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Thread: [Submod] Strategikos

  1. #261

    Default Re: [Submod] Strategikos

    Quote Originally Posted by Colos1987 View Post
    Hi,

    I have a CTD of this mod on startup, using the latest version for 2.4a. I did everything as instructed, the mod launcher finds my exe, but says "Unknown version, not good". Using retail version of the base game. Vanilla EB2.4 works fine.

    Thanks,
    Colos
    Hi,

    It looks like EOP is not recognizing your med2. The submod uses a now very old version of the tool, apparently not compatible with your edition. With the last iterations, even pirated versions work. I'm afraid I don't have a solution for you, other than waiting for the next version, sorry.

  2. #262

    Default Re: [Submod] Strategikos

    Hi,

    Okay, thanks for checking. Is there any workaround until the next version drops? Like, buying the steam version of the base game or something like that?

    Colos

  3. #263

    Default Re: [Submod] Strategikos

    Quote Originally Posted by Colos1987 View Post
    Hi,

    Okay, thanks for checking. Is there any workaround until the next version drops? Like, buying the steam version of the base game or something like that?

    Colos
    If you still have the key of your current version, you can register it in steam without having to buy the game.

  4. #264
    pilatus's Avatar Civis
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    Default Re: [Submod] Strategikos

    Hi Erken, do you have some new teasers for us?
    Would it be possible to share the named regions and minor towns before the rest? I'm so excited and impatient ...I want to play EB2 with this masterpiece of mod.

  5. #265

    Default Re: [Submod] Strategikos

    Quote Originally Posted by pilatus View Post
    Hi Erken, do you have some new teasers for us?
    Would it be possible to share the named regions and minor towns before the rest? I'm so excited and impatient ...I want to play EB2 with this masterpiece of mod.
    I'll do a preview soon, notably about minor settlements. I just want to finish this part first.
    I have been tempted to do a truncated version of the submod, but disassembling things was so disheartening that i have instantly renounced :p
    Scripts around minor settlements are the last complicated thing though, after this there is still work but it will be much more linear and comfortable (no more design choices, a lot of functions already done, etc).

  6. #266

    Default Re: [Submod] Strategikos

    This looks very cool and something for me to try out. Thank you for creating it!

  7. #267

    Default Re: [Submod] Strategikos

    will the new version be save game compatible?

  8. #268

    Default Re: [Submod] Strategikos

    will the new version be save game compatible?

  9. #269

    Default Re: [Submod] Strategikos

    Quote Originally Posted by sarpedon21 View Post
    will the new version be save game compatible?
    No, it modifies some of the vanilla files, so not save compatible.

    Otherwise the preview is coming. I had to update the submod for eop v4 (what wasn't planned nor a mere formality) so i am just a little late ^^...

  10. #270

    Default Re: [Submod] Strategikos

    So, in the next version (as always all is optional):

    About minor settlements:

    • They now use models slightly smaller than regional capitals.
    • Barbarian and nomadic models are replaced when uppgraded by more urbanized factions.
    • Minor settlements under player control are permanent, and have their own little scroll:


    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    • If you don't control a minor settlement on your territory, you lose its part of the regional income (their economical weight depends on their level and if they are close to the sea/a river).
    • In case of rioting in the regional capital, minor settlements can rebel.
    • Most of them have some historical info on their scroll (sometimes very laconic though).
    • (population is currently bugged in eop, pay no attention to the 0)
    • Minor settlements in foreign territory have a different scroll:

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    • "Intelligence report" displays info about the garrisons (a spy is required).
    • "Buy supplies" does what it says (if you have an expeditionary force in a nearby region and depending on diplomatic relationships with the owner, etc).
    • "Incite defection" is a part of a wip script and also requires a spy (in brief, you will be able to finance rebels and provoke defections).
    • "Call for surrender" can save you a battle, but you can then only occupy the minor settlement, and this one could betray you later on during your expedition.
    • "Besiege": since foreign settlements aren't permanent, you need to use this option to start a siege.


    Why this system?

    1. Thus AI factions won't be slowed down during their expansion against other AI factions.
    2. Minor settlements will always be garrisoned.
    3. Units of this garrisons have free upkeep (so no impact on AI economics).
    4. Scripts will make this garrisons appear and attack in some (the worst) circumstances.


    • If you don't capture minor settlements, they will be used as rear bases by the enemy and your supply lines will then be affected.
    • When you capture the regional capital, minor settlements not under your control will either submit or pursue the fight.


    Other:

    • When you open an enemy army scroll (land or naval force), its general/admiral could decide to attack (your scouts have been spotted!)
    • There could also be very limited information, if any.

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    • With a right click on the destination of a port scroll, you will be able to locate this one (useful when the port use the region name).

    Spoiler Alert, click show to read: 

    • Nomadic camps can now be directly attacked without any siege engine.

    Spoiler Alert, click show to read: 

    • Units on their scrolls are now displayed at their real size (so with a better quality and not stretched).

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    • Wonders no more use forts, and some of them are slightly resized or moved (notably Zeus).

    Spoiler Alert, click show to read: 


    • Settlements and land forces standards no more change of color depending on garrison/army size.

    Spoiler Alert, click show to read: 


    • Strategikos options are now available via esc, like the game options (i know, nobody cares xD).

    Spoiler Alert, click show to read: 

    Otherwise, it was the last preview (yes i am lazy). From now, it's a release or nothing :p

  11. #271

    Default Re: [Submod] Strategikos

    Despite the possibility of sounding extremely hyped, Strategikos makes me dream again like a child about what I thought that next TW games could become, but didn't

    Minor settlements system is a fundamental "return" feature (by the days of Dominion of Sword, when it was thought that it could be possible, but at the end was messing around the poor Creative Assembly CAI) that not only would slow down the player expansion, having to take seriously these settlements (apart from EBII rebel script) to avoid internal revolts while campaigning outside our territories, but the added possibility to have specific diplomatics/resources from such minor settlements is what makes it to feel natural and deeply strategic!!!

    The removal of flags colour army distinction is also such a great addition, increasing the importance of spies and scouting before launching any attack: rush it and you may be suprised...

    Thank you very much, again very impressive!!! Please, take your time, no need of more previews, let's cultivate our patience as players while modders manage to still enhance a very old game

  12. #272

    Default Re: [Submod] Strategikos

    First time I've been excited about something total war related in quite some time. Amazing work

  13. #273

    Default Re: [Submod] Strategikos

    I appreciate the general attention to detail here and particularly like how important spies and scouting could be in the next release. Thank you for your efforts Erken.

  14. #274

    Default Re: [Submod] Strategikos

    Oh.
    My.
    .
    God.

    What a hell of a preview!
    Erken, I'd like to applaud you and your efforts - if you really manage to release this update, you may well manage to make me skip sleep in favour of some spare time for playing this.
    For as long as EBII exists, the removal of the permanent forts (the minor settlements in the context of EBII) has been one of the (if not THE) saddest changes the EB Team made.
    I very well understood their reasoning, mind you, but it made me sad, nevertheless.
    If you really manage to bring those settlements (and thereby a significant portion of strategy and life!) back to the EB II strategy map without crippling the AI ... hells, I'm hyped now, very much so.

    Infact I'm giddy about something TW-related for the first time in many many years.
    I'm giddy at a level I last had when EBII was released for the first time.
    I haven't been playing EBII (or any TW title or infact any games in general) lately but your mod could very well change that.
    And it's not the conquerable minor settlements alone. It's the many many many names on the map (which make it feel so much more alive and contested and interesting), and the changes to the army/garrison flags and ...

    See, I have played EB 2.4a for a bit and of course I did it with your "temporary" Strategikos mod for it. It already blew me away with all its options and possibilities. Imagining all those goodies you previewed for the incoming update is simply making me smile, from ear to ear.


    EDIT: I just re-read the whole thread and now I cannot wait for the update to be released, heh.
    (For example I had half-forgotten great ideas like the civil navigation script which will be extremely helpful for RPing the Romans (or Qart-Hadashtim) and their election systems, for example. )

    More seriously: of course I will wait patiently. I waited for three or four years to see EB I 0.71 be released, I waited seven years for EB II ... and I also waited several years combined for all of their updates. What I wanted to express is just that it's been a long time since previews made me anticipate something so very much. I cross my fingers that it all works out perfectly well and we'll be able to enjoy this work of love.

    EDIT 2:
    One question - will the "garrison/army flag" and "scout capturing" systems be optional?
    I just thought about playing with a the minor faction who starts with one settlement only and are in debt after turn one.
    Losing that one spy all factions start with will leave me completely blind then, right?

  15. #275

    Default Re: [Submod] Strategikos

    Quote Originally Posted by Shadowwalker View Post
    One question - will the "garrison/army flag" and "scout capturing" systems be optional?
    Yes, both are optional. You cannot disable/enable flags for garrisons and not for armies though, and the parameter used doesn't work for fleets.

    Almost everything is optional on a way or another. Some percentages cannot be adjusted, but it's only when it has no real interest. For example, there is a script where agents and generals using ports to travel can be killed by a storm or captured by pirates (and then a ransom is paid, at least for diplomats and generals). You can disable this script, but its probabilty cannot be adjusted, since a high value would have no sense and a small modification would be imperceptible. Also some scripts cannot be enabled for the AI and not for the player for obvious reasons.

    Quote Originally Posted by Shadowwalker View Post
    I just thought about playing with a the minor faction who starts with one settlement only and are in debt after turn one.
    Losing that one spy all factions start with will leave me completely blind then, right?
    Having no spy will only prevent you from seeing the garrison of foreign settlements. When an enemy army is on your territory, you need neither spy nor scouts since the population and local patrols are constantly sending reports (you will need spies to infiltrate military forts though). In enemy territory, you just need to place a military force on the edge of the enemy zone of control, and then opening the army scroll is like sending scouts.

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