Hi, another small bug noticed, there are persistent notifications about the Nemanja dynasty, think it started in 1166 and in 1200 I still ocasionally get them.
Hi, another small bug noticed, there are persistent notifications about the Nemanja dynasty, think it started in 1166 and in 1200 I still ocasionally get them.
Yes, I've noticed it in the code today, working on Serbia. It will be fixed for the next version, but for now we need to live it :-(
Serbia will be a bit more survivailable in the next version, with two initial merchants, the unique building providing more troops in Ras, and with slightly longer initial money bonus. But it seems the player should not waste time in conquering Skadar, given a surprising interest of Sicily, Byzantium and Venice already in the 2nd turn.
Hello, I reckon it's been there since SS 6.4 but in siege battle, the control of castle doesn't reflect correctly, like the original owner (defender) always has control even when he really doesn't.
Another one is, it might be because I'm kinda new to SSHIP but, I played Lithuania and mission's reward indicated that it's including the elite unit(s) (or just some units?) if the captial was set to the historical location.
I didn't change the location of the capital so it was set to Kernave. I'm not completley sure but I think after completion of a mission, it said I'll get some money and units but only money not units.
I think I fixed this error in the most updated version..
Is this a bug?
In a Drill Square, I can train Dismounted Sergeants at arms and Light Swordsmen.
But once I upgrade it to Barracks, these are no longer available and I can only train Slavic Javelinmen and Woodsmen there.
See what I can train in Olomouc (Drill Square) and what I can train in Poznan or Volodymyr (both Barracks)
Save file
EDIT: Higher tier military buildings also lose the ability to train militia spearmen and eastern spearmen.
Last edited by opaxite; November 03, 2022 at 06:24 AM. Reason: Additional information
Hi Opaxite - Thank you for reporting it, we fixed recently the barrack recruitment for Poland and some other factions, it will be available in the next version..
Little bug found for byzantines, my roman general earn two similar ancillaries when i hire mercenaries, mercenary captain and etairiarches, they are the same.
-Also the first line of the unit model "contaratoi" dont have spears and the third level armour of contaratoi are the old unit models previous in sship 0.92
-In targoviste i can recruit turkish archers.... It is strange...
-Archontoupolai should be recruited in charity building, they were orphans from imperial oficials
Last edited by j.a.luna; November 05, 2022 at 07:20 PM.
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Thank you J.A. Luna, just regarding the Archontopoulai as they were orphans from imperial officials they recruitment should be very low- I don't think they could be many of the orphans of the officials, but I don't think should be recruited in charity building.. Imagine - those who used the charities were people who needed food and shelter to survive, maybe beggars, maybe some of them orphans but not orphans of the high officials.. I think you cannot take a bunch of beggars and make of them Archontoupolai.. Charity centers reduce squalor etc but not produce very good if not elite units. At least that's how i see it..-Archontoupolai should be recruited in charity building, they were orphans from imperial oficials
Last edited by Macaras; November 05, 2022 at 10:00 PM.
Ok Macaras, but my question was to focus it more on its relationship with orphans, I think something similar could be done as you did with ghulam and mamluk type Muslim slaves, you needed a prior slave market in the settlement to be able to recruit them in the barracks/ stable...
With this something similar could be done, you need a previous charity center in the settlement to be able to recruit the archontoupolai and as you say in a very limited way, anyway I think that nikkossaiz no longer included these units for this time... In the thread byzantine I commented on it a long time ago.
According to the stats and abilities of the units, do you want me to continue with my work and descriptions or are you already doing it? for example add "SHIELD wall" to more Byzantine units, add "scary units" for some big ax units...
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Whatever you think should be done for your submod- go ahead, I was just suggesting some changes that could be interesting for the players- its your call.. I didn't change anything in EDU in last weeks btw.According to the stats and abilities of the units, do you want me to continue with my work and descriptions or are you already doing it? for example add "SHIELD wall" to more Byzantine units, add "scary units" for some big ax units...
Macaras I have a problem regarding my modifications and when overwriting my 3 modified files it gives me an error in the game, in the campaign minimap "ERROR" appears in red, so I don't know if version 0.9.7 has different things in those files regarding 0.9.8,
I think the problem is the .bin files that don't let me modify them, I give the .bat package of "map and bin file cleaner.bat" and I get this:
Could not find data/text/campaign descriptions, expanded, export units... and I have only overwritten these 3 files in the most current version of the game.
-export_descr-units.txt
-expanded.txt
-export_units.txt
What can be due? I have to do all the work again but in the new files? How do the .bin files affect the .txt files and how can I solve it to continue with the historical descriptions and stats
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Hmm I would first try to replace the files with original versions and see if everything works, then copy and paste replacing original files with your modified versions and see which files exactly causes problems, maybe you don't need to rewrite everything in all these files..
There were many changes though between the 097 and 098 so its possible it will not work unfortunately.. The bin files should be generated automatically after using the bin cleaner.
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Here's what my log file says:
02:27:33.752 [script.err] [error] Script Error in mods/SSHIP (September build)/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 13374, column 5
The city core building level should be one less than the settlement level!
Utrecht's population's 7500 so the settlement level should be Large Town (large_town) instead of Town (town) in descr_strat.txt.
I checked my most recent campaign as France on April build and Utrecht's also been coded improperly because it has Wooden Palisade (Upgrade) (wooden_palisade) at the start of the campaign despite being coded to be a Large Town (large_town) but Norway upgraded the walls twice and turned Utrecht into a Minor City (city).
You can fix the coding yourself by following the instructions below:
Open descr_strat.txt located in "SSHIP_098\data\world\maps\campaign\imperial_campaign" with Notepad, press Ctrl+G, insert 13363, press Enter, insert large_ before town to make it large_town, press Ctrl+S, press Alt+F4.
Unfortunately the fix is not save-game compatible!
I kindly suggest Jurand of Cracow, Belovèse or someone else (who has permission for editing the post) to put the attached file as patch A or whatever under DOWNLOAD and INSTALLATION spoiler in this post:
[DOWNLOAD] SSHIP 0.98 ver. September 8th, 2022
Thanks, @NaczelnyS, the link is added to the download page.
JoC
I'm not sure if this is the correct thread to post my question, but:
1) Is it normal that I am getting notified every turn about Albigensian Heresy and Notre Dame (when playing as France)?
2) Is the event Economy Scythe implemented/working? Because it fired a few turns ago and the population growth is unchanged in cities such as Paris and Rouen that have a +3 in Improved Farms and food production in the tier 4 Agriculture building, that should get added in the +5 that they have already (so I should get +4% growth from them instead of +2.5% if I am correct)
I'm playing in a 0.98 version but not the latest one (but I don't remember if it is the April one or an even older one)
1 - fixed, 2 - is introduced, but in new version (I don't remember if in the September, or in the next patch).
;==================================================================================================================================;=================== FARMS AND ESTATES ========================================================================================
;==================================================================================================================================
; HR cumans must be excluded here again because 3 out of 7 provinces with HR "cumans" have hinterland_farms of lvl1 from the beginning, so they'll be upgraded up to farms3.
; additional requirement of the builders to make investment in hinterland_farms a bit later than otherwise (Communal Farming in a city is just perfect for historicity).
farms4 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level builders builders3 and not building_present_min_level grasslands grasslands and not hidden_resource cumans or event_counter dummy 1
{
convert_to 4
capability
{
farming_level 2 requires factions { all, } and hidden_resource tartars and not hidden_resource river
farming_level 3 requires factions { all, } and hidden_resource tartars and hidden_resource river
farming_level 3 requires factions { all, } and not hidden_resource tartars and not hidden_resource egypt and not hidden_resource abbasid and not hidden_resource river
farming_level 5 requires factions { all, } and not hidden_resource tartars and not hidden_resource egypt and not hidden_resource abbasid and hidden_resource river
farming_level 8 requires factions { all, } and hidden_resource egypt or hidden_resource abbasid
farming_level 2 requires factions { all, } and resource grain and not event_counter ECONOMY_SCYTHE_INTRODUCED 1
farming_level 3 requires factions { all, } and resource grain and event_counter ECONOMY_SCYTHE_INTRODUCED 1
farming_level 3 requires factions { all, } and not event_counter is_the_player 1
happiness_bonus bonus -2 requires factions { cumans, mongols, }
;---------------------------------------------------------------------------------------------------------------------------------
; UPKEEP/INCOME
income_bonus bonus 400
}
material wooden
construction 20
cost 10000
settlement_min city
upgrades
{
farms5
}
}
I notice that I cannot appoint any Governor position for the Al-Wasit castle of Abbasid.
No kind of Noble or Family member can take the position.
Can you check it out, please?