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Thread: Buff and Shine 2.4: New Factions, Changed Recruitment and more

  1. #501

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hi WG,

    Your files work for me, the counters fire like they should, I see no problem. Dont forget that the characters receive the trait in the 2nd turn, because you decide yes/no after FactionTurnStart of the 1st turn. I just dont see why you use counter "govenor_turn_on" because it isnt used anywhere.

    Best regards
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  2. #502

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hey,

    I have started playing as Khwarezmshah and have noticed that religous unrest is very high? In the first 10 turns I have played, all the 3 starting provinces rebelled, the only other city I have managed to take is Merv, which is also on the verge starting a rebellion. When I started I chose to be tolerant to other religions so I was expecting a bit of an easier ride

    Great mod by the way
    Peace and prosperity to you noble sadiq

  3. #503

    Icon14 Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I am quite taken by your changes they add a challenging and enjoyable change for the most part just a few questions/suggestions.


    Is the governor script meant to only affect human players? I think AI is impaired enough already they don’t need any further handicaps.

    A real strength is that you are no longer able to ambush the AI by using small armies to storm major settlements. I really, really like that.


    I like that it goes some way to showing that sieging was mostly achieved through starvation rather than assault and the current intsa assualt as being the norm of medieval warfare (all warfare) is more fantasy than historical.


    I personally don’t enjoy just using siege engines in assaults I find it a tad boring. It is also equally unhistorical that an army of 2000 troops would be unable to build a ram/ladder/tower in 8 years. Assaults happened they just were usually not very effective Total War is not good at portraying this which I totally agree with.


    I am definitely going to do one of these two things:


    Have the current siege point system as it currently is in the game.


    Or


    Have the current system as an optional download on the front page (I plan eventually making it super jazzy and nice eventually) for the “ironman experience”. Whilst including a modified or tweaked version of the system.


    A) Use the current points but also introduce traits that increase a general’s ability to generate siege points. Attending builder’s guild, siege workshop, university, commander traits also give bonuses. This would be my preferred system.


    B) Reduce points to a level where it affects armies too small to construct siege equipment armies under 10-12 units.


    I think I might also edit siege equipment and its effectiveness so that it performs less effectively (though at the moment I find BC’s rams are pleasantly frailer than many other MTW2 versions). I’ve playing around for awhile with reintroducing cannon towers but changing their name and sound to catapult towers.


    Whatever occurs its very innovative and exciting what you’ve included thanks dude .
    Last edited by WeekendGeneral; December 08, 2017 at 07:35 PM.
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  4. #504

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hello all,

    A couple of tweaks and bugfixes.

    All of Visivaks changes are implemented but are also now entirely option (you choose what you want every time you start a campaign) including reduction in siege points)

    Not save game compatible

    https://www.mediafire.com/file/9v7ov...%20part%203.7z

    This is also found in part 3 of the download on front page.

    Cheers,

    WC
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  5. #505

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I have started playing as Khwarezmshah and have noticed that religous unrest is very high? In the first 10 turns I have played, all the 3 starting provinces rebelled, the only other city I have managed to take is Merv, which is also on the verge starting a rebellion. When I started I chose to be tolerant to other religions so I was expecting a bit of an easier ride
    I am for reducing religious unrest a bit and increasing other public order and income penalties (ľike corruption)

    Is the governor script meant to only affect human players? I think AI is impaired enough already they don’t need any further handicaps
    I wouldnt say it impares AI because AI tends to have one governor in each settlement. In my tests I havent seen any AI problems with recruitment. I dont like the idea of making scripts that impact only AI. But I think we need more feedback from players.

    I like that it goes some way to showing that sieging was mostly achieved through starvation rather than assault and the current intsa assualt as being the norm of medieval warfare (all warfare) is more fantasy than historical.


    I personally don’t enjoy just using siege engines in assaults I find it a tad boring. It is also equally unhistorical that an army of 2000 troops would be unable to build a ram/ladder/tower in 8 years. Assaults happened they just were usually not very effective Total War is not good at portraying this which I totally agree with.


    I am definitely going to do one of these two things:


    Have the current siege point system as it currently is in the game.


    Or


    Have the current system as an optional download on the front page (I plan eventually making it super jazzy and nice eventually) for the “ironman experience”. Whilst including a modified or tweaked version of the system.


    A) Use the current points but also introduce traits that increase a general’s ability to generate siege points. Attending builder’s guild, siege workshop, university, commander traits also give bonuses. This would be my preferred system.


    B) Reduce points to a level where it affects armies too small to construct siege equipment armies under 10-12 units.


    I think I might also edit siege equipment and its effectiveness so that it performs less effectively (though at the moment I find BC’s rams are pleasantly frailer than many other MTW2 versions). I’ve playing around for awhile with reintroducing cannon towers but changing their name and sound to catapult towers.
    I like very much the idea A, regarding the idea B I would still prefer bigger subtraction, so something like siegepoints for 15 units so -225.

    I have to thank you one more time for making this beautiful submod.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  6. #506

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Good job. But no music in campaign with all of Visivaks changes - post 504.

  7. #507

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Makuria 1205 year ctd. Save and logs https://www.easypaste.org/file/mv8Ol...gs.rar?lang=pl

  8. #508

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hi Araven, I know what caused the loss of music I'll fix that soon.

    The CTD was that from a campaign that you started from post 504? Or had you been playing it for awhile. If its old I know what the issue is.
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  9. #509

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Quote Originally Posted by WeekendGeneral View Post
    Hi Araven, I know what caused the loss of music I'll fix that soon.

    The CTD was that from a campaign that you started from post 504? Or had you been playing it for awhile. If its old I know what the issue is.
    Sry, but I find after copy your the latest update,the music in game disappeared.What happened??

  10. #510

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I playing campaign with files from post 504.

  11. #511

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Hello,

    can anyone tell me why is it that after the first turn the sunni islam religion % drops from 35% to 21% in Khiveh? Is this unintended or ..?
    Peace and prosperity to you noble sadiq

  12. #512

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Did you accept religious tolerance? If you did the minor faiths grow at the expense of the dominant faith
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  13. #513

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I have to thank you one more time for making this beautiful submod
    You have contributed a great deal to Buff and Shine, without it there is a fair chance I would have rage quit from this sometime ago.
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  14. #514

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Quote Originally Posted by WeekendGeneral View Post
    You have contributed a great deal to Buff and Shine, without it there is a fair chance I would have rage quit from this sometime ago.
    Why is no music after copy part3 update,before it everything is OK.THX!

  15. #515

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Okay the music was gone because I hadn't regenerated the right files. Should be fixed now.

    Araven I'm pretty sure this will address the crash. In a new game but I will keep checking.

    If this is CTD and major bug free won't release a new version until a major release occurs.

    https://www.mediafire.com/file/m26s7...%20Part%202.7z
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

  16. #516

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Araven,

    I am not able to load your savegame with files from post 504, I get CTD during loading. If you are able to load the game try this console command:

    kill_character ItalianGuy
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  17. #517

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Thanks. I try this console command. How disable intro in this mod? Esc not working.

  18. #518

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    I present to you my new patch with few new scripts and tweaks:
    1. Capital change script - you and AI have to pay if there is a capital change.
    2. Mercenary desertion script - if you or AI dont have money the mercenaries can desert.
    3. Warcost script - if your or AI general is in enemy lands or sieging they have to pay.
    3. I changed few income and public order parameters for settlements.
    4. I disabled one trigger for trait bad engineer which was fired if you were not able to build several siege weapons during one turn (with my siege script the human generals were always receiving it)

    Link:
    https://www.mediafire.com/file/yrrvc...dq/mypatch.zip

    Experimental file with increased chance of general revolts and changed autoresolve calculation. I would appreciate feedback.
    https://www.mediafire.com/file/m3zqd...ampaign_db.xml
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

  19. #519

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Vsivak a new campaign is necessary? You can throw this for fix WG from post 515?

  20. #520

    Default Re: Buff and Shine 1.9: New Factions, Changed Recruitment and more

    Yes, new campaign is necessary, script changes are never save game compatible. Install it over BCBF Part 2.7z (link is in post 515 or in post 1 on the page 1).

    EDIT: And regarding exiting console command, press the button beneath Esc or Esc.
    Rus 2 Total War 2.01 - Unofficial English translation released
    http://www.twcenter.net/forums/showt...ation-released
    Buff and Shine submod for Broken Crescent
    http://www.twcenter.net/forums/showt...tment-and-more
    My submod for Baltic Campaign - Battle for the Baltic
    http://www.twcenter.net/forums/showt...altic-Campaign

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