I absolutely agree. And the BAI is very good. I had very interesting battles there, very tough.

    And the mod has plenty of interesting campaign features. However, THE problem for me is the historicity of the mod. I couldn't stand it sorry. Besides, the lack of development of the characters (and it's unhistoricity), broken economy balance, and some other features (like lots of free upkeep) make it less appealing to me than SSHIP.

    I wish there'd be the DLV-HIP - fixing all the unihistoric and unrealistic traits.

  11. #5171
    nikossaiz's Avatar Decanus
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    Default Re: SSHIP - General Discussion

    i liked the campaign elements, were super fresh then. That is why i choose to get involved and moding it back in the days As it is now, the SSHIP project seems to be the best ( and maybe only ) platform that many good things can still happen.

  12. #5172

    Default Re: SSHIP - General Discussion

    Updated file, added unit radius default, as before since i haven't been able to play it feedback would be appreciated

    [EUD_Mod]export_units.7z

  13. #5173
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by nikossaiz View Post
    @jurand

    One of the best EDU files along with battle AI improvements is the one from the deis lo vult mod and the bb submod. There for the first time I saw the back lines pushing forward once they collided with the enemy. The sense of mass is very well presented there.
    Unfortunately, I'm not sure that the guy who made the animations for DLV is still active
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  14. #5174
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    A new patch has been issued. Changelog and link is here.

    However, for the moment there's a constant crash in turn 72. I don't think it's worth to play SSHIP096 at this moment.
    EDIT: the 72-turn crash is fixed, everything should go smootly now (as of 27.01.2020).
    Last edited by Jurand of Cracow; January 27, 2020 at 04:42 PM.

  15. #5175

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Jurand of Cracow View Post
    A new patch has been issued. Changelog and link is here.

    However, for the moment there's a constant crash in turn 72. I don't think it's worth to play SSHIP096 at this moment.
    EDIT: the 72-turn crash is fixed, everything should go smootly now (as of 27.01.2020).
    Thank god it has been fixed .

    I also kept a copy of 0.95 installed.

  16. #5176

    Default Re: SSHIP - General Discussion

    Coming with a suggestion , maybe the ,, few merchants'' minimod would come back? Since i wont lie, i abuse the hell out of them right now and in my HRE campaign by turn 300 i had 50k money only from them , since you can spawn so many. That minimod really did it's job and i loved it.

    Can you try putting it back or giving me a clue on what file to edit in order to have less merchants , like 2 per large city or smth like that , the way the minimod was made.

  17. #5177
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Nemesis2345 View Post
    Coming with a suggestion , maybe the ,, few merchants'' minimod would come back? Since i wont lie, i abuse the hell out of them right now and in my HRE campaign by turn 300 i had 50k money only from them , since you can spawn so many. That minimod really did it's job and i loved it.

    Can you try putting it back or giving me a clue on what file to edit in order to have less merchants , like 2 per large city or smth like that , the way the minimod was made.
    it was tmodelsk minimod for 092, but he retired from modding. it's not compatible, I'm afraid.

    having less merchants should be easy: you need to edit EDB and lower the limit for the relevant builidngs. Shoud be easy to learn from the 1st entry in this thread, iirc.

    You might also be interested in reading my concept of modification of the merchants.
    Last edited by Jurand of Cracow; January 30, 2020 at 09:33 AM.

  18. #5178

    Default Re: SSHIP - General Discussion

    guys, if you are interested in a hotseat with this submod, great submod, DM me. You will have lovely experience

  19. #5179
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - General Discussion

    For those who haven't noticed it yet, JoC has released a new patch (see here). It should be save game compatible if you're already using the previous one. Please, rep him for his good work
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  20. #5180

    Default Re: SSHIP - General Discussion

    Turn 249 - The Mongol Horde was destroyed by the AI Seljuqs and Cumans. First time ever happening this....

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