Thread: SSHIP - General Discussion

  1. #3181
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by alpharomeo View Post
    I have only play 80 turns, so I don't know how the "coward" trait can appear, based on the code. It was preceded by "Faltering courage" actually. So could it comes from some other rule? I have taken one general with "faltering courage" to one or more battles and he lost the trait. I tried for a "coward" general but, so far, nothing.
    Faltering courage is the first level of Coward, as described here. Getting back should be easy. And yes, if a general gets Coward getting back is very difficult, and with Slave to Fear it's almost impossible, as described in the last sentence in the relevant paragraph.

    Quote Originally Posted by alpharomeo View Post
    My general got the "non constructive" from a small settlement which I tried to grow with his chivalrous trait. There was nothing to build. It's puzzling, indeed. As Lithuania, I don't get much spare cash anyway.
    Well, as I mentioned in the previous entry: if a general sits in a settlement for more than 3 turns, and unless you've got really little money, he has 5% chance to get "non-constructive". The way to prevent is to move your general after 3 turns to another settlement and get another general to this settlement.

    Quote Originally Posted by alpharomeo View Post
    Where does "skewed view" comes from ? Building the brothel? Does the trait level up?
    This is the trait my generals get very often, but I didn't have time to correct it yet, sorry.

    Quote Originally Posted by alpharomeo View Post
    What really drives me crazy is the "dubious" trait. It's a 10% loss in tax revenue and I have no idea what cause it!
    Dubious is the first level of Corrupt. The caused are also decribed in this entry. If you use GTCS, you're lucky to get it rather rarely - before it was the most common trait.

  2. #3182
    bigdaddy1204's Avatar Campidoctor
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    Default Battle maps in SSHIP

    In SSHIP, I was playing some battles at the weekend in my Seljuks of Iran campaign. I found that a few of the battle maps didn't match the campaign map very well. For example, I fought a battle just to the north of the Tigris river bank, just outside Basra. On the battle map, the terrain was sand desert, even at the water's edge. The real place looks nothing like this - the banks of the river should be fertile lush farmland. Even worse is Baghdad, which is shown as a city surrounded by totally sand desert. This is is not a small mistake. Baghdad is the most important city in the world at this period. It is surrounded by hundreds of miles of farm land and is located on the river Tigris. The battle map is just totally unrealistic.

    Sorry to say, but I played Broken Crescent and the battle maps there always match up to the kind of terrain you're fighting on.

    Any chance this could be looked at in SSHIP?

  3. #3183

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    There's already one but that's a beta version
    W-where can I get it? Its open for the public?

  4. #3184
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - General Discussion

    When you start a campaign, just choose the late era in the menu instead the early era.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  5. #3185
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Battle maps in SSHIP

    Quote Originally Posted by bigdaddy1204 View Post
    In SSHIP, I was playing some battles at the weekend in my Seljuks of Iran campaign. I found that a few of the battle maps didn't match the campaign map very well. For example, I fought a battle just to the north of the Tigris river bank, just outside Basra. On the battle map, the terrain was sand desert, even at the water's edge. The real place looks nothing like this - the banks of the river should be fertile lush farmland. Even worse is Baghdad, which is shown as a city surrounded by totally sand desert. This is is not a small mistake. Baghdad is the most important city in the world at this period. It is surrounded by hundreds of miles of farm land and is located on the river Tigris. The battle map is just totally unrealistic.

    Sorry to say, but I played Broken Crescent and the battle maps there always match up to the kind of terrain you're fighting on.

    Any chance this could be looked at in SSHIP?
    No point to start a new thread for that
    The battle maps are tied to the tiles defined on the stratmap. For these areas, it is arid or semi-arid, that explains why. That should be corrected when I got Geomod to work and have made the necessary adjustments.

    Btw, Baghdad wasn't the most important city at that time (considering the whole known world)
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  6. #3186

    Default Re: SSHIP - General Discussion

    Quote Originally Posted by Lifthrasir View Post
    When you start a campaign, just choose the late era in the menu instead the early era.
    You mean the High era campaing? LOL, I only play on the high era. I was just wondering if you guys plan to do a late era campaing. I missed something?

  7. #3187
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP - General Discussion

    Hi .

    I'm reworking loading screens for myself, but will also share it.
    What do you think about that, below ?
    I' replacing the low-quality in-battle screenshot from vanilla Stainless Steel, which I'm not finding beautiful.

    Fisrt one is vertical oriented, I want also to put some historical descriptions with some sort of 'medieval' like font, but also readable.


    Next is full screen version example, I found them working quite well - I mean it's not scaring (for me).
    This is "Baptism of Poland" painting by polish painter Jan Matejko.
    I want put historically important and also beautiful screens.


    But I like also 'cartoon' like screens, example below :

  8. #3188

    Default Re: SSHIP - General Discussion

    Thanks for the link. The rules generally seems well organized, intricate, and detailed. I read only the taxman and corrupted trait closely. IMHO, the negative traits have too few conditions and positive ones got too many conditions. It biases the game towards bad generals. If staying in a big city can get a general corrupt, where are they supposed to stay? They have a home and family too, they can't be in the field forever. What if I need to guard a border city with several generals because my neighbor just keep walking in and out of my territory with a big stack?


    Maybe you could use positive building effects in modifying traits. For example, if there is a big church in a city, a general can gain piety and moral fiber (so doesn't get corrupt). If there is a government building, he will gain administrative efficiency in tax and trade, just by learning on the job. Library can make him more educated and open, etc. This will balance out the negative effects of brothel, markets, and so on.


    Just a suggestion.

  9. #3189
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - General Discussion

    @ tmodelsk, please watch carefully that there's no copyright for these pics
    Ususally, the one provided by Wikipedia are open source.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  10. #3190
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - General Discussion

    Quote Originally Posted by alpharomeo View Post
    Thanks for the link. The rules generally seems well organized, intricate, and detailed. I read only the taxman and corrupted trait closely. IMHO, the negative traits have too few conditions and positive ones got too many conditions. It biases the game towards bad generals. If staying in a big city can get a general corrupt, where are they supposed to stay? They have a home and family too, they can't be in the field forever. What if I need to guard a border city with several generals because my neighbor just keep walking in and out of my territory with a big stack?

    Maybe you could use positive building effects in modifying traits. For example, if there is a big church in a city, a general can gain piety and moral fiber (so doesn't get corrupt). If there is a government building, he will gain administrative efficiency in tax and trade, just by learning on the job. Library can make him more educated and open, etc. This will balance out the negative effects of brothel, markets, and so on.
    There're two kinds of bad traits:
    - those happening if the player behaves badly (eg BadTaxman: if you extricate too much money making the populaltion unhappy/rioting)
    - those happening if a settlement provides incentives to get nasty habits (eg. Embezzler with Coaching House in a big city).

    From the gameplay persepective (forget for a while the „historicity” issue) the bias I was afraid of is that only good traits would appear in the game.

    For the first kind of bad traits, the problem is: a player is actually unlikely to behave in bad way frequently. It’s usually just a decision: what is a risk to do it for once or twice. For instance, how many times a general would withdraw from battle without a fight? Once or twice in his life? The overal outcome would be: the trait would occur very, very rarely. And the higher levels would never appear. My solution is: lower the thresholds or make high probabilities. It’s why you’ve observed that they „have too few conditions”. It’s exactly intended to make those traits appearing in the game, not being just theoretical (cases of BadTaxman or Coward).

    For the second kind, the problem is that the highest level settlments provide higher-tire buildings which in turn provide good traits very fast. Your request „you could use positive building effects in modifying traits” is actually already fulfilled – higher levels of baths, theaters, drill squares, armourers, siege works or religious buildings indeed provide good traits. It’s vanialla, and I’ll make overhaul while working on the traits.
    However, these numerous triggers should not be without risk. To this end we have both corruption traits which negative by their nature. They're unwelcome "byproduct" of doing right things. For instance, the bigger city and the better buildings you'll have higher chances of getting good traits like GoodAdministrator, GoodTrader, GoodTaxman, but also higher risks for corruption. So they provide choice for a player: what do I build and what can I expect good and bad from it.

    The outcome of the changes should be:
    - if the player strives hard he can get good traits.
    - but the generals will also have bad features of character.

    Of course, if there’re mechanisms/triggers/conditions to get unreasonable number of bad (or good) traits, I’ll introduce changes.
    And actually, the likehood of getting corrupt was dramatically lowered in my submod, if compared to vanilla

    And concerning your suggestion for liberaries making them open, actually it's there for higher-level cities (library is a requirement for a univeristy)
    Code:
    ;------------------------------------------
    Trigger Xenophilia_Governing_University
     WhenToTest CharacterTurnEndInSettlement
    
     Condition IsGeneral
    and RemainingMPPercentage > 99
    and SettlementBuildingExists >= university
    and not HasAncType Military
    
     Affects Xenophilia 1 Chance 5
    
    ;------------------------------------------
    Trigger Xenophilia_Governing_WithForeigners
     WhenToTest CharacterTurnEndInSettlement
    
     Condition IsGeneral
    and RemainingMPPercentage > 99
    and PopulationOwnReligion < 50
    and not HasAncType Security
    
     Affects Xenophilia 1 Chance 5
    and concerning your suggestion for liberaries making them more educated, it's already there for many eductional buildings (actually, not only education, but many good traits):

    Code:
    ;========== After School Administrative Education ===========
    ;--------------------------------------------
    Trigger Western_Edu_university_old
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion catholic
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait Wantschool < 1
    and CharacterAge < 50
    and SettlementBuildingExists >= university
    
     Affects Western_Edu 1 Chance 5
    
    ;--------------------------------------------
    Trigger Western_Edu_HighEd_university
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion catholic
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait WantsHigherEd = 1
    and Trait Wantschool < 1
    and SettlementBuildingExists >= university
    
     Affects Western_Edu 1 Chance 10
    
    ;--------------------------------------------
    Trigger Western_Edu_HighEd_great_library
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion catholic
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait WantsHigherEd = 1
    and Trait Wantschool < 1
    and SettlementBuildingExists > library
    
     Affects Western_Edu 1 Chance 10
    
    ;--------------------------------------------
    Trigger Eastern_Edu_university_old
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion islam
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait Wantschool < 1
    and CharacterAge < 50
    and SettlementBuildingExists >= university
    
     Affects Eastern_Edu 1 Chance 5
    
    ;--------------------------------------------
    Trigger Eastern_Edu_HighEd_university
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion islam
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait WantsHigherEd = 1
    and Trait Wantschool < 1
    and SettlementBuildingExists >= university
    
     Affects Eastern_Edu 1 Chance 10
    
    ;--------------------------------------------
    Trigger Eastern_Edu_HighEd_great_library
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion islam
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait WantsHigherEd = 1
    and Trait Wantschool < 1
    and SettlementBuildingExists > library
    
     Affects Eastern_Edu 1 Chance 10
    
    ;--------------------------------------------
    Trigger Greek_Edu_university_old
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion orthodox
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait Wantschool < 1
    and CharacterAge < 50
    and SettlementBuildingExists >= university
    
     Affects Greek_Edu 1 Chance 5
    
    ;--------------------------------------------
    Trigger Greek_Edu_HighEd_university
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion orthodox
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait WantsHigherEd = 1
    and Trait Wantschool < 1
    and SettlementBuildingExists >= university
    
     Affects Greek_Edu 1 Chance 10
    
    ;--------------------------------------------
    Trigger Greek_Edu_HighEd_great_library
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and CharacterReligion orthodox
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and Trait WantsHigherEd = 1
    and Trait Wantschool < 1
    and SettlementBuildingExists > library
    
     Affects Greek_Edu 1 Chance 10
    
    ;========== Administrative Education by Managing ===========
    ;--------------------------------------------
    Trigger Western_Edu_On_The_Job
     WhenToTest CharacterTurnEnd
    
     Condition GovernorLoyaltyLevel >= loyalty_happy
    and TimeInRegion >= 4
    and CharacterReligion catholic
    
     Affects Western_Edu 1 Chance 1
    
    ;--------------------------------------------
    Trigger Eastern_Edu_On_The_Job
     WhenToTest CharacterTurnEnd
    
     Condition GovernorLoyaltyLevel >= loyalty_happy
    and TimeInRegion >= 4
    and CharacterReligion islam
    
     Affects Eastern_Edu 1 Chance 1
    
    ;--------------------------------------------
    Trigger Greek_Edu_On_The_Job
     WhenToTest CharacterTurnEnd
    
     Condition GovernorLoyaltyLevel >= loyalty_happy
    and TimeInRegion >= 4
    and CharacterReligion orthodox
    
     Affects Greek_Edu 1 Chance 1
    
    ;=== Benefits from the Educational Buildings after Schoolage =
    ;--------------------------------------------
    Trigger Sitting_Around_Town_Education_School
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= school
    and Trait Wantschool < 1
    
     Affects MathematicsSkill 1 Chance 2
     Affects Intelligent 1 Chance 1
    
    ;--------------------------------------------
    Trigger Sitting_Around_Town_Education_Library
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= library
    and Trait Wantschool < 1
    
     Affects MathematicsSkill 1 Chance 2
     Affects Intelligent 1 Chance 1
    
    ;--------------------------------------------
    Trigger Sitting_Around_Castle_Education
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= fortress
    and Trait Wantschool < 1
    
     Affects MathematicsSkill 1 Chance 3
     Affects Intelligent 1 Chance 1
    
    ;--------------------------------------------
    Trigger Medical_Skill_Edu_bimaristan
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= bimaristan
    
     Affects MedicalSkill 1 Chance 10
    
    ;--------------------------------------------
    Trigger Medical_Skill_Edu_studia_generalia
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists > university
    
     Affects MedicalSkill 1 Chance 2
    
    ;--------------------------------------------
    Trigger Poet_Edu_Great_Library
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists > library
    
     Affects Poet 1 Chance 2
    
    ;--------------------------------------------
    Trigger Poet_Edu_Military_Academy
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= castle_library
    
     Affects Poet 1 Chance 2
    Last edited by Jurand of Cracow; November 29, 2016 at 04:33 AM. Reason: code examples included

  11. #3191
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP - General Discussion

    About loading screens upgrade : I've found :
    Titanium Loading Screens Overhaul

    there's preview available in above topic.
    About 230 loading screens.
    From preview - I like them, the're historic, no fantasy. It looks very very good.
    But there are not 'full screen' loading screens, so I will either add some mine full screens versions.

  12. #3192
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - General Discussion

    For a public release as a minimod, you need to get the approval from +Marius+
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  13. #3193

    Default Re: SSHIP - General Discussion

    The screens are very cool!!! Sship can get approval from marius for the next release or you have others?
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  14. #3194
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - General Discussion

    It has to be done as a minimod
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  15. #3195
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP - General Discussion

    The screens are very cool!!! Sship can get approval from marius for the next release or you have others?
    Quote Originally Posted by Lifthrasir View Post
    It has to be done as a minimod
    I agree with Lifthrasir (IMO) -> my reasons for it are that the loading screens are very large in terms of disk space.
    I even think that in default SSHIP installation package there should be only about 5-10 loading screens (the best ones).
    It would make the install package lighter.

    And all the rest should go as option , as minimods.

    ps. currently Marius download dropbox links are not working:
    Err 429 : This account's links are generating too much traffic and have been temporarily disabled!

    What a wonderful download service, too much traffic from downloads and you're closed.
    Last edited by tmodelsk; November 30, 2016 at 07:00 AM.

  16. #3196
    Civis
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    Default Roman models

    Hi there all, enjoying playing this mod immensely, its my fav for over a year now! Are there any other unit models players enjoy for the Roman Kataphraktoi? The models used in this mod from Caudillo are interesting but was wondering what others folks use and enjoy? The Romans have not gotten a facelift in some time!

  17. #3197

    Default Re: Roman models

    Hi Sassanid Saxon,first welcome to sship and iam glad that you enjoy this wonderful mod, second you can post your suggestion in the thread of general discussion, is more aproppiate
    About romans i know that a modder called nikkosaiz is making a new unit roster for them, more historical and with good models, you can see here
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  18. #3198

    Default Re: Roman models

    i use these kataphracts http://www.twcenter.net/forums/showt...nian-Overhaul) and few other units

    cant wait to see how nikossaizs' will look

  19. #3199

    Default Re: SSHIP - General Discussion

    Guys, it's turn 232 on my campaign playing as Egypt. I just destroyed the mongols. Literally faction destroyed. They never even reached Baghdad, I was strong enough to stop their advance before they got there and just kept pushing them backwards, defeating them every time except for one battle. They only spawned with 12 armies... not the usual 20, and all their efforts to replenish their ranks were futile because the AI kept massing these stacks of militia which basically pose no threat against heavy cavalry.

  20. #3200

    Default Re: SSHIP - General Discussion

    ¨Hey so as I continued my Pisa campaign I got suddenly attacked by pope and excomunicated, I took Rome and defeated Papal States but now its been like 20 turns and im still excomunicated even tho I didnt attack anybody and tried recruiting priests and building churches. Is this a bug or how exactly is this supposed to work?

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