New version, April 2024.
INSTALLATION:
This is a stand-alone, just unpack it into the mods folder,
no other (previous) installation is needed !!!
Don't download SS6.4 or previous versions of the SSHIP !!!
Any of your previous saves is bound to crash at some point if loaded with this version - we've removed a few buildings.
If it is the first time you're using a mod in Medieval 2, have a look for mode detailled installation instructions in the TUTORIALS section.
What's new compared to 2023 version:
- a number of units' appearanceS (KCC mod continuation).
- Camp Sacked mechanism adjusted: money gained from the battles fought ersonally increased more than 5-fold. This income should now become important for the gameplay.
- Military Orders' buildings and mechanisms reworked.
- regional buildings added for the Muslims and the HRR.
- map has been redesigned for Hungary and in a few other places.
- texts proof-read.
UNITS:
UNITS' MODIFICATIONS MADE BY KOSTIC- a few changes of the names of the units (Kasogi -> Steppe Infantry, Dismounted Cuman Militia -> Cuman Warriors, etc.).
- descriptions proof-read by @Michael Westen, @j.a.luna, @ birdie.
RECRUITMENT
- improved recruitment from Castle Barracks for France, England and especially Hungary.
- improved recruitment for a few units from Stables (Scouts, Turkopoles, Turkmen).
- Military Orders recruitment re-coded etc. No big changes in overall availability but now it's much different: every unit from the same building.
EVENTS & SCRIPTS
- Camp Sacked mechanism adjusted: money gained from the battles personally foughts increased more than 5-fold. This income should now start playing an important role in the early game: wars are fought not only for conquest of new provinces, but also to win victories that give good traits for the generals and money for an investment surplus.
- added script destroying Tourney buildings, Military Orders' buildings, Art buildings and Iconers in the settlement conquered by the Muslim factions.
- possible bug of adding too much support for the AI in additional units (related to leap_year_counter) fixed.
- notifications on both embezzlement (ie funds taken out of the treasury if there's too much in it), and on costly army abroad limited to 1 every 4 turns.
- texts proof-read by @Michael Westen, @j.a.luna, @ birdie.
BUILDINGS
- Kaiserpfalz - only for HRR: 5 levels plus 2 unique buildings (Aachen, Ingelheim)
- Holy Place - only for the Muslim factions: 3 levels plus 3 unique buildings (Kubbat as-Sahra in Jerusalem, Umayyad Mosque in Damascus, Mosque in Mosul)
- Chapter Houses - only for the Catholic factions: instead of 4 different 2-level building chains there'll be one chain "Military Orders" consisting of 4 levels. This will result in less congestion in the settlement that were meant to host 3 different orders. Everything re-coded in: script, EDB, EDA, EDCT. Phasing-in of various Orders coded. The Templar-destroyed script removed, but the increase of negative effects of the Orders when the faction grows should prompt the player to destroy the building himself. See here.
- slight changes to the icons for buildings in the chains: Water Supply (Wells, Cisterns), Var (various levels), farms, River Ports (new pics for the ME), builders ME, chapels NE, the Kiev cathedral, the Vienna cathedral, the Mont St Michel.
- increased benefits from Autonomy buildings.
- prices and building times of churches/masjids adjusted.
- descriptions proof-read by @Michael Westen, @j.a.luna, @ birdie.
TRAITS AND ANCILLARIES
- additional places for crowning: Rome province (HRE), Var lvl 9 Visegrad (Hungary), Mosul (Zenghid), Cologne (HRE).
- some PTs adjusted to the recent changes in the provinces' capitals.
- Stripped of Titles mechanism fixed, gain messages added, additional pop-out window added.
- Oriflame relic for the French FL added.
- descriptions proof-read by @Michael Westen, @j.a.luna, @ birdie.
PARAMETERS
- parameters for the assassins have been nerfed, see here.
STRATEGIC MAP
--- have a look at this entry with maps
- in a few places passages opened (Olomóc to the west, Poznan to Stetin, Kutatisi to Samtshe, Arta to Peloponesus and to Boitia, Arta to Thessaly), and also the 20c. lakes are are cut down (next to Sarkil).
- significant re-designing of Hungary: Esztergom changes into the castle of Eger (with much lower population), Szekesfehervar, Varad and Gyulafehervar moved a bit on the map, Szekesfehevar is now the capital and home to the Var unique building.
- some re-desing of Ruthenia: the Bug river moved west (4 space), and Volodymyr moved there as well, borders the Volodymyr, Turov and Halych provices adjusted - as a result it looks more historical, and the roads created by the engine are better in my eyes (more like a grid, with more map now potentially involved into play).
- Poznan (Wielkopolska) got a chunk of land to the west (Ziemia Lubuska) and has a border with and a road to Brandenburg - what is very historical, plus adds a trade connection (at the expense of Wroclaw, but it is already rich enough);
- adjustments in borders: deep Scandinavia (between Bergen and Sigtuna, also Sigtuna-Kalmar), Finland has border with Rostow (a special plot of land in the north of Novgorod), small changes in borders between Thessaly and Beotia, Adrianople extends now over the Hellespont to have land trade with both Nikaia and Smyrna, borders of Ankyra with Nikaia moved west, and Ankyra with Sinope as well (there's now a road from Ankyra to Sivas, adjustments of Attalaia borders (there's a road from Attalaia to Konya) - in general the movement accross Anatolia should be easier and this part should stop being a dead end;
- borders of Hasankeyf and Edessa provinces adjusted, and also cutting the trans-desert road from Baghdad to Al-Ahsa.
- rivers: Nysa (Neisse) added in Lusatia, Veria in Macedonia, a few rivers slightly redesigned (Elbe, Maros, Tisa, Hermos, Prut), a few fords added or moved to enable the roads or simply passing of forces.
- an invisible river between Barqa (or rather Alexandria) and Tripolitania will prevent the AI armies travlling along the coast.
- also moved: Kalmar one space direction to the sea (it's truly on the shore now), Brandenburg one space North.
- a number of resources moved so that they are (at the same time) (1) (more-or-less) historical, (2) are not staying on the road, (3) are located rather deeper in the interior to make as much of the map living as possible.
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Anything Late-period planned?
i hope so
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what changes were made
have a look at the TWC webpage, it's described there
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It crashes when i press next turn or save a game
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Four issues I noticed first one isn't game breaking but Unit size is smaller then vanilla, I understand it was to represent accuracy but it makes it a bit boring just increase the scale and keep the ratio difference on Knights and Levys. Two is that assassin's are super OP early game for some reason my King(Portugal) got killed within turn 5, 3 games in a row. Three is that 20 turns for road construction is crazy half it to 10 making about 2 1/2 years of in game time instead of 6 years. Gravel roads didn't take 10 years to build they were priority for logistics. Four is depending what faction when dealing with an invasion an army spawns under your control or at least it did for me in Portugal, it will literally take thousands of income that you wont have the capability of regaining at any time and when in debt this mod is ruthless as hell. Its still really cool all the features but has its moments, also where is the rally horn? I noticed it no longer makes the sound just the general yelling "get back here!"
i am not able to get it to full screen. the game works fine but plays in like small area of screen. any help will be appreciated
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Twcenter.net(also-crashes-and-other-technical)&p=16119811&viewfull=1#post16119811
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