Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lord Minotaur
At least in the original SS6.4 you could make a half dead faction a vassal, or after half a gazilion years of fighting you could arrange a peace agreement. You feel me?
I've had no problems making factions my vassal in SSHIP, and have seen many AI factions creating vassals of their own.
And usually factions are very open to peace with me once they lose a city or a few major battles and realise they can't contend with me.
Re: SSHIP - General Discussion
Exactly. Vasalling someone and getting a ceasefire should definitely be more easy to achieve than in SS6.4.
Re: SSHIP - General Discussion
Ok, my Gold edition arrived today and i have it up and running with SS 6.4 first time no probs (which is nice), bit disappointed you cant have 5.1 surround sound unless you own a Medieval sound card, but i guess it is an oldy!, Im not attempting to get back into this until i finish Work on Friday where i can have a few beers and enjoy, however i am considering getting this mod installed before i even start.....question, is there a rough ETA on the next release of this mod, as if its soon, i'll just have a bash of SS 6.4 and install this on the next update.
Thanks
Re: SSHIP - General Discussion
No ETA for the next release yet.
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Poacher886
Ok, my Gold edition arrived today and i have it up and running with SS 6.4 first time no probs (which is nice), bit disappointed you cant have 5.1 surround sound unless you own a Medieval sound card, but i guess it is an oldy!, Im not attempting to get back into this until i finish Work on Friday where i can have a few beers and enjoy, however i am considering getting this mod installed before i even start.....question, is there a rough ETA on the next release of this mod, as if its soon, i'll just have a bash of SS 6.4 and install this on the next update.
Thanks
It's advised to run Medieval II vanilla - just start a campaign, then quit - before running any mods.
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Larkin
It's advised to run Medieval II vanilla - just start a campaign, then quit - before running any mods.
Thanks, i did this actually just to make sure all was ok at each stage..and again for 6.3 and again for 6.4......just downloading this mod now, will install tomorrow.
Was reading the install instructions, am i correct in saying that i replace the data folder in SS 6.3 (which is in my MTW2 files) with the data folder in this download?, as you mentioned having a SSHIP sub-mod folder which i dont have.
Basically this bit:
2. Download the SSHIP v0.8.2 full install. Extract it in a temporary folder & merge the data folder with the one in your SSHIP submod folder (usually named SS6.3).
3. Download the SSHIP v0.8.3. Extract it in a temporary folder & merge the data folder with the one in your SSHIP submod folder (usually named SS6.3).
So are you saying take the data folder from this mod V8.2 and replace the data folder in my 'Mods / 6.3 / data' and then replace that with the data folder from v8.3??
Re: SSHIP - General Discussion
Not "replace" but "merge". Only the relevant files will be replaced.
You can also merge the data folder from v0.8.2 with the data folder from V0.8.3 before to merge the new data folder to the one in your SS6.3 folder (hope I'm clear).
Re: SSHIP - General Discussion
Do you have plans for adding historical figures in future versions?
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lifthrasir
Not "replace" but "merge". Only the relevant files will be replaced.
You can also merge the data folder from v0.8.2 with the data folder from V0.8.3 before to merge the new data folder to the one in your SS6.3 folder (hope I'm clear).
Lol, i had to read it 3 times, but yea i understand....i'll give it a shot now. thanks
Actually i do have another question, when re-running 6.4 you get all the options at the start, i see under the install instructions you mention a few like RC / Permanent arrows, however you do not mention which options i should NOT have checked.....could you elaborate on this please.
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Poacher886
Actually i do have another question, when re-running 6.4 you get all the options at the start, i see under the install instructions you mention a few like RC / Permanent arrows, however you do not mention which options i should NOT have checked.....could you elaborate on this please.
You shouldn't check anything except permenant arrows if you want. SSHIP changes everything else in the setup, so checking things is both pointless and may cause conflicts. Once you have SSHIP installed, do not run the setup again.
Re: SSHIP - General Discussion
Thanks, i've loaded it up and just entered a campaign to check all is well....looks fine and indeed brings a smile to my face seeing this again (nice job on the map looks good), One concern Lol, the speed my mouse moves the campaign map around is nuts!! its hard to locate anywhere without over shooting an correcting myself, no options to slow the map movement appear in the options, is there a way? i did see map speed = 99 in the pref file, can this be reduced?
Thanks.
A few more questions having played a few turns (need reminding its been so long).
1. What is the purpose of trade fleets ( i cant see any trading area's / resources on the sea map)?
2. Is there any advantage to having Princesses / assassins / merchants etc attached to your army's or in your settlements?
3. I see the option to marry a Princess with a general...apart form adding another family member is there any consequences or advantages for marrying a certain general, they seem much the same at present.?
4. How do i recruit a new general for a new army?
5. I noticed the highest unit number was 200 for spearmen. Given the max is 250, any reason why you did'nt use 250 for low level, 200 for mid-level, 180 for missile and 150 for Elite, to give a larger army / battles.?
Thanks, really looking forward to Friday to start my campaign proper.
Re: SSHIP - General Discussion
1. A trade fleet is simply the representation of sea trade. Like how roads have wagons on them to show trade. The more ships you see, the more $$$ you bring in. They are transporting the resources you see on the map to other settlements (you can click 'trade summary' in 'settlement details' on the settlement screen to see what is being traded).
2. There is no advantage to having any agent in your army. Merchants should only be on a trade resource, where they generate additional income. The only agent that can be put in a settlement with any benefit is a spy, as he will help you to identify any foreign spies that may be poking around. Having a spy/assassin combo in a city can be nice for picking off rival agents.
3. The advantages/disadvantages lie with the princess' traits. If she has high charm, the general is more likely to get good traits as a result. A lot of these traits are hidden, however - you can't know, for example, if she is fertile or not, until the marriage happens. You can also use a princess to steal a general from another faction by marrying them, though there is a % chance that this will fail. Or you can arrange them to marry a faction leader/heir by diplomacy, which helps build a strong alliance.
4. Once you have a castle up to the fortress level, you will be able to recruit a 'general's bodyguard' unit from it. This will give you a new general. However, this unit is only available every 20 turns.
5. I can't answer that. 200 men per unit is a nice size, though.
Re: SSHIP - General Discussion
We haven't touched the amount of men per unit. The actual amount of men per unit are from Stainless Steel. Then it depends how you have made your Game Settings (Options menu). In there, you can choose with the Unit Scale tab your unit size ( from small to huge).
Re: SSHIP - General Discussion
Quote:
Originally Posted by
fatihkrmn
Do you have plans for adding historical figures in future versions?
Yes but later on
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Larkin
1. A trade fleet is simply the representation of sea trade. Like how roads have wagons on them to show trade. The more ships you see, the more $$$ you bring in. They are transporting the resources you see on the map to other settlements (you can click 'trade summary' in 'settlement details' on the settlement screen to see what is being traded).
2. There is no advantage to having any agent in your army. Merchants should only be on a trade resource, where they generate additional income. The only agent that can be put in a settlement with any benefit is a spy, as he will help you to identify any foreign spies that may be poking around. Having a spy/assassin combo in a city can be nice for picking off rival agents.
3. The advantages/disadvantages lie with the princess' traits. If she has high charm, the general is more likely to get good traits as a result. A lot of these traits are hidden, however - you can't know, for example, if she is fertile or not, until the marriage happens. You can also use a princess to steal a general from another faction by marrying them, though there is a % chance that this will fail. Or you can arrange them to marry a faction leader/heir by diplomacy, which helps build a strong alliance.
4. Once you have a castle up to the fortress level, you will be able to recruit a 'general's bodyguard' unit from it. This will give you a new general. However, this unit is only available every 20 turns.
5. I can't answer that. 200 men per unit is a nice size, though.
Thanks for the answers, Ref Q.4.....SO i cant create a or access a new General to command a new army until i have a castle to fortress level??, I guess this means a lot of general-less army's then.
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Lifthrasir
We haven't touched the amount of men per unit. The actual amount of men per unit are from Stainless Steel. Then it depends how you have made your Game Settings (Options menu). In there, you can choose with the Unit Scale tab your unit size ( from small to huge).
Hi, this is my point actually, the numbers are from SS mod (which don't utilise the full 250 men allowed), so the question was why not up the Men per unit count to utilise the full amount better and enable slightly larger battles / Army's....even with the 'Huge' settings, most units are a very small 150 men! and we are also restricted to 20 unit army's regardless of the drip feed re-enforcement system thus even more important to increase the unit size to max i would say.
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Poacher886
Thanks for the answers, Ref Q.4.....SO i cant create a or access a new General to command a new army until i have a castle to fortress level??, I guess this means a lot of general-less army's then.
Well really you shouldn't have loads of armies in the early game anyway. Depends on which faction you are, but SSHIP prevents early game blitzing. As Venice I only really had one full stack for a good hundred turns. Larger factions like the HRE or Romans will be more accessible as they have access to a fortress right away - I think some factions even start out with a citadel, or are easily able to get their hands on one. 450 turns into a campaign and I don't have a citadel, so that's a real treat.
Quote:
Originally Posted by
Poacher886
Hi, this is my point actually, the numbers are from SS mod (which don't utilise the full 250 men allowed), so the question was why not up the Men per unit count to utilise the full amount better and enable slightly larger battles / Army's....even with the 'Huge' settings, most units are a very small 150 men! and we are also restricted to 20 unit army's regardless of the drip feed re-enforcement system thus even more important to increase the unit size to max i would say.
I think balance factors into it. 250 man spearmen units become extremely cost effective at defending a city. A handful of them and you suddenly have 1000+ men all around a gate in schiltrom or shield wall or whatever, and the AI's insistance on charging everything through the gate just gives the defender a huge advantage.
But it wouldn't be that difficult for you to change if you wanted.
Re: SSHIP - General Discussion
Quote:
Originally Posted by
Poacher886
Hi, this is my point actually, the numbers are from SS mod (which don't utilise the full 250 men allowed), so the question was why not up the Men per unit count to utilise the full amount better and enable slightly larger battles / Army's....even with the 'Huge' settings, most units are a very small 150 men! and we are also restricted to 20 unit army's regardless of the drip feed re-enforcement system thus even more important to increase the unit size to max i would say.
Siege battles are probably a reason, I'd imagine.
Upping the unit size too much means you won't be able to fit them on the walls.
Re: SSHIP - General Discussion
In addition to Larkin and PerXX posts, I'm not sure how the M2TW engine would handle so many men during battles during which you can get an army about 3000 or 4000 men. Considering the AI with the same amount, that means at least between 6000 and 7000 men on the battle field. Without a correct PC, your game will become easily "laggy".
It has been already discussed recently (but I can't remember where) and we won't change the unit sizes for now.
Re: SSHIP - General Discussion
Fair points, however, i've been using 40 unit army's with 250-350 men per unit in both ETW/NTW and RTW2 on a mediocre system (7870+i5-760@ 1920x1200) no probs...except a bit choppy of course where seiges are concerned, of course this is a much older game and should present no probs with the extra men especially at only 20 units!
I hear what your saying ref units on the walls, but you would typically use missile men for that and i would suggest 180 as the number of such units. As for the spearmen defence around the gates, well ok, but lets face it. Elite units that would typically storm first would still clear a path and indeed assaulting fortresses was and should be a costly affair. To be honest im struggling to find a downside. Hear would be my suggestion:
250 men = Low level troops
200 men = mid tier troops
180 men = missile
150 men = Elite
100 men = cavalry
You could construct some reasonable army's with this format, not to far off the real thing with a stack or two, I would expect no more fatigue on the system and im sure sieges would not be void with its use. On the flip side, it would provide slightly more engaging and realistic battles.