Re: DLV 6.3 openbeta_01 02\21\2010
Small question, i think!!!!
Is it correct afther make a clean install so als you told.
That by starting up (click on the icoon) the starting up is going slower then before!!!!
thanks for reading this.
and hope for a small respons.
men keep going on with DLV. it's the best Game i ever have seen and did play.
there are no words for it.
J.P.
Re: DLV 6.3 openbeta_01 02\21\2010
I make a preemtive strike, before anyone reports the America's invasion is not working properly.
The script is working just fine but there are some changes I mentioned in my thread Repman did not take into the release, which make a different outcome than in my tests (which always ended with all regions taken and the factions establishing a base there):
- by not making the rebels faction broke by default the garrisons of the target villages might be stronger than the invaders, by the time of the invasion, and might kill the scripted armies. This is especially true for the two settlements that start out walled as defined in strat.
- by not changeing the build time for the lowest tier of walls from 4 turns to 3 turns, as described in my thread, there is no chance that the player or the Ai can hold the taken settlements, or retake it as a small town, they can keep due to the additional happy bonus in the EDB. The settlement will rebel after 3 turns and the faction who took it will loose it.
Here is a screenshot to proove my point, France will loose Micosuccee on the next turn with no chance to retake it as french settlement. I guess I will take what's left of the army and try assaulting Tenochtitlan. England and Norway died both on assaulting their targets. Spain and Portugal will loose their settlement to an Aztec rebellion in the next turn.
http://srv033.pixpack.net/2010022216...rwyveydykd.jpg
On the bright side, the Mongols are doing pretty well, even without any changes to the beta from my side yet. Sarkel was taken fine, the Mongols hold it and the spawned armies are marching towards Kiev and Timurids.
Re: DLV 6.3 openbeta_01 02\21\2010
Got a question for Furin about the build time of walls and rebelling villages :
Can religion slow down the rebellion process? I mean , If you raise your factions faith in that settlement to , for example , 90% , and only then take it , will it rebel as well?
How about a high chivalry governor? Can't he stop it from rebelling?
@ repman :
-I noticed you need to restart your computer after installing the beta , because something caused a lag when you've chosen a faction and want to start a new game (I had to wait 10/15 seconds before the movie started playing). I also lagged 10/15 seconds when trying to load a new game. After restarting my CPU , I noticed no further lag.
-My princess seems to have decreased movement points. Compared to merchants,priests and spies she only has 50% movement rate. She has no negative traits.
http://img9.imageshack.us/img9/6608/princess1p.png
In effect she takes 4 turns to go from Bruges to Caen.
Re: DLV 6.3 openbeta_01 02\21\2010
Surely that would do the trick, but you and the ai only comes with one priest and a general career general. So the max you can squeeze out of a village is 57% order, no matter the tax, and with 4 turns the village will rebel before you can upgrade it to a small town, at which point the additional boni for america would help keep the order, within the boundaries for happiness structures defined in settlement mechanics.
The princesses have 50 base movement now, that's one of the suggestions I made in my thread, so you can find them within their countries when you get the message of their becoming of age, and not somewhere else in the world. This also prevents the Ai from grabbing generals just somewhere and then moving them back for the rest of their lives to where they are needed.
Re: DLV 6.3 openbeta_01 02\21\2010
Ok , now I understand :) Didn't realize the AI does weird stuff when taking over generals
Still feels a bit awkward to take 4 turns to reach a nearby settlement though...Glad I'm not playing as a eastern European nation : My princess would be dead before she reaches the border ;)
As for not finding the princess when you get the message : If the NPC faction has a large territory , it could appear anywhere in that realm where the NPC king is,no? So you still have to look for them , no?
I always use a few spies when looking for a bride...Never bothered me that much.
Re: DLV 6.3 openbeta_01 02\21\2010
I notice the EDU has missed out the autoresolve balancing. Not a good idea if intentional, it still needs more work but it is already an improvement. Kinda makes me wonder what version of my work is being used. I don't know exactly what is in MMC but this is out of date stuff in 6.3...
This one is the latest: Attachment 76071
It uses the standard approach; adjusting the hitpoints of non existant animals. But also, since I have a fair idea of what the issues are, I sculpted accordingly to add in necessary detail.
Read about it here:
http://www.twcenter.net/forums/showt...04#post1984204
Re: DLV 6.3 openbeta_01 02\21\2010
where is the horse?
myDLV is Clean 6.2+6.3, no change !
http://bbsimg.ali213.net/attachments...XNLjTHxfyg.jpg
Re: DLV 6.3 openbeta_01 02\21\2010
they have Yodas floating chair
Re: DLV 6.3 openbeta_01 02\21\2010
I believe I just found a typo in descr_campaign_ai_db.xml, which has been there for like forever (I remember seeing it like 2 releases ago but then I didn't realize it was wrong then). Maybe this is the reason for the last crash I am xperiencing, the one that happens at the end of the AI turn when you previously took a region or fought a battle.
Here it is:
<invade_priority_gs_modifier float="-200.0f"/>
This f is one f too many, can't be hex, no :hmm:
Edit: Forget that, this f is there in the original xml in the vanilla folder, I have no clue what that means but it looks like it must be there. I'll go look around if I can find posts about that.
Edit2: K, I checked and the f is there for a reason, it cancels out this decision modifier once a faction is at war with another faction so other factors gain more weight.
Re: DLV 6.3 openbeta_01 02\21\2010
Quote:
Originally Posted by
wilking
where is the horse?
myDLV is Clean 6.2+6.3, no change !
Is that the Irish bodyguard unit? I got a silver surfer on the irish bodyguard (1st unit top left with sword and shield) unit but the horses are there.
No wait a sec, that's not the bodyguard, could you please tell which unit that is?
Re: DLV 6.3 openbeta_01 02\21\2010
Quote:
Originally Posted by
wilking
harry potter trait
Re: DLV 6.3 openbeta_01 02\21\2010
Quote:
Originally Posted by
Ahlerich
harry potter trait
Yeah, you can say that, but where is the broom?
-------------------------------------------------------------------------------------------------
Ahh, this looks swell. I just came home from conquering a mountain. You know those big mountains in the midde of DLV's Norway map. So Repamn, are you going to add some gooddies to the 6.3? Or polish the old scripts (and is in need of specific ideas/feedback)?
~Wille
Re: DLV 6.3 openbeta_01 02\21\2010
Edit: It seems that my previous assumption that the invisible mongol army was created by the family tree was not correct. I have changed the script and tested it, even though I set only the first invasion member to be a family memeber, the invisible army still occurs on the baghdad siege. My current theory is that it is caused by the number of armies set to besiege Baghdad. The siege on Sarkel has three armies attacking and it causes no bug but the siege on Baghdad has four armies attacking. Looking on the location, there might only be room for three attacks in one round. What I have done now is letting just TWO armies attack in every siege and look if I still get the invisible army. I'll post my results. Setting the Americas invasion armies back to ,family is still neccesary to prevent the corrupted save file in case a faction was already extinct at the time of the invasion.
Edit2: Egypt family tree error
The princess Fathima is defined as the wife of the heir and already has a son with him. That causes her to run around cluelessly and unmarryable on the campaign map until she dies (I would do the same in her situation). Solution is to either define her as "female, never alive" or give the heir a different wife and make her back to his sister.
Edit 3: I found a method to keep the slave fort garrison commanders inside the forts even if you increase the base movement rate to 130, with named characters set to 100 (that is exactly the distance between the most region capitals without road upgrades). First I set the winter turn to be -10 and the summer turn to be +10. Now the movement range is better but the fort commanders leave their forts. Then I added a -200 LineOfSight to the immobile trait, added a "and not FactionType slave" to the complete summer winter circle and in the end added a SummerWinterCampaign 2 to all fort commanders. The result is slaves not affected by the summer winter circle, which does not matter so much as most of their armies are just captain lead, but an endless winter for the fort commanders. Last but not least I moved the remaining forts causing a problem to better positions.
Diabekr-> 466,155
Abydus->363,153 (region changes to Nicea)
Jersika->336;308 (region called Letgallen) important as this fort was hindering Lits expansion!
Kuldiga-> 305,300
Ayla ->446,70 (Region changes to Gaza)
Edessa->474,143 (Region changes to Mosul)
Attalia->387,119
In the end you get optimal base movement range for armies (the distance between most region capitals), with fort commanders not leaving the forts. You can copy these changes out of the next update in my fixes thread if you like.
Re: DLV 6.3 openbeta_01 02\21\2010
It has also come to my attention that most/if not all popups does not retrive any cash. That includes Tourney, Mercinary camps, Justice gathering (sp?), etc. You get the picture.
You also said you were mixing up and thinking of some new idea's. Well, this is not specific, but I think there is alot to learn from this demo. It's quick, non graphical (explosions) and alot of functionalitys and relationship which may be easily transfared into a medieval setting http://www.positech.co.uk/democracy/
~Wille
Re: DLV 6.3 openbeta_01 02\21\2010
I've been playing for a while now , hitting the 1280's...All seems well , all scripts seem to be working for me so far: Tourneys , merc camps , justice , dungeon/forgiveness , ... Only one tiny bug (not sure if it's a new one or an old one) , for which I found a workaround :
Sometimes when I add 10k to my deposit no money gets substracted . When I notice no money gets substracted , I quicksave the game . Then I quickload the game and the 10k is subtracted on loading the game , and all works again as intended.
As for the America's invasion : what invasion? Sometimes I notice something's happening in America , but never ever do regions get taken over. Of all my games I only noticed once a region actually got conquered , to be reverted back to rebel settlement soon. But I guess you already knew that. I know Furin has made some propositions to balance it out.
As for the beta: my campaign is difficult , my battles are fought hard , and I'm having a lot of challenging fun.
edit : another thing I noticed , but it is in 6.2 as well : The castle I start with (Antwerp in this case as I play Flanders) doesn't allow me to recruit mailed knights , while in all other castles I can.
Re: DLV 6.3 openbeta_01 02\21\2010
I have a couple of sugestions for future development - maybe some of the modders will like them and get creative :)
1. I think all spear units in the game should be given the ability to use a sword as a secondary attack weapon as that was in fact the reality. This could add much depth to battles if the player could choose how his spear units could fight - as excellent anti-cavalry units or as medium anti-infantry units.
2. Special attention should be given to the ottoman troops and especially the janissary corps. It is a fact their standard equipment consisted of bows and swords or axes and later muskets and swords. There was no special janissary archer unit or musketeer janissary unit - there were simply janissaries armed with all those weapons.
3. More mounted units equipped with firearms should be included - virtually all the western states made use of this tipe of unit by late 16th century and again this should be reflected in the game,
4. The Genoese crossbowmen - there simply was no such militia tipe unit of this sort - and I think the game should allow for them to be recruited in cities only and another thing is the fact that this unit should have much better attack stats for both their ranged attack and their hand to hand skills since it was one of the most feared units to ever walk on a medieval battlefield
5. One special problem I see is the low cost of heavy cavalry like for example the gendarmes - they were few in number but that was because the cost of their training and armament was huge. And this is the case with all regular heavy cavalry units.
6. I would very much like to see one thing on a battlefield - medieval feudal knights charging without orders - if there is any way to make this happen it would be a miracle and a very nice thing to see as many many battles were lost by kings because their feudal cavalry charged for their own glory and many times without orders.
7. Another thing would be to increase the chance of troops to rebel - as was the case most did rebel if they were kept on campaining for more than 1-2 years. Maybe a special feature [perhaps inspired from the desertion system of the crusades] could be included here especially for feudal units [reflected in the game by units recruited from castles]
8. The Italian States - one thing that I do not like about dvl is the fact no new italian faction was added and that the units and weapons of the italians were neglected in my opinion. Much more should be done to allow for the italian factions to be what they were - urban based - semi-democratic - very rich and exceptionally well armed small powers. In my opinion more units more provinces and maybe more factions must be added to Italy.
Re: DLV 6.3 openbeta_01 02\21\2010
Quote:
Originally Posted by
rav029
6. I would very much like to see one thing on a battlefield - medieval feudal knights charging without orders - if there is any way to make this happen it would be a miracle and a very nice thing to see as many many battles were lost by kings because their feudal cavalry charged for their own glory and many times without orders.
I fully agree. Never ,ever , in any version of this game (vanilla,dlv,ss,dartmod,...) , have I seen a heavy cavalry unit break ranks and charge without orders.
Re: DLV 6.3 openbeta_01 02\21\2010
Sorry to say this, as I love DLV, and the work Repman does, but since the latest version doesn't include all of the BB mini-mod, and this version also seems to have a number of glaring bugs in it, I will be sticking to the previous version until all this is resolved. Sorry Repman, but this version isn't the best that could be offered :no:, and thus I will await further developments and fixes.
Re: DLV 6.3 openbeta_01 02\21\2010
Quote:
Originally Posted by
CelticPagan
Sorry to say this, as I love DLV, and the work Repman does, but since the latest version doesn't include all of the BB mini-mod, and this version also seems to have a number of glaring bugs in it, I will be sticking to the previous version until all this is resolved. Sorry Repman, but this version isn't the best that could be offered :no:, and thus I will await further developments and fixes.
Hi,
I think these comments are a little hard to Repman
1) Remember : it's only a open beta, that means Repman needs our help to test it.
2) Some choices may not be definitive.
3) Repman made this mod for free and our pleasure. If you don't like it, don't play it.
Have a good day.
Re: DLV 6.3 openbeta_01 02\21\2010
I agree!!!!
DLV is my first mod!
I love it like my baby!
DLV6.3_beta1 is just a beta!
repman, all of us Stand on your side!
DLV 6.3 is very stable and strong now !