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Viking Invasion 2 - Pre-release Thread; Current Vsn: Public Beta 1.0
Tweet Topic Started: Jun 1 2008, 04:05 PM (3,212 Views)
palantir Sep 6 2008, 09:55 AM Post #106
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Yes, removing the ports is an option - and a likely one. We'll see how things pan out.

There is a variation in units per region, including mercs, though often covering a wide rather than a single region (such as Mercenary Longbowmen only available in Wales etc.). The Orcadian Spearmen are limited to just one region. I'm open to other ideas but am not eager to create new units at this point.

Since doing the unit build I have left Aradan with the unit balance (and traits), so he will need to decide on hps etc. but from what I've seen 2 hps for BGs is just too much.

The costs and turns are far from vanilla-ish for buildings now! ;) As to the tech tree, I have kept it simple for the sake of time. Each new building requires not only an edb entry but an eb entry, the various card images (which are hard to find to keep a consistent themed look) and match ups with 3d models.

VI is quite simple and yet cultic, I would hope the same for VI2. Those who want to play on huge maps and with more complexity have EB and other mods. Indeed, all the other "VI2" mods have failed or are failing because, imho, they have tried to stretch things too far rather than aiming for a simple initial release.

VI2 may grow after the public 1.0 is out - we know there shall at least be a DaVinci version ;) and maybe Aradan would like to attend to that if it his desire... :) Perhaps Agraes and yourself will allow submods of VI2, or variant versions (with credit being retained of course for ATW and CTW elements).

I will assign credits accurately. I'll put up a credit summary on the opening page later (which will be on the announcement page), so everyone can check it. More details will exist in credits.txt. I will probably make the category you suggest.

VI2 was a one-man show in the bulk of its base build. Fortunately for everyone I got made unemployed and so took up my new modding day job ;) Spent every darn hour on it for a good solid 10 weeks or so which has only dropped away these past couple of weeks as I attend to RL. :)

However, Aradan's support and work in the area of unit balance, balance coding and those many-triggered ancs/traits has been, as always, outstanding - and his passion at tweaking it to perfection these last few weeks has certainly made him a fellow coder of the mod. I will come up with something suitable in the top billing :)









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Halie Satanus Sep 6 2008, 10:23 AM Post #107
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palantir
Sep 6 2008, 09:55 AM
However, Aradan's support and work in the area of unit balance, balance coding and those many-triggered ancs/traits has been, as always, outstanding - and his passion at tweaking it to perfection these last few weeks has certainly made him a fellow coder of the mod. I will come up with something suitable in the top billing :)

Non no no, beat him with a stick at least once week.. :P
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palantir Sep 6 2008, 10:28 AM Post #108
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So that's why Makanyane is not working on 300...
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bovi Sep 6 2008, 12:07 PM Post #109
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Sorry to interrupt this discussion over credits, but is it intentional that some settlements gain 10% population per turn, with 7.5% from grain resources (villages)? It seems excessive, to say the least.

Anyway, the increased costs of mercenaries and placement of initial barracks seems to do the trick. It's no longer so easy to create masses of mercenaries or rout the enemy armies.

I tried the Saxons now, and they were more fun due to the challenge. They have a couple of nasty fights at the start with the Danes, but after losing London and throwing most everything I had at their army three times (I recruited one mercenary along with one regular unit per turn per settlement while doing so) I pushed them back, London revolted back to me and they were broken. They are not making much sense with their activities after being thrown off the mainland, milling about with their small leftover army going nowhere in particular. I expect that the VH/VH Saxon campaign will be a challenge though, as I lost two stacks of 3/4 size before winning on VH/M.

I can't see that the peasants have been reduced to 10 men, they're still at 60 (30?). It would be a good thing to do, as they are actually worth something in combat as is, in the hands of the human player, and awesome as garrison.
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Aradan Sep 6 2008, 12:31 PM Post #110
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Peasants were reduced to 10 after the patch was released.

Danes/Wessex balance has been tweaked a bit, so that Danes may lose London/Kent and still be on the mainland or send reinforcements from Jutland. I saw them sending doing so 3-4 times within 20 turns. Wessex has been weakened financially, so it can't support as many soldiers easily. The script will also make things more interesting. ;)

Glad the mercs function better now and the campaign is more fun.
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palantir Sep 6 2008, 12:32 PM Post #111
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The grain has not been added to but has been adjusted (Mercia was getting too rich and populous) but the effect seems to have got a little worse except for wessex - who are in much more need of it tbh so overall things are better. I will readjust the grain and make sure it is not amassed as it presently is!
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Aradan Sep 6 2008, 01:34 PM Post #112
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http://files.filefront.com/VI2+patch2+twea...;/fileinfo.html


Tweak 1 for patch 2, incorporating the latest changes. Feedback highly valuable. ;)



EDIT : 10-size peasants, anglia port move to trade with jutland, grain reduction, less powerful BG units in auto-resolve, reduction of factional trade bonuses in 2 Mercian regions (were getting too much money at game start) - Pal.
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uranos Sep 6 2008, 10:29 PM Post #113
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Sep 4 2008, 09:11 PM

Here's the list of non-working ones as of AD 1036:

Northumbria - Luel, Lindisfarne

Alba - Din Eidyn

Wessex - Lundenwic

Wales - Tintagel

Ireland - Dun ceannaigh, Ceannora, Tuam, Grianan Aileach

Scandinavia - Jutland, Rogaland and Hordaland


Scandinavia - if not with Jutland - then because of the distance - won't have sea trade.

Northumbria - Luel, Lindisfarne - in the latest patch both have

Alba - Din Eidyn - have

Wessex - Lundenwic - because of the distance don't have - all nearby ports are from the settlements that share land border with it's province, nomatter where i put port (within the current province borders) it was still to far from others.

Wales - Tintagel - i moved Uintancaestir's port more west and there appeared trade between them.
but Wigranceastre's port don't have trade - maybe it's better to move Tintagel's port to the northern border so it trades with Wales and also with Wigranceastre.

Ireland - Dun ceannaigh, Ceannora, Tuam, Grianan Aileach - haven't been able to create a trade between them and still not 100% sure why there isn't.

There is still the issue with Lothene province - it doesn't look good with all those lands on the mainland - imo either create a new province or spread between existing provinces.
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DaVinci Sep 7 2008, 12:42 AM Post #114
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Quote:
 
we know there shall at least be a DaVinci version


There won't be a public VI2 submod version by me ;)

Later submods:
As you mentioned it, i have nothing against any VI2 submods using the ChivTW material that you have contained then in the release VI2 1.0. From my side, submodders must not ask for permission to use then the contained ChivTW material anymore, as it is then in the ownership of VI2, in its customised way. The credits part is done via the VI2 1.0 release, imo., submodders shall give credits to the basic mod of course which is then VI2 1.0 ;)

P.S. I have still so much work to do within Chiv I TW for the 1.0 release, and then especially within the M2-Kingdoms Chivalry II The Sicilian Vespers project. If this is done, then i won't work anymore on public mod releases, and will completely retire from public modding.
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palantir Sep 7 2008, 09:08 PM Post #115
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I will retire when VI2's out. :)

I can only take so many years - and it will be 4 of TW modding next month.

Thx for the credits clarification. Sounds sensible!
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Aradan Sep 8 2008, 10:44 PM Post #116
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Got the balance to a point I'm satisfied with it, and I think we can now start working on the script.

Only problem. I get some CTDs that I cannot explain. I think it is my pc's fault, that gets overheated, but I'm not sure. I *think* it mostly happens when Danes conquer settlements. Pal, do you ever get those?
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palantir Sep 8 2008, 11:46 PM Post #117
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No CTDs here. Send me all your changed files and I'll check them against mine.
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DaVinci Sep 9 2008, 08:37 PM Post #118
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I fear i lost the overview here ... do i have patch 2? lol

Will there be an official 3rd patch in short that adresses the last discussions/fixes?
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Aradan Sep 9 2008, 09:32 PM Post #119
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I guess there will be a final one, before we release, to spot any last minute errors - and maybe even one after it, including scipt.

You do have patch 2, but me and Pal keep working and tweaking stuff between patches... Perfectionists :P
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palantir Sep 10 2008, 09:16 AM Post #120
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Aradan,

I've done 3 -ai runs with the current (post patch 2) files and Mercia has still dominated two out of three times. Still, this is better than its 100% record prior to that. Perhaps the secret now is just to strengthen Wessex. I notice Dorcic is making a loss at game start, perhaps this could be addressed.

I'm very busy again today but will reply here should you post.

We need, in addition to strengthening Wessex a touch, to attend to the following:

* redo the antlerwork icon as it is too hard to see with new scroll texture
* remove or adjust (incentivize) non-working ports
* victory maps? (or leave out)
* review faction difficulty descriptions
* adjust battlemap lighting so that it's not so bright for Halie's poor eyes :)
* start work on campaign script

We're getting there!



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