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Thread: OPEN ALPHA release | DOWNLOAD v0.85 |

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    Default OPEN ALPHA release | DOWNLOAD v0.85 |


    OPEN ALPHA BUILD 0.85


    DOWNLOAD Build 0.85 | PATCHESupdated 30/Oct/2015
    LOADING SCREENS OVERHAUL
    G5 Settlement Fixes


    MOD REQUIREMENTS:

    Medieval II Total War game
    +Kingdoms expansion at least patched to v1.5

    Stainless Steel 6.4 mod
    Properly installed in its own mod folder "SS6.3"
    Clean of other submods, or at least turned off through the submod manager
    (The Bugfix Compilation is ok to have)
    DOWNLOAD Stainless Steel 6.4


    WINDOWS 7 OR VISTA USERS:
    check this thread


    WINDOWS 8+ USERS:
    you may try same solutions for win 7
    but better install everything
    (STEAM, M2TW, SS6,4 and TITANIUM)
    outside the Program Files folders,
    as there is no effective way to disable the UAC.


    7-zip is the recommended program for opening .7z files
    Download it here


    STEAM USERS:
    check this thread


    INSTALLATION:

    Pre-setup checks
    Make sure your copy of SS6.4 doesn't have any submods active.
    It is highly recommended you had applied already G5 settlement fixes
    although they can be added later to Titanium as well.

    Stand Alone Titanium Method:
    1-Extract 7z content into M2TW "mods" folder using 7-zip
    You should have now a Titanium_Alpha folder in M2TW's "mods" one
    2-Run the TITANIUM_SETUP.bat inside the Titanium_Alpha folder
    this might take some time while the necessary files are copied from SS6.4.

    SS6.4 converted into Titanium Method:
    1-Rename "SS6.3" mod folder to "Titanium_Alpha"
    2-Extract 7z content into M2TW "mods" folder using 7-zip and accept to overwrite
    Effectively merging both Titanium_Alpha folders
    3-Run TITANIUM_SETUP.bat inside the Titanium_Alpha folder
    this method is much faster than the other.

    G5 Settlement fixes
    If you didn't apply these before and already installed titanium
    all you have to do is open the G5_Settlement_Tweaks.7z file
    navigate inside opening the SS6.3 subfolder
    and drag the data folder into the Titanium_Alpha one

    Final Step
    Run SS_setup.exe and select a campaign
    this will guarantee that everything is in place to play the mod properly.
    Also is recommended to run the reset_map_and_sound.bat every time you switch campaigns.
    Alternatively you may add these files into the mod folder, specially if your M2TW is not the English language version.

    For Steam Users:
    Inside the Folder "...\Titanium_Alpha\steam_users\strings.bin_backup\"
    are the strings.bin files missing that medieval2.exe doesn't regenerate.
    Copy them to "...\data\campaign\early\text" and "...\data\campaign\early1139\text".

    Important
    About Hotfixes\Updates
    They will only work if applied after the setup process is fully completed, otherwise they will be ignored and deleted by the TITANIUM_SETUP.bat.

    Use this same thread to report bugs/inconsistencies/etc
    Also feel free for doing suggestions and criticism

    Keep in mind this an alpha and most things are subject to change before the final product

    TITANIUM 0.85
    1100 Campaign Map Preview
    1139 Campaign Map Preview
    CONTENT:

    Based on Melooo182's SS6.4 Bugfix Compilation v1.27
    fixes
    Major Bugs/CTD fixes:
    1.0
    -Hospitaler Knights CTD fix by Baraban
    -Italian Men at Arms CTD fix by valky
    -Really Bad AI (Fixes CTD in Battles with reinforcements and generally improves the Battle AI) by G5(Germanicus5)
    -FIX for a semi random CTD caused by some Teutonic Order scripted siege around turn 130
    1.2
    -CTD fix for mongols and timurid scripted sieges, Fix by stevietheconquer and Geoffrey of Villehardouin
    1.26
    -Fixed some mistakes in the BM.MDB which caused CTDs with some english Archer.
    -Corrected typo in early era campaign script.
    -Update on Scripted Sieges, greatly reduce likelyness of CTDs related to them.

    Minor Bugs fixes:
    1.0
    -HRE Teutonics Knights Chapter House Fix by Ishan
    -Woodsman Guild Archers Bonus Fix by Newt
    -Bloodline descriptions and names fix (Alberi di Famiglia Regal submod by Seether) Tweaked
    -Stables and Tourney building Guild points fix
    Tourney and Jousting buildings now increase chances of a Horsebreeder Guild and/or Swordsmith Guild, instead of Woodsman Guild.
    -Persistent Spawn of merchant and priest on dead factions fix by Gorrrrrn
    -Faction Leader Death event spam Fix
    -G5 Economy Script Fix (campaign_script.txt) by MWY updated by gsthoed
    -Mercenary Elephants and Crusader Sergeant fixe
    -Witches with Piety instead of Magic on their traits fix
    -Byzantium and Denmark vanilla stratmap flag instead of SS new one when under FOW fix
    Includes Kwarezm Stratmap flag proper update
    -Mongols Priest named as EMT_MONGOLS_PRIEST_2 Fix
    -Seville should be Badajoz Fix
    -Bishop Trait loss description Fix
    -Transilvanian peasants texture Fix
    -Corinth misplaced in Early Era Campaign Fix
    -Konigsberg("Palanga") misplaced in Late Era Campaign Fix
    -Knights of Santiago Incorrect Mount Fix by Aymar de Bois Mauri
    -Woodsmen Guild Icons Fix for middle eastern and south european factions
    -Horsebreeder Guild Icons Fix for middle eastern factions
    1.2
    -Lusitanian javelimen duplicate fix,
    by Aymar de Bois Mauri
    -RR AoR longbowmen availability fix (now matches this site info)
    -Disabled RR Camel Gunners requirements fix
    -Kievan Rus Tsar Crown ancillary fix
    -Princess EducatedWoman trait fix (last level reduced charm)
    -Princess PassionateWoman trait description update (last level reduces fertility)
    -AI priest piety boost when near an heretic trait fix
    -Non-playable battle map location fix
    -Series of Hates/Fears (religion) traits triggers fix (no more muslims that hate muslims etc)
    -Kwarezm proper Agents Info Images and Icons
    -Templar Heavy Spearmen and Lithuanian Late Spearmen animation Fix (they were using macemen animations)
    -No more silver surfers!, fixes most if not all missing or incorrect assigned textures.
    1.21
    -AIGracul faction standing triggers dupe entry removal, by gsthoed
    -Megas Konostaulos ancillary trigger fix, by gsthoed
    -Banner of Herakleios ancillary trigger fix, by gsthoed
    -AI Generals' wife negative traits triggers fix, by gsthoed
    -Sorted redundancy in some Post Battle Traits triggers, with help of gsthoed
    1.25
    -Black Plague event location fix for Corinth Late Era.
    -gsthoed localized text improvements and fixes, further tweaked and with restored British spelling.
    -More EDCT fixes, Cardinal Corrupted Trait Triggers, Religious Merchant Triggers, MerchantFamily trigger dupe removal.
    -Turks and Egypt proper merchant icon.
    -Unique Mulsim Assassin Stratmap model fixed and implemented.
    -Proper early and late era faction names for "Faction Leader Death" events.
    -Cleaned descr_rebel_factions.txt of unused rebel subfactions.
    -Novgorod and Sicily Spy textures tweak to display better their faction colors and differentiate from each other.
    -Sicily Merchant texture tweak for differentiating better from "Independent" merchants.
    -ME school building icons improvement.
    -Castle Academic Building Tree properly working and with 'new' icons.
    -Optimized Interactive Events script, they should have less impact on turn times now. Thx to this Tutorial
    -Included gsthoed's suggestion for improving Important Persons ancillary scripts.
    -Corrected Crusader States priest icon.
    -Aragon agent icons proper colours (some where using spanish gold and red).
    -Faction Killer trait triggers simplified along with workaround script optimization. Thx to gsthoed
    -Corrected Denmark agent icons.
    -Corrected colours for egyptian Spy icons and texture, now it uses a sand yellow that blends in better with the faction colours.
    -Revised character names files (names.txt, descr_names.txt) mainly cleaning and added some commented out lines for easier modification through submod manager.
    -Both Early and Late Era starting families edited to include child faction heir/leaders where it would apply, as well as past faction leader distinction where it applies.
    -Changed "has_family_tree no" for "has_family_tree teutonic" so the teutonic order can be destroyed like any other faction.
    -BM.MDB's dismounted_armats_ug1 duplicate renamed to dismounted_armats_ug2 (it could be used as a gothic armour upgrade for dismounted men at arms).
    -Aragon and Genoa Princesses textures edited to differentiate more from each other and from Castille.
    -Teutonic Order strat map (Faction Leader and Generals) models and texture tweaked, fixing some minor issues they had.
    -Other miscellaneous fixes such as campaign script optimization for lessening impact on turn time.
    1.26
    -2nd Upgrade for english Longbowmen was missing melee maul and small round shield
    -Lithuanian Berserker trait birth trigger fix. Thx to gsthoed.
    -Light Men at Arms and Light Swordsmen fixed mediterranean accent removal, they should use their faction accent now.
    -Byzantine Agent info cards and icons now properly display how the model looks.
    -Aragon Agent info cards updated with proper colours.
    -Minor tweaks on Denmark Agents info cards and icons.
    -Some Polish units info cards and icons updated to actually show how they look in battle.
    -Pistoliers Black Helmets fix
    -Removed some redundant conditions on some Trait and Ancillaries triggers.
    v1.27
    - Lithuania Faction Leader Death Events were completely missing.
    - More varied princess come of age notification event images (Campaign Script Customization submod).
    - BGR2 setup txt tweaked for greater compatibility with other submods.
    - Fixes to some campaign script errors/oversights from my part + general improvements thanks to gsthoed.
    - Tweak on extras submod for better compatibility and installation order.
    - Included Batch file that cleans the mod folder of some bloat files, unnecessary for the mod as well as left overs from previous Bugfix Compilations not needed any more or that could cause conflicts.
    - Updated 2TPY submod which now halves income from settlements and religious conversion rates properly adapting them to a 2tpy pace.
    - Cleaning in some text files that had junk code lines
    - Removed some unnecessary files from the bugfix compilation package
    - Texture fix for cumans and kievan rus strat map general models
    - Further Campaign Script optimization
    - EDCT and EDA triggers optimizations
    - Timurid captains and generals texture tweak
    - Lithuania stratmap captains and general tweak
    - More Agents UI icons and info portraits tweaks

    Includes:
    -2TPY submod (integrated by default)
    ..properly done with accordingly adjusted recruit/build time and replenishment rates
    -City Horsebreeder's Guild submod
    ..allows horsebreeder guilds to be built in cities
    -Castle Academic for All submod
    ..allows every faction to build castle academic building tree for training diplomats
    and which can convert to diplomatic buildings tree if castle transformed into city
    -Courtesan Ladies Redux (RLC update) optional submod
    -Melooo182's Islamic Princesses
    ..along with inter-religion marriage traits and papal excommunication script for non fully catholic leaders
    -Melooo182's Regional Knight Orders for All
    -RKOfA RR's tweaks (unreleased version)
    ..edits recruit pools for crusader states and teutonic order mainly
    -Melooo182's Kingdoms, Empires and Republics BETA 3 (unreleased version)
    -KER extras (loans script, reduced income, slower conversion, more agressive rebels)
    -Melooo182's Watchtowers as Small Villages optional submod
    -Melooo182's Levy infantry (based on mynameismud idea)
    -Melooo182's Viva La Rebellion!
    ..Re-Emerging Factions script tailored for Titanium with some minor extras
    -Melooo182's Campaign Historical Improvement Full version (unreleased submod)
    ..new regions (at expenses of others in historically less populated areas)
    ..adds new rebel subfactions
    -Edited SSNOP1.1
    -Melooo182's Spying Dread Reduced
    ..based on this idea
    -Master Zuma's Stone Forts
    -Bane's Altern Radar Map
    -Soulston AI option
    -Lazy's Weaker Heretics

    New content/Changes:
    Build 0.6

    Front End/Main menu Artwork
    NEW TITANIUM map based on CHI, HURB and parts of SSHIP's maps (subject to change)
    Campaign end date set at 1350 (subject to change, possibly ~1250-1225 for early era)
    Obotrites Faction replacing Lithuania (using renamed lithuanian unit roster)
    Obotrites catholic conversion script (seems to work fine but still needs more testing)
    Abbasids Faction replacing Timurids (using a mix of turk/kwarezm/egypt units)
    Soviet920's Castille and Leon banners
    New Main menu music
    Disabled RR (and "AOR on" variant) removed
    Build 0.8:
    -rebel silver surfer EE levy infantry fix
    -RLC compilation mistake fix (as well as moving all its trait/anc triggers to submod)
    -missing battle obotrites and abbasids faction ui symbol
    -obotrites faction leader trait issue fixed, along all missing references and the whole antitrait thing.
    -added wifeis*religion* removal trigger when it matches faction religion.
    -kingdoms_factionheir_turn0_catch fix
    -Next_Heir_Trait\Desinherited_Trait gsthoed fix added
    -Civil Unrest fix suggestion added with some differences, made a bit easier to get unrest.
    -RBAI missing file fix
    -Lithuania conversion script improvement and simplification with gsthoed suggestions
    -fixed wrong name in crusader states re-emerge script
    -Crusader States no longer have an army near toulouse if AI controlled
    -correct Toulouse and Bordeaux provinces names
    -added new norway banners courtesy of VltmaRatio
    -crusader states campaign map special characters models preview
    -campaign_script fixes and updates
    -Loan script update, had some minors mistakes and missing references.
    -Lithuania/Obotrite catholic conversion historic event text tweak removing the part that said "all christendom rejoiced" of their conversion to catholicism
    -No Heir Yet trait fix
    -Events text darkened for better visibility
    -Next Heir Ancillary update, now refers to a ring instead of a crown and has a new icon showing a ring, also description text has been updated to clarify it doesn't work always.
    -Averroes, Maimonides, Ptochoprodromus added to great people's ancillaries.
    -Merchant books ancillaries now appear on appropriate dates.
    -Fix for missing Abbasids ports and ships.
    -Applied "Weak Heretics" submod toning down heretics stats
    -Additional traits for CS inherited titles through princesses
    -Other miscellaneous improvements on trait and ancillary triggers
    -shortened Teutonic Order event video removing everything after the TO faction introduction.
    -some tweaks on Obotrites and Abbasids faction description.
    -SSNOP updated to v1.2 + some extra tweaks
    Build 0.81:
    - Levy Infantry models for all cultures, some will be replaced later by better ones.
    - Abbasid using timurid banners bug fixed.
    - Heavy Mail models for Light Men at Arms, they are just beefier and have some different torso textures, both variants are now available to the rebels.
    - CTD caused by extra revolting armies fixed.
    - Extra names added as well other miscellaneous tweaks to name files.
    - Made Crusader States prefer naval invasions in hope they try to invade Mediterranean islands and escape usual Fatimid onslaught.
    - Fixed Abbasid Military ancillaries and traits, they were still using Timurid/Mongol ones.
    - Fixed Aragon Men at Arms early access inconsistencies, now they do have early access regardless of the stable building level.
    - New Teutonic Order icons and info images for Mounted Sergeants, Light and later Men at Arms.
    - Other Miscellaneous fixes to the battlemodel.modeldb file (mismatching normal maps etc)
    - Textures Miscellaneous tweaks, specular relflections, TO peasants correct texture etc.
    - Fatimid vs Abbasid AI standings tweaked, they should like less each other now.
    - Some tweaks to Rebels Campaign AI from Beermugcarl's Improvements, in theory rebels should defend more their settlements.
    - Moved Bridge blocked by mountain near Thessalonika so there should access through there now.
    - Land Bridge near Arta to the Peloponesos fixed, is guarded by the Fort nearby.
    - G5 Settlement Tweaks included.
    Build 0.82:
    - Real Combat 2.0 Added
    - Royal Ties trait effect description was wrong stating it added +3 loyalty while it really was +2
    - Sherwood Archers nixed for good.
    - Tweak on baltic rebel subfactions, making them more likely to spawn stacks
    - Update for RLC script because the Royal Envoy dummy unit was reclassified as non-combatant spearmen to avoid issues with RC2.0 changes.
    - More Names Courtesy of Geoffrey of Villehardouin
    - Armor Piercing removed from Polearms and Axes, in return their damage havebeen increased to compensate, this leads to a more balanced overall performanceof units with these weapons.comments of the changes are included in the EDU file.
    - Armour upgrades in smith building tree updated to work with RC2.0
    - Character names ending with a special characters (#, +, _) and their associated bug fixed
    - "Viking" units names changed to "Norse"
    - Added some missing UI files
    - Byzantine Starting Family Expanded and Updated
    - Missing greek culture dead generals portraits
    - miscellaneous tweaks (shared, strat and tooltips.txt)
    - Since inconsistency in UI info images sizes can incur in CTDs here are most of the deviant images resized to 432x172px which the standard size for most SS portraits. There still remain lots of them using vanilla M2 vertical style, but those don't seem to cause trouble unlike the ones edited here.
    - Byzantine early era model pack by Paleologos: Peasant Archers, Peasants/Levy Infantry, Acontistae, Contaratoi
    - Update for Abbasid faction standings: should like even less the Fatimids now for real.
    - Slight change in RLC script replacing Eikundarsund for Oslo as Courtesan lady spawning settlement.
    This in in view that the new map won't have Eikundarsund as a settlement.
    - Changed terrain type Swamp name for Wetlands so it can represent marshes and other similar biomes.
    - Updated list of junk files to be removed with batch files.
    Build 0.84:
    - New map complete with pre-placed forts and compatible pre-placed watchtowers submod
    - Updated Province Ancilary titles
    - Some tweaks on Polearms damage values suggested by k/t in RC2.0 thread
    - Seljuk Turks colour changed to blue/white and more historicaly correct symbols/banners
    - RLC submod updated and script fixed
    - Miscellaneous tweaks such as corrections in campaign faction descriptions, Grand Duchy of Kiev renamed to Kievan Rus' etc.
    - Some EDB fixes regarding AoR
    Build 0.85:
    - Named pre-placed forts, now as "minor settlements".
    - New Stratmap model for pre-placed forts.
    - New model for Catholic Kings and Family Members/Generals, not captains.
    - Tweaks on Byz stratmap models to use smaller and redistributed texture files.
    - New Textures for Stratmap, based on SSHIP's.
    - More fixes for RLC submod script, i'd say it should be free of bugs now but we need you to test that
    - Faction names in the Stratmap have been generalized for taking in account Dynasties change like for example Ayyubids taking over Fatimids, Almohads over Almoravids, etc.
    - Saladin Emergent Character for Egypt, uses a script very similar to that of Wallace, he will even siege Cairo if not under egyptian control when he spawns, variable date, the worst Egypt is doing the earlier he's likely to appear, which may also bring Shirkuh if early enough.
    - Historical Reynald de Chatillon and Balian of Ibelin also show up later if Saladin does Emerge, only if the Crusader States do really need them though.
    - Reworked Scripted Sieges in general, Now logs a message in the .log file every time the script is successful.
    - Zirids (1100 campaign only) and Georgia as new playable factions.
    - 1139 campaign as secondary Early Era option, with Portugal as playable faction.
    - Karaislam's sneak peak of CTUR models, only Turkish Horse Archers for the moment.
    - Scandinavian provinces of Uppsala and Skara replaced with, Moravia (Brno) and Friesland (Groningen), Utrecht now is the capital of Holland Province.
    - Aberdeen province replaced by Alania in the north caucasus
    - Zagreb and Trieste replaced as capitals of their Province by Knin and Laibach respectively, "minor settlements" placed to represent the former settlements.
    - Constantinople and Jerusalem Jihad Garrison Scripts tweaked to add in a delay, in atempt to fix the issue of these faction growing quickly in military forces when under Jihads.
    - Added script for disbanding AI crusade/jihad units some turns after the crusade/jihad ends.
    - Added script for toggle Campaign Map UI on/off with SCROLL_LOCK key.
    - Fixed some errors that caused CTDs with Re-Emerging Faction script.
    - Added more religious council events, Historically after the Lateran Councils there were a series of Ecumenical ones.
    - Lithuania/Obotrites Chritianization interactive event now requires that the Faction Leader not only has the Catholic Trait but also needs 7+ in Authority Attribute, also the event is only asked once in a FL lifetime.
    - Fixed Pre Placed Stone forts in Battlemap, were previously showing as wooden forts.
    - Cities and Castles can basically train the same troops, however Castles still have faster pool regen rates for previous castle only units, while cities for militias and professionals. Yes you can have Archery Ranges and Stables in cities now, in addition these buildings along barracks increase recruitment slots by 1.
    - Fixed some AoR mistakes IMO, that allowed factions to get double ownership of AoR units native to your faction.
    - Mounted and Armored Sergeants are AoR units now available from Frisia to Sicily provinces, including the whole historic France.
    - New visual for 1st tier of Italian Cavalary Militia.
    - Added an Age penalty for Venice Signoria Approval Authority bonus, which should affect the "election" of new Doges.
    - Fixed, Traits triggers that use region ID numbers.
    - Added Female Royal Bloodline traits diversity for muslim factions.
    - Lowered chances for badcommander traits with MilitaryEdu triggers.
    - Tweaked Knight Orders Chapter Keeps replenishment rates and starting availability.
    - Sicily Faction Colours and Symbol changed to display Hauteville coat of arms.
    - Other miscellaneous tweaks and fixes.
    Build 0.85 Patch1:
    - Experimental rebalance of infantry charge values and Polearms&Axes damage, discussed here.
    - Fixed CTD caused by missing Islamic Captain texture.
    - Fixed Courtesan Ladies related CTD.
    - Fixed 1139 campaign HRE family tree scroll CTD.
    - Tweaked HRE elector traits and ancillaries since Priest couldn't transfer them, so now the bonus is gained when a priest accompanies the general/family member.
    - Removed Nicaea nearby lakes to avoid this.
    - PSF labels script reworked to minimize the displacement issue.
    - Added Rouen PSF, Repositioned Trieste.
    - Fixed missing icons for Stephen de Blois' rebel garrison in 1139 campaign.
    - Fixed Icons for sicilian Peasant Crossbowmen and Caliphate Mangonel.
    - Fixed reported silver surfers.
    - Applied Baraban's Late Armour submod with some tweaks.
    -- Dismounted King's men use same models than Dismounted Noble Knights.
    - Saxon Huscarles change to Mercenary Huskarlar, with Paleo's availability suggestion.
    - Renamed Sudanese Javelinmen and Nubian Spearmen as African Javelinmen/Spearmen.
    - Removed Sub-Saharan and High Tier Arab (Al Haqa and Tabardariyya) units from Ifriqyians roster per Used2Broz suggestion.
    - Miscellaneous changes and fixes to EDB.
    - Miscellaneous fixes to EDCT.
    Build 0.85 Optional Patch2:
    - Adds WIP Minor Settlement Income script submod.
    - New RLC script with non random names to avoid the annoying bug of unnamed courtesans.
    - Reworked a bit RLC traits and triggers, removing unnecessary stuff and ensuring triggers work properly

    Since this was built from scratch using the Bugfix compilation as base,
    most of the models and other props and features showcased or announced in the forum are not yet included.
    This includes other features which are still a WIP in non playable state.

    Missing stuff list:
    Proper Abbasid, Obotrite and Zirid Rosters
    Most Paleologos' unit models.
    War of the West (Lord Hamilton's) units.
    Steel Crescent units.
    Caudillo87's units.
    HURB Obotrites and Abbasids roster changes
    Most Beermugcarl's AI improvements
    Factions new emblem/symbols.
    Some Strat map new models and textures.
    New Sky textures
    Garrison Script
    Sappers Script
    High and Late Era campaigns
    OLD VERSIONS
    DOWNLOAD Build 0.81
    DOWNLOAD 0.82 Patch
    DOWNLOAD 0.84 Patch


    0.82 PATCH INSTALLATION INSTRUCTIONS:
    -First of all run the SS_setup.exe and disable all submods.
    -Extract Titanium_Alpha_0.82_patch.7z content into M2TW "mods" folder
    -Run the TITANIUM_CLEANER.bat inside the Titanium_Alpha folder
    -Run again the SS_setup.exe and select your submods again

    0.84 PATCH INSTALLATION INSTRUCTIONS:
    -First of all run the SS_setup.exe and disable all submods.
    -Extract Titanium_0.84_patch.7z content into "Titanium_Alpha" mod folder
    -Run again the SS_setup.exe and select your submods again
    -Don't Forget to run the reset_map_and_sound.bat file in order to force the game to generate the new map.


    STEAM USERS:
    check this thread
    (also these strings.bin files are special for Titanium)
    LINKS OF INTEREST

    STAINLESS STEEL 6.4
    Above link leads to a MediaFire folder with SS6.4 installation files + a subfolder with manuals and related material.
    If you have trouble installing SS6.4 or anything related, please use the threads linked bellow.
    Quote Originally Posted by Losthief View Post
    SS6.4 Release Thread:
    http://www.twcenter.net/forums/showt...l-6-4-Released!
    SS6.3 Release Thread:
    http://www.twcenter.net/forums/showt...l-6-3-Released
    Stainless Steel FAQ Thread:
    http://www.twcenter.net/forums/showt...ss-Steel-F-A-Q!

    The first two posts have the ss6.3 and ss6.4 torrents which work Really Really Well, the links provided here are for those who A) don't trust torrents or B) torrent isn't working for them.
    ----------------------------------
    ****Disclaimer****
    I have no relationship with Stainless Steel or its development or any version, merely created this post to enable me to update (read edit) and link to download links kept current. AKA easier to find download links.
    ----------------------------------
    Now, If you do need further help installing using these links:
    Windows 7/Vista/UAC and probably Windows 8 though it wasn't written for that:
    http://www.twcenter.net/forums/showt...th-Pictures%29
    Steam (and also help for UAC/Windows 7):
    http://www.twcenter.net/forums/showt...a-or-Windows-7
    General Tech Help (specific cases):
    http://www.twcenter.net/forums/forum...Technical-Help
    (please use the above links for help before creating your own thread)
    ----------------------------------
    CREDITS

    Founders:
    Andytheplatypus, Rolling Wave, Kong Ming,
    beermugcarl, Used2BRoz, Point Blank, Navajo Joe,
    Gigantus, Byg, Ishan, k/t, siadhail, King of the Ring
    and a big ETC (most of them previous SS devs or creator of submods included in Titanium).

    Lead Coder/Mapper: Melooo182 (aka Enrico Dogedolo)
    Lead 3DModeller/Texturer: paleologos (aka Goldmember)
    Script Master: gsthoed (aka Gsthoedalf the Gray)
    General Modding Support: Marius Marich (aka Mariachus), Deteriorate
    Faction Roster Designer/Coder: ? (hmm anyone interested?)

    Contributions:
    Soviet920: Castillan Banners
    VltimaRatio: Scandinavian Banners
    Hereje: Muslim Princesses and Young Witches Portraits
    Caudillo87: Byzantine Portraits (ported from RomeTW)
    Geoffrey of Villehardouin: SSNOP1.2
    Quintillius: Wonders and other Building Portraits
    Karaislam: CTUR models
    neadal: 2D art
    Lifthrasir, MWY and the rest of SSHIP team: A lot of stuff really

    Testers and Forum Feedback: Used2BRoz, Grabbin_Megroin, Chef_Jimmy, BuTAJIuK, Seljuk Prince, minhnd6789, etc
    you guys know who you are

    Stainless Steel Mod Team for the awesome mod and foundation
    And of course CA for the amazing game!



    Have Fun!
    And don't forget to report issues, bugs, etc.

  2. #2
    Senator
    Join Date
    Nov 2011
    Location
    London
    Posts
    1,234

    Default Re: OPEN ALPHA release

    Exciting! Hope I can play and give some proper feedback when I have more time. Great work to all involved.

  3. #3
    nashpik's Avatar Libertus
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    Default OPEN ALPHA release

    is this compatible with your compilation?

  4. #4

    Default Re: OPEN ALPHA release

    Titanium is more like a standalone and already includes everything the bugfix compilation has.
    If you mean if it's safe to install Titanium over a SS6.4 with the bugfix compilation, Yes it is

  5. #5

    Default Re: OPEN ALPHA release

    Found Rebel silver surfers in Palanga - Levy infantry

    Spoiler Alert, click show to read: 

  6. #6

    Default Re: OPEN ALPHA release

    Some quick thoughts about v0.6 script:
    a)about muslim_faction, catholic_faction counters etc: Only catholic_faction is useful and in only one case: In EDB for catholic lithuania. See (e) about this.

    b) "Death of leaders" etc player notifications: The easiest optimization is to put "monitor_event FactionTurnStart not IsFactionAIControlled" instead of "monitor_event FactionTurnStart",
    or, better, merge the code of this monitor into PreFactionTurnStart monitors of "whose turn is on" section.

    c)"Loan script": I believe that this section might need an overhaul. Some notes:
    1)
    Code:
    ;Interests payment included in this monitor
    monitor_event FactionTurnEnd FactionIsLocal
    In hotseat, a faction can start its turn in human control and end in AI control. I think it's better if you use:
    Code:
    monitor_event FactionTurnEnd not IsFactionAIControlled
    If this code has to run even if the local faction is under AIControl, it might be necessary we use "I_EventCounter is_the_ai = 0" and turn_fid counter instead of "I_LocalFaction".
    2)"Dreadful Faction Leader?" and other:
    Spoiler Alert, click show to read: 
    Code:
    ;In "reset counters" section
    monitor_event FactionTurnEnd
    
        set_counter loan_dread_counter 0
    end_monitor
    
    ;In "whose turn is on" section
    monitor_event PreFactionTurnStart FactionType egypt
    
        if not I_IsFActionAIControlled egypt
        and I_FactionLeaderAttribute egypt Chivalry < 4
            set_counter loan_dread_counter 1
        if I_FactionLeaderAttribute egypt Chivalry < -5
        and RandomPercent < 20
            set_counter loan_dread_counter 2
        end_if
    
        end_if
    
        set_counter loan_refund_amount 0
        if I_LocalFaction egypt ; gsthoed note: are you sure you need this even if the local faction is under AIControl?
        and I_CompareCounter loan_refund_amount_egypt > 0
                set_counter loan_refund_amount 1
            if I_CompareCounter loan_refund_amount_egypt = 2
                set_counter loan_refund_amount 2
            end_if
            if I_CompareCounter loan_refund_amount_egypt = 3
                set_counter loan_refund_amount 3
            end_if
            if I_CompareCounter loan_refund_amount_egypt = 4
                set_counter loan_refund_amount 4
            end_if
            if I_CompareCounter loan_refund_amount_egypt = 5
                set_counter loan_refund_amount 5
            end_if
        end_if
    
    end_monitor


    d)"PO Buildings, Re-emerge, Spawn armies"
    Code:
    ;Global
    monitor_event FactionTurnEnd FactionType slave
    I believe you should split this monitor into two monitors: one that contains all the non-"rebellion" parts and runs every slave's turn (you can use the FactionTurnEnd monitor in the "reset counters" section, but let's keep it simple) and one monitor that runs in slave's turns that "I_CompareCounter faction_emerge_id >= 1" is true.

    e)About lithuania's conversion:
    1) Questions: Can a lithuanian general join a crusade after the conversion? Can lithuania gets excommunicated?
    2)In CS, "reset counters" and "whose turn is on" sections:
    Code:
    monitor_event PrefactionTurnStart
    
        set_event_counter CatholicLithuania 0
    end_monitor
    
    monitor_event PrefactionTurnStart FactionType lithuania
    
        if I_EventCounter lithuania_conversion_accepted = 1
            set_event_counter CatholicLithuania 1
        end_if 
    
    end_monitor
    In CS, Religion Change Script:
    Spoiler Alert, click show to read: 
    Code:
    ;==================================================================================;
    ;-------------------------- ;Religion Change Script -------------------------;
    ;==================================================================================;
    declare_counter lithuania_crusade_target
    
    ; We're only interested of crusades against lithuania, we don't care if they are jihads. Remove the relevant entry in line 44567
    monitor_event CrusadeEnds IsCrusade
    
        set_counter lithuania_crusade_target 0
    end_monitor
    monitor_event CrusadeCalled TargetFactionType lithuania
        and IsCrusade
    
        if I_EventCounter lithuania_catholic = 1 ;that is, lithuania excommunicated
         terminate_monitor
        end_if
    
        set_counter lithuania_crusade_target 1
    end_monitor
    
     monitor_event FactionTurnStart FactionType lithuania
        and I_CompareCounter lithuania_crusade_target = 0
        and I_FactionLeaderTrait lithuania Catholic >= 1
    
        if I_EventCounter lithuania_catholic = 1
            terminate_monitor
        end_if
        
        if I_NumberOfSettlements lithuania > 3
        and RandomPercent > 50
    
            if I_IsFactionAIControlled lithuania
        set_event_counter lithuania_conversion_accepted 1
        terminate_monitor
            end_if
    
        historic_event lithuania_conversion true factions { lithuania, }
        end_if
        
    end_monitor
    
    monitor_event EventCounter EventCounterType lithuania_conversion_accepted
    ;and EventCounter = 1
    
        ;Convert the people
        set_religion lithuania catholic
        change_population_religion lithuania catholic 40 pagan
    
        ; I don't like these two event_counters
        ;set_event_counter pagan_faction 0
        ;set_event_counter catholic_faction 1
    
        set_event_counter CatholicLithuania 1
        
        ;Disband the pagan units
        retire_characters Lithuania priest
    
        ;notify all factions that Lithuania has converted and become Catholic
        historic_event lithuania_catholic
    
        ; change ai label
        if I_EventCounter DifficultyLevel >= 2
            link_faction_ai lithuania catholic
        end_if
    
        ;I think you have to destroy pagan temples and improve relations with papal_states
        
        terminate_monitor
    end_monitor
    
    ; I cannot see any purpose of this monitor.
    ;monitor_event EventCounter EventCounterType lithuania_conversion_declined
    ;and EventCounter = 1
    ;    set_event_counter lithuania_conversion_declined 0
    ;end_monitor


    3)IN EDB:
    Code:
        small_church city requires factions { denmark, teutonic_order, jerusalem, norway,  hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, aragon, sicily, milan, } or event_counter CatholicLithuania 1
    About pagan temples, it says "religion pagan", I think we don't need to change anything, do we? EDIT: The following does not work. I don't know what I had done yesterday; today I didn't manage to make it work
    Code:
    building temple_dievas
    {
      convert_to temple_dievas_castle
      religion pagan
      levels dievas_altar dievas_sanctuary dievas_temple
      {
         dievas_altar city requires factions { lithuania, } and not building_present temple_giltine and not building_present temple_perkunas and not event_counter CatholicLithuania 1
    Last edited by gsthoed; October 15, 2014 at 04:53 PM.

  7. #7

    Default Re: OPEN ALPHA release

    I am at the start of the campaign with the Scottish faction, and I noticed, that some resources are quite weird, like tobacco and camels in Brittain. I know, that I am nitpicking a little bit, but I just wanted to say that I noticed so... Otherwise not enought time to play it profoundly, the map is nice, the turn times are shorter (I think), and the price to buy a court envoy is quite high, don't you think? ... Looking forward for the process of improving of this mod.

  8. #8

    Default Re: OPEN ALPHA release

    The heir to the Obotrite throne has acquired the trait "Faction Leader" while simultaneously having "Heir apparent" trait

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 




    EDIT: Two other family members also have the "faction leader" trait
    In case it makes a difference, my faction had converted to Christianity before these started popping up
    Last edited by Deteriorate; October 12, 2014 at 04:47 PM.

  9. #9

    Default Re: OPEN ALPHA release

    The new Faction Leader kept the Factionheir trait due to the removal of the antitrait (Exheir)...
    Because of "Trigger Catholic_Lithuanian_King2" in EDCT, every lithuanian general acquires Factionleader...
    Code:
    ;------------------------------------------
    Trait Factionleader
     Characters family
     NoGoingBackLevel 1
     AntiTraits Factionheir, FactionUsurper, FactionFutureUsurper, Next_Heir_Trait, Desinherited_Trait
    
     Level Faction_Leader
       Description Faction_Leader_desc
       EffectsDescription Faction_Leader_effects_desc
       Threshold 1 
     
       Effect Authority 3 
       Effect PersonalSecurity 3 
       Effect Level 2 
       Effect Fertility 2
    
     ;*** CONVERTED PAGAN KINGDOM Level ***
     Level Faction_Leader
       Description Faction_Leader_desc
       EffectsDescription Faction_Leader_effects_desc
       Threshold 4 
     
       Effect Authority 3 
       Effect PersonalSecurity 3 
       Effect Level 3 
       Effect Fertility 2
    
    ;------------------------------------------
    Trigger Catholic_Lithuanian_King2
     WhenToTest CharacterTurnStart
    
     Condition FactionType lithuania
           and CharacterReligion catholic
           and Trait Factionleader < 2
    
     Affects Factionleader 3 Chance 100
    BTW, a quick fix for a trigger
    Code:
    ;------------------------------------------
    Trigger kingdoms_factionheir_turn0_catch
     WhenToTest CharacterTurnEnd
    
     Condition I_TurnNumber = 0
            and IsFactionHeir
           and not FactionType teutonic_order
           and not FactionType venice
           and not FactionType milan
           and not FactionType russia
           and Trait Factionheir = 0
           and Trait FactionFutureRegent = 0
           and Trait FactionFutureUsurper = 0
    
     Affects Factionheir 1 Chance 100
    Last edited by gsthoed; October 12, 2014 at 05:23 PM.

  10. #10

    Default Re: OPEN ALPHA release

    And here is another fix, which includes a fix for the Factionheir trait that Deteriorate reported. Replace the "NHM" section in EDCT wit this:
    Code:
    ;NHM
    ;------------------------------------------
    Trigger Next_Heir_Trait_Ancillary_Remove
    WhenToTest CharacterTurnEnd
    
    Condition Trait Next_Heir_Trait = 1
    and not HasAncType NextHeirCrown
    
    Affects Desinherited_Trait 2 Chance 100
    ;------------------------------------------
    Trigger Next_Heir_Trait_Trigger
    WhenToTest CharacterTurnEnd
    
    Condition IsGeneral
    and not IsFactionLeader
    and not IsFactionHeir
    and HasAncType NextHeirCrown
    and Trait Next_Heir_Trait = 0
    
    Affects Next_Heir_Trait 1 Chance 100
     ;------------------------------------------
    Trigger NHT_Fheir_fix
    WhenToTest BecomesFactionLeader
    
    Affects Next_Heir_Trait -1 Chance 100
    Affects Factionheir -1 Chance 100
    The Next_Heir_Trait_Trigger trigger, as it was without the last condition, was adding Next_Heir_Trait points at every CharacterTurnEnd. So, if a general had the ancillary for 20 turns and then this ancillary was passed to another General, he needed 20 turns to remove the trait and he was acquiring the Desinherited_Trait never.

  11. #11

    Default Re: OPEN ALPHA release

    Is the lack of a bridge in the Thrace region on purpose?

  12. #12

    Default Re: OPEN ALPHA release

    @gsthoed:
    I included the whole religions event counters as maybe in a future mongols could to convert to islam or dunno, I leave it open as much could be done with it.

    According to hearsay (since i haven't personally tested religion conversion in kingdoms teutonic campaign) Lithuania should be able to do everything any other catholic faction can, IE join crusades, get excomunicated, get bishops, cardinals and even vote in a pope.

    I'll reply about the rest of your posts later

    I am at the start of the campaign with the Scottish faction, and I noticed, that some resources are quite weird, like tobacco and camels in Brittain. I know, that I am nitpicking a little bit, but I just wanted to say that I noticed so... Otherwise not enought time to play it profoundly, the map is nice, the turn times are shorter (I think), and the price to buy a court envoy is quite high, don't you think? ... Looking forward for the process of improving of this mod.
    @Mihi:
    Thanks for reporting, but i believe the resources thing is a problem from the steam version of M2TW that has issues generating some strings.bin files, in my signature there is a link for a possible fix. About court envoys yeah cost could be reduced a tad but being able to steal many enemy generals at once can be considered OP.

    @gsthoed:
    @Deteriorate
    Oops yeah indeed "Trigger Catholic_Lithuanian_King2" should have "and Trait Factionleader = 1" instead of "and Trait Factionleader < 2"

    But i think we don't need the "Trigger NHT_Fheir_fix" if the faction leader traits (including usurper, regent, etc) have it in the antitraits.
    Exheir trait and triggers were doing nothing AFAIK

    @Stepparic:
    can you post a screenshot of the exact map location?

  13. #13

    Default Re: OPEN ALPHA release

    Hey theirs a crash when selecting the Turks. Main screen.

  14. #14

    Default Re: OPEN ALPHA release

    Quote Originally Posted by Melooo182 View Post
    @gsthoed:
    I included the whole religions event counters as maybe in a future mongols could to convert to islam or dunno, I leave it open as much could be done with it.
    Let them start the high or late campaign as muslims. But even if you apply a religion conversion script for mongols, those changes I suggested above are a superior solution.

    Quote Originally Posted by Melooo182 View Post
    @gsthoed:
    @Deteriorate
    Oops yeah indeed "Trigger Catholic_Lithuanian_King2" should have "and Trait Factionleader = 1" instead of "and Trait Factionleader < 2"

    But i think we don't need the "Trigger NHT_Fheir_fix" if the faction leader traits (including usurper, regent, etc) have it in the antitraits.
    Exheir trait and triggers were doing nothing AFAIK
    Exheir was used to remove Factionheir trait etc. The faction leader and faction heir traits you are refering to should be noted as anti-traits in the definitions of NHM traits too. Also, if we are to avoid "Trigger NHT_Fheir_fix", the "affects Factionheir 1 Chance 100" should become "affects Factionheir 2 Chance 100" in order the antitraits to work.
    Also, there are a lot of triggers in EDCT that have not been adapted to the second level of trait Factionleader. Instead of "and Trait Factionleader = 1" or "and not Trait Factionleader = 1", you should have "and Trait Factionleader > 0" and "and Trait Factionleader = 0" respectively.
    BTW: Since you are modifying Factionleader trait: How about merging Factionheir as the first level of Factionleader trait (and for coverted lithuanian leaders you use a different trait, like FactionleaderTO))
    EDIT: In SSHIP they have done it well
    BTW2
    EDCT, Civil_Unrest
    Spoiler Alert, click show to read: 
    Code:
    ;===============================================================
    ;== CIVIL UNREST TRIGGERS START HERE ==
    ;===============================================================
    ;----------------------------------------------------
    Trigger Civil_Unrest_trigger1
    WhenToTest BecomesFactionLeader
    
    Condition Attribute Authority < 7
    and Attribute Authority > 3
    ;and Trait Civil_Unrest = 0 ; he can gain this trait only when becomesFL, so this condition is obviously true
    and Trait FactionUsurper = 0
    and Trait FactionFutureUsurper = 0
    ;and I_TurnNumber > 0 ;if they managed to take 2 or more settelements in first turn, why not?
    and SettlementsTaken >= 2 
    ;and not FactionType slave ; slave faction does not have any faction leader
    
    Affects Civil_Unrest 1 Chance 25
    
    ;----------------------------------------------------
    Trigger Civil_Unrest_trigger2
    WhenToTest BecomesFactionLeader
    
    Condition Attribute Authority < 4
    and Attribute Authority > 0
    ;and Trait Civil_Unrest = 0
    and Trait FactionUsurper = 0
    and Trait FactionFutureUsurper = 0
    ;and I_TurnNumber > 0
    and SettlementsTaken >= 4
    ;and not FactionType slave
    
    Affects Civil_Unrest 2 Chance 50
    ;----------------------------------------------------
    Trigger Civil_Unrest_trigger3
    WhenToTest BecomesFactionLeader
    
    Condition Attribute Authority < 1
    ;and Trait Civil_Unrest = 0
    and Trait FactionUsurper = 0
    and Trait FactionFutureUsurper = 0
    ;and I_TurnNumber > 0
    and SettlementsTaken >= 6
    ;and not FactionType slave
    
    Affects Civil_Unrest 3 Chance 75
    Affects Offensive_To_Nobles 1 Chance 25
    
    ;----------------------------------------------------
    ;----------------------------------------------------
    Trigger Civil_Unrest_recover_i
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and FactionIsLocal
    and Trait Civil_Unrest > 0
    and Attribute Authority > 8
    
    Affects Civil_Unrest -3 Chance 100
    ;----------------------------------------------------
    Trigger Civil_Unrest_recover_ii
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and FactionIsLocal
    and Trait Civil_Unrest > 1
    and Attribute Authority > 5
    
    Affects Civil_Unrest -2 Chance 100
    ;----------------------------------------------------
    Trigger Civil_Unrest_recover_iii
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and FactionIsLocal
    and Trait Civil_Unrest = 3
    and Attribute Authority > 2
    
    Affects Civil_Unrest -1 Chance 100
    ;----------------------------------------------------
    Trigger Civil_Unrest_recover_iv
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and FactionIsLocal
    and Trait Civil_Unrest = 3
    ;and Attribute Authority <= 2 ; if true, then from the previous trigger Trait Civil_Unrest is now 2, so the previous condition could not have been true.
    
    Affects Civil_Unrest -1 Chance 55
    ;----------------------------------------------------
    Trigger Civil_Unrest_recover_v
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and FactionIsLocal
    and Trait Civil_Unrest = 2
    ;and Attribute Authority <= 5
    
    Affects Civil_Unrest -1 Chance 70
    ;----------------------------------------------------
    Trigger Civil_Unrest_recover_vi
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and FactionIsLocal
    and Trait Civil_Unrest = 1
    ;and Attribute Authority <= 8
    
    Affects Civil_Unrest -1 Chance 85
    ;----------------------------------------------------
    Trigger AI_Civil_Unrest_recover_a
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and Trait Civil_Unrest = 3
    and not FactionIsLocal
    
    Affects Civil_Unrest -1 Chance 85
    ;----------------------------------------------------
    Trigger AI_Civil_Unrest_recover_b
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and Trait Civil_Unrest = 2
    and not FactionIsLocal
    
    Affects Civil_Unrest -1 Chance 85
    ;----------------------------------------------------
    Trigger AI_Civil_Unrest_recover_c
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and Trait Civil_Unrest = 1
    and not FactionIsLocal
    
    Affects Civil_Unrest -1 Chance 85


    BTW3: About crowns
    In CS:
    Spoiler Alert, click show to read: 
    Code:
    monitor_event GeneralCaptureSettlement IsRegionOneOf Stettin_Province, Hamburg_Province, Magdeburg_Province, Frankfurt_Province, Metz_Province, Nuremburg_Province, Staufen_Province, Vienna_Province, Salzburg_Province, Cologne_Province, Innsbruck_Province, Prague_Province
    
        set_counter hrecrown_egypt 0
        set_counter hrecrown_turks 0
        ; repeat for other factions
    
        campaign_wait 0.1
    
        if I_SettlementOwner Stettin = egypt
        and ...
               set_counter hrecrown_egypt 1
            if I_CompareCounter turn_fid = 1
               set_event_counter HREcrown 1
               set_counter hrecrown_egypt 0
            end_if
        end_if
    
    ; repeat for other factions
    
    end_monitor
    
    ; In "whose turn is on"
    monitor_event PreFactionTurnStart FactionType egypt 
    
            set_event_counter HREcrown 0
        if I_CompareCounter hrecrown_egypt = 1
             ;set_counter hrecrown_egypt 0
            set_event_counter HREcrown 1
        end_if
    
    end_monitor

    In EDA:
    Spoiler Alert, click show to read: 
    Code:
    ;--- In EDA
    Trigger crown_hre 
     WhenToTest CharacterTurnEndInSettlement
     
     Condition IsFactionLeader 
     and I_EventCounter HREcrown = 1
     and not FactionwideAncillaryExists crown_hre
     
     AcquireAncillary crown_hre chance 100
    Last edited by gsthoed; October 13, 2014 at 09:20 AM. Reason: Update

  15. #15

    Default Re: OPEN ALPHA release

    Alright will put these in a patch
    Although the civil unrest edit is not exactly what I intended xD, I wanted each unrest level to last at least 1 turn (ie if had unrest 3 it would take at least 3 turns to go away), aye it wasn't working like that because of the triggers order
    still will put in some of those suggestion removing unnecessary conditions

  16. #16

    Default Re: OPEN ALPHA release

    Easy
    Spoiler Alert, click show to read: 
    Code:
    ;******** CIVIL UNREST TRAITS  ********
    
    Trait Civil_Unrest
     Characters family
     Hidden
    
     Level Anarchy1
       Description Anarchy1_desc
       EffectsDescription Anarchy1_effects_desc
       Threshold 1
    
     Level Anarchy2
       Description Anarchy2_desc
       EffectsDescription Anarchy2_effects_desc
       Threshold 3
    
     Level Anarchy3
       Description Anarchy3_desc
       EffectsDescription Anarchy3_effects_desc
       Threshold 5
    
    
    ;===============================================================
    ;== CIVIL UNREST TRIGGERS START HERE ==
    ;===============================================================
    ;----------------------------------------------------
    Trigger Civil_Unrest_trigger1
    WhenToTest BecomesFactionLeader
    
    Condition Attribute Authority < 7
    and Attribute Authority > 3
    and Trait FactionUsurper = 0
    and Trait FactionFutureUsurper = 0
    and SettlementsTaken >= 2 
    
    Affects Civil_Unrest 2 Chance 25
    
    ;----------------------------------------------------
    Trigger Civil_Unrest_trigger2
    WhenToTest BecomesFactionLeader
    
    Condition Attribute Authority < 4
    and Attribute Authority > 0
    and Trait FactionUsurper = 0
    and Trait FactionFutureUsurper = 0
    and SettlementsTaken >= 4
    
    Affects Civil_Unrest 4 Chance 50
    ;----------------------------------------------------
    Trigger Civil_Unrest_trigger3
    WhenToTest BecomesFactionLeader
    
    Condition Attribute Authority < 1
    and Trait FactionUsurper = 0
    and Trait FactionFutureUsurper = 0
    and SettlementsTaken >= 6
    
    Affects Civil_Unrest 6 Chance 75
    Affects Offensive_To_Nobles 1 Chance 25


    and something like that goes for the removal triggers. Note the thresholds and the affect points.

  17. #17

    Default Re: OPEN ALPHA release

    When opening the diplomatic screen with an Abbasid Princess, she has the voice of a Muslim Male

  18. #18

    Default Re: OPEN ALPHA release

    Delete data/sounds/event.idx and .dat so the game regens them with updated data
    or you can use the reset_map_and_sound.bat as well.

    I forgot to remove those outdated files before uploading the thing

  19. #19

    Default Re: OPEN ALPHA release

    @Mihi:
    Thanks for reporting, but i believe the resources thing is a problem from the steam version of M2TW that has issues generating some strings.bin files, in my signature there is a link for a possible fix. About court envoys yeah cost could be reduced a tad but being able to steal many enemy generals at once can be considered OP.
    Ok, np, I will try the fix. Concerning the ladies, yep, it could be OP, maybe the time will tell if the people use this feature or not. Another thing, when I am trying to set the SS Setup, I get this error (attached pictures), any idea why? Thanks for your answer in advance...
    Click image for larger version. 

Name:	ReallyBadAI_Hardcore.jpg 
Views:	19 
Size:	35.5 KB 
ID:	315543

  20. #20

    Default Re: OPEN ALPHA release

    Quote Originally Posted by Mihi View Post
    Ok, np, I will try the fix. Concerning the ladies, yep, it could be OP, maybe the time will tell if the people use this feature or not. Another thing, when I am trying to set the SS Setup, I get this error (attached pictures), any idea why? Thanks for your answer in advance...Click image for larger version. 

Name:	ReallyBadAI_Hardcore.jpg 
Views:	19 
Size:	35.5 KB 
ID:	315543
    I don't like the ladies feature too and I believe it should have been optional but anyway... About the bug:As of now, Titanium is incompatible with most of other submods. I am pretty sure that you have opted for RealBadAI_hardcore submod. Go to ~\data\campaign\sub. Open ReallyBadAI__Hardcore.txt. Replace both:
    Code:
    ;=======================================================;
    ;================= ADDITIONAL SCRIPTS ==================;
    ;=======================================================;
    with
    Code:
    ;=======================================================;
    ;============ TITANIUM ADDITIONAL SCRIPTS ==============;
    ;=======================================================;
    Save and exit. You can now check the RealBadAI_hardcore choice in SMM before restarting the campaign

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