If there isn't a thread that's home to your comment, let it set down its satchel right here. Cheers! dd
If there isn't a thread that's home to your comment, let it set down its satchel right here. Cheers! dd
a new version and a Patriots win.... can't hope or much more than this!!
You are the best DD!
I'm going to drop GV's UAI 1.1 into my local installation of DLV1.8ext + Tweaks v0.4a and play that for a while. GV believes this is a stable version...coolio.
Cheers! dd
--edited post to make less confusing
Last edited by derdrakken; January 17, 2007 at 12:21 AM.
Excellent news, as in another game, as Byz, still no Catholic on Catholic wars. As as "cafeteria Catholic" I think that is charming. As a realistic human, and TW fan, I dislike it!
Will upload the "new .4a" and also test in the morning when I'm supposed to be earning a living.
Adam,
My post was confusing, I apologize. I meant I was going to drop GV's UAI1.1 into my local installation and test it. If you'd like to test it with me just copy these 5 files from GV's UAI1.1 into your DLV_ext data folder:
descr_campaign_ai_db.xml - needed
descr_campaign_db.xml - needed
descr_diplomacy.xml - needed
descr_faction_standing.txt - needed
descr_sm_factions.txt - maybe needed...don't think any other mod touches it though so should be ok.
Back up all your current files of the above flavor in case I've led you astray. If 1.1 works okay I'll roll it up in a new version of Tweaks...or maybe even the mythical DLV1.9
Cheers!
dd
Last edited by derdrakken; January 17, 2007 at 12:20 AM.
With GV's UAI1.1 files above installed. Playing as Spain...
1085 (Turn 11) England (AI) vs. France (AI) just declared war...all is right with the universe!
1085 (Turn 12): Venice (AI) vs. Hungary (AI) another Catholic vs. Catholic war...
1086 (Turn 14): Venice (AI) vs. HRE (AI) oh, dear...
1087 (Turn 16): Denmark (AI) vs. Poland (AI), oh no, now the baby Jesus is crying...
This is great!
Cheers! dd
Last edited by derdrakken; January 17, 2007 at 12:19 AM.
hi,when do u believe that dlv 1.9 will be ready and what futures?
Hello Adikikatara,
I'm shooting for a 1.9 release by Friday Jan-26. I want to give UAI1.1 and Dearmad's 1.7b a good road test this weekend.
Features of DLV1.9 are here: http://www.twcenter.net/forums/showthread.php?t=78321
Future releases will contain stuff on the DLV 2.0 wishlist here: http://www.twcenter.net/forums/showthread.php?t=78332
Cheers!
dd
hi,when do u believe that dlv 1.9 will be ready and what futures?
This last campaign has been my greatest yet. I am using Tweaks v1.4 with some additional modifications such as Luscan's EDU and EDB. I like Luscan's EDB since it moves all units to barracks and stables and no longer recruitable from Caslte plus I don't like to wait for the Mongol Invasion to get to fight other nations better units. I am also using Darth's latest Battle Formation and UAI 1.1.
In this campaign I am Briton and I had to save France from destruction from HRE. I did this not for any love of France but the fact that HRE would have had an unstoppable nation if they finished of France. HRE had already taken Paris, Rheims, the castle in the South that begins with a T and one of their cities in the South. I helped the French get back all of these towns and they thanked my by attacking my lone castle in France. I was ready for this and have beaten them back at every turn. Sadly the HRE will soon be no more. I called a crusade against them and they have been getting pounded on all sides they now have only 2 provinces left. Sadly I will not finish this campaign since I am going to switch back to the default 1.0 timescale. So much has already happened and I have not even made it to the Mongol Invasion warning. For example Venice was kicked out of Europe but have resettled in Egypt and now control 4 cities in Egypt go figure. Anyway I am loving DLV 1.8 with Tweaks v 1.4. I think I am going to finally try France now but it is so hard to give up the longbowmen especially when on the defensive.
Hello Crossev,
Beautiful...don't you love how moddable M2TW is? DLV1.9 (scheduled for this Friday) will contain UAI1.1, Darth's OS9, Darth's EDU and the DLV EDB lovingly modded by me. I've made it so only first level cavalry are recruitable from the castle. For the light light cavalry (Hobilars, Scouts) stables+ give you an experience bonus...so you won't feel like building a stables is just a redundant step on the way to higher level earls/barons/kings stables (there's one more in there but it slips my mind). The only thing you're not going to like is the tying of intermediate units to Mongol invasion and Late units to Timurid invasion. But you can always drop in Lusted's EDB and EDU if those are more to your liking...as long as your having fun its all good!
Cheers!
dd
We need it still harder. meaner, tougher, rougher, etc. We must make the player so paranoid and hard put to it that they fear hitting the 'next turn' button. Keep up the great work! This is getting more tricky!
Hi there,
I'm in 1120s and playing as the English. Suddenly I get the message that the Mongols have been destroyed. I know the Mongols and Timurids hav one region each at the start of the game. But now what? Will there be no Mongol Invasion?
CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W
Downloaded your mod for the first time today and have to say that I'm impressed. However, after having started a campaign as the HRE, I decided to change a few things and start over.
(Note that this is no negative criticism of your great work - just some thoughts...).
I love playing with 0.5 timescale, and have been fiddling with events and construction times myself quite a lot due to that and I think that 1100 turns are way too much for this game. I assume that it's fully intentional, as you even extended the end date, but I can't imagine ever playing a campaign for that long.
So I changed the early buildings back to their original construction time, changed the starting date to 1176 and the mongol_invasion warn to 32-36, so until the mongol invasion, construction times are pretty much vanilla and the same amount of turns as in vanilla will have passed until they arrive, so I guess this should be more or less balanced (also lowered early settlement upgrade requirements, to make sure settlements hae a sufficient size when the Mongols come and increased the delay between the invasion warning and the actual invasion to give the Turks the opportunity to train some of the newly available units so they stand a better chance against the mongols). I fitted the earlier events in between the game start and the mongol invasion and substracted 100 years from all subsequent events (120 for the Timurid invasion and the world is round).
This nicely speeds up things in the beginning (I think the very early battles are quite boring anyway due to lacking unit diversity), whilst shortening the campaign by 192 turns - further, I set the campaign to end in 1530 (actually it doesn't really matter when it ends, but I don't see the point in extending it by 200 totally eventless turns, which never happen anyway since any campaign will be finished by then).
So right now, I'm at a 708 turn camapign with all significant events happening before turn 416, which is a realistic turn number to be played, imho.
@billydilly: I think the invasion will be unaffected by that...
Last edited by Niccolo Machiavelli; February 03, 2007 at 12:22 PM.
under the patronage of Belisarius
Couple of comments:
1) 0.5 turns per year makes for too long a game (at least for me). Personally I think 1 turn per year would be better.
2) I am finding it almost impossible, as a Catholic faction, to keep my Outremer (Middle Eastern) regions under control. The combined effects of religion/distance/unrest/squalor are extremely difficult to balance. This is despite having 10+ priests (+80% Catholic religion), 10+ spies, 5+ assassins and every +ve building I can build. Don't get me wrong, I like a struggle, but as it is it's simply not possible to stop them revolting.
Personally I think either the distance penalty should be reduced, or else some boosting on the +ve unrest effects of some buildings (esp. religious ones).
3) I'd remove the 'iron resource' limit on smiths. Iron was readily available in the MA and shouldn't impede armour making imo.
Cheers
May I suggest u do a update on darthmod battle Ai and stuff couse he have made alot of improvement since compared to ur version and have fixed some stuff ^^
i try to do it on my own but i kinda failed ^^