Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
A question for the current version, when is possible convert a city in a castle and viceversa??? In my egyptian campaign i can convert the castle of Asqalan in a largue town, and the fortress of Acre in a city, and the wooden castle of Aqabah in a town BUT for Cairo, Qus, Dumyat and Alexandria can not convert them in castles... is it a bug or is it intentional? And why is it that some do and others don't?
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
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Hello and congratulations with this newest release! I apologise if this was asked before, but is it possible to enable the Hard/Very Hard mechanics (army supply system, army morale) on the normal difficulty?
I've heard about the AI being quite hardcore on H/VH, so I am thinking about starting on the normal first. However, I still wish to see these mechanics present.
This would be very laborious. However, I think @Macaras is able to tell you how to enable the previous AI, that was much more tamed. You'd be able to play on VH but with a lenient AI and diplomacy.
Slavic Javelins - you're right, I'll fix it, thanks!
iirc Mongols cannot build navies, intentional in SS (maybe to be reconsidered...)
They are too big for conversion. The highest level that can be converted into castle is large town:
Code:building convert_to_castle{ convert_to convert_to_city levels village_to_wooden_castle small_town_to_stone_keep large_town_to_castle { village_to_wooden_castle city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { convert_to 0 capability { } material wooden construction 2 cost 1250 settlement_min village upgrades { small_town_to_stone_keep } } small_town_to_stone_keep city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { convert_to 1 capability { } material wooden construction 3 cost 2500 settlement_min town upgrades { large_town_to_castle } } large_town_to_castle city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } { convert_to 2 capability { } material wooden construction 5 cost 4750 settlement_min large_town upgrades { } } } plugins { } }
Last edited by Jurand of Cracow; September 15, 2022 at 03:47 PM.
ilnur, in case you find it still somehow lacking these is the old diplomacy file that was used before - its easier: https://www.mediafire.com/file/1mokn...omacy.xml/file
You just need to change its name to descr_diplomacy.xml (which means delete the "OLD-" part) and replace the same file that you find in the folder SSHIP0.98/data.
opaxite, did you switch AI maybe? It doesn't sound like the current one- it should be at least sending full stacks, more then vanilla ?- AI seems to make weird decisions. HRE will break an alliance to besiege a vulnerable settlement with a tiny army, when my own reinforcements are in range, and their own reinforcements are scattered far away.
- AI scatters forces a lot, making family members and even faction leaders walk almost alone, while two of their other small stacks are nearby. Makes it very easy to defeat them in detail and feels like an exploit. At the same time, smaller scale battles feel much more refreshing and immresive, compared to vanilla ever-present full stack battles of fully developed armies.
It sound like a very old version, where did you download the game from?- I am getting notifications about new family members being born, while they are not in the family tree, like generals married to a noble lady.
Last edited by Macaras; September 15, 2022 at 06:28 PM.
Now in September version sicilians can not recruit berber archers in Palermo... I think that in some way the Muslims in this city and the island of Sicily would have to be represented, the Muslims in the XII-XIII century served as archers in the Sicilian-Norman armies, maybe we could add andhat archers in the barracks and maybe some unit Muslim infantry... because the Berber archers I think should only be recruited from North Africa.Any solution?
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THE LESS YOU BLEED IN BATTLE!!!
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Couple of observations playing Poland around turn 100: Please take these with a grain of salt. I am new to this mod, and I only played Vanilla before. I don't know anything about modding and the history of balancing decisions you've made. Some of the problems you've most likely considered. For context, I play on Easy campaign difficulty, and I understand the game is not balanced around that.
- Some areas have become heretic meetups. It's sort of historic in Bohemia, but feels un-historic near Rome. Seems like priests are too easily converted, there are none to be seen. Just heretics.
- My princesses have a really, really short movement range, feels like 50% of a regular character or even less. It takes years to get to a suitor, who often gets married in the meantime. Then onto another suitor, rinse and repeat. If the target moves in the opposite direction, the princess can not catch up with him. Meanwhile, the Princess is getting old. Short range also makes princesses somewhat useless as diplomats, as they need to be solely focused on reaching suitors ASAP.
- AI princesses are abundant. Managed to marry both my FL and FH to full heart princesses. There's always a handful of princesses walking around. Haven't seen a foreign diplomat in ages on the other hand.
- I'm still only allowed 1 diplomat, which feels a bit lacking at this point, especially when my own princesses are scarce, and not very useful as diplomats. I could bribe another faction's diplomat, but I can't find any.
- There's not much incentive to level up or specialize spies. They are abundant, cheap to recruit, cheap to maintain, easy to replace. I mostly use them for recon. The only time I actually need to use the spy action is to reveal a potential suitor's character traits. If one spy fails to do that, there's always another nearby. Just spam spies.
- AI seems to make weird decisions. HRE will break an alliance to besiege a vulnerable settlement with a tiny army, when my own reinforcements are in range, and their own reinforcements are scattered far away.
- AI scatters forces a lot, making family members and even faction leaders walk almost alone, while two of their other small stacks are nearby. Makes it very easy to defeat them in detail and feels like an exploit. At the same time, smaller scale battles feel much more refreshing and immresive, compared to vanilla ever-present full stack battles of fully developed armies.
- Mercenaries feel like an exploit: I can keep a reserve of around 5000 and raise a force immediately when needed. Once I defeat the opposing army, I can disband the units. All in the same turn. But this might be actually historic.
- Seems like the pool of mercenaries is too big, but at the same time, I end up almost never using them: They are always abundant, so I don't have to "seize the opportunity", and they are too expensive to be kept long-term.
- Replenishment mechanics make this an entirely different game. I am absolutely in love with how rare some of the units are. With that being said, I think the times to train another unit could still be much, much longer. Would give me a reason to recruit those mercenaries perhaps.
- I am getting notifications about new family members being born, while they are not in the family tree, like generals married to a noble lady.
- I am getting reccurent messages about certain events, e.g. the founding of Moscow.
Thank you for all the amazing work. This mod is a true work of art. I'm 4th generation, still didn't manage to get mi FL crowned, and I love it.
Berber Archers were disabled in Italy as ahistorical. You can recruit them in the Maghrib:
What you've hinted about - Ahdath Archers, that it Muslim Levy Archers - would be perfectly fine and is planned to be implemented once kostic would make this unit available for Sicilian faction (the Normans).;====================================================================================================================================;--- Berber Archers (AoR)
; with mercenary_unit attribute
; available in 5 provinces
recruit_pool "Berber Archers" 1 0.04 2 0 requires factions { all, } and hidden_resource berber
recruit_pool "Berber Archers" 0 0.037 0 0 requires factions { moors, egypt, zengid, abbasid, rum, turks, slave, } and hidden_resource berber
Quite a number of observations here. I'll try go through them and see.
However, I've got an initial question: which version of the mod do you play? It seems that the older one, from April, because we've fixed that message about Moscow for September (or maybe it doesn't work?)
if I_EventCounter MOSCOW_FOUNDED < 1 and RandomPercent < 50
set_event_counter continue 0
if I_TurnNumber > 30
and I_SettlementOwner Rustov = russia
and I_SettlementOwner Suzdal = russia
and I_SettlementOwner Ryazan = russia
set_event_counter continue 1
end_if
if I_TurnNumber > 80
and I_SettlementOwner Novgorod = russia
set_event_counter continue 1
end_if
if I_EventCounter continue = 1
set_event_counter continue 0
historic_event MOSCOW_FOUNDED factions { russia, kievan_rus, hungary, poland, cumans, norway, denmark, byzantium, }
if not I_IsFactionAIControlled russia
inc_event_counter rus2_moscow_player 1
end_if
end_if
end_ifif I_EventCounter MOSCOW_FOUNDED < 1 and RandomPercent < 50
set_event_counter continue 0
if I_TurnNumber > 30
and I_SettlementOwner Rustov = kievan_rus
and I_SettlementOwner Suzdal = kievan_rus
and I_SettlementOwner Ryazan = kievan_rus
set_event_counter continue 1
end_if
if I_TurnNumber > 80
and I_SettlementOwner Kiev = kievan_rus
set_event_counter continue 1
end_if
if I_EventCounter continue = 1
set_event_counter continue 0
historic_event MOSCOW_FOUNDED factions { russia, kievan_rus, hungary, poland, cumans, norway, denmark, byzantium, }
if not I_IsFactionAIControlled russia
inc_event_counter rus2_moscow_player 1
end_if
end_if
end_if
Last edited by Jurand of Cracow; September 15, 2022 at 06:30 PM.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Are Hospitallers and Ritterbruders supposed to be removed as part of the evolution of factions? seems like they're removed very early.
It's not a start, it's turn 200. Utrecht has all requirements, it has wooden wall - yet it's termed "Town" , not "Large Town", and it cannot build anything from that large_town level.
No, they are not a part of the evolution. There's only a script to disable the Templars. However, I haven't worked on the military orders yet.
looks like 10 Major Chapter Houses built
you should have received a message:monitor_event BuildingCompleted TrueCondition and NumBuildingsCompleted templars_major_ch > 9
set_event_counter templar_independence 1
historic_event templar_greed
terminate_monitor
end_monitor
log ------ terminate monitor historic_event TEMPLAR_ORDER_DISSOLVED
terminate_monitor
end_if
Yes I understood the context and was just pointing something else I discovered while looking at the files !
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Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
It happens, no worries
I started a Novgorodian campaign in the meantime. At 12 turns I've so far noticed only two curiosities:
- Mercenary chudies cost only 1/3 to recruit when compared to what the unit costs if recruited from a settlement. I think Gaku reported the same issue for some other faction & similar mercenary unit?
- After capturing Polotsk it would've been possible to build a blacksmith even though the settlement didn't have a leather tanner yet either. I'm not sure though, if this is correct or not.
Thanks for helping to find discrepancies!
- Chude - will be adjusted in the next version
- hmm, there's a Leather Tanner from the beginnig in Polotsk. Otherwise it would be a strange bug.
@Gaku, this is another HU campaign, right? The posession of various factions seem different than in the save you've had sent before.
Last edited by Jurand of Cracow; September 17, 2022 at 01:54 AM.
Kurdish Javelinmen are also costing 1/3 to recruit as mercenaries as compared to settlement recruitment. Qaws ferengi Infantry are missing a unit card (in campaign rebel stack)
Last edited by hazman232; September 18, 2022 at 08:25 AM.
i get CTDs when i try to start custom battles.
campaign seems to work ok.
the byzantines dont have acess to western knights anymore?