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Thread: [DOWNLOAD] SSHIP 0.98 ver. September 8th, 2022

  1. #41

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Congratulations for the whole team!

  2. #42

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by Gaku View Post
    I'm getting a lot of messages about sacked camps, but it's not increasing my treasury
    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

  3. #43

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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.
    Attached Thumbnails Attached Thumbnails SSHIP bug.jpg  

  4. #44

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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

  5. #45
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    @Waluk: upload a save, pls! 200 turns is very worthy seeing!

    Quote Originally Posted by Grathus View Post
    I am asking you for help in finding a script that helps small factions so that I can deactivate it.
    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 ;-)

  6. #46

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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

  7. #47

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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.

  8. #48

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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

  9. #49

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by Macaras View Post
    Some people complains that its too difficult, some that its too easy . Maybe Scotland doesn't need the boost income at all. I think some factions like Hungary, Serbia, Norway need it. Maybe the best is to limit the script to these factions?



    Its based on Bellum Crucis. I saw that in Tsardoms there is an entry to prevent ceasefires in the beginning. Technically we could do it, I am not sure if its good or bad though. The good thing right now is that Byz and Rum sign a ceasefire quickly most of the times, which allows Rum to survive, similarly for Poland and Hungary. Regarding the Iberian factions usually its Castile that goes to the western France. Also most of the time sooner or later they kick the Moors out of Iberia anyway. I personally think - let them ceasefire if they want, the wars will start again soon. One consequence of the early ceasefires is also quicker removing of the rebels, which is good in general for AI. Also somewhere in the way we will probably make Byz and HRE weaker which will also help France.

    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?







    Quote Originally Posted by Jurand of Cracow View Post
    @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 ;-)

    Thank You for helping!


    Also sorry Guys for my poor english

  10. #50

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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.

  11. #51

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by hazman232 View Post
    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). One of the starting armies begins with 2 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/FXxiyK5Q#MWQO7W...59zgEjJVEPIvoE
    Thanks for the reports and the uploaded files, I'll look at them, very much appreciated!
    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

  12. #52

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by King Frederich I View Post
    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
    THanks for the feedback, I've noted this on our to-do
    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

  13. #53

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by Gaku View Post
    turn 233, some random thoughts:
    my camp is still getting sacked when I sally out. ridiculous.
    The fix didn't make it in time for this version, it will be in the next one.
    You can modify the campaign_script yourself if you want to deactivate the script in the meantime, if you'd like I'll show you how.
    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

  14. #54

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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?
    Grathus, you are welcomed to test it. Just have in mind:
    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.

  15. #55

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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

  16. #56

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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.

  17. #57
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by ilnurMeft View Post
    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.

    Quote Originally Posted by Gaku View Post
    recruiting Slavic Javelins as mercs costs 1/3 of recruiting them in castles. a nice discount but maybe unintended.
    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.
    Slavic Javelins - you're right, I'll fix it, thanks!
    iirc Mongols cannot build navies, intentional in SS (maybe to be reconsidered...)

    Quote Originally Posted by j.a.luna View Post
    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?
    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.

  18. #58

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by Jurand of Cracow View Post
    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.
    There is no need. The AI switcher is still there and easy to use. I suppose I will need to pull my together and fight for my life! For the Empire!

  19. #59
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    Quote Originally Posted by hazman232 View Post
    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). One of the starting armies begins with 2 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/FXxiyK5Q#MWQO7W...59zgEjJVEPIvoE
    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:
    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
    It means that the engine makes the info based on the highest number, even if the counter is not fulfilled.



    Quote Originally Posted by Waluk View Post
    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.

  20. #60

    Default Re: [DOWNLOAD] SSHIP 0.98 version 2022/09/08

    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.

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