^^ Except that it is not free of use as far as I know
^^ Except that it is not free of use as far as I know
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
But this units are already in your mod They were already present in "vanilla" SS 6.4 or even earlier
Basic level of farming and trade posts are high technologies? Prussians have traded with Germans, Czechs and even Arabs. I think they were capable of setting up a bunch of stalls and plowing a chunk of soil without teutonic "high technology"
If the permission was granted for Stainless Steel and the units implemented accordingly in SS6.4, then it should be fine to use them in SSHIP.
It also depends on how important (in terms of income) farming and trade were important for that area. Any sources we can exploit?
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
There's one academic journal devoted to the Prussians - Pruthenia. Very good introductory article on middle ages in Prussia is here. For some, the languate may be a barrier though ;-)
But the issue in the games like SSHIP is "how does it compare to the other parts of Europe". And sorry, it's difficult to find any more underdeveloped backwater in Europe, than Prussia (ok, Finland, Scandinavian interior, and northern Russia, and Scotland). So Twangste should be like Stettin or Turku: nothing inside.
In this context Scotland creates a problem: it was an equal backwater (and the highlands even till 18th century ;-), yet two provinces have to support a kingdom that is a competitor to England - tough balancing question.
Last edited by Jurand of Cracow; January 20, 2020 at 01:01 PM.
Don't you know, that Lithuania has units from this mod Also some units of Poland have Battle for the Baltic models.
Well, in my opinion there should be no settlements without any buildings. Your mod starts in XIIth century, it's not an Ice Age Even settlements that historically stayed highly underdeveloped in comparison to others, achieved some level of development and importance. Otherwise, they would just be not present on the map Twangste was a "backwater" indeed. But it was not a cave of neanderthals euther. These mans were farming, trading with many nations, fishing in the sea, crafting weapons and armours, raiding their neighbours just like any other nation and you're saying, that they do not deserve basic level of cheap and definitelly not technologically advanced trade post made out of a few planks put together and a crude pallisade, that was know to humanity for ages before? I think that I saw a "historical Improvement" phrase somewhere in your mod's title
About unit models i agree, sship and vainilla stainless steel have some units models of the mod "Battle for the Baltic" so i think that you have permission to use... It would be great add all units models and also units strat models for the campaign for sship mod, they are so inmersive, historical and so cool for eastern europe( russians, cumans, poland and lithuanians)
About Twangste settlement yes, maybe should have some "basic" buildings as a farm or agriculture building and a market and basic quarter, all very basic and little in comparison with the rest of settlement of sship, maybe this settlement is similar to cuman settlement of Iasi ( far east)
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Unless I'm mistaken, the Lithuanian roster in BftB mod was originally made by MadTao for this mod.
I need to check but the one in SS is from the same source or from Rusichi mod
True but beside the historical part, there's also the gameplay and that's actually the main point in SSHIP: finding the right balance between historical accuracy and gameplay. Without fun, no matter what, a historical mod would be rubbish.
So yes, these settlements might be supposed to have more buildings but if it unbalances the economy differences between the other factions in the game, then there's no point to do it. Note that it doesn't mean that we can not have a look at it and see if modifications are needed there
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
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You're right, we can't focus too much on historical accuracy, beside it's being just impossible to simulate on game's engine, it would make some factions pretty much unplayable Back to Twangste: I don't think that adding there some simple buildings and more population would affect the game's balance negativelly, and here's why:
1. It has a huge garrison as for the start of the campaign, any faction willing to conquer it would have to deploy quite an army in order to do that, which costs a lot of money and leaves their starting settlements almost unguarded. In my playthrough, no matter which neighbouring faction I would choose, Twangste would be my last target, assuming that I would conquer other rebel settlements before some other faction attacked me. It's just not worthy the effort required to do it.
2. Every faction (beside Lithuania, that would still have the problem described above) would have to face another issue, if they manage to conquer it - pagan inhabitants. I don't know how big impact does religious unrest have in SSHIP, but I assume it's quite serious So after putting time and money to defeat Prussian army in Twangste, one will have to keep pretty big garrison in there, to avoid losing it to the rebels again. That means tiny to no profits at all for quite a number of turns, before population will convert to one's religion, thus allowing to disband some units from garrison.
So there are two options: Leave Twangste as it is, but with smaller garrison, because current one doesn't justify what's inside at all, or add there some buildings and more population, it's up to you
I've got two thoughts on this issue:
"So after putting time and money to defeat Prussian army in Twangste, one will have to keep pretty big garrison in there, to avoid losing it to the rebels again." - yes, yes, yes! Historically, Prussia would stay independent for such a long time (till 13th century) because it was not possible to make profits, and not possible to keep control. It should be like this!
" Every faction (beside Lithuania, that would still have the problem described above) would have to face another issue, if they manage to conquer it - pagan inhabitants. I don't know how big impact does religious unrest have in SSHIP, but I assume it's quite serious" - yes, yes, yes, and even more: the religion of the neighbouring lands in Poland shoud be much more pagan! It was only in 13th century when the Christians would make majority of the inhabitants in Poland! (a similar case is in central Anatolia concerning the Muslims: there're almost none of them, the absolute majority was Christian)
What bothers me, is the type of garrison Twangste has. These are units from the Teutonic Order time.
About these prussian units or units about this baltic/prussian/pagan regions i think that could be modify or import other historical mod(Btb), maybe kostic could modify this "auxiliaries teutonic order" by others more realistic and pagans, making regional troops similar to others as armenians, alans, berbers.. that exist in sship
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Exactly And with that small, in fact: zero level of development, Twangste is just not worth conquering at all.
That's right I read somewhere about pagan rituals being carried out in some regions of Mazovia in XVIIth century or even later on
Indeed. Is Teutonic Order present as a faction in SSHIP campaign? Does it spawn later on via some script?
TO has been replaced by Serbia.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
If that's the case you can:
-remove Prussian Auxilia unit entirely
-remove Prussian Spearmen or change their model to less western-like
-change shield texture of Prussian Axemen and maybe rename them to Prussian Nobles
EDU tells also about Prussian Archers unit, but I can't find them in custom battle
And one more, not topic related thing: I found that Cossack Gunners without upgrade are "silver surfers" but I think you should remove them completelly. It's not medieval time period unit. Aaaand while we're at the mounted gunners subject, are Mounted Arquebusiers really a historical unit and do they fit your mod's time period? End of offtopic
I think in the SSHIP we do have Teutonic Knights: event telling they're coming, it's possible to build the chapter houses etc.
So we assume that Teutonic Order indeed came to the Baltics, only the TO state was not founded. Therefore I'm against removing PrAuxillia etc.
Me, I don't care about custom battles so I don't know the relationships between what's available there and what's available in the game.
It could be a good idea, but i prefer modify instead of eliminate units, making less western style and with baltic/pagans features could be a good solution for these units.
About very late units as cossaks guners and mounted arquebusiers in my opinion could be a good idea remove these "not useful" units because practically nobody gets to play in such a late gameplay, in the thread of "new factions units rosters" i said some proposal about remove these units for have more free slots and make new units for the beginning of the game for more diversity for factions
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I've started to implement changes to the names of provinces:
Code:;--- TWANGSTE monitor_event GeneralCaptureSettlement SettlementName Twangste and CharacterReligion catholic change_settlement_name Twangste Kunigsberg end_monitor monitor_event GeneralCaptureSettlement SettlementName Twangste and CharacterReligion pagan change_settlement_name Twangste Twangste end_monitor ;--- KERNAVE monitor_event GeneralCaptureSettlement SettlementName Kernave and CharacterReligion catholic change_settlement_name Kernave Vilnius end_monitor monitor_event GeneralCaptureSettlement SettlementName Kernave and CharacterReligion pagan and I_TurnNumber < 401 change_settlement_name Kernave Kernave end_monitor monitor_event GeneralCaptureSettlement SettlementName Kernave and CharacterReligion pagan and I_TurnNumber > 400 change_settlement_name Kernave Trakai end_monitor ;--- KOLYVAN monitor_event GeneralCaptureSettlement SettlementName Kolyvan and CharacterReligion catholic change_settlement_name Kolyvan Reval end_monitor monitor_event GeneralCaptureSettlement SettlementName Kolyvan and CharacterReligion pagan change_settlement_name Kolyvan Tallin end_monitor monitor_event GeneralCaptureSettlement SettlementName Kolyvan and CharacterReligion orthodox change_settlement_name Kolyvan Kolyvan end_monitor ;--- TURKU monitor_event GeneralCaptureSettlement SettlementName Turku and CharacterReligion catholic change_settlement_name Turku Abo end_monitor monitor_event GeneralCaptureSettlement SettlementName Turku and not CharacterReligion catholic change_settlement_name Turku Turku end_monitor
Last edited by Jurand of Cracow; March 07, 2020 at 01:06 PM.
I've found the conversion script
Code:; ; Campaign script ; script ;setup some event counters monitor_event FactionTurnStart ;setup LITHUANIA CONVERSION counters add_events event counter lithuania_conversion_accepted event counter lithuania_conversion_declined event counter lithuania_conversion_timer date 0 end_add_events generate_random_counter lithuania_conversion_timer 0 25 set_event_counter lithuania_conversion_accepted 0 set_event_counter lithuania_conversion_declined 0 ;setup HANSEATIC LEAGUE counters add_events event counter hansaetic_formation_timer event counter hanseatic_constructed date 0 end_add_events generate_random_counter hanseatic_formation_timer 0 10 set_event_counter hanseatic_constructed 0 ;DONT RENAME - counter referenced by name in export_descr_guilds ;setup TECH TREE counters add_events event counter pagan_lithuania ;DONT RENAME - counter referenced by name in export_descr_buildings event counter not_pagan_lithuania ;DONT RENAME - counter referenced by name in export_descr_buildings event counter not_teutonic ;DONT RENAME - counter referenced by name in export_descr_buildings date 0 end_add_events set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 0 set_event_counter not_teutonic 0 terminate_monitor end_monitor ;------------------- TECHTREE -------------------; monitor_event PreFactionTurnStart not FactionType lithuania and not FactionType teutonic_order set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 set_event_counter not_teutonic 1 end_monitor monitor_event PreFactionTurnStart FactionType lithuania set_event_counter pagan_lithuania 1 set_event_counter not_pagan_lithuania 0 set_event_counter not_teutonic 1 if I_EventCounter lithuania_conversion_accepted = 1 set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 end_if end_monitor monitor_event PreFactionTurnStart FactionType teutonic_order set_event_counter not_teutonic 0 set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 end_monitor ;set counters on FactionTurnStart once only to ensure correct tech tree options are present at turn 0 monitor_event FactionTurnStart not FactionType lithuania and not FactionType teutonic_order set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 set_event_counter not_teutonic 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType lithuania set_event_counter pagan_lithuania 1 set_event_counter not_pagan_lithuania 0 set_event_counter not_teutonic 1 if I_EventCounter lithuania_conversion_accepted = 1 set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 end_if terminate_monitor end_monitor monitor_event FactionTurnStart FactionType teutonic_order set_event_counter not_teutonic 0 set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 terminate_monitor end_monitor ;teutonic_order does not allow the brothel/tavern chain in their cities monitor_event GeneralCaptureSettlement FactionType teutonic_order destroy_buildings teutonic_order taverns true end_monitor monitor_event GiveSettlement TargetFactionType teutonic_order destroy_buildings teutonic_order taverns true end_monitor monitor_event CityRebels TargetFactionType teutonic_order destroy_buildings teutonic_order taverns true end_monitor monitor_event GovernorCityRebels TargetFactionType teutonic_order destroy_buildings teutonic_order taverns true end_monitor monitor_event FactionTurnStart FactionType teutonic_order destroy_buildings teutonic_order taverns true end_monitor ;------------------- LITHUANIA CONVERSION TO CATHOLICISM -------------------; ;increment the timer for conversion offer monitor_event FactionTurnStart FactionType lithuania inc_event_counter lithuania_conversion_timer 1 if I_EventCounter lithuania_conversion_accepted = 1 terminate_monitor end_if end_monitor ;offer the conversion to Lithuania if the correct conditions are met monitor_event FactionTurnStart FactionType lithuania if I_NumberOfSettlements lithuania < 5 and I_EventCounter lithuania_conversion_timer >= 37 and I_EventCounter lithuania_conversion_accepted = 0 ;offer conversion to christianity historic_event lithuania_conversion true factions { lithuania, } ;if AI random chance to accept if I_IsFactionAIControlled lithuania generate_random_counter random_accept 0 2 if I_EventCounter random_accept < 2 set_event_counter lithuania_conversion_accepted 1 end_if end_if terminate_monitor end_if if I_EventCounter lithuania_conversion_timer >= 65 and I_EventCounter lithuania_conversion_accepted = 0 ;offer conversion to christianity historic_event lithuania_conversion true factions { lithuania, } ;if AI random chance to accept if I_IsFactionAIControlled lithuania generate_random_counter random_accept 0 2 if I_EventCounter random_accept < 2 set_event_counter lithuania_conversion_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter lithuania_conversion_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion lithuania catholic change_population_religion lithuania catholic 75 pagan ;2 - Destroy the pagan buildings destroy_buildings lithuania temple_dievas true destroy_buildings lithuania temple_dievas_castle true destroy_buildings lithuania temple_perkunas true destroy_buildings lithuania temple_perkunas_castle true destroy_buildings lithuania temple_giltine true destroy_buildings lithuania temple_giltine_castle true ;3 - Disband the pagan units retire_characters Lithuania priest destroy_units Lithuania pagan_unit ;notify all factions that Lithuania has converted and become Catholic historic_event lithuania_converts event/Lithuania_converts.bik set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 ; change teutonic order ai label link_faction_ai teutonic_order teutonic_order_non_pagan link_faction_ai poland poland_non_pagan link_faction_ai lithuania lithuania_non_pagan terminate_monitor end_monitor