Thread: SSHIP - General Discussion

  1. #6461
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Interesting proposals. I integrated Nikossaiz's units as best I could without having probably met all of his expectations.
    Regarding the recruitment and the real name of the units, I will leave this aspect of the game to the specialists. I focus on my side on the visual aspect.

  2. #6462

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by kostic View Post
    Interesting proposals. I integrated Nikossaiz's units as best I could without having probably met all of his expectations.
    Regarding the recruitment and the real name of the units, I will leave this aspect of the game to the specialists. I focus on my side on the visual aspect.
    Yes kostic of course, your work is more in visual aspects and units models and its awesome!
    The rest lf the work maybe is for Jurand or Macaras, i dont know... But also it is important for make the mod historical and realistic.
    My byzantine proposal i think that are logical and according to the ideas of the original author Nikkosaiz, in addition to being historical, for example regarding the Tagma units, these units had their headquarters stationed in Constantinople, in adittion several units such as the Varangian Guard and Vestiaritae were Palace guards (of the emperor and his family) so I think they should be recruited from the Imperial Palace in Constantinople, as well as the Byzantine secret weapon of Greek fire jealously guarded for centuries in Constantinople.
    This would also make this great city very valuable and UNIQUE for the Byzantines, not only for its great monetari contribution, wealth and imperial and religious power but also for only being able to recruit here your elite military units, just as it was in history .
    For the rest of the proposals they are regarding regional recruitment or adding / eliminating old units from the previous roster as well as including more mercenaries in the Byzantine mercenary barracks, since in the 12th century and onwards a large part of the Byzantine army was supported by mercenaries from all sites (Latinos, Serbs, Cumans, Turks) therefore this building should be able to recruit a base of mercenaries always fixed and others more variable depending on the area where they are located.
    Also your professional troops should have their stats checked (like the SHIELD WALL of the Skoutotai) and be rare and expensive.
    I hope I can help with my proposals and that you can give me your opinion about it.
    Last edited by j.a.luna; October 24, 2021 at 04:03 AM.
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  3. #6463
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by j.a.luna View Post
    Sship team friends, I made a series of proposals regarding the current Byzantine unit roster, I await your ideas and answers, to see what you think friends
    thanks, @j.a., we'll take it into account once we'd get to reviewing the ERE roster.
    Quote Originally Posted by Slaytaninc View Post
    The Byzantines never lost the ability to make paved roads, they just didn't need to build what wasn't lost, and the Arabs even had roads paved with tar built in the 700s.
    this is a bit philophical question. They could build paved roads but was it in our game scale - paved roads across large provinces? Via Egnatia yes, but I'm not sure about other.

  4. #6464
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: SSHIP - General Discussion

    Still got hidden resource slots available? Make it region & faction conditional. (byzantium and hidden_resource pavedroad)










  5. #6465

    Default Re: SSHIP - General Discussion

    Excuse me for asking this, maybe it has been questioned many times before, but. I have been playing Tsardoms recently, they have some nice models. Their devs would not give away some models, so?

  6. #6466
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    @Alberdo: perhaps yes, but @kostic is doing his own models, it'f the fun of making the mod for him.

    I like to make nice buildings' pics - now full set of pics for different cultures for the Charity line is ready:

    Spoiler Alert, click show to read: 



  7. #6467
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: SSHIP - General Discussion

    Nice! RL objects or models?










  8. #6468
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Gigantus View Post
    Nice! RL objects or models?
    NE, ME - models; but the Greek are RL: two churches from Kastoria and one from Paphos.

    Descriptions by @Georgios and @Kilo11 (and perhaps MWY and myself, I don't remember.
    Last edited by Jurand of Cracow; October 28, 2021 at 02:43 AM.

  9. #6469

    Default Re: SSHIP - General Discussion

    Do it! Do it now!! Release it!!!

  10. #6470

    Default Re: 098 teaser: WONDERS (or unique buildings)

    Cool!

    Jurand, will we eventually have a setup launcher for the mod like OG Stainless Steel? People could toggle which mini mods they like?

  11. #6471
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: 098 teaser: WONDERS (or unique buildings)

    Quote Originally Posted by Cephalophore View Post
    Jurand, will we eventually have a setup launcher for the mod like OG Stainless Steel? People could toggle which mini mods they like?
    Have you seen any minimod created recently ?

    If anybody would produce a setup launcher then yes, otherwise I don't see the need to spend time on this. Personally, I prefer working on scripts and historical events and buildings etc.
    Last edited by Jurand of Cracow; November 10, 2021 at 05:54 AM.

  12. #6472
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: SSHIP - General Discussion

    Technically you should be able to use the SS launcher, a matter of having the correct files in the right spot. Check those txt files, they are in data\campaign\sub, that should tell you how it works.
    Last edited by Gigantus; November 10, 2021 at 12:24 PM.










  13. #6473

    Default Re: SSHIP - General Discussion

    Have you seen any minimod created recently ?

    If anybody would produce a setup launcher then yes, otherwise I don't see the need to spend time on this. Personally, I prefer working on scripts and historical events and buildings etc.
    Wholly understandable sentiment. There aren't many mini mods, but user friendliness was my main concern.

    Technically you should be able to use the SS launcher, a matter of having the correct files in the right spot. Check those txt files, they are in data\campaign\sub, that should tell you how it works.
    Thanks, Gigantus. It is nice to know we have a viable template in the scenario SSHIP adopts such a launcher.

  14. #6474

    Default Re: SSHIP - General Discussion

    I've been experimenting with the EDU, can confirm that the animations can be speeded up for all units (thorugh descr_battle_map_movement_modifers) and unit movement speed adjusted separately for each (mov_speed_mod line in EDU does indeed only affect movement speed, and works independently), I've gotten rid of the "slow motion" and a lot of the unresponsiveness, specially when units get fatigued, it's very satisfying to see lines collide, combat looks very frenetic, then slows down without it getting to unnatural levels. Though both changes used together wouldn't affect the pacing of maneuvering the units, both melees and volleys are faster when animations are sped up, but this can be corrected by adjusting further the melee hit rate.

    It overall reminds me of RTW1 combat, though I still feel the Med2 "mass".
    Last edited by removeduser_28376423423; November 29, 2021 at 06:36 AM.

  15. #6475
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Sindathar View Post
    I've been experimenting with the EDU, can confirm that the animations can be speeded up for all units (thorugh descr_battle_map_movement_modifers) and unit movement speed adjusted separately for each (mov_speed_mod line in EDU does indeed only affect movement speed, and works independently), I've gotten rid of the "slow motion" and a lot of the unresponsiveness, specially when units get fatigued, it's very satisfying to see lines collide, combat looks very frenetic, then slows down without it getting to unnatural levels. Though both changes used together wouldn't affect the pacing of maneuvering the units, both melees and volleys are faster when animations are sped up, but this can be corrected by adjusting further the melee hit rate.

    It overall reminds me of RTW1 combat, though I still feel the Med2 "mass".
    Given that nobody in the SSHIP team is busy with these issues, you may safely make a submod and it would be compatible with the future SSHIP, thus more people will be able to check it.

  16. #6476

    Default Re: SSHIP - General Discussion

    Good to know, and I would gladly do it! I'll keep working on it from now on.

  17. #6477
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Sindathar View Post
    Good to know, and I would gladly do it! I'll keep working on it from now on.
    One always needs to make the first step into modding
    I've made my first by modyfing temples in Europa Barbarorum I in 20213

  18. #6478

    Default Re: SSHIP - General Discussion

    How exactly does 'fighting to the death' function? When the units are fully enveloped they enter this mode without a path to flee, of course. I would like to know if the enveloped unit gets a combat boost? Since most unit casualties are endured upon breaking, generals typically do not corner an enemy because this causes them to - as the game indicates - fight to the death. It is unwise to force your opponent into a desperate situation.. it seems to me this provides no bonus based just an observation. I'm unsure if it is editable, but I would argue that a unit in this mode should be able to inflict casualties at a buffed rate to simulate such desperate situations. Of course, they should not overpower their attackers, but there ought to be some chance of breaking out.

    Some Romans broke out at Cannae for example and if my WW2 history memories are appropriately recalled, many pockets of German soldiers broke out at Stalingrad and the siege of Budapest given their desperate struggle

  19. #6479
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    The suggestion is relevant, but I have no idea how we could change that. In fact, it should probably be scripted in the battle_config.xml or config_ai_battle.xml file
    I never touched these files.

  20. #6480

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Cephalophore View Post
    How exactly does 'fighting to the death' function?
    Pretty much the opposite of what you said, I think, I've seen it through the years and I'm sure it makes the unit die faster.

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