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Thread: SSHIP Tweaks - mini-mods compilation by TM (for 0.9.2)

  1. #41
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Quote Originally Posted by Post Hoc View Post
    Any plans to change how reputation works? I'm 50 turns in, never exterminated, sacked, executed, ransomed, attacked allies, broke any treaties, etc and my reputation is already despicable. Only faction i went to war with was scotland, we were allies and they attacked me. Reputation is completely broken and it leads to every faction hating me for no reason.
    Look here : http://www.twcenter.net/forums/showt...imod-for-SSHIP

    kaiser29 has reworked descr_faction_standing.txt file, as I looked at it - a lot of global standing minuses are tuned - nerfed by 50% or more.
    I think this single file should work if you don't want to apply whole 'Quieter AI' mini mod. So it could do the job you are looking for.
    SSHIP mini-mods :

  2. #42

    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    I want to have that Western Knights Armor Up but cant find it in there

  3. #43
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Quote Originally Posted by Dapacem View Post
    I want to have that Western Knights Armor Up but cant find it in there
    Sorry for little mess , its included in this tweak : Catholic Factions Boost .
    SSHIP mini-mods :

  4. #44

    Default Re: SSHIP Tweaks - mini-mods compilation by TM



    Any idea what this error is about?

  5. #45
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    HoundEFU - interesting. I will fix it with your help. You probably installed in a bad location - it should be installed in a mod directory.
    something like .../mods/SS6.3 or similar.
    could you send me whole 'Output log' ? You need to click 'on the black area', Ctrl + A (select all) , Ctrl + V (copy) & paste me here or send via email.
    SSHIP mini-mods :

  6. #46

    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Corrected it simply by running as an administrator.

  7. #47

    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Hey, Tomek. Your tweak pack is great; there are so many cool features available within it. I have picked 16 tweaks (including: 'Army Supplies Cost', 'Agents Number Limited' and 'Merchants Removed'), and can't wait too see what else can you do, in the future updates.

    Can you share any information about version 1.3 and its planned launch date?

    Some tweaks, like 'Quieter AI' by [kaiser29] could benefit from separating the 'unrest' bit, from the rest. And it would be cool to see more of Jurand's stuff implemented as well (his 'Generals' Traits' Common Sense fix' is outdated in Tweaks 1.1. and there is no 'PTF: provincial titles' fix' available).

    BTW. I love the wiki and components' descriptions provided there. However, there are only 1.0 and 1.1 versions currently available on the Google drive (is 1.2 missing?), and the changelog doesn't tell what got changed in 1.1. (I assume that you added: 'Aragon Chapter Houses Boost', 'Faction Balancing', 'Muslim Factions Boost', 'Catholic Factions Boost', 'Campaign AI's compilation', 'Snow Storm nerfed', 'Peasants Recruitment Removed' and 'Campaign Map Hud Toggler (Userpro)', because Jurand of Cracow has not presented his opinion regarding them, on the first pade of the topic).

    Keep it up, and thank you for your work.

  8. #48
    tmodelsk's Avatar Tiro
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    Icon1 Re: SSHIP Tweaks - mini-mods compilation by TM

    I'm glad application works for you and that you like it.
    Feedback is appreciated
    Plans for next version of SSHIP-Tweaks, most features are ready, just testing is needed & descriptions on wiki site :
    .
    • compilation of Campaign AI's, configurable per faction : BeeMugCarl AI, Quieter AI by kaiser29, vanilla SSHIP, SKYNET AI.
      From my tests it looks like that SKYNET AI is not so great for SSHIP. I will put it on the end of above AI's.
      So for example: you can assign SKYNET AI for ... Scotland, Quiter AI for ... HRE, and so on. Every combination is available.
      http://tmsship.wikidot.com/campaign-ai-s-compilation
      .
    • many optimization of features (tweaking the tweaks)
    • Trebuchet Early Adoption - everybody can early construct Trebuchet in conquered muslim castles with very lowered replenish.
      It's something like stealing or adopting new technology.
    • more bonuses for small factions in Fight for Survival (building construction costs, replenish rates, ... )
    • Campaign Map HUD Toggler - mini-mod by TW Forum community implemented into SSHIP-Tweaks.
      http://tmsship.wikidot.com/campaign-...oggler-userpro
    • Authentic Faction Names & Character Titles from Eldigrim : impemented into SSHIP-Tweaks
      www.twcenter.net/forums/showthread.php?703183-Authentic-Faction-Names-amp-Character-Titles&p=15333140
    • .Snow Storm Nerfed : http://tmsship.wikidot.com/snow-storm-nerfed
    • possibly something more which I forgot ......
    • Java source code on Github, so if anyone is java developer or even general software developer - can 'read' details of features from sources, because it's hard to describe everything up to date on wiki,
      or even if someone would like to participate in SSHIP-Tweaks, welcome, let me know. https://github.com/tmodelsk/SSHIP-Tweaks .
      Tweaks / Features are here divided into 'folders'.
    SSHIP mini-mods :

  9. #49
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    I might be wrong but I think that it should mangonel early adoption instead trebuchet
    Trebuchets were know in Medieval Europe but there are records about superior siege engines used by the Muslims during the crusades which were the mangonels.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  10. #50
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Quote Originally Posted by Lifthrasir View Post
    I might be wrong but I think that it should mangonel early adoption instead trebuchet
    Trebuchets were know in Medieval Europe but there are records about superior siege engines used by the Muslims during the crusades which were the mangonels.
    yeah, possibly , I just want to have earlier access to any kind of artillery .
    In Vanilla SSHIP in EDB : it looks like Trebuchet is available to western europeans earlier than mangonel.
    Is it historical ?
    So I thought about giving earlier access to trebuchet.

    Ok, I can change it to mangonel, or I will think about it.
    SSHIP mini-mods :

  11. #51
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    I need to check but for sure trebuchet uses are recorded from at least the 9th century. I'm not sure about the mangonel.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  12. #52
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    I have a bit of more info about trebuchets and mangonels.

    The first models were using human power and were called traction trebuchets. It seems they were used by Byzantium around the 6th or 7th century already.



    Around the 12th century, these started to used a counterweight but still the human power was requiered. These were called hybrid trebuchets. During the crusades, the one used by Muslims were superiors compare to those originally used by crusaders. But crusaders learned how to improve their own. Due to their prices and the engineers required to build and use them, only a limited amount of them per army were used (1 or 2). 1st record of that type is given by Mardi bin Ali al-Tarsusi in 1187 AD.



    During the 13th century, the counterweight trebuchet appeared. 2 kinds of them can be considered:
    - the mangonel in which the counterweight is not mobile.



    - the trebuchet in which the counterweight is mobile.





    A variance was also made with 2 counterweights and named "couillard":



    Dates vary from a source to another. For sure, the Muslims didn't invent them but with their knowledge in mathematics and geometry, they improved them. Crusaders acquiered the knowledge and broug it to Western Europe.
    I'm not a specialist and I might be wrong on some points. But I hope it helps
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  13. #53
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Lifthrasir - thanks a lot for info.
    Like many times before - your historical info is priceless.

    I've replied for your priv msg, sorry for delay, a lot or private activities recently.
    SSHIP mini-mods :

  14. #54
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    On artillery: after like 1220 in the east a mercenary Rimbault unit appears. The Kievian armies field them occassionally. These are pretty powerful units - comparatively fast reloading and high range artillery, impalling many people and spreading fear. On the bridge battles they're absolutely kings.
    I wonder what is the historical background on them? And how it's possible that they appear as mercs somewhere in the steppes...

    Besides - I'm also concerned with those trebuchets used in the field battles. I've had a battle (a bridge one, admittedely) where they're a major force.

  15. #55

    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Since we're talking about trebuchets, what is the actual effectiveness against walls ? i remember someone saying that Saladin steam rolled crusader castles with them, but that was maybe because Hattin just happened ?

    another thing i often hear is if mongols had trebuchets the 2nd time they invaded Hungary they would have easily won aswell

    eastern castles are also different from western castles, western ones tend to be smaller with thicker walls and more often placed on hills, mountains and generally hard to get areas while eastern castles are bigger, more rare and meant to protect trade and large amounts of people

    is that true ?

  16. #56
    isa0005's Avatar Campidoctor
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Which file do I download? v.01.00 or v.01.1?

  17. #57
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Tomek, I've tried to use your tool to make changes in the Broken Crescent EDB (ie make the replenishement rate for the units like 3x longer - there're too many troops in general) - to make the recruitment times shorter. I thought it's a comparatively simple operation and it would work. But it failed, it's only for the SS :-(
    I believe it'd be easy for your just to extract a simple tool from your minimod to do such changes universally in EDB?
    If yes, I'd be grateful
    JoC

    Besides, the script for lower costs of mercenaries seem not to work properly. For some units it does, for some it doesnt. have a look:

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    Last edited by Jurand of Cracow; August 08, 2017 at 04:22 PM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  18. #58
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Jurand - about lowering replenish rates in Broken Crescent - strange, it should work.
    What is the error? Could you send me 'output log' (output log tab, click on the 'dark' area, select all ctrl+a, copy).


    > Besides, the script for lower costs of mercenaries seem not to work properly. For some units it does, for some it doesnt. have a look:
    Thanks for reporting it.
    Currently I don't have time for detailed investigation, but it could be this :
    changing costs works only for 'true mercenaries', true mercenaries in my definition = non-trainable units = units that can't be trained in any buildings.

    There're some units that can be trained in buildings AND hired as mercenaries - I don't touch their costs.

    Currently I'm extremely busy in my private life, so I will have time to continue my work in september.
    SSHIP mini-mods :

  19. #59

    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Hi tmodelsk ! Great job, I really appreciate your work. I have a few questions: how can I use this to have faster turn times? Do you know other ways to do that? Thank's you very much and sorry for my really bad English !!!

  20. #60
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP Tweaks - mini-mods compilation by TM

    Quote Originally Posted by toto95best View Post
    Hi tmodelsk ! Great job, I really appreciate your work. I have a few questions: how can I use this to have faster turn times? Do you know other ways to do that? Thank's you very much and sorry for my really bad English !!!
    End turn slow down in my tweaks collection is caused by a few tweaks which use 'script monitors'.
    So you can try to switch off those tweaks (listed below), or some of them.

    Some alternative solutions - which smoetimes worked for me, on my system, or could work for you:
    1. Power mode - change it to Maximum Performance. Windows 10 by default is set to balanced performance !!
    2. Run game in Windows 7 compatibility mode, on my Windows 10 running without it slows down turn time
    3. do not install many mods - I mean do not have many (more than 10?) subdirectories with mods in /mods/ directory. On my system it caused end turn slowdown - game somehow is 'indexing' all files on startup, even if then it will use only one mod. It was my discovery
    4. After game start - Alt + Tab to desktop, run Task Manager and boots priority for medieval2.exe process .
      It has no impact on my system, but I know some games (mostly old single threaded ones) which gain performance boost after such trick.
    5. Restarting game after some amount of turns (lets say ~ 20) also helps. But IMO doing it too often can sometimes influence (badly) campaign AI (other AI decision after restart, in favour of player, then before game restart).
    6. Disable anti - virus when playing. On my system (Windows 10) - scanning system (ex automatic one lauched by Windows itself at night) while playing causes turn slowdown.
    7. After launching the game check in Taks Manager if your system has enough free ram memory.


    ### Tweaks that use 'script monitors' an can cause end turn slowdown : ###

    • Garrison Script - Raising garrisons on siege - heavy impact, a lot of 'heavy' monitors.
    • Garrison Script - no unguarded settlements - medium impact, 200 small monitors
    • Army Costs - medium / heavy impact - monitor is launched at end turn for every named character, so the more game progress (more turns), so more characters, it's possibly more slowdown
    • Assassins number limited - small impact
    • Maximum treasury limited - small impact
    • ...... - I need to check, I'll update this post if I remember or check something more.
    Last edited by tmodelsk; September 13, 2017 at 03:24 PM.
    SSHIP mini-mods :

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