there was such a mechanism in the Hispania in the Middle Ages mod by miguel_80. I think it requires some faction slots or something. It's not in our plans in the SSHIP, but if somebody would make a submod, this would be great.
there was such a mechanism in the Hispania in the Middle Ages mod by miguel_80. I think it requires some faction slots or something. It's not in our plans in the SSHIP, but if somebody would make a submod, this would be great.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
First of all, Miguel_80 is a distinguished moder, with a lot of experience and years of activity (although I don't know if he was active over the last two years). Second, we've got so many things to do in the SSHI, that we haven't considered his solutions. If he would like to join the team, we'd be welcomed with open arms, but one need to be interested in playing the mod, then start programming it, then make a submod, and only then it's worth to include it in the mod. I haven't seen Miguel being interested in this mod, so I won't be asking him to do something for us. It's also not a matter of language, but of Miguel's interests.
Hi I returned from a long break from historical titles finally to Medieval II and was happy to see that this mod still gets updates, wow!
Is there any way to turn battle realism mode off? I want to pause or play the battles slowly.
edit:my bad haha forgot about shift + click
Last edited by Djangoo; October 10, 2022 at 04:44 PM.
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
What would SSHIP's ideal Mongolian invasion scenario look like? I'm wondering if they are a bit too powerful by design.
In my campaign they wiped the floor with Eastern factions shortly after the spawn (no surprise) but they are pushing into Western Europe with alarming might, going as far as landing in Scandinavia and West Africa. I feel like if I didn't stop them around the Alps (pure grind coincided with Black Death), they would easily paint the map yellow.
To be fair, there is an argument to be made that they well could have. After all, they didn't get pushed back by European knights or something. They stopped because Ögedei Khan died and they had to go back to Karakorum and decide on a new Great Khan.
The plan for the Mongols is here, but it hasn't been implemented yet.
The Mongols should have very impaired recruitment outside the steppes. I'd like to see the composition of their armies, so I'm very curious your most recent save, I've seen turn 175 (see second entry to this thread). Do they have many Generals?
Recruitment in the cities looks reasonable, it's low outside the steppes and doesn't grow with the size of the settlements:
In Stables it's worse (not yet recoded), elsewhere it's more or less ok.;- MONGOLS city barracks city_watch -------------------------------------------------------------------------------------------
recruit_pool "Kashtim Thralls" 1 0.13 2 0 requires factions { mongols, } and hidden_resource tartars
recruit_pool "Kashtim Thralls" 1 0.04 2 0 requires factions { mongols, } and not hidden_resource tartars
recruit_pool "Sibiryaki Junior Militia" 1 0.13 2 0 requires factions { mongols, }
recruit_pool "ME Peasant Archers" 1 0.07 2 0 requires factions { mongols, }
The aggressivity mechanisms by @Macaras seem to make them conquering the world, before it looked like this:
Last edited by Jurand of Cracow; October 11, 2022 at 04:05 PM.
They are all yours Jurand: https://www.mediafire.com/file/m1t8m...rance.zip/file
Yeah that was interesting, driving Mongol hordes from Po Valley while enduring constant backstabs of Pisa. Poor HRE got beaten up badly. Interesting Serbia just chilling there minding its own bussiness whole time. Romans and Lithuanians were destroyed by lack of family members I think.
I should report some minor bugs while at it:
Spoiler Alert, click show to read:
Great! First question: do you remember how Guy Capet has acquired both Bard and Musician?
Based on coding, this shouldn't have happened...
;------------------------------------------ renaissance pic with lute
Ancillary musician
Type Entertain
Transferable 1
Image musician.tga
ExcludedAncillaries artist, actor
Description musician_desc
EffectsDescription musician_effects_desc
Effect LocalPopularity 1
;------------------------------------------ generic Med2 pic with lute
Ancillary bard
Type Entertain
Transferable 1
Image entertainment_bard.tga
ExcludedAncillaries musician, artist
ExcludeCultures middle_eastern, eastern_european, southern_european, greek
Description bard_desc
EffectsDescription bard_effects_desc
Effect TroopMorale 1
Effect LocalPopularity 1
Effect TaxCollection -1
Most likely the result of ancillary transfer to make room for FL crown.
By the way Polish first tourney event haunts me still. Maybe a base game engine issue causes this because script you posted seems fine to me.
But it shouldn't be possible for you to swap them together. I need to check.
Polish tourney - sloppy coding on our side, sorry. Are there any other pesky info windows popping out?
- boats stuck in the ocean - seems to me to a map problem. No idea why. Maybe @Gigantus would know...
- yeah, this bug probably? I'll inspect - and disable the bodyguard recruitment, as we've done elsewhere. The characters should be born or gained, not recruited (for the gamplay reasons: there's a maximum number).
Spoiler Alert, click show to read:
- diplomat fixed
- unit card: for @kostic
- Mongol priests - I haven't reviewed the Tengir temples for a long time, thanks for pointing at it, I will.
- bank: for France, before Bardi event, you need to have your FL crowned for it to be available:
Code:money3 city requires factions { northern_european, southern_european, eastern_european, greek, middle_eastern, } and building_present_min_level market fairground and building_present_min_level city_hall council_chambers and hidden_resource capital and event_counter FL_is_crowned_ruler 1 or event_counter MONEY_BARDI_BANK 1 or event_counter faction_turn_islam 1 or event_counter faction_turn_byzantium 1 { capability { trade_base_income_bonus bonus 2 requires not event_counter FL_policy_shady_connections 1 trade_base_income_bonus bonus 3 requires event_counter FL_policy_shady_connections 1 trade_base_income_bonus bonus 2 requires factions { poland, } and event_counter POLAND4A_STATUTE_OF_KALISZ 1 trade_base_income_bonus bonus 2 requires factions { hungary, } and event_counter MONEY_KREMNICA_MINT 1 trade_base_income_bonus bonus 2 requires factions { pisa, venice, sicily, hre, france, } and event_counter MONEY_BARDI_BANK 1 income_bonus bonus 400 requires factions { france, } and event_counter MONEY_FIRST_ECU 1 happiness_bonus bonus -1 agent_limit merchant 1 religion_level bonus -1 ;--------------------------------------------------------------------------------------------------------------------------------- ; UPKEEP/INCOME income_bonus bonus 400 requires factions { all, } and not event_counter FL_policy_greedy_ruler 1 income_bonus bonus 600 requires factions { all, } and event_counter FL_policy_greedy_ruler 1 } material wooden construction 4 cost 8000 settlement_min city upgrades { money4 } }
Last edited by Jurand of Cracow; October 12, 2022 at 01:26 AM.
I remember Ostsiedlung event appearing multiple times but it was not persistent as tourney.Polish tourney - sloppy coding on our side, sorry. Are there any other pesky info windows popping out?
Removing Bodyguard recruitment is a big decision but I guess only way to get rid of this exploitable bug. Personally I love having non-family member generals because I think M2TW's family system would benefit from a smaller family tree. That is because heir selection in this game is so frustrating that it always feels random in big families, it never follows a conventional father > first born > grandchild/second born succession. Most times this produces silly regency-usurper scenarios. I don't know how it can be solved.
- Perhaps some hidden traits to boost king's sons authority while nerfing every other male member in dynasty?
- Or multiple family system like they did in Tsardoms, which lets us only see the tree of royal family among all family members?
Last edited by valerius karamanus; October 12, 2022 at 02:46 AM.
If you're interested, there's a constant work on new events for the mod:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Hi all,
My first time posting to this site, so apologies in advance if this isn't the right place or anything like that. I had a question regarding religion in SSHIP, and particularly for playing as Georgia.
I know that religious buildings and agents affect the region they're in, but is there any kind of invisible "osmosis" effect for religion at play? At the start of my Georgia campaign, the Orthodox level in my capital is decreasing, despite having a level 2 church and no foreign agents of other religions that I can see at all--Orthodox is decreasing, while Pagan and Islam are rising. Is there any factor that means if you border a number of regions where those religions are dominant, they start affecting religious levels in your own region too? Or is it possible there's something in the files for Georgia that makes their religious buildings/agents less effective somehow? Just don't get how my own religion is decreasing without other religious agents and with a religious building in play.
Thanks to anyone for any help on this!
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
..............................................................................................................................................................................
If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
..............................................................................................................................................................................
Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
I see. I could understand if my own religion wasn't increasing too quickly, but I just didn't get why other religions were increasing while my own actually decreased. Thank you for chiming in!
As a follow-up, is the apparent restriction on Orthodox factions that prevents them from recruiting priests unless they've built a Cathedral for historical/realism purposes?
iirc, the restrictions are the same as for the Catholic (and Muslim as well) factions, and these are more for the gameplay: there're simply too many agents before and we're trying to keep the number 1-2 per agent type for small and medium factions, only after some time rising to 3+. There's a pop-out window in-game explaining for each type of agents (but spies and assassins, it's still to be done in the future) how does it work and which builidings would increase the max number.
Can we have more size unit like 200-300