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Thread: SSHIP - General Discussion

  1. #7181
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    hi @MoorsihSultan : This problem has already happened to me when there was an error in the assignment of bones (for unit animation).

  2. #7182

    Default Re: SSHIP - General Discussion

    @kostic is there any checker for errors because log files give nothing

  3. #7183
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    This problem can only be resolved with the animation software and the unit itself. From what I remember, with Milshape3D, there can be for the same unit a doubled list of bones for each body part of the unit in question (right tab). You must ensure that the bones are assigned to the first list and not to the copy of the list that follows.
    I hope that these indications can help you find what is causing the visible absence of your unit in the game. Hoping that the problem actually comes from this side!

  4. #7184
    Eldgrimr's Avatar Biarchus
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    Default Re: SSHIP - General Discussion

    Been on a long hiatus from TWC. Glad to see it's still relatively active. How's the SSHIP team been doing?

  5. #7185
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Eldgrimr View Post
    Been on a long hiatus from TWC. Glad to see it's still relatively active. How's the SSHIP team been doing?
    Some - including me - are still active. However, for the past few weeks, our leader seems very busy in his real life and this is preventing us from finalizing the next version...

  6. #7186

    Default Re: SSHIP - General Discussion

    Is there a way to modify the "turns to next available unit" thing? Because I want to lower that stuff a little.

  7. #7187
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by DarkGlobeX View Post
    Is there a way to modify the "turns to next available unit" thing? Because I want to lower that stuff a little.
    you need to modify the EDB: "export_descr_buildings.txt". Many manuals to be found on the web.
    Quote Originally Posted by Eldgrimr View Post
    Been on a long hiatus from TWC. Glad to see it's still relatively active. How's the SSHIP team been doing?
    welcome again, Eldgrimr!

  8. #7188

    Default Re: SSHIP - General Discussion

    Assassins
    I'm finding the use of Assassins by the AI completely over the top and immersion breaking. Basically, it produces way too many at any one time (only, it seems, by the Muslim factions). As a for instance, they ended my Castille & Leon Campain. In one turn, the Moors' assassins killed five of my six generals. All of them were in settlements and all, by coincidence, had spys with them. As I had the you need a General to attack - this effectively killed the campaign. Currently, I'm playing the Fatamids and Seljuk are sending waves of six or so assassins to destroy my cities - and they're my allies ! They are all high level and very difficult to stop.
    Please consider lowering the amount that are generated at any one time. In the meantime, where can I amend the files to switch off assassins ? Thanks

  9. #7189

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by adeperry View Post
    Assassins
    I'm finding the use of Assassins by the AI completely over the top and immersion breaking. Basically, it produces way too many at any one time (only, it seems, by the Muslim factions). As a for instance, they ended my Castille & Leon Campain. In one turn, the Moors' assassins killed five of my six generals. All of them were in settlements and all, by coincidence, had spys with them. As I had the you need a General to attack - this effectively killed the campaign. Currently, I'm playing the Fatamids and Seljuk are sending waves of six or so assassins to destroy my cities - and they're my allies ! They are all high level and very difficult to stop.
    Please consider lowering the amount that are generated at any one time. In the meantime, where can I amend the files to switch off assassins ? Thanks
    In the next version they are nerfed, they were really way too strong. Try to modify these lines in the descr_campaign_db.xml, so they look like these :

    <assassinate_base_chance float="33"/>
    <assassinate_attack_modifier float="0.6"/>
    <assassinate_defence_modifier float="0.8"/>
    <assassinate_public_modifier float="0.25"/>
    <assassinate_personal_modifier float="0.25"/>
    <assassinate_counter_spy_modifier float="1.5"/>
    <assassinate_agent_modifier float="1.3"/>
    <assassinate_own_region_modifier float="0.8"/>
    <assassinate_assassinate_attr_modifier float="0.1"/>
    <assassinate_chance_min int="10"/>
    <assassinate_chance_max int="90"/>

    With these settings assassins are weakened, lets see if it is balanced properly.

  10. #7190

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Macaras View Post
    In the next version they are nerfed, they were really way too strong. Try to modify these lines in the descr_campaign_db.xml, so they look like these :

    <assassinate_base_chance float="33"/>
    <assassinate_attack_modifier float="0.6"/>
    <assassinate_defence_modifier float="0.8"/>
    <assassinate_public_modifier float="0.25"/>
    <assassinate_personal_modifier float="0.25"/>
    <assassinate_counter_spy_modifier float="1.5"/>
    <assassinate_agent_modifier float="1.3"/>
    <assassinate_own_region_modifier float="0.8"/>
    <assassinate_assassinate_attr_modifier float="0.1"/>
    <assassinate_chance_min int="10"/>
    <assassinate_chance_max int="90"/>

    With these settings assassins are weakened, lets see if it is balanced properly.
    Many thanks - I'll give it a go. Will it only take effect with a new game ?

  11. #7191
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by adeperry View Post
    Many thanks - I'll give it a go. Will it only take effect with a new game ?
    no, also your current game

  12. #7192

    Default Re: SSHIP - General Discussion

    hey jurand im focusing on adding new wonders but some issues i faced
    i wanted to add a palace of seljuks in isfahan and another one in urgench of kwarezmians the problem is the wonder building appears in "buildings to be built" section in the targeted cities and other cities
    another thing is i wanted to add byzantium senate in constantinople but the icon doesnt show even the tga files are in the right folder

  13. #7193
    Napovanni's Avatar Laetus
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    Default Re: SSHIP - General Discussion

    Hi SSHIP team,

    First of all many thanks for giving us this fantastic experience. I have to say even though there are a lot of steps to keep improving on. I am sure you have some clear planning and feedback to use where you want to go with this mod. I would like to ask the following (could be this has already been answered somewhere before but for me this whole forum is new).
    1) Is there a Discord page for the SSHIP mod? I would like to know what is in the planning for the next version of SSHIP (0.99 or 1.0)
    2) I know a lot have been added in terms of roleplaying immersion in terms of the traits and ancillaries of the characters but I was wondering if you guys plan on adding hereditary ancillaries for the Dynasties / Noble Houses? It could be so cool if me as the King of Jerusalem could have the Anjou ancillary noble house with unique bonuses but in my campaign I marry a Hungarian family member of the Piast dynasty who later by chance becomes the new King of Jerusalem with unique bonuses coming from this house giving me the edge in battles or governance or even taxes. It would add some much depth, immersion and replaybility. I was wondering if this ancillary could be possible?

    Thank you Jurand and the rest of the team for your team.

  14. #7194
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Napovanni View Post
    Hi SSHIP team,
    First of all many thanks for giving us this fantastic experience. I have to say even though there are a lot of steps to keep improving on. I am sure you have some clear planning and feedback to use where you want to go with this mod. I would like to ask the following (could be this has already been answered somewhere before but for me this whole forum is new).
    1) Is there a Discord page for the SSHIP mod? I would like to know what is in the planning for the next version of SSHIP (0.99 or 1.0)
    2) I know a lot have been added in terms of roleplaying immersion in terms of the traits and ancillaries of the characters but I was wondering if you guys plan on adding hereditary ancillaries for the Dynasties / Noble Houses? It could be so cool if me as the King of Jerusalem could have the Anjou ancillary noble house with unique bonuses but in my campaign I marry a Hungarian family member of the Piast dynasty who later by chance becomes the new King of Jerusalem with unique bonuses coming from this house giving me the edge in battles or governance or even taxes. It would add some much depth, immersion and replaybility. I was wondering if this ancillary could be possible?
    Thank you Jurand and the rest of the team for your team.
    ad. 1 - not really. I've got an internal one, but it's pretty inactive, no entry for weeks.
    ad. 2 - the intermarriages are passed through the "Blood" trait, not ancillary. You can indeed indeed role-play be trying to marry other factions' princesses. See here.
    Shall you play a longer game, report it here.
    JoC

  15. #7195

    Default Re: SSHIP - General Discussion

    Hey all - had a question on how to improve generals command. I see the AI with generals with like 7-8 stars regularly, but I struggle to get mine to like 3, let alone even maintain their command. Despite winning like 15/20 battles personally, generals often hover around this 1-2 threshold, in fact they often lose stars over time. Any tips for what I'm doing wrong or should be doing differently?

    I wouldn't say it impacts my gameplay particularly much, but from an RP perspective I would like to see my generals gain a lot of stars lol.

  16. #7196

    Default Re: SSHIP - General Discussion

    i believe its part of the "unfair" buffs to AI to make them more dangerous to the player. i would often see prodigies and geniuses for enemy generals. you would think the whole medieval world was full of Alexanders, except in my realm lol. its ok. they all die the same, regardless of the stats. poor AI

  17. #7197
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by underworld965 View Post
    Hey all - had a question on how to improve generals command. I see the AI with generals with like 7-8 stars regularly, but I struggle to get mine to like 3, let alone even maintain their command. Despite winning like 15/20 battles personally, generals often hover around this 1-2 threshold, in fact they often lose stars over time. Any tips for what I'm doing wrong or should be doing differently?
    I wouldn't say it impacts my gameplay particularly much, but from an RP perspective I would like to see my generals gain a lot of stars lol.
    Go to the /data/export_descr_character_traits
    then study the file.
    For instance, search ";======== MILITARY traits" and see then various tratis and their levels.
    "Effect Command 1 " - means one star.
    then study when you can get those traits in the section:
    ;======== BATTLE ======================

  18. #7198

    Default Re: SSHIP - General Discussion

    Sship team, I have a question regarding the reclassification of military units.

    For example, the levies are similar to the militias, but I think the levies would have to have less morale and equipment than the militias.
    I think I will reclassify the spear militia as Levy spearmen, and the spearmen as spearmen militia, to leave the spearmen sergeant as professional sergeant units.
    Same case for the ax militia as the Levy axemen. It would be renaming them to reflect that they are forced levies to defend their lands or attack in a military campaign.
    The militias would have a little more equipment and morale as well as a little more training.


    -I also have doubts regarding professional troops, which can be from the sergeant class like other free troops (light swordmen).
    I will try to reflect these military classes in the names to differentiate them (levs, militias, sergeants, professional troops...)


    What is your opinion???
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    THE LESS YOU BLEED IN BATTLE!!!



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  19. #7199

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by j.a.luna View Post
    Sship team, I have a question regarding the reclassification of military units.

    For example, the levies are similar to the militias, but I think the levies would have to have less morale and equipment than the militias.
    I think I will reclassify the spear militia as Levy spearmen, and the spearmen as spearmen militia, to leave the spearmen sergeant as professional sergeant units.
    Same case for the ax militia as the Levy axemen. It would be renaming them to reflect that they are forced levies to defend their lands or attack in a military campaign.
    The militias would have a little more equipment and morale as well as a little more training.


    -I also have doubts regarding professional troops, which can be from the sergeant class like other free troops (light swordmen).
    I will try to reflect these military classes in the names to differentiate them (levs, militias, sergeants, professional troops...)


    What is your opinion???
    my problem here is that maybe the "spearmen" unit is a redundant unit, where we already have the minor spearmen ( spear militia or levy spearmen) and senior spearmen ( spearmen sergeants).Perhaps they should be eliminated or modified and have one more unit space for another regional or more specific unit (like the Flemish militia or another Bulgarian unit)
    Something similar happens with the levy crossbomen and the crossbow militia, they are similar units and with the same stats and even visuals. Maybe it would be good to reunify them into Levy crossbowmen and their top unit would be the sergeant crosbowmen.


    Opinions please?
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



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  20. #7200
    kostic's Avatar Domesticus
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    Default Re: SSHIP - General Discussion

    From my point of view, you're generally right.
    1- It would indeed be more logical for levy units to be less competent than militia units (which are better trained). So reversing the names would be consistent.
    Spear militia=Spear levy
    Urban spear militia=Spear militia


    2- There are indeed 2 types of professional spearmen: in the game, “spearmen” or “sergeant spearmen”, should we keep only one? I'm not sure.


    3- There's a slight visual difference between “levy crossbowmen” and “crossbow militia”. Basically, militias are a little better equipped. We'd have to check that the latter unit is indeed a little more competent than the levy unit. Then, with armor upgrades, the 2 do indeed become more professional - at least visually - and that's how I see it for now.


    In my opinion, unless you're going to rework the whole thing - which takes time and isn't my priority - I think you need to make some slight changes for the time being (names, possibly stats...) without touching the units themselves.

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