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Thread: [DOWNLOAD] SSHIP ver. 0.97 (outdated, use v. 098)

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  1. #1
    Lifthrasir's Avatar "Capre" Dunkerquois
    Patrician took an arrow to the knee

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    Icon4 [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

    SSHIP v.0.96 (2019) and v. 0.97 (2020)




    2016 Modding Awards
    3rd position


    2018 Modding Awards
    Winner


    2019 Modding Awards
    Winner


    DOWNLOAD LINKS SSHIP v0.9.6 (Patch from February 22, 2020 included). The changelog is here.
    Download Link #1 - on Mega
    Download Link #2 - on Moddb

    Patch from Lurker from Codex:
    fixes ctd's due to some broken traits. It can be found here (save game compatible).
    Patch from NaczelnyS: fixes number of recruitment slots. It can be found here.

    SoundFix: Brings back missing voices. For non-english version of the game, mostly the French and German one (these being the only one reported so far). It can be found here (Mega).
    Once downloaded, copy the file in your data folder to replace the existing one. Go to the sounds folder and delete the .dat and .idx files. Launch the mod
    Note that a ctd might happen the 1st time the game is launched on the Steam version. Try a 2nd time if it happens.

    IMPORTANT: Stainless Steel v6.4 required - not save game compatible
    SSHIP v0.9.6
    Changelog
    SSHIP v0.9.6

    • Zengid Emirate has its entries named "zengid" instead "kwarezm"
    • Abbassid Caliphate has its entries named "abbasid" instead "milan"
    • Kingdom of Georgia has its entries named "georgia" instead "timurid"
    • Grand duchy of Serbia has its entries named "serbia" instead "teutonic_order"

    This is more for us and for modding purposes.

    • All capitals should be correct now. Krakow set as Capital for Poland.
      Ani, Trebizond, Bradenburg and Zara are back as independant settlements.
      Some regions' names corrected (Bremen province: Westfalen; Hamburg province: Sachsen; Liubice province: Meklemburg; Coellen province: Niederlothringen; Trier province: Oberlothringen; Frankfurt province: Nordfranken; Speyer province: Südfranken; Basel province: Helvetia; Ulm province: Schwaben; Pamphylia (Konya): Lycaonia; Lycia (Attaleia): Pamphylia; Lycaonia (Kayseri): Southern Cappadocia; Southern Cappadocia (Malatya): Armenia Minor).
      As such, the faction selection screen has been updated accordingly.
      Spoiler Alert, click show to read: 

      Note that being an animated gif lower down the resolution and quality. This is just for illustration and the final result should be much better in game
    • Some map adjustments:
      - Bulgaria: there was an important road between Triadica and Adrianoupolis. With the v0.9.5 map configuration in that area, it was impossible to set such road. So, Bulgaria has been reworked as follow:
      Spoiler Alert, click show to read: 
      Bulgaria in v0.9.6:



      Without the colours:


      These 2 regions has been renammed respectively Northern Bulgaria and Southern Bulgaria

      - Anatolia: there was an issue reported about the army deployment beside rivers. That was due to the map heights. We also took the opportunity to correct some heights. Note that it might requier further adjustment depending on players' feedback
      Spoiler Alert, click show to read: 
      -> North West - in v0.9.5:



      -> North West - in v0.9.6



      The river near Nicaea was climbing the hill (red circle). Not anymore

      -> Central Anatolia - in v0.9.5:



      -> Central Anatolia - in v0.9.6



      The heights near the bridge and in North of the lake have been corrected (red circles).

      -> East Anatolia - in v0.9.5:



      -> East Anatolia - in v0.9.6



    Changes in the other files:
    Spoiler Alert, click show to read: 


    • strat.txt:

    - Changed "Attack faction" to "Promise to attack faction"

    • descr_win_conditions:

    - Fixed short georgian campaign having more requirements than the long georgian campaign

    • historic_events text & descr_events.txt:

    - In-game information (through historic events mechanism) on a few topics that were in the SSHIP but were not understood and that have been recently introduced. The goal is to make easier for the new players to play the SSHIP, but also to understand the differences with the other mods for the seasoned players. The information concerns in particular: officess, settlement management, crowns, character traits, agents, fog of war.
    - Corrected for style, grammar, english
    - Changed the world is round entry because everyone knew the world was round, it was even in the bible for goodness' sake
    - Gave all countries unique flavour text for their civil war events
    - Made the "leader is dead"/regency events a little less generic for each faction

    • EDCT text:

    - Standardised the way effects are written
    - The royal blood traits for the republics now refer to blood membership in a powerful family
    - Fixed entries broken by switch from Milan->Abbasid
    - Changed grasslands description
    - Significant changes to explanations of officeholding, usurpers, rightful heirs, nearcapital traits
    - Removed a number of typos, also cleaned up the english (no judgement, not like I am fluent in a second language)
    - Changed entries for traits with new or different effects (see EDCT section)

    • EDA text:

    - Generally removed editorialising, in an effort to bring the style of writing in line with vanilla
    - Added entry for manuel anemas ancillary
    - Added entry for ecumenical patriarch
    - Changed entries for Luther and Wycliffe to correspond to new effects
    - Removed a number of typos, also cleaned up the english

    • expanded.txt:

    - Corrected certain entries to remove anachronisms
    - Added level 5 priest entry for certain factions to give ecumenical patriarch strat name
    - Added unique names for various factions to add flavour

    • descr_character:

    - Added additional entries to orthodox countries' priests to permit additional levels for the purposes of identifying the ecumenical patriarch on the campaign map

    • campaign_script:

    - Fixed broken jerusalem reemergence script (settlement being checked was Marrakesh and not jerusalem)
    - Game now knows if a faction is currently engaged in a war they started (aggressor = 1)
    - Added princess spawning script for after turn 60
    - Isaakios komnenos gets sent off map at the beginning of the game
    - Ioannis komnenos gets sent off map at the beginning of the game
    - Ali ibn nizar gets sent off map at the beginning of the game
    - Game now knows when there is a general with Trusted1 in proximity to the capital (trusted_ally = 1)
    - Game now knows when there is a general with Trusted1 (right_hand = 1)
    - Prepared a script that allows us to guarantee that there will always be an heir for the republic factions (it is not active)
    - Orthodox factions get extra patriarchs if they control alexandria, rome, jerusalem or antioch
    - Game now knows when the faction that owns constantinople is having its turn (for ecumenical patriarch)
    - Commented out the heir selection script.. I don't think any of us will miss it
    - Game tracks when military assistance is rendered for the purposes of fixing the broken mil assistance trigger in the factionstanding file
    - Troubadours event now requires jousting lists or better in faction instead of town hall, requires catholic religion, requires turn number greater than 150

    • export_desc_characters_traits & export_vnvs:

    - Education of Generals fix – this is the (first) JoC minimod, with some later fixes included. It fixes the triggers and the effects for the education system that exists in the SSHIP (and also the base SS). See the details here and here
    - Generals’ Traits Common Sense fix – this is a JoC minimod, with some later fixes included. It fixes the triggers and effects for many traits that exist in the SSHIP (and also the base SS). See the details here. It also includes the Fog of War adjustments to the traits (Line Of Sight restrictions for not experienced generals).
    - Usurper and Loyalty fix - parts o the mechanism in the EDCT have been fixed on the VineFynn's proposa.: see details in this thread. It also includes the Loyalty adjustments as partially described here.
    - Priests’ fix: antitrait bug removed (by doubling the number of triggers), definitions and triggers modified to provide balance, the pagan priests fixed (they didn't work before), some information messages fixed.
    - Spies’ fix: antitrait bug removed: the triggers were in fact doubled, the definitions and triggers modified. The Line of Sight shortened for base level, LoSfor other traits added.
    - Other agents’reviewed for bugs (Antitrait etc.) and for logic/completenes in triggers: Witch, Heretic, Inquisitor, Diplomat (no change of LoS).
    - Princess fix - traits were partially fixed for the Anti-trait and NoComingBack bug.
    - Added traits and trait triggers for tracking aggressors
    - Added triggers for giving royal blood to AI's spawned princesses
    - Increased authority gain from Rightful Heir
    - Increased authority gain from Plotter
    - Speaker and BadSpeaker now affect popularity instead of law
    - Nerfed Just trait slightly
    - Last levels of HarshRuler and KindRuler impose small penalty on unrest and taxcollection respectively
    - Physically Flawless now increases troopmorale instead of decreasing command for some reason
    - Ugly levels do not increase command, instead increase troopmorale
    - Lewd no longer decreases bribe resistance but instead reduces piety
    - Changed the flnearcapital system to make it more interesting/interactive:
    - Added Courtier trait
    - Added NearCapitalTrait
    - Modified FLNearCapital trait and triggers
    - Modified NearLoyalty triggers
    - Generals now only gain loyalty from being near the capital when the faction leader or a Trusted1 general is
    - Generals who hang around the capital for prolonged periods of time may gain increased chance of being selected as next heir
    - Once there is a general with trusted1, other generals cannot gain near_loyalty
    - Republics no longer transmit Factionleader 1 by blood, instead those with royal blood gain it by having good traits and lose it by having bad ones (simulate acceptability to the electors)
    - Adoptees in republics gain the republic's corresponding bloodline
    - Nerfed royal_blood and royal_relations for pisa and venice
    - Admirals no longer get randomly wounded
    - Fixed broken triggers for just trait, which meant being chivalrous would reduce it
    - Fixed entries broken by switch from Milan->Abbasid
    - Fixed apparently broken trigger for antipopes
    - Commented out parts of triggers that use the stupid heroandrogue syste
    - Fixed a bunch of broken priest triggers
    - Fixed some broken admiral wounded triggers
    - Fixed broken agent health recovery triggers
    - Fixed broken agent visiting building/guild triggers
    - Fixed some broken spy mission success triggers
    - Made Maritime Interests trait hidden, it had no description written for any of its levels
    - Decreased absolutely insane -5 (1 = 10%) malus to bribe resistance from diplomat education traits (londonedu bolognaedu etc, each level of BribeResistance is 10% increase/decrease)
    - Claims inherited matrilineally are now weaker than normal claims, but are treated as normal claims in the event of becoming faction heir or leader provided the character isn't usurping, in which case it is easier for them to be a stronger usurper
    - Princesses can inherit normal claims from their mothers, and weak claims from their fathers, but not weak claims from their mothers (originally they could not inherit normal claims from their mothers)

    • descr_regions:

    - Changed rebel type in trebizond province to Greek_Rebels

    • export_descr_ancillaries & descr_ancillaries:

    - Provincial titles fix: 32 titles (from Central and Eastern Europe) have been updated: names, pics, effects, descriptions; in some cases also triggers or the very existence - this is JoC submod, details are provided in this thread.
    - Ministerial Offices fix: 8 titles have been fixed: triggers, also existence of a few muslim and greek versions (this is a JoC fix, details are here). The descriptions in the EA provide the player with full picture how to use them.- Harsh judge now affects law 1
    - Tacitius replaced with Manuel Anemas, Effect Command 1 Authority 1
    - Greeks cannot acquire the privyseal anc
    - Ecumenical patriarch worldwide anc will be given to a patriarch of an orthodox owner of constantinople (provided there is no other such ancillary out there)
    - This anc makes the patriarch equivalent to an antipope in terms of stats, and improves relations with other orthodox factions, but it could do with a better graphic
    - Commented out scepter of the high officer anc, this is completely pointless as it is ahistorical, non transferable and guaranteed to appear on any byzantine general with Military_Career_In_Byzantium > 6, also the career trait doesnt need more buffs than it already gives
    - Martin Luther is now only accessible to catholics and decreases piety (so he increases chance of being burnt by inquisitors) but increases a bunch of other stuff to compensate
    - John Wycliffe was changed similarly

    • descr_faction_standing:

    - Replaced entry for reducing standing when at war to one which reduces standing for aggressors as being tracked by new script
    - Ecumenical Patriarch ancillary improves relations with orthodox factions
    - Reputation no longer takes longer to normalise on higher difficulty levels- instead it normalises to a lower level (technically making things harder)
    - Hard and Very Hard difficulties reduce your relations less than before (trying to balance above change)
    - Actions which are obviously only supposed to normalise your reputation in one particular direction now work as intended
    - Player factions now normalise relations with all the same factions as the AI to the same level as the AI but not always as quickly
    - Added the sphere of influence system, wherein taking certain settlements as certain factions hurts reputation and relations less
    - Military assistance now works as intended wrt reputation

    • Descr_Strat:

    - numerous changes for the initial characters for many factions;
    - many changes to the buildings in many settlements;
    - initial Watchtowers removed. It's for the player to develop the infrastructure in the provinces.

    • desc_cultures:

    Watchtower cost increased to 1000.

    • Reported issues fixed:

    Dismounted Vlastela: unit size doubled to match other dismounted units size (48 instead of 24 in EDU).
    Georgian units have quality and type descriptions now
    Only ERE is able to build highways now.
    Muttatawi unit have have quality and type descriptions now
    Text descriptions related to Leon Castille refer to Castilians instead of Leonese now
    Missing texture for Chivalric Footknights for Aragon fixed
    Sea trade routes missing: Distance port to port reduce in the descr_campaign_db file

    All missing voices and sounds should be fixed now, no matter if you use an English version of the game or not


    SSHIP v0.9.7
    Changelog
    SSHIP v0.9.7

    What does this submod changes as compared to the SSHIP 096:

    TRAITS:
    - traits for the generals commanding in the battles improved, a few new added.
    - army morale system (somehow limiting the conquest spree) implemented for VH and H.
    - army supply costs system (significant costs for foreign expeditions) implemented for VH.
    - major and minor changes to many other traits of the generals: economic, psychological.
    * a lot of 'technical' changes that will make the traits work properly (eg. getting rid of 1% probability bug).
    * comprehensiveness of modding can be discern in the EDCT file size: in SSHIP.092 it had 39k lines of code, in 096 - 50k lines, and now it has 65k lines (and yet, the work consisted mainly of fixing the issues, with only some new mechanisms).

    ANCILLARIES:
    - crown mechanism introduced in 096 works now for all factions; maps depicting relevant provinces added to the faction info panel.
    - education ancillaries improved; they have now impact on education.
    - knowledge-related ancillaries improved (triggers and effects).
    - a large set of books ancillaries added.
    - new icons for some existing ancillaries.

    AGENTS:
    - noble ladies script fixed and refined.
    - merchants, diplomats and priests numbers limited; their recruitment moved often to other buildings.
    - pagan priests recruitment tweaked, as also their traits.
    - some tweaks to the traits of the other agents.

    UNITS
    - a new typology for the units introduced and some adjustments made.
    - prices of many units heavily changed, in line with the typology.
    - free upkeep for most urban militia units re-introduced.
    - hundreds of changes to the units stats.
    - some units renamed, but no unit removed or added.
    - some changes to the icons or info-pictures.
    - mercenaries' availability and prices reviewed and upadated for some regions (mainly Northern and Eastern Europe).

    BUILDINGS
    - a few buildings effects and conditions reviewed.
    - one new building added (Wind Mill).
    - in few cases building times or prices adjusted.
    - some text descriptions overhauled.
    - wonders significantly overhauled (benefits tweaked, some new pics).
    - guilds: prices increased, triggers reviewed.

    ECONOMY
    - additional expenses added, they are significant for higher difficulties.
    - many parameters adjusted to keep the previous economic balance.

    MAP & RESOURCES:
    - a few campaign map fixes/changes.
    - resources: placement in many regions reviewed, several new pics, one resource added (cattle).
    - fertility of the provinces heavily reviewed in the light of the historical knowledge.

    INITIAL SITUATION REVISIONS:
    - most of the factions were reviewed with the changes:
    -- balancing switches between castles and cities.
    -- changes to the initial set of buildings in the settlements, units in the armies, available agents.
    -- some changes to the traits and ancillaries of the initial characters.

    HISTORICAL CHANGES:
    - a dozen new historical events, their impact on the gameplay introduced (ie. availability of units and buildings).

    GAME MECHANIC:
    - many scripts fixed or improved.
    - a great deal of parameters changed, including those for diplomacy.
    - economic balance kept thanks to many changes going in various directions.
    * script.txt completely re-edited.

    INFORMATION WINDOWS
    - many pop-out windows at the beginning of the game to introduce the players into various mechanisms.
    - new pictures of the a lot of historical or game events (ca. 40, but effectively 160 per culture).
    - some make it clear what costs are born, what are certain requirements etc.

    SOUND
    - background music replaced with more immersive one.
    - voices on the battlefield corrected.


    I. TRAITS
    Spoiler Alert, click show to read: 
    General remarks:* the goal of modding this section was to fix or/and make use of the currently existing SSHIP traits. Many of them didn't work as intended due to (1) design flaws, (2) conflicts with other traits, (3) errors in coding: either wrong triggers or engine bugs that were not known before (like AntiTrait-NoComingBack), (4) or were just not utilised for the gameplay (eg. provided only direct benefits, but are not used for in-game mechanisms).
    * modding for this version was very extensive that may be seen from the EDCT file size: in SSHIP.092 it had 39k lines of code, in 096 - 50k lines, and now it has 65k lines. It actually doesn't give the proper impression since most of changes consisted of re-coding, not adding new stuff.
    * the work is not finished yes. Actually, in certain areas it has barely started (eg. the FL traits were not analysed, only fixed here and there). Nevertheles, the quality of the mod in almost all areas should be better, in some - much better.
    * mind that the two systems based on traits: army morale and army supply costs work differently than in other mods (like BGR). Army morale limits the time of expedition-spree by lowering morale of the troops as they're in the field, while army supply makes foreign expeditions more costly if the army is lead by a mediocre general.


    HORIZONTAL CHANGES to traits fixing their flaws. (JoC)
    - all triggers with [ Chance 1 ] were re-made into [ Chance 5 + RandomPercent < 80 ] (or other combination) - hopefully there'll be no more sudden numerous corrupt and coward traits appearing.
    - each general will have quite a number of initial traits that will distinguish him from the others. This should be a boon for the role-playing players.
    - the initial traits on new generals will appear in a more reasonable order in the general's panel (ie. the player will see the more important traits first, then he will have to scroll down for the less important).
    - numerous fixes to triggers & descriptions have been made (AtSea condition for the religion-releted triggers, FitForOffice for education, Loves_Hates father, Coward from battles adjusted, Tartar name changed into Tatar etc. etc.).
    - the three AI-boosting traits reviewed, fixed, and extended. They scale with the difficulty of the game.


    The "ARMY MORALE" system completely re-modded. (JoC)
    * the goal of these changes is to provide some mechanism to prevent an inexperienced player from embarking on very long expeditions and to provide the experienced players some role-playing mechanism.
    * before these changes it was a crude binary mechanism: the general in home lands would get a boost in morale, while a general abroad a de-buff.
    * the mechanism is now operational only at the Hard and Very Hard difficulties (players have a choice: they can play without it at the Normal difficulty).
    * code-wise: the two existing traits were fused into one, the NGB bug removed and the triggers remade from scratch.
    - it signifies the weariness of the troops: they get weary when they're long time campaigning abroad, but they also get tired after full-speed marching for a number of consequtive turns.
    - each general gets information about state of morale of his troops (you can see it usually as "Troops Ready for Action"). This info includes also hints for the player what do to if morale has deteriorated.
    - the basic way to recover morale is to station the general in a settlement or in the wild ("make a camp"). This recovery is faster in the provinces with own religion dominant among population (either home or foreign).
    - to enable the player to see when the army is taking a rest and morale is recovering faster, an additional trait ArmyIsCamping has been added (it adds also some morale and disappears once the army has moved).
    - additionally, the Disciplinarian/BadDisciplinarian trait re-done: benefits, triggers, effects for other traits, descriptions; the main role of this trait is to make the morale loss slower/faster.
    - a pop-up window explaning the system is included as a historic event; the descriptions of the traits also provide exhaustive information on the system.


    The "GREAT GENERAL" system (record of the great deeds of your generals) (JoC)
    * the reason for these changes is to provide the player with the incentive to play the battles personally, to derive in-game benefits for his performance, and also to have more fun from role-playing.
    - the trait counting major victories has been renamed (Vanquisher) the criteria made more numerous, the information in the description re-done to be more precise.
    - the VictorVirtue trait (the quality of victories) has been slightly re-modelled (especially the triggers).
    - VictorVirtue and Vanquisher are included as conditions for many battle related traits, and also for getting certain ancillaries.
    - for the role-playing purposes information on the number of battles the general commanded in his life will be shown as a trait. Since this trait signifies military experience, it impacts on some developments (eg. what happens while a general is under siege: if he doesn't have any prior experience, he's likely to get coward etc.).
    - trait counting the number of tens-of-years spent as a governor of a settlement is included (no gameplay impact yet).


    The FAMILY STATUS: the Bastard / Biological son bug fixed. (JoC)
    - other non-biological sons traits created: Adopted and MarriedIntoFamily (both have direct effects on Authority and Loyalty, but will also enable new triggers).
    - every general will have one of the four statuses (as it was probably planned for Biologica/Bastard, the previous code didn't work due to the order of triggers: a character BiologicalSon was conditioned by not being Bastard, but the trait Bastard could be acquired after that trigger).
    - BastardSon trait will be given at Coming of Age (in the code: at the moment when it should) - and thanks to it a few triggers are now functional.
    - nobles with not-princely wifes can also get bastard sons (previously only the legal ones); the Muslims are exluded: historically they didn't have prejudices in this respect.
    - triggers for getting bastard sons adjusted, condtions related to the features of character of father and mother added.
    - the trait BiologicalSon is invisible to the player (so that the panel is not cluttered with irrelevant information), the other 3 are visible since they have effects and should be taken into account by the player while taking decisions (eg. whether to marry them off),
    - new OldBlood trait added to convey what happens after a Usurper successfuly imposes his rule in the faction (ie. the previous family lost it's importance).


    BODY: physical attractiveness and care of one's body re-modded. (JoC)
    - trait Handsome and Ugly fused into one: it depicts attractiveness of the body. It changes little during the life of a general, but obviously each general has it. This is a feature that the player has a limited impact on but it the trait itself is a hallmark of a general and impacts on getting other traits. All triggers and benefits have been updated and exteded.
    - Arse transformed into WellGroomed - it depicts care of the body, a feature that may impact impact on both attractiveness (slight increase in Handsome possible) and health (risks of falling ill etc.). The extreme levels still have some adverse effects and may impact on other personality traits.


    Some OTHER traits adjusted or fixed. (JoC)
    - triggers for Drink / Soberity have been thoroughly reviewed, NoGoingBack+AntiTrait bug removed. The trait will still be ubiqutous: perhaps most of the generals will get it during life, but usually moderate levels).
    - traits Tourney Knight and Horse Racer have been reviewed and slightly adjusted; information for the TK added into the game.
    - traits reviewed and triggers adjusted: Anger, Just, Corrupt/Embezzler.


    II. ANCILLARIES
    Spoiler Alert, click show to read: 
    CROWNS & related (JoC, pics by Lifhtrasir)- province lists and maps for all crowns upadated. It means: all crowns are available if the in-game described conditions are met.
    - some crowns previously not present in the game were added. For some other there're 2 alternative sets of provinces to get a crown.
    - technical side re-done: added 28 traits in EDCT, added the required triggers etc. Triggers in EDA were simplified.
    - coronation and crown upkeep costs were introduced, as described in the framework for the crowns.
    - information texts refined - both on the traits and also in the historical info pop-ups.
    - in the faction panels there're maps showing the provinces that are required to get a crown.
    - Victory Conditions: as a result of making the Crown system working, the lists of VC provinces replaced with simple 20/40 provinces requirements with additional 1-3 special cities (this is because the former lists doubled with the (new) crowns' requirements).
    - Provincial Titles: very few further improvements (introduced effects for the Muslims in 67 provinces: it's going to be rare but maybe somebody would use it).
    - Offices: just a few cosmetic changes, nothing special.


    EDUCATION ancillaries (JoC)
    - ancillaries Mentor, Tutor and Academic Advisor modified: their direct effects, triggers to get them, and impact.
    - in particular, these three are now part of the education mechanism: they feature in the triggers to compensate for lack of Intelligence and/or lack of a school building. Ie.if the triggers for education of a general don't fire because the general is not intelligent enough or there's not school, there're additional triggers if he has any of the educational ancillaries. There are also triggers for additional effects so that the anciallaries are useful even for the intelligent generals in cities with universities.
    - the Inspiring Teacher trait fixed as it was actually not working before due to a mistake in coding.


    The BOOK project (Kilo11 & JoC)
    - 35 transferable books for generals are in-game - this number increased from 8 or so; it's 2000 lines of code.
    - triggers have been carefuly crafted so they are to be gained by:
    (1) Scholars in settlements with Libraries plus another building that is related to the topic of the book (eg geographical work in a city with the explorers guild).
    (2) conquerors of a dozen of grand or special cities, sometimes related to the book (Mio Cid gained from Valentia).
    (3) every general from Grand Libraries.
    - different religions usually get diffrent books. Sometimes the same book may be fit for one religion (eg. Matematike Syntaxis of Klaudios Ptolemaios), or different books may be with one religion (eg. Skylitzes for Byzantines, but Igor for the Rus).
    - all in all, for each faction there'll be 9 kinds of books:
    (*) military treaties (+1 Command and some other benefits, also ability to get more Military Education)
    (*) collection of poems and heroic epics (+2 popularity or +1 Chivalry)
    (*) legal charters (+1 Law, ability to get more Administrative Education)
    (*) religious scripts (+2 Piety)
    (*) historic chronicles (+1 Authority and +1 popularity)
    (*) medical treatises (-1 squalor)
    (*) scientific books (+20% Trade)
    (*) geographical works with maps (+2 or more movement points)
    (*) treatises on architecture (10% discount to the building costs)
    - Information windows about the system have been included, also info in the description of the books and traits.


    KNOWLEDGE-RELATED ancillaries overhaul (JoC)
    -- triggers and sometimes benefits reviewed, improved and extended for 12 ancillaries.
    -- chances of getting any of them is usually very low (usually 1%), however, they're given that generals are very likely to be in the situation when the trigger fires (eg. for a governor of a well-built large city a few of them fire every turn) they will appear in the game reasonably often;
    -- all are transferable to make swapping them between generals a part of the game for the player;
    -- they're often mutually exclusive (eg. a general cannot have a doctor and a physician at the same time).
    (A) Ancs increasing settlement growth and/or lowering casualties after battle:
    () Doctor: staying with university or bimaristan (T4)
    () Physician: from the battles with high casualties and healing wounds in-wilde
    () Apothecary: from various educational buildings (T3/T4)
    (B) Ancs with battle & siege benefits
    () Alchemist: staying with alchemist labs (T4)
    () Astrologer: staying with university (T4), pagan sanctuaries (T4); difficult battles won;
    () Siege Engineer: staying with siege buildings (C3, T3) and sieges won
    (C) Ancs increasing income & having other effects
    () Mathematician: staying with university (T4) {+ siege equipment built, + command of technical units}
    () Scribe: staying with town halls (T2) {+ authority}
    () Librarian: staying with libraries (T3) {+ piety}
    (D) lowering costs of buildings
    () Brilliant Inventor: staying with mines (C3,T3), alchemist lab (T4), university (T4), buildings finished (T4), and from patronage (anc Office, Crown)
    () Architect: buildings finished if university exists; big buildings finished
    () Master Mason: staying with masons guilds (C3), building masons guilds, patronage (anc Office)


    OTHER ancillaries (JoC):
    - triggers and sometimes benefits reviewed, improved and extended for:
    --- Armour (Regular, Custom, Ornate) and MasterSmith.
    --- Horses (Black, White) and Stablemaster.
    --- Crusader Knights (4 types).
    --- Harsh/Crooked Judge.
    - some other pics replaced (eg. Marco Polo, mentor, alchemist, bard, master of archers) - making it 51 new pics (or 87 as compared with 096).
    - all triggers with the doubtful randomness of "Chance 1" fixed by replacing it with: "Chance 5" + "RandomPercent > 80").
    - to shorten the processing time between the turns in most of the modified trigges (ie for the above-mentioned ancillaries) the most unlikely one is put at the beginning.


    III. AGENTS
    Spoiler Alert, click show to read: 
    PRINCESS SPAWN SCRIPT fixed (original by VineFynn, fixed by JoC)* 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 to appear 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: each has a different name, different set of traits and the resulting different level of Charm (1-6). Each of them gets an epitaph “the Noble Lady” (you can distinguish them from the born-in-family princesses; it has actually no impact on the game for the AI, while the player should take into account they're not in the family tree). There's an info window popping-out about the ladies spawned with the highest charm (5 or 6) somewhere by an AI faction so that the player can send a diplomat to strike a marriage deal, shall he wish to.
    * a potential 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 (unlikely).
    * the traits of the princess have not been reviewed yet. There're rather painful anti-trait + NGB bugs so the Ladies may even be better to be married than the normally born princesses.


    MERCHANTS (JoC)
    * the goal 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 (ie maximum limit of the number of merchants) 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 is built).
    - a pop-out window with the above information has been included.
    * the traits of the merchants have not yet been reviewed after 092, but they seem to work more-or-less ok. They may be in the future.


    DIPLOMATS (JoC)
    * the goal 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'd have access to one more diplomat).
    (2) Explorers Guilds, Theologian Guilds.
    (3) Universities.
    - information pop-out window on their impact included.
    - the traits for the diplomats had been reviewed for SSHIP 096, this time just small fixes.


    PRIESTS (JoC)
    * the goal is to limit the time the player deals with the priests in a large realm while keeping their importance for the game. The AI is quite effective at using this type of agents.
    - recruitment of pagan priests: max. number of priests grows by +1 for any pagan shrine (ie: also altars). This means each pagan-owned settlement (even low tier) gives one priest, but this number doesn't progress with the increase of the size of settlements.
    - recruitment from lower levels of churches and mosques (town, large town) removed; the number of priests recruited from higher levels of churches significantly limited.
    - availability of the priests effectively limited to a few per faction. There's no hard-limit, but it increases by 1 with:
    (1) each capital (i.e. the initial capital but also any other faction's capital that would be conquered) starting from the town level (Small Church).
    (2) abbey (ie. a temple from the minor city level up; except for 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 (with some historical strings attached).
    - two information pop-out windows included: 1. on their use, 2. on levelling up and availability.
    - occassional fixes to traits, especially for pagan priests.


    Spies, assassins, inquisitors, witches, heretics: improvements were made in SSHIP ver. 096 and, especialy the February patch after 096. In 097 just few fixes. As a result, the spies are still numerous in the mod.


    IV. UNITS
    Spoiler Alert, click show to read: 
    UNITS' STATS modified (MWY, JoC, with Belovese tool)* the changes follow the RR-RC system modified by MWY (many changes are simply MWY ideas implemented by JoC).
    * balancing the prices of the units will take some time in the future. Similarly, balancing of availability may take place.
    * many changes follow the conceptual framework uploaded to the TWC webpage:
    - typology of units (8 classes in the desciptions: Feudal knights, Feudal levies, Urban militia, Tribal, Free professional, Slave professional, Religious orders, Mercenary).
    - morale: differences between different classes of units are more pronounced.
    - free_upkeep: militia units in castles/cities and for the Cuman cavalries in the Cuman settlements with grasslands.
    - fighting stats: many changes in attack and charge stats, many in defence. In particular, combat bonus of spearmen against cavalry increased for a number of units.
    - heat vulnerability: much higher differences accross the units, those from the north will tire much quicker than the locals accustomed to the deserts.
    - training levels often adjusted to fit the units' characteristics.
    - number of men in the units adjusted: bodyguards increased (8 to 10), foot knights lowered (from 48 to 40), archers units have 48 size, spearmen 60. Changes in the upkeep prices often reflect these very changes.
    - speed: various minor adjustments: knights 0.95 to 0.97, Hobbilars 1.0 to 1.05 etc.


    COSTS OF THE UNITS: re-calculated to fit changes in the mod parameters (MWY, JoC, with Belovese tool)
    - urban militias have the same price of recruitment and upkeep, they also have the free_upkeep attribute. Infantry has 1-turn recruitment time, while cavalry 2-turn.
    - tribal units also have the same prices of recruitment and upkeep, but they don't have free_upkeep (except for the Cumans in the steppes). They all have 1-turn recruitment time.
    - feudal levies recruitment prices are as a rule 2.66 times the upkeep price (that makes them quite expensive to recruit but then the upkeep is comparable to militia). All infantry units have 2-turn recruitment time, while cavalry 3-turn.
    - feudal knights still have a very high upkeep price (even compared to their quality) but they have 0 recruitment price. As the result, they should be recruited in times of a need, and could be disbanded afterwards. They are all recruted in 1 turn. This may lead, however, to the AI factions fielding too many knights (if yes, then it'll be adjusted in the future).
    - the professionals are very expensive but have very good quality.
    - the mounted professionals have their recruitment time 1-turn longer than the foot ones.
    - mercenary units' upkeep costs were adjusted according to the recruitment prices that were implemented in the patch to 096 (it's why many players reported then so many too-cheap mercs). In particular, they have decreased recruitment costs and increased upkeep costs (to prevent them from being the better and cheaper permanent troops).
    - the cost of ships have been recalculated (higher construction price, decreased upkeep), the recruitment times made longer.


    NAMES OF THE UNITS (JoC)
    - a thorough redress of the names of the Georgian units (Kartlian Spearmen -> Metsikhovne Spearmen; Caucasus Hillmen ok; Metiskhovne Spearmen -> Msakhureuli Spearmen; Aznauri Nobles -> Aznauri Cavalry; Tadzreuli Swordsmen -> Msakhureuli Swordsmen; Khevsur Heavy Infantry -> Chukhchi; Foot Monaspa lancers -> Foot Monaspa; Svanian Hunters -> Mountain Hunters; Metiskhovne Archers ok; Foot Monaspa Archers ok; Royal Monaspa Guard -> Tadzreuli; Georgian Horse Archers -> Msakhureuli Light Cavalry; Aznauri Lancers ok; Monaspa Horse Archers ok; Eristavi Cavalry -> Eristavi Retainers; Monaspa Lancers ok).
    - changes in the Polish units' names: Piast Nobles -> Możni, Piast Foot Nobles - Spieszeni Możni, Polish Knights -> Rycerze, Dismounted Polish Knights -> Spieszeni Rycerze, Polish Retainers -> Pocztowi, Polish Guard -> Kopijnicy.
    - many changes to the names in the Baltic area (eg. Lithuanian Cavalry -> Lithuanian Raiders (it's what they actually did: raiding the neighbouring regions, including Volynia and Masovia), Lithuanian Skirmishers -> Morass Scouts (to give the feeling for the swampy terrain in Lithuania); Followers of Perkunas -> Pagan Fanatics (this is still a fantasy unit, but name is less ridiculous); Lettish Crossbowmen -> Baltic Crossbowmen (explained elsewhere); Prussian Auxillia -> Northern Horse Javelinmen (this unit is a leftover of the Teutonic Order and was historical in that context); Lithuanian Archers -> Forest Archers (on the last one: it was a ridiculous legacy of the vanilla that the backbone Polish army units were called Lithuanian).
    - in the North and East, the Light Men at Arms are called again Light Swordsmen, in the East the Kazaks are now Steppe Raiders.
    - in the Slav lands the Peasant Archers are called Slavic Levy Archers, in the Balkans: Village Archers, while in other parts of oikumene they are simply Levy Archers. They all have 2 missile attack value that makes them useful in certain situations, eg. settlement defense.
    - Transilvania Peasants are now called Szekely and can be recruited only in Transilvania from the mines; numbers increase significantly after the Ostsiedlung event. They also have a free_upkeep - but only in their own province. [note: it should be changed in the future, it's just a quick fix].
    - Fyrd is renamed Saxon Spearmen. The unit is available only from England (hidden resource england), the numbers dwindle after Thomas Beckett event and is being finally phased out after the Magna Charta event. The unit has also low morale, albeit a bit higher than the Spear Militia.
    - other forgotten changes.


    UNITS' RECRUITMENT (JoC)
    - recruitment of the peasant units from the farms removed altogether. As a compensation, the low-level barracs provide more other lower-tier units. In some cases, the recruitment of the Peasant units also removed from the factional abilities (this is the work to be concluded in the future with full transformation of all Peasant units into useful fighting units).
    - Crossbow Militias are available also from the barracks in the cities (the exception are less advanced factions that get the access only after the Mounted Crossbow event).
    - feudal knights that are recruited from the Local Council building chain have high maximum pool numbers (3 and 4 instead of 1 and 2) so that they can be mobilized in time of a need but otherwise are not tapped. Replenishment rates slightly nerfed (usually by 0.01) and are now on average: 14 turns for cav and 11 turns for foot.
    - Prussian units (Axemen, Spearmen, Auxillia, Archers) recruitable from the castles in 5 provinces with the hidden resource "prussia" for everybody (more if with "lithuania", less with "russia" and "poland").
    - Prussian units can be recruited by Lithuania from it's temples in those 5 provinces (this means: also from the cities).
    - Lithuania can recruit bodyguards also from it's temples (all Perkunas levels plus highest levels of Dievas and Giltine). Dievas Guard available only after appearance of the Teutonic Knights, before this happens one may recruit a weaker unit (Lithuanian Raiders) from this shrine.
    - Chudy tribal unit can be recruited only in the north (hidden resources: russia, denmark, lithuania) (unfortunately, unit available only for Kiev while it should be also for Novgorod or rather be an AoR unit in the north, available for everybody).
    - many changes to the Polish units (see below).
    - some order in the recruitment of the Georgian factional units made (also with the use of event "Shota Rustaveli"); Georgian Msachereuli Swordsmen (ex-Tadzreuli) are no longer recruitable from the cathedrals, but as usual: from the castle barracks; access to Levy Archers removed (it was a silver surfers' unit). Recruitment of the Peasants removed.
    (note that except from the Polish, Georgian, Lithuanian and parts of Hungarian and Rus rosters, the other factions' units' recruitment was left almost as it was in the SSHIP 092)


    MERCENARIES (JoC)
    * many adjustments in areas, availability, times, prices, but this is work-in-progress;
    - more pools created (eg. two Scandinavian pools remade into three: Norway, Denmark, Sweden).
    - some (previously overlooked) mercenary prices adjusted to the other mercenary prices (sometimes decreased, sometimes increased).
    - changes in availability for some units in some regions were made, especially in Scandinavia, Rus and the Baltics.
    - eg. Mercenary Ribault are available from the event "Cannons" (which still is rather early, but until now it was far worse: a gun unit used at the beginning of 13th century...); removed from a few areas where it was very un-historical (Ireland, Scotland, Scandinavia), re-fill rates have been lowered much. Their prices are intially 1k higher, only later go down.
    - disbandment warning: if the faction plunges in debt a warning window pops-out to warn of the imminent disbandment (MWY). Another information window underscores this danger if the faction has less 1000 fl. in the coffers.


    V. BUILDINGS
    Spoiler Alert, click show to read: 
    BASIC BUILDINGS (JoC)- building "Water and Wind Mills" added as the upper level of the "mills" chain. It increases population and adds to trade. It is available after the first wind mill event (around turn 100).
    - slight adjustments to the Jousting Fields (1. available also for the Spanish and Italian factions; 2. more backward catholic factions (ie those from the east and north) can built them only after ca 120 turn (the Ostsiedlung event), 3. the upper level moved up to the large city size (large city / citadel). It also got a new icon and pic.
    - slight adjustments to university and library building lines due to the changes in the traits (having a university is such an important thing for a faction that it will be the priority for the player to built is - more benefits make it overpowered).
    - slight adjustments to several other buildings, including those mentioned elsewhere in this log: availability of the merchants and diplomats, bonuses of the Hanseatic Leaguage.
    - the missing descriptions of the castle libraries fixed.
    - carpenter and stonemason building times slightly longer (before everybody would spare 3 turns to have a discount, now the player has true choices: long waiting as a trade-off for lower costs).
    - roads: fixed the bonuses for the AI, slightly longer times of building, additional trade income if the FL "thinks of his people", additional population growth bonus.
    - not possible to build roads, carpenters and stonemasons in the deep steppes (hidden resource cumans), and also their upper levels in the normal steppes (hidden resource tartars). This is actually a heavy limitation for a build-up of the steppe provinces.
    - if there's a building Grassland in the province, building a road is not possible (Grasslands are for the Cumans in the steppes - no roads in such terrain).
    - recruitment slots in a few places fixed.
    - Georgia can upgrade armour in the relevant armouries (before it was treated as the Timurids).
    - slight adjustments in the benefits of the lines: paper, cathedrals.
    - fixed condition preventing the AI from building mines.
    - gallows: enabled from all settlements (not only capitals), enabled also for the Muslims, trade malus added.
    - Italian Traders: benefits slightly adjusted.
    - markets: benefits slightly adjusted, in particular to take into account the presence of the rivers
    - pics added for a few buildings.
    - local council: now has positive impact on the population growth and law (not health and happiness), Byzantium also can recruit a unit from this building.
    - fixed pagan temples chain (it was possible to build tengir temples in the settlements with any Lithuanian temple, and vice versa), bonuses limited only the the relevant factions (the Lithuanians cannot benefit from the tengir shrines - these were different religions!)
    - names and descriptions of the Town Hall buildings for the Greek culture have been changed according to the Georgios' proposals (to be verified in the future how does it play for Georgia or Serbia).


    WONDERS (JoC)
    - many fixes to the benefits wonders provide, sometimes following the Hador advice.
    - many wonders provide health that make plagues rarer and help the cities to get and stay really big (very important for Constantinople, Baghadad, Palermo or Venice).
    - the wonders' effects on law and happiness are now limited to the relevant factions (mainly on the basis of religion, eg. Kaaba provides law and happiness only for the Muslim factions, while the direct income for all factions).
    - Umayyad Mosque in Damascus is possible to be rebuilt if destroyed after a siege (before the sloppy coding of the hidden resource prevented it).
    - direct income from a few wonders introduced (as a result the other religion rulers can get some profit from the wonders - otherwise they'd be incentivised just to destroy them and get the money from destruction).
    - each wonder provides additional law benefits for the AI factions (so that these cities are less likely to rebel).
    - for some wonders pics have changed.


    GUILDS (JoC)
    - major adjustments both in thresholds and in assignement of points to accomodate the other changes in the mod (eg. limitation of the number of priests, merchants and diplomats; improvements to the princess script etc.). It seems though that the guild are relatively easy to get.
    - prices slightly raised (base 2k, master 5k) - to give another incentive for the player to keep financial reserves.
    - bonuses provided by the Hanseatic Leaguage remodelled (type of unit, population growth etc.).
    - units provided by Hanseatic and Merchant's slightly remodelled for the Baltic area.


    FREE UPKEEP (JoC)
    * this feature has been re-introduced back into the SSHIP. It concerns only certain urban militia units that could be finances by the rich burghers to keep order in their cities, or could care for themselves in the steppes (nomadic militias).
    - core buildings (city and castle) have 1-4 free upkeep slots (except from the Cumans and the Mongols). The number of theses slots is higher if the FL has the "protector" trait.
    - Graze Lands buildings provide free upkeep for Cuman and Mongol militias.


    VI. SCRIPTS, PARAMETERS, and the ECONOMIC SYSTEM
    Spoiler Alert, click show to read: 
    SCRIPT (JoC, often based on MWY)* the goal of these changes are to provide the player with better experience. The changes were made by MWY and implemented (sometimes with changes) by JoC.
    - significant fixes to the civil war (MWY, JoC) - crashes should be rare now, the average length of a civil war is halved.
    - fixes to the faction emergence script (MWY).
    - loot after the battle script extended a bit (MWY).
    - improvements to the Germanicus G5 battle script (MWY).
    - script limiting the wealth of the AI faction if it goes beyond 100k implemented (similar to the script preventing the AI from bankruptcy; perhaps similar to the script limiting money of the AI in the EBII) - (MWY)
    - the initial scripted AI sieges slightly put off in time; more precisely defined initial sieges of the Mongols: Merv, Urgench (MWY).
    - fixes in the other scripts (eg. wrong settlements names corrected) (JoC).
    - parameter requiring the AI to keep at least 3 units in a settlement added (JoC) - this is instead of the automatic garrisons that were never implemented in the SSHIP except from the tmodelsk submod.
    - scripts mentioned elsewhere in this changelog: settlement names changes, noble ladies spawn.


    Modifications of various PARAMETERS of the game (made by MWY, adapted with modifications by JoC):
    - battle_config.xml and config_ai_battle.xml: adjustment in some parameters; in particular the heavy cavalry has been nerfed significantly, but not mortally (for those who know: the essential parameter lowered from 3.0 to 1.75).
    - descr_walls: changes of the missiles into heavier bolts, and also into "stat_attr area".
    - descr_engines: slight decrease of "health" making them more liable to get destroyed.
    - descr_missions: adjustments to the change of the pope's attitude as payback of the successful missions - should stabilize the attitude of the pope if the players behaves.
    - descr_sm_resources: prices of resources adjusted mostly downwards - this is very historical as the historians still struggle why the regions producing precious metals didn't thrive on this source of income (see Chris Wickham work).
    - descr_campaign_db and descr_campaign_ai_db: many fixes and adjustments and the required changes in the descr_strat.txt (mainly concerning faction_ai_label and types) introduced - the behaviour of the AI should be more reasonable.
    - descr_settlement_mechanics: some fixes, the upgrade levels for both cities and castles is now the same, slight adjustment of the thresholds following the bigger impact of the governors' chivalry on growth.
    - descr_faction_standing: some fixes.
    - descr_diplomacy: slight adjustments in the reputation factors - should make the player losing reputation slower.


    Changes to the ECONOMIC SYSTEM (JoC, MWY):
    * the goal is to keep the overal economic balance given that some parts of the balance change due to the other modifications.
    - various parameters described above have been modified, in particular those contained in the descr_settlement_mechanics.txt. Most of the changes limit the amount of money the factions make.
    - the changes in the traits and ancillaries lead to the overall increase of income if the players pays little attention to the generals who govern the settlements (in other words: settlements with the right governor will get much more money - this means that playing tall (more build-up of settlements, less conqests) is a more viable strategy.
    - the reported rain of money from the merchants at lower difficulties have been nerfed by limiting the number of merchants (this may hurt the bigger factions of the AI).
    - prices of the guilds slightly raised, prices of the other buildings prices left as they were.
    - increase of the kings' purses: the factions have now 2500 florins instead of 1000. This helps small factions to survive (what is not so much: equivalent of upkeep of two cavalry units) while for the larger factions is a small amount.
    - the army supply costs re-done: removed from the Medium and Hard difficulty (before there was 2000 payment for sieges), while for the Very Hard it will depend on the military abilities of the generals (LogisticalSkill, education, ancillaries) and will be born both at the sea and on land. Obviously, this system is only for the player, not the AI.
    - to ease the initial pressure on the campaign costs for the VH difficulty all but the biggest (Byzantium) or richest (Sicily) factions' Faction Leaders received LogisticalSkill 1, while the Faction Heirs get LogisticalSkill 2. This is made to keep the costs of expeditions in the first few decades limited (if the player cares to pick the right general, ofc).
    - small financial costs for a change on the throne and the heir position will be born only by medium-sized factions, ie those with 5 or more settlements (the smaller don't pay anything). The pagans and the Nordic pay less, while big imperial factions pay more: 200/500/1000 for the faction leader, 100/200/300 for the heir. One of the effects of this change should be that the player is discouraged from deliberately killing his underperforming FL (admittedely, this money is still not a big issue). This amount is easy to change in the future.
    - the costs of a marriage and of a new general joining your faction (for Hard and VeryHard: 1k at coming of age, adopted, married) and marriage (1k normal marriage, 2k marriage with a princess) are clearly described in a trait message.
    - the hidden expenses have been made visible to the player: the pop-out windows with the relevant information appear in-game, and the expenses are described also in the traits (eg. traits "New Aristocrat" or "Is Besieging").
    - units upkeep prices of the units are on average lower than they were before. Additionaly, recruitment of the feudal knights and religious units is set to 0 (the upkeep left more-or-less the same). The feudal levies and professionals are, however, very expensive on recruitment (upkeep similar or higher).


    VII. MAP & PROVINCES
    Spoiler Alert, click show to read: 
    FERTILITY of all 199 provinces (in 'descr_regions.txt') reviewed adjusted according to the following framework (JoC): 0 - unlikely to develop agriculturally in the Middle Ages (very cold climate or very heavy soils or very dense forests or pure steppes or deserts)
    1 - unferitile: cold climate, little arable lands (mostly rocky or marshy); or plenty of semi- and deserts.
    2 - not feritile: dense woods, mostly heavy soils, cold climate; or mostly mountains.
    3 - average: woods, average soils with some water; or hills with moderately pluvial conditions.
    4 - ok: light woods with good soils, rivers, moderate hills.
    5 - feritile: good soils, many rivers, good climate, traditions of good agriculture.
    6 - very feritile: very good soils, very pluvial, good conditions for transport, long tradition of advanced agriculture.
    more - extremely good conditions for farming (eg. the Nile delta, Mesopotamia or Oxus delta); OR a dominant position inducing stable flow of food from the other regions (eg. London, Paris, Kiev, Palermo, Isfahan, Merv).
    (keep in mind that 1 point is 0.5% population growth)
    (before the fertility levels had rather little relation to the historical geographical conditions of the provinces)


    HIDDEN RESOURCES reviewed (in 'descr_regions.txt') (JoC):
    - 'no_pirates" added to a few provinces to make the pirates not spawning in the lakes.
    - 'capital' fixed in few place (eg. Oslo had it, but not Bergen; deleted from a few) because it's now quite important for the availability of the merchants and diplomats.
    - 'river' added/removed where it was needed (important for building River Ports - it increases the population growth significantly).
    - 'hanse' added where it was lacking (important for Hanseatic Guild).
    - 'prussia' added to additional provinces around the very province Prussia - to enable recruitment of units consisting of the emigrating Prussians (otherwise the 4 Prussian units are actually wasted).
    - 'armenia' added where it was lacking (important for Armenian regional units but also for Georgia's factional ones).
    - 'tartars' added to 13 provinces (making the overall number 17). It serves as a proxy of the presence of the steppes were pastoral nomadism was a viable way of living. It enables the building Grasslands for Cumans, Mongols and Turks. It prevents builing of paved roads, while the hidden resource "cumans" prevents also dirt roads (in 7 steppe provinces). Any province with hidden resource "cumans" creates huge unrest for factions other than Mongols, Cumans and Turks - thus it'll be extremely hard to control, eg. for the Rus, ERE or Poland (historically the steppes were taken under control as late as 18th century). Each faction draws some benefits from the Grasslands (population growth, trade) but only Cumans and Mongols can recruit their units.


    RESOURCES (JoC):
    - one additional resource: cattle (unfortunately, depicted in the city panel as a horse. To be changed in the future).
    - changes of names of a few resources: "Pepper" is "Local Spices" (given that resource "Spices" also exists and pepper was one of the most valuable oriental spices, the previous system didn't make sense), tolls are "Luxury goods" (in this case also pic is changed).
    - descriptions (info when you hover over a resource) of many resources have been edited.
    - a few on-the-map icons of the resources changed.
    - prices recalibrated mostly downwards while number of resources present on the map increased - all in all there should be a slight increase of income from trade.
    - lower number of merchants combined with higher number of resources means that there'll fewer take-overs by the AI.
    - with the view of historicity and gameplay, there's been a thorough review and changes made to resources present on the map in the following regions: Scandinavia, the Baltics, Central Europe, British Islands, parts of Italy, parts of Spain, Byzantine Balkans, Byzantine Anatolia, Maghreb, Egypt. As a result, many changes in the placement of resources. Examples:
    --- Bergen gets Luxury goods from the north (Nidaros, Lofoten) and from overseas (tusk from Greenland, fish and wool from Iceland).
    --- amber is available only along a short stretch of the Baltic sea.
    --- metals instead of silver in Severike (to signify the copper and iron rich Dalarna region).
    --- salt added to Halych (the province famous for it), but removed from Gdansk.
    --- silver in Bohemia is now accessible to the merchants, it's been moved to the Kutna Hora location. Bohemia has an additional resource: linen. Moravia got first resources: metals and honey.
    --- all English provinces got wool, the other resources were adjusted as well.
    --- provinces along Rhein and Moselle have wine resources. Many changes in the HRE provinces.
    --- Venice and Pisa provinces resources changed.
    --- Smyrna (ie Anatolian western coast) have many resources, including mastic from Chios and alum from Fokaia.
    --- silk is produced in Greece (Beotia, Corinth), but less in Marmara region; cotton is near Nicaea.
    --- Crete has 4 resource, and Cyprus 3 resources (these are islands, compensation for the lack of overland trade needed).
    --- sugar present not only in Sicily but also in Calabria and Apulia.
    --- numerous changes in Egypt, Maghreb, Spain.
    --- Sijilmasa provides gold and slaves.
    --- many, many, many other changes.


    STRATEGIC MAP (Lifthrasir, JoC):
    - Aqtobe settlement moved from the 21th century location to the 12th century location (ie much closer to the Caspian sea) (Lifthrasir).
    - capitals corrected: Norway: from Oslo to Bergen, Zengid: from Aleppo to Mosul.
    - script changing names of a few settlements in the Baltics after conquests (Turku, Kolyvan, Twangste, Kernave, Gdansk, Lubeck, Brandenburg, Prague and a few more).
    - a few changes in Rus settlements' names according to Alexandro Sanches proposals.
    - names of the Scandinavian provinces changed according to Eldgrimir's proposals.
    - many other province names corrected, especially in Magreb, England, and other parts (eg. Peloponessus to Morea, Sardinia to Sardìgna e Córsica)
    - description of the Romaioi faction rewritten (Giorgios).


    VIII. HISTORICAL FLAVOUR
    Spoiler Alert, click show to read: 
    HISTORICAL EVENTS (JoC, Kilo11, MWY):- new historical events: a few related to Hansa, a few for Poland and Russian factions, one for Hungary, Lithuania, universities, banking.
    - some events got importance in-game (eg. enable availability of certain books or of certain buildings).
    - some events mentioned elsewhere overhauled (eg. first windmill).
    - over 150 pictures for the events added (well, they're often previously used in the other parts of the mod or vanilla).
    - William Wallace and Bulgarian uprisings fixed.
    - Qara Khitai Trade & Invasion script introduced - they may invade the Seljuks around 1140.
    - names - a few Muslim new names for the characters introduced, and also a dozen of Polish.


    STARTING POSITIONS (JoC):
    - starting sieges tweaked (fixes to the code, swapes to the factions, settlements, timing)
    - High Era Campaign disabled (will not be available until after 1.0).
    - almost all factions' starting armies adjusted, either to balance the budget, or the make things more historical, eg.:
    --- Fatimid army switched to more black soldiers (acquired as part of baqt agreement with Nubia).
    - a lot of changes in the starting buildings and traits/ancillaries for the generals (neccessary to avoid the initial heavy negative growth, public order impossible to control or budget deficit, esp. in regions with huge cities: North Africa, Egypt and Persia). In particular: 1) a few FL got "protector" trait (ie more free upkeep slots); 2) a few huge cities got "food tribute" buildings (ie more growth - to compensate the changes in fertility levels); 3) many settlements start with higher farm levels; 4) many settlements lost a few building.
    - Rus: Volodymyr turned into city, while Turov and Rostov into castles.
    - Lithuania starts with slightly better buildings that provide initial units and enable a quick expansion so that it can survive.
    - Hungary: Zagreb and Varad turned into castles, Gyulafehervar and Szekesfehervar into cities.
    - France: Orleans turned into castle (so that France has at least 1 castle), Gand into city (so that it's possible to exploit the flanders hidden resource later).
    - Georgia: Kutaisi switched into a castle so that Georgia has at least one.
    - Denmark: received a diplomat and a second merchant (now they're working in Prussia and near Oslo).
    - Norway: army moved to be ready to attack Skara, second merchant added (now they're working in Scotland and in Denmark).
    - England: city/castle switches.
    - HRE: Nurnberg turned into city, while Ulm into castle.




    POLAND's historical redress (JoC)
    - a few historical events are introduced (Ostsiedlung (early 13th c.), first tournament, cracow_location (mid-13th c.), synod_of_leczyca (Council of Łęczyca: late 13th c.) to indicate the period of the military transition in the Polish roster. They have been used frequently in the coding.
    - Piast Nobles are available for much longer time (until Łęczyca), Polish Knights come later and also last longer, and Feudal Knights accordingly later. Furthermore, the technological change (Piast Nobles -> Polish Knights -> Feudal Knights) occurs earlier in the castles than in the cities but there's no difference between mountd and dismounted versions in time of disappearance. Piast Nobles are called Możni (and the foot version: Spieszeni Możni); while Polish Knights are Rycerze (and Spieszeni Rycerze).
    - Strzelcy (coded: Polish Shooters) appear after the Mounted Crossbow event (not Heavy Mail). That means they come much later than previously (turn ca. 170 instead of 100).
    - Poland has access (again, as it was the case in the SS6.4) to the ex-Lithuanian Raiders (light horse archers), but only in the castles in Lithuania and Prussia (5 provinces) - thus in very limited numbers (1 every 11 turns per castle in perhaps 2 provinces). It also has access in the castles in those 5 provinces to the Prussian units (effectively 2-3 castles after conqering them).
    - access to the Scouts unit has been added, and in certain regions (Prussia, Plock, Lithuania etc.) also to Northern Javelinmen (ex-Prussian Auxillia) (otherwised the stables would be useless for the first 170 turns).
    - unit "Polish Retainers" has been re-introduced in the game (they were there in SS6.4). Being a feudal unit, they're available from castles starting with the Heavy Mail event (turn ca. 100). The unit is called now "Pocztowi".
    - Poland has access to a few missile units, even though in low numbers. The Slavic Levy Archers (previously called Peasant Archers) and Forest Archers (ex Lithuanian Archers) are complemened with a very limited access to Archers (a generic unit that was also present in the SS6.4. It happens only after Ostsiedlung event, and the numbers are rising with Leczyca Council - at the expense of the Levy Archers). Another unit that has been made available is the Crossbow Militia (in low number, rising after Mounted Crossbow event) - while Mercenary Crossbowmen come much later to the Polish lands (only after Mounted Crossbow). The Hunters are available in wooden Central Europe as mercenaries, as before.
    - removed recruitment of the Peasant unit (but keep in mind that the Peasant Archers are called Slavic Levy Archers and have 2 missile that makes them a viable unit).
    - switched castle vs. town between Plock and Wroclaw; getting rid of roads in Plock (these were dense forests at that time!), a school in Krakow (it was soon to founded, but perhaps not yet), and some other buildings. You need to build up Krakow before you get some ministerial offices.
    - resources completely re-done to be historical and good for the gameplay (trade income, placement of merchants).
    - some traits introduced for the initial characters to create initial loyalty problems (historically it lead to fragmentation from 1138).
    - the merchant and the diplomat start in Hungary that is at war Poland (but historically it was a very short-lived one).
    - all in all, in the hands of a player at VH, Poland is poised to deal with internal challenges: build up of the settlements, grow of population, and preparing for the change on the throne. Expansion is obviously possible (esp. Olomóc or Stettin), but these provinces may become a battleground against Hungary and HRE. Poland is already a medium-sized faction (5 settlements) so it gets no discounts for small factions eg. on the costs of a new leader. It needs a stronger economy for a successful expansion.
    - information windows pop out when Krakow, Wroclaw and Praga are occupied - this gives some historical flavour (text and pics).
    - a few new Medieval names and surnames were introduced, some were removed, and the Polish diacritical characters [ ó, ń, ę, ą, ś, ż ] will feature in the names of the Polish nobles (sadly, no ł ).
    * as for every other faction: Crowns requirements were fixed (and also an icon), Ministerial Offices introduced (with a special Palatinus for Poland).
    * pro memoria: for 096 names of the Polish provices changed and Provincial Titles got revamped (names, benfits, icons).


    INFORMATION WINDOWS with explanations to various elements of the game (JoC, with Kilo11 spell check)


    IX. SOUNDS & GRAPHICS
    Spoiler Alert, click show to read: 
    EXPANDED MUSIC (JLMP)- removed piano and other unfitting music (in total 11 strat, 7 battle, 2 menu tracks)
    - added 8 new regional music types: slavic_orthodox, oriental_orthodox, lithuania_ee, cuman_steppe, hold_jerusalem, sicily_meltingpot, gaelic_lands, norse_christianized
    - added 81 new songs/pieces of music
    - changed or restored 2 new misc menu sounds


    VOICES FIX (JLMP)
    - fixed all "unit_select" battlemap voices (but mongols, as they are unplayable)
    - on english game version: georgia's accent set to east_european, cumans set to mongolian
    - partially restored mongolian accent on stratmap, disabled 80% of Sultan and Allah mentions


    GRAPHICAL FIXES (Belovese, JLMP)
    - quotes in the loading screen have been fixed
    - new pics for loading screens
    - new pics for many buildings and for the events


    Changelog for patches A-E:
    Spoiler Alert, click show to read: 
    (X) information windows:- changes on the thrones (Death of Leader events) and changes of the names of the settlements after a conquest will be notified only to the neighbouring factions - as a result the player will get fewer notifications.
    - a warning will be issued when the FL gets senile - to remind the player that he should have some spare money to pay for the funeral if the FL dies, to pay attention to the usurpers, or just to pay attention to the weaknesses as he's a governor or an army leader.
    - explanation of the initial Forced Tribute buildings attached
    (X) recruitment of units:
    - recruitment of the Georgian units fundamentally reviewed and improved. Two new events (Georgian Golden Age, Georgian Revival) introduced as conditions. They are triggered not by time but by the course of the events, even thought there's a fall back - a certain date will trigger the reforms irrespectively.
    - recruitment from SiegeWorks tweaked (more complicated conditions to recruit mangonels and trebuchets - based on historical events).
    - some order for the Cuman Militia recruitment (all levels of city barracks).
    - a few simple tribal units (Bondir, Scottish Skirmishers, Causacus Hillmen, Lithuanian Skirmishers, Berber Javelinmen, African Tribal Warriors) are recruitable from the castle core buildings, with no increase in numbers as the castle gets upgraded (only some experience more). The same units are also recruitable from the barracks in the cities, also with no progression (but no progression even in experience).
    (X) buildings
    - fixes to the recruitment of priests (both churches and theologian guilds).
    - benefits of the Ikoner Studio made more complicated with Byzantine Renaissance mechanics added.
    (X) guilds
    - Hanseatic system fixed: plugins re-introduced into EDB to make the script working, special triggers to ensure that the non-eligible regions won't get the guild).
    - getting any guild will make getting another one of same type in another settlement unlikely soon (other guilds should be offered first).
    (X) map
    - resource Marble changed into Stone, a new map model is included (thanks to Makayane and Zantorian).
    (X) initial situation
    - (further) re-positioning of resources (Spain, Germany, Italy);
    - thresholds for upgrade for cities lifted upwards given the observed effects of changes in parameters and fertility (change from town to large town and from large town to minor city were very easy, even without the need to build everything). The required re-levelling of the settlements done.
    - what follows, some adjustments in the set of buildings in the starting settlements.
    (X) traits and ancillaries
    - some tweaks to the traits (triggers and descriptions), in particular preventing to get Coward from the autoresolved battles; adding the FL initial authority.
    - PTs for Ulm and Hamburg fixed.
    - some pics of ancillaries changed.
    (X) mechanics
    - new events (Georgian Golden Age, Georgian Revival, 2x Byzantine Renaissance, 1 Lithuanian) - all with the gameplay implications.
    - "First Scotish Uprising" added to the script to mirror the William Wallace uprising of the late era (that one may happen only after turn 250, while the new one - instantly).
    - marginal fixes to the Mongol Invasion script
    (X) fixes
    - fix to the Quotes bug that prompted very frequent crashes on entering and exiting the SSHIP, and also after battles


    The work on version 097 was made by Lifthrasir (maps for the crowns, switch of Aqtobe, silver in Bohemia fix), MWY (fixes to many scripts, parameters, units, and numerous other changes included in his pre-2018 work), Just Let Me Post (new sounds and voices fix, some pics) Kilo11 (corrections/rephrasing of texts in EDCT and historial_events; descriptions and pics for most of the books), and JoC (the rest of the changes), with input from Giorgios (coding and descriptions related to the Romaioi campaign and buildings), j.a. luna (some Provincial Titles coding), Eldgrimir (names of the Norwegian provinces), Alexandro Sanches (names of the Rus provinces), Tripledot, Navajo Joe & Kilo11 (spelling checks), Thorbjorn Jagelund & officialdeo (bugs-finding), Lurker from Codex (fixes for 096 were helpful in finding the bugs), Belovese (fix of the quotes).
    Very helpful were the programs made by Belovese and XXZit.
    Last edited by Gigantus; September 01, 2022 at 11:09 PM. Reason: Fieldset BB Code

  2. #2

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Well, the v0.8.0 installer has been detected as a virus by Chrome... is this normal?

  3. #3

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    No idea about Chrome, I only use that on mobile.

    If you downloaded from link by Lifthrasir it should be no problem- just pay attention to what you click as some other sites on mediafire etc have ads that might link to viruses but the actual download posted is clean.
    Last edited by Ichon; June 16, 2014 at 02:06 PM.

  4. #4
    Cleomenes III's Avatar Civis
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    All factions have french voices... wut do?


    Ego sum Attila flagellum Dei

  5. #5

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    If SSHIP gets bigger you might want to put an alternate download link, mediafire is so slow and I have fast internet speed.

  6. #6
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    The problem is to find one allowing big files. Any suggestion?
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  7. #7
    MatVego's Avatar Civis
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Quote Originally Posted by Lifthrasir View Post
    The problem is to find one allowing big files. Any suggestion?
    https://mega.co.nz/ ?
    "Those Who Sacrifice Liberty For Security Deserve Neither."
    - Benjamin Franclin (1706-1790)
    "The best fortress which a prince can possess is the affection of his people."
    -
    Niccolò Machiavelli (1469-1527)
    "A Nation That Does Not Respect His Past, Does Not Deserve Respect Of The Present And Has No Right To The Future."
    -Józef Piłsudski (1867-1935)

  8. #8
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Many thanks bieluxd. I've created an account on that site and have added a new link in the 1st post.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  9. #9

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Is the animated archers bug fixed in the v0.8 Beta? I mean the archer models originally from Deus lo Vult that were really buged in this mod with their bowstrings acting all wierd

  10. #10
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Unfortunately, not yet. I'm almost done with the new factions entries in the different files. Then, I have to make the new banners for Fatimids and Rûm as the present one aren't accurate. Then, I'll be able to work on the animations. Borrowing a famous sentence, I would say: "My kingdom for more free time!!!" to mod faster.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  11. #11

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Quote Originally Posted by Lifthrasir View Post
    Unfortunately, not yet. I'm almost done with the new factions entries in the different files. Then, I have to make the new banners for Fatimids and Rûm as the present one aren't accurate. Then, I'll be able to work on the animations. Borrowing a famous sentence, I would say: "My kingdom for more free time!!!" to mod faster.
    Okey thanks for the info mate . I will be playing some Rome II DeI untill your new version is out (Rome on legendary diff is a damn pain hehe )

  12. #12

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    this mod looks really, really good. I am looking forward to trying it. Much appreciation to the team developing it.

  13. #13
    Katakouzina's Avatar Laetus
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Greetings!
    I have recently downloaded the SS 6.4 mod and i was very excited to realize that there is a newer HIP than 7.0 which i had months ago. Unfortunately im not very familiar with installations etc. and is quite duffucult for me to achieve a succesful installation.
    Anyway ,i have a clear ss 6.4 version now and i downloaded v080 and v082 (full install). Firstly i ran the setup (early campaign, savage, RR.RC).I also ran the v080 into the ''classic'' mods/SS63 folder, (where SS_setup, SS_launcher ,data etc. are located) but literally nothing happened. Thereafter ,I tried to unzip the v082 rar. but it couldn't extract its files, because it stopped around 97%. I'm really desperate and i would need some kind of guidance here. Im using windows8.

  14. #14
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    That's strange because I've tested the zip file from the "full install" to be sure it was ok and I didn't find anything.

    In that case, you've got 2 options:

    - option 1: try to download again the full install zip file and see if you can extract it.
    - option 2: download the v0.8.0, V0.8.1 and v0.8.2 and install each of them. As the v0.8.0 installer doesn't work properly sometimes, I recommend that you run it into a separate folder. Then you can merge v0.8.1 and V0.8.2 with it. Finally, merge the obtained "data" folder with the one located in your SS6.3 folder.

    Let me know if you still have troubles to install it.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  15. #15
    Katakouzina's Avatar Laetus
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    Icon14 Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Quote Originally Posted by Lifthrasir View Post
    That's strange because I've tested the zip file from the "full install" to be sure it was ok and I didn't find anything.

    In that case, you've got 2 options:

    - option 1: try to download again the full install zip file and see if you can extract it.
    - option 2: download the v0.8.0, V0.8.1 and v0.8.2 and install each of them. As the v0.8.0 installer doesn't work properly sometimes, I recommend that you run it into a separate folder. Then you can merge v0.8.1 and V0.8.2 with it. Finally, merge the obtained "data" folder with the one located in your SS6.3 folder.

    Let me know if you still have troubles to install it.
    ok, it was my fault. The isntallment procedures is easier to be made into an external folder. I cut- pasted the data in my mods/SS6.3 data folder and im experiencing the "unspeciefic error" problem now, while entering the new SSHIP.I'll try to solve it on my own because i've probably made a mistake in one step. Thanks for your responses.
    For similar questions should we use an other thread or they have to be made here?

  16. #16
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Regarding installation issue, you can post here. For other issues, you can post in the relevant post named "SSHIP - Bug reports & Technical help".
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  17. #17
    Katakouzina's Avatar Laetus
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Finally ! problem solved ! After merging the data, i had to "right click > run as administrator" the SS_Launcher, otherwise, in every other attempt the
    "unspeciefic error" came out in the loadscreen . I had to post this detail for anyother windows 8 user, who might has the same problem in installation.
    As an ERE player i'm really impressed by the details and the upgrade of Constantinople as a fully developed settlement of the period. Next time Hippodromos might be added as a special buiding ! So ,im ready to pay my enemies with gold and silk ,so that they wont attack me

  18. #18

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Everything seemed to go perfectly.... I click "Launch"...

    "Unable to locate Kingdoms.exe.
    Is Kingdoms.exe located in your MTW2 folder?"


    Has anyone encountered this or know how to get around it?

  19. #19
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    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Quote Originally Posted by Provencal View Post
    Everything seemed to go perfectly.... I click "Launch"...

    "Unable to locate Kingdoms.exe.
    Is Kingdoms.exe located in your MTW2 folder?"


    Has anyone encountered this or know how to get around it?
    You're using Steam, correct?

    If so, copy the medieval2.exe, and rename the copy to Kingdoms.

  20. #20

    Default Re: [Release] SSHIP - Beta v0.8.2 downloadable - 21st of April 2014

    Quote Originally Posted by Larkin View Post
    You're using Steam, correct?

    If so, copy the medieval2.exe, and rename the copy to Kingdoms.
    Copy it to where?

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