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| Viking Invasion 2 - Pre-release Thread; Current Vsn: Public Beta 1.0 | |
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| Tweet Topic Started: Jun 1 2008, 04:05 PM (3,217 Views) | |
| DaVinci | Aug 30 2008, 08:38 PM Post #31 |
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Helot
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Port-Seatrade observation once more: no code bug, but obviously a map creation bug. Certain regions with resources have landtrade, but no seatrade. Else, in addition, i changed now: # Prov info ds building: law_bonus bonus 1 requires factions { celts, } ->example faction only taxable_income_bonus bonus 5 requires factions { hun, } -> everywhere # edu, peasants: 40 soldiers instead of 60 2 turns, only 1 point armour 3 turns, only 1 point armour for Viking factions 1 turn, only 1 point armour for Viking factions, horde peasants |
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| palantir | Aug 30 2008, 09:21 PM Post #32 |
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Perioikoi
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Irish ports seem to be working along the eastern, southern side ok - have not seen any trade lanes on the west though. I like the idea of extending viking plunder bonuses beyond just ports. |
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| DaVinci | Aug 30 2008, 09:53 PM Post #33 |
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Helot
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Actually please check the whole map with an advanced campaign, there are more of no-seatrade-regions. Seems circa half of the whole coastal regions have no seatrade. Must be a certain bug of the roads can't carry resources to the port, i guess. Thanks once more for the "and port" info - just changed ChivTW edb and descr_regions and it works perfect also in combination with other requirements (buildings and hr's). |
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| palantir | Aug 30 2008, 10:49 PM Post #34 |
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Perioikoi
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PATCH 1 IS UP (see bottom of opening post)!!!! Please do not post any more comments or errors unless you have first patched up! (and, yes, you will have to start a new campaign - delete those old saves!) @DaVinci - NP! - will look into map this coming week (though will need help). |
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| Aradan | Aug 31 2008, 01:25 AM Post #35 |
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Helot
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Issues Bugs: New symbol_128 for irish has been put in wrong folder, named loading_screenS. Balance: Peasants still spammed quite a bit, I think all unit-recruiting buildings should disable their recruitment. Wales are struggling. They have virtually 0 chances to stay in the game until the late campaign. Some nearby rebels need to be lost and maybe a couple of units given or else better infrastructure. Mercians are very strong, and holding a key location they are blocking Welsh, Wessex, Danes and Northumbria (not all of them at the same time, each time they block a different couple) from expanding. They need to be toned down, and especially be deterred from attacking Wales (the land) right from the start. Maybe the should be manipulated towards attacking central/eastern england, so the Danes have to fight on two fronts. Because currently Danes (with the help of Mercians) kill Wessex far too soon. Northumbria also is slow to expand and usually falls relatively easily. Not immediately, but they never become a potent opponent. Alba currently is given the stick by Norwegians, who take Craig Phadrig within the first 5 turns. Balance in Ireland is great, with nobody gaining the upper hand, though usually irish control 5-6 regions. Late in the game (after 900) one can see armoured spearmen, thegns, berserkers etc, though they are rare. Vikings also seem to adjust and build christian religious bldgs in non-scandinavian regions. Overall, pretty neat, but it can take some more balancing. Oh, I edited the map slightly in ireland/scotland (borders) to help the AI not get stuck. |
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| DaVinci | Aug 31 2008, 02:28 AM Post #36 |
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Helot
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Note: I won't have any more time to betatest in the next couple of weeks (so far the next 2 weeks at least). Last comments: My last test with the changes that i did, Saxons again H/H - Superhard campaign, i'm on the way to loose, seriously, as Mercia and Danes go after me heavily. - No peasant spam anymore, armies consist of a proper unit mix, my settings are highly recommended in this regard. - Nothumbria very strong, stronger than Mercia atm., and even Alba is on a good way, same with the Irish, Danes expand, Norwegians stick a bit. -> I got the impression that all factions, except Saxons, Danes, Norwegians and Welsh should be toned down regarding the cash flow. |
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| palantir | Aug 31 2008, 02:59 PM Post #37 |
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Perioikoi
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Thx for the feedback guys. I've corrected the folder name - that's what happens when you rush
- I think the drinking hall should also block peasants, yes. And rest of points seem valid too. Thx for all your points DaVinci. Hopefully a new patch will be available by the time you get back and we'll be on the home run for a public release |
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| Aradan | Aug 31 2008, 03:10 PM Post #38 |
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Helot
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Blocked peasants and now the armies have proper mixup of unit types. Added a -2 law for non-celts in Wales, works quite fine, now eliminated the green guys takes more time and effort for the AI - I think Scotland needs the same deal. The problem with Welsh AI is pathfinding, the settlements next to them are blocked by mountains and they simply can't target them. If you move a general by hand at 115, 58, he will be able to target both nearby settlements (a good idea for the camp-script) Vikings annoy me, because their ships loaded with troops get stuck at the north-most fjord of Scotland (east coast) and won't move or unload troops, unless Norse lose or gain both these regions. Mercia is still strong, even though I removed cash and troops. Those starting inns are sources of 0-turn mercs I think, plus they have more space to target properly and virtually no enemies nearby willing to attack them. Removed cash from Irish, but seems it will take some more effort to amke them struggle a bit. |
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| uranos | Aug 31 2008, 06:48 PM Post #39 |
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Helot
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Haven't playtested it yet as i have prolems with my HDD :angry: But i'm buying a new notebook this week so i'll hope to work at least on the roads/pathfinding next weekend. |
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| Aradan | Aug 31 2008, 09:06 PM Post #40 |
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Helot
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The descriptions of Fyrdmen and Merc Fyrdmen also mentions "leidang". |
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| DaVinci | Sep 1 2008, 06:51 AM Post #41 |
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Helot
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Couldn't resist to mod the ds and edu (along what i did already) of the last patch version, and by using my edb tweaks plus a few more, as i wanted to see if Saxons as human player can make history true
It works, but remains hard, and so it should be. If Saxons played by AI, they should have now a better stand. Link for edu, edb and ds tweaks, in case you are interested: http://www.file-upload.net/download-108185...tweaks.zip.html I know you won't use them, but you might use parts of them or it gives you a few ideas/thoughts. Extract points: - ds / start money changed per factions, few units/armies set, few buildings added/removed. - edu / 2hp generals, unit number + turns peasants, and very little other things. - edb / to the discussed changes, i especially changed the smith boni, and added so a significant advantage for the West-Saxons (the AI knows this, and especially Mercia won't attack that soon anymore), as well i strenghened the cash flow of West-Saxons and law. Oh, and one bug report: The 'King of Wessex' trait is bugged, as you forgot to add the trigger condition, that stops the trigger, if the 'title' is gained. |
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| Aradan | Sep 1 2008, 09:38 AM Post #42 |
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Helot
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The trait is not bugged. Due to its nature and in order to cut down on the number of triggers required to check for all possible permutations of the required regions ownership status by Wessex, I set it so that it is removed every turn and then given back only if the conditions are met. I know the message appears every turn, but otherwise it would take 300 triggers to do properly and now it takes 2. |
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| DaVinci | Sep 1 2008, 11:17 AM Post #43 |
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Helot
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Hmm, i'll take a look, but afaik it should only need 2 triggers (gaining and removing) and one trait (title) and optional one (hidden or viewable) trait entry for the removal, as long as you obtain it to the faction leader exclusively. Perhaps you have something special here, but i use such titles as well with one trigger/trait (plus one trigger/trait for the lost title). |
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| Aradan | Sep 1 2008, 11:42 AM Post #44 |
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Helot
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Hm, I thought of another way to do it, needs as many triggers as the regions needed + 1. Thx for pointing that out! |
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| DaVinci | Sep 1 2008, 11:46 AM Post #45 |
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Helot
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Look here: Trigger great_title_wessex_lose WhenToTest CharacterTurnEnd Condition FactionType saxons and IsFactionLeader and Trait great_title_wessex = 1 and not I_SettlementOwner Lundenwic = saxons ;and I_SettlementOwner Elmham = saxons and not I_SettlementOwner Bilmiga = saxons and not I_SettlementOwner Dorcic = saxons and not I_SettlementOwner Selaeseu = saxons and not I_SettlementOwner Uintancaestir = saxons and not I_SettlementOwner Cheddar = saxons Affects great_title_wessex -1 Chance 100 That's all what needed, if it shall happen silently. If loud, then you can add a trait: Trigger great_title_wessex_lose WhenToTest CharacterTurnEnd Condition FactionType saxons and IsFactionLeader and Trait great_title_wessex = 1 and not I_SettlementOwner Lundenwic = saxons ;and I_SettlementOwner Elmham = saxons and not I_SettlementOwner Bilmiga = saxons and not I_SettlementOwner Dorcic = saxons and not I_SettlementOwner Selaeseu = saxons and not I_SettlementOwner Uintancaestir = saxons and not I_SettlementOwner Cheddar = saxons Affects great_title_wessex -1 Chance 100 Affects not_great_title_wessex 1 Chance 100 ... could have a penalty or not, or justa text like: ... The Kingdom isn't united .... |
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