GV? UAI? 1.1 is a worth while upgrade, it fits the middle between 1.0 and 0.9, how one made it all out war and the other made it very passive. There are wars but not so many, and good alliances hold out.
I backed up the descr_campaign_ai_db.xml, descr_diplomacy.xml , descr_faction_standing.txt, then used those ones from UAI to overwrite them in the dlv data folder, and works fine with me.
Kye.
@kye
how is the trait/ancillary system working ?
any Crashes with tweaks 4.0a ?
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
They are working great so far. No bugs at the moment, and i dont think two ancillaries overlap at all if i have two generals in one town. The effects are brilliant and i have to think more about where i place my generals.
Hey man, this mod looks killer. I wondered where the picture and link for this sucker went. God wills it!!!
Re the attack cycle, So 25 is vanilla standard and version 1.8 of this mod has a lot of units set at 0 by mistake, though now changed to 10?
Am I right in thinking that changing this value to 50 for all units would lengthen battles significantly (which I would love), or does this work in some other way?
edit: to answer my own question, after testing, I found it apparently makes no difference.
Last edited by Byg; January 21, 2007 at 04:18 PM. Reason: answer found
Any fixes, or is it already fixed in the mod, for the shield bug?
@Gaul
it's a time and real life killer
@Byg
the 0 settings are not of mistake, this are the original settings from darth
The difference in the attack cyclus time makes no difference on the battlefield ?
interesting...maybe 50 is too high ?
@norse archer
no... it would mess up the balancing.... have you seen it actually ?
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
Nah, haven't seen it nor have I seen an explanation of exactly what the shield bug is.... other than units that should have a shield, the shield armor value gets reduced to zero when that unit enters melee combat....
... is that it?
Reply the shield bug is confirmed but I can't remember where I read it but basically it has a negative effect on damage done by melee weapons. Don't quote me though