Congratulations for the whole team!![]()
Congratulations for the whole team!![]()
Yes, I noticed a flaw in the coding herited from previous moder that does have that result, and I'm reworking this script.
Also I will add the precise sum of money added in the pop-up event scroll, so that will be clearer for the player.
This will be included in the next build, for now just know you can get nothing despite what the scroll says, sorry.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Hey all, this version is really great. Started with HRE, since this is the faction I know the most. Played for 200 turns without a single crash. I love all the changes so far. As HRE you get enough diplomats, so you can actually cover most of your lands. A bit harder to get assassins, but that's better IMO. The amount of agents is perfect so far. By turn 200 the map is still 90% historical. The new icons are amazing, had to get used to them for awhile, but they are crisp and reveal greatly what the unit is supposed to be. While places that should increase in population size get bigger, some settlements stay small for awhile, also very historical and a bit slower paced than before, I like it. A couple of small things were a bit off, I get Serbian Nemanja dynasty event every turn, for the past 100 turns or so. I don't hear any horns when rallying troops as before, kind of got used to those, but thats nitpicky <img src="images/smilies/emoticons/original.gif" border="0" alt="" title="Smile" smilieid="21" class="inlineimg"> Some units on the battle map have some weird stripes coming out of them, I believe those are upgraded mailed knights for HRE. Overall 10/10.
Thanks for the positive feedback!
Also I've noted those two bugs you mentioned on our to-do list, we'll get to them!
EDIT: look likes the weapon has a really long shaft?
Last edited by Belovèse; September 14, 2022 at 03:12 PM.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
@Waluk: upload a save, pls! 200 turns is very worthy seeing!
open script.txt and then look for "; very crude solution to the problem of initial inability"
you'll find 6 cases of this, delete sections you consider unnecessary.
This is not save-compatible - you'll have to start a new game (which is problably not a problem ;-)
There you go, the save https://mega.nz/file/q9Ekya6K#a61wZ-...1-wc4O524EuJTw
Diplomacy can also be brutal, sometimes the AI doesn't want peace no matter what. I tried bribing Serbian general for ceasefire for 67.000 florins (my max treasury), he wouldn't accept at all. Which also led to an epic battle 1900 vs 1800. My Heroic Victory![]()
Started an Abbasid campaign and have some thoughts/bugs, the merchant starts in Oman where the closest trade resource is 9 turns travel away, suggest adding a resource or moving the merchants start location. The huge city walls at Baghdad description says 5 units for free upkeep, but it only gives free upkeep for 4 units. The Sheikh's stables has a description error where it displays Oghuz horse archers three times, and Turkoman cavalry twice. (seems to be a recurring problem with all recruitment buildings). The starting armies begin with 3 units of Abna Heavy Spearmen, which shouldn't be recruitable until the Battle of Hattin event. (Edit) I fixed the merchant positioning and the starting units if you fancy including it in a future update: https://mega.nz/file/NPY00Q6Z#G-iWzf...v8rgzTRhf33xxs (update again because I missed a unit)
Last edited by hazman232; September 16, 2022 at 06:37 AM.
Hi guys i want to tell you that i love your amazing mod, i enjoying finally without the fear of crashing. Anyway i notice two things kinda odd while playing the French campaign: the Hattin Battle massage poped up in 1167 (Historically happened in 1187) And the Jihad and Crusade messages without text. With that said, well done and i can't wait for the next version
Playing as Scotland, I could have almost 2 full stacks of armies with only 2 cities. In the case of Scotland, it seems to me that there is too much financial aid.
I didn't play Serbia. I played Hungary once and I admit that the campaign was difficult, but not because of the finances, but rather because of the aggressive neighbors.
As for Norway, it was really poverty. Although I still consider it a better solution. Historically, these areas were not rich, but the cities were populous. I believe that a better solution instead of artificial financial support would be to give to small factions merchants.
Playing Norway, as I remember correctly, we have two merchants at the beginning.
I had to use ships instead of transporting the army, transporting merchants to more efficient trading stocks.
As the Vikings were great merchants, I consider this a realistic campaign development. It is also happy that without merchants You have no chance of success with Denmark.
When it comes to the artificial intelligence of the campaign, basing on Piotr's AI is a great idea. This AI is very good and harder to beat.
However, the latest AI from the makers that designed for DaC seems to be even better than that of BC in my experience.
Do you mind if I test this (newest) Piter's AI in the future on this mod and then upload my impressions?
Thank You for helping!![]()
Also sorry Guys for my poor english![]()
turn 233, some random thoughts:
The Mongols spread super fast, taking one province every 1.5 turns for about 30 turns. but for the next 30 turns, they've been stuck trying to take the Cuman castle at Ryazan.
AI is again ganging up on targets of Mongol expansion. possibly needs some consideration?
lost support/recruitment of Axe Militia in Targoviste and Ras. intentional?
I really like the improved rewards for certain missions, especially giving units that I don't just immediately delete.
recruiting Slavic Javelins as mercs costs 1/3 of recruiting them in castles. a nice discount but maybe unintended.
Saxons <3
are the Mongols incapable of building navies?
got Szekes to 30k+ pop with all constructions except Blacksmith and Siege Works yet was unable to upgrade. not sure why.
upkeep on Pavise Spearmen still seems too high
I had a mission at one point to marry a "noble lady" to my faction heir. but it wouldn't let me target him for marriage. He was unmarried.
my camp is still getting sacked when I sally out. ridiculous.
Last edited by Gaku; September 15, 2022 at 05:01 AM.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Grathus, you are welcomed to test it. Just have in mind:When it comes to the artificial intelligence of the campaign, basing on Piotr's AI is a great idea. This AI is very good and harder to beat.
However, the latest AI from the makers that designed for DaC seems to be even better than that of BC in my experience.
Do you mind if I test this (newest) Piter's AI in the future on this mod and then upload my impressions?
1. DaC and ours AI have the same war mechanics (Piters), there are entries for war with human and ai that basically the same.
2. In DaC there is no vassal system at all as much as I know,
3. Ours have some additional mechanics - when ceasefire mission by the Pope the AI most of the time retreats and asks for peace, also there are some mechanisms that work together with diplomacy and faction standing and some entries to to relive factions surrounded on every side.
Its always good to experiment, I am very curious how will the DaC ai behave in our map and game mechanics.
A question for the current version, when is possible convert a city in a castle and viceversa??? In my egyptian campaign i can convert the castle of Asqalan in a largue town, and the fortress of Acre in a city, and the wooden castle of Aqabah in a town BUT for Cairo, Qus, Dumyat and Alexandria can not convert them in castles... is it a bug or is it intentional? And why is it that some do and others don't?
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Hello and congratulations with this newest release! I apologise if this was asked before, but is it possible to enable the Hard/Very Hard mechanics (army supply system, army morale) on the normal difficulty?
I've heard about the AI being quite hardcore on H/VH, so I am thinking about starting on the normal first. However, I still wish to see these mechanics present.
This would be very laborious. However, I think @Macaras is able to tell you how to enable the previous AI, that was much more tamed. You'd be able to play on VH but with a lenient AI and diplomacy.
Slavic Javelins - you're right, I'll fix it, thanks!
iirc Mongols cannot build navies, intentional in SS (maybe to be reconsidered...)
They are too big for conversion. The highest level that can be converted into castle is large town:
Code:building convert_to_castle{ convert_to convert_to_city levels village_to_wooden_castle small_town_to_stone_keep large_town_to_castle { village_to_wooden_castle city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { convert_to 0 capability { } material wooden construction 2 cost 1250 settlement_min village upgrades { small_town_to_stone_keep } } small_town_to_stone_keep city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { convert_to 1 capability { } material wooden construction 3 cost 2500 settlement_min town upgrades { large_town_to_castle } } large_town_to_castle city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { convert_to 2 capability { } material wooden construction 5 cost 4750 settlement_min large_town upgrades { } } } plugins { } }
Last edited by Jurand of Cracow; September 15, 2022 at 03:47 PM.
Stables are still to be reviewed and fixed.
Free upkeep - thanks for drawing attention to it. The descriptions are automatically made by the engine while the coding is:
It means that the engine makes the info based on the highest number, even if the counter is not fulfilled.free_upkeep bonus 4 requires not factions { mongols, cumans, } and not event_counter FL_policy_protector 1
free_upkeep bonus 5 requires not factions { mongols, cumans, } and event_counter FL_policy_protector 1
What seems very strange to me, is Utrecht - it has a wooden wall, but it is still a town. Nothing possible to build. @Belo, can you have a look?
@Waluk - how have you got Praha and Brenna in your realm? I guess Brenna in a normal way, but Praha you've bought?
Last edited by Jurand of Cracow; September 15, 2022 at 05:07 PM.
Congratulations on releasing the new version! I'm enjoying it a lot, seems all around much better than the April version.
Did Lithuania lose their ability to recruit pagan priests though? They begin with one priest, but in the April version it was possible to recruit new ones on every captured settlement you built/had a shrine in, and also on the pop up message on some round says that you should be able to recruit priests according to your pagan shrines - but in the September version none seem to have a priest listed as recruitable, not even in the building browser for higher tier shrines. The pagan priests aren't too effective, but at least they slow down the conversion loss to Christian religions.