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    Re: Populationg growth and decreasing system ?

    Are there plans to add some kind of pop growth mechanism, something like they have implemented in dei?
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    Re: [Submod] Normal's Rome II Unit Icons

    These are really nice, look forward to the update
  3. Re: How fun would this campaign be with some form of multiplayer?

    Would the reforms not trigger at all, or just trigger automatically at a set date?

    Thanks
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    Sticky: Re: Screenshots / Empires' Maps Thread

    Looking good, will the unit cards also be updated to match the new look?
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    Re: SSHIP - General Discussion

    I always use mercenaries as the main garrison force in most of my games because they are most cost-effective - the initial cost is high but the upkeep cost is considerably lower than a regular unit...
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    Re: PC Specs and Turn Times

    SSD will not affect processing times between turns - that will be determined mostly by the cpu - but it will have many other benefits that make it worth the money (imo). I have an i7 4790k, 8gb ram...
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    Re: PC Specs and Turn Times

    Depends on your budget - if it's around 400-450 then an i3 6100 (£90) with a gtx 750ti (£95) leaving 200-250 for the rest. If it's around £550 then an i5 6 500(£165) with a gtx 950 (£135) leaving...
  8. Re: ANNOUNCEMENT: The Autumn Release (and an appeal)

    I think the current process of ironing out as many bugs as possible before the big release is better than releasing a game that looks polished but has lots of issues with gameplay (like many games...
  9. Re: The Medieval 2 Total War building cards are awful! Can we get new pictures instead?

    One thing I would add, please, whatever style is chosen can it be consistent throughout - having several different styles just makes things look messy
  10. Replies
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    Re: SSHIP - General Discussion

    Agree, I like some of the periodic pictures but unless you can get a consistent style of paintings/pictures for every character I think the vanilla pictures are a better option. On a side note, I...
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    Re: SSHIP - General Discussion

    The initial cost of mercenaries is very high but the upkeep is very low (compared to regular troops) so I end up using them loads as garrisons in my towns/cities. Baring this in mind, recruiting...
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    Re: SSHIP - General Discussion

    So do the other attributes of the leader have any effect, for instance piety could influence standing with the pope and religious convergence/growth of heresy/religious unrest in your regions. ...
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    Re: SSHIP - General Discussion

    I didn't realise that about the leader but I like that it makes the king key to the stability of the realm - is the authority also a key factor for civil wars?
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    Re: SSHIP - General Discussion

    I'm not sure I understand, but are you saying that settlement income should be decreased and merchant income should be increased?

    If so, I have to disagree, I think the balance is pretty good as...
  15. Re: [Preview] SSHIP - New Buildings / Stats / UI Cards

    Many of the unit cards are already very good (Venetian heavy archers and Scots guard for instance), so unless Appollinaris' unit cards have a very different style, not all 500 unit cards necessarily...
  16. Re: [Preview] SSHIP - New Buildings / Stats / UI Cards

    Looking really good - are you intending to do the scroll for every building in the game? I think its good to have consistency throughout. Also, are you planning on doing any unit cards? In my opinion...
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    Re: SSHIP - General Discussion

    I think the current castle and town models are great!
  18. Re: [Preview] SSHIP - New Buildings / Stats / UI Cards

    If the ai growth bonuses only apply in VH mode then its just those that need tweaking? I've played a couple of campaigns for about 300 turns on hard and there weren't citadels or huge cities...
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    Re: SSHIP - General Discussion

    Some regions had a small population in the 12th century but a much larger one by the 15th century. With the current system you have each region with a specific base farming rate, which means that a...
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    Re: SSHIP - General Discussion

    Just a though, could there be a 'late bloomer' resource that gives cities that historically developed later on in the period (13th/14th century) a population growth boost after a particular date?
  21. [Tutorial] Re: Scripted buildings: create_building and destroy_buildings

    Okay thanks for the reply Withwnar, saved me a lot of time trying to figure that out +rep
  22. [Tutorial] Re: Scripted buildings: create_building and destroy_buildings

    Hi Withwnar, I've been trying to figure out how to make sacking settlements and exterminate the populace have long-term impacts (like a decrease in population growth for x years after). Do you think...
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    Re: SSHIP - General Discussion

    The only thing I could think of (although it might not be possible) would be to have some kind of 'building' line that basically describes the current state of the settlement (e.g. populace recently...
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    Re: SSHIP - General Discussion

    I've been playing this mod quite a lot recently and think its the best there is. However, I think it could be interesting to implement a mechanism that causes detrimental settlement events to have a...
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    Sticky: Re: [Release] SSHIP - Beta v0.8.3 downloadable - 3rd of December 2014

    In my campaign I remember England rapidly declining as soon as William Wallace arrived - maybe weakening the army that spawns could help too
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    Re: RR/RC for The Last Kingdom (released)

    Much appreciated DeathtoEgo - can enjoy this mod once again! :thumbsup2
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    Re: RR/RC for The Last Kingdom (released)

    Hi k/t,
    I cannot seem to find the rr/rc main files on the first post, only the guide, shield fix and Rc 2.0 text file. You reiterated that it's in the first post so maybe I'm just missing something?...
  28. Sticky: Re: Imperial Destroyer project v4.41 (Added New regions!)

    Firstly, great mod so much work must have gone into this. Second, are there any plans to redo the French unit icons? Because they don't match up with the icons for other nations - also the pictures...
  29. Re: SUGGESTIONS, COMMMENTS, & QUESTIONS [v3.0 Development Discussion]

    Hey just a suggestion regarding the unit icons. I really like the ones you've done for Britain and France (in ROTR) - are there plans for this style to be used for other nations? Not that the vanilla...
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    Re: SSHIP - General Discussion

    Just to add to Overlord's points about development based on my experiences with this great mod - I don't think it should be easy to reach high populations in every region, but I do think that it...
  31. Poll: Re: The Reunited Kingdom submod crash all the time!

    Are you using steam? If so, I had the same issue so try this: first, back-up the 'Third Age.bat' file (in the main Third_Age_3 folder), then open the 'Third Age.bat' file with Notepad++ and where it...
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    Sticky: Re: The Stainless Steel Historical Improvement Project - Second patch for Beta 8 released!

    http://s3.postimg.org/6f62ga5gf/England_Campaign.jpg

    Just thought I'd share my England campaign at turn 196...

    1) Haven't had a single crash
    2) Top 5 factions in order (excluding myself -...
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    Sticky: Re: The Stainless Steel Historical Improvement Project - Second patch for Beta 8 released!

    Hey,

    I noticed one of my towns went extremely unhappy (0% public order) and had -26.5% population growth. After 1 turn I figured out that one of my family members had rebelled and get the 'not my...
  34. Re: Forgotten Realms of Gathered Submods (FRoGS) v2.3 RELEASED!!! + Fix for Blackroot Vale archers ~ A preview of the EREBOR AND IRON HILLS faction update in page 170!

    Hello,

    I'm missing a load of unit_info's e.g. beorning berserkers, dwarf sprinters, morannon swords, morannon blades, morannon halberds, and i'm seeing some 'unlocalised placement text' e.g. for...
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    Sticky: Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    So the new patch will include all the new skins from Sandys mod (including unit cards - they look fantastic)?

    Thanks
  36. Replies
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    Sticky: Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Thanks for the quick reply :) I guess it will just be more of an achievement when I eventually turn them into thriving scandinavian cities
  37. Replies
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    Sticky: Re: The Stainless Steel Historical Improvement Project - First patch for Beta 8 released!

    Really enjoying this sub-mod, but with Denmark I've been struggling to increase the population in some of my provinces (mostly those in Norway/Sweden) - I have 0% pop. growth with the lowest tax...
  38. Re: Divide and Conquer - Public Beta Release - Preview in post #3249 - page 163

    Hello,

    First of all great mod I love all the new factions and map in particular,
    I just have a question around some unit stats balance: the rhudaur pikemen and swordsmen seem to be abit...
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    [Released] Re: Bran's Empire Campaign AI

    Hey Bran,
    This sounds exactly like the kind of mod I'm looking for, however, it isn't showing up in the mod manager so I'm not certain it's running. I can see that its a movie.pack so I'm assuming...
  40. Thread: any updates?

    by Jimmeh36
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    Re: any updates?

    i think this mod is really good, but must admit it dus struggle to run and often ctds for me... also, the traits are good but ther arent enough positives, i find it hard to get any decent generals.
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