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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 (3,211 Views)
Aradan Sep 10 2008, 10:13 AM Post #121
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I'll attend to what I can.
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palantir Sep 10 2008, 03:37 PM Post #122
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After about three years of diminishing service, MSN has eventually given up the ghost...so I'll post here.

I've added:

trade_base_income_bonus bonus x requires hidden_resource connacht or hidden_resource mumhain or hidden_resource rogaland or hidden_resource hordaland

to each of the port levels, where x is the tier (1,2,3).

Discuss here what the CS can/will do. Thx.
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Aradan Sep 10 2008, 04:05 PM Post #123
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Updated and added that Wessex army and that fort on the road near Cheddar, 148, 37 (1 fyrdmen unit)

I'll start a campaign as every faction on M/M (unless you prefer different difficulty settings) and see what should be done to make each faction harder to play.

I was thinking what the script should do is:
a) remove money from the player
b) add troops to nearby rebels and main enemy faction(s)
c) add money to main enemy faction(s)
d) add infrastructure to main enemy faction(s)


I'll also evaluate the difficulty rating for each faction. First draft:

Norwegians: E
Danes: M
Wessex: M
Mercia: M
Northumbria: M
Alba: H
Irish: H
Welsh: H

Thoughts?
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palantir Sep 10 2008, 08:18 PM Post #124
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The faction difficulties seem OK - might use that script to make one of them Very Hard (Wales probably) though :)

Let's keep the CS as simple as we can. If treasury adjustments are not sufficient then - and only then - should troops be added. If that fails then infrastructure might be altered but I'd rather that be avoided if possible.

I think all testing should be on M/M.

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DaVinci Sep 10 2008, 10:01 PM Post #125
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I believe the Irish aren't really H ... because they are pretty isolated on their isle, at least my first playtest showed not a really hard game vs. the Norwegians. On VH and with the planned CS though, it might be that the indicator H is reasonable.
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palantir Sep 11 2008, 04:29 PM Post #126
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I'm busy/away until Monday/Tuesday - will try and get online if I get any breaks.

Once the CS script is done, Aradan, let me know and I'll make a final (?) patch 3

Note to self: Adjust faction-intro difficulties, share cards, deactivate perfect_spy, activate FOW; remember empty.txt
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Aradan Sep 11 2008, 04:43 PM Post #127
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Addition to your note:

Fix the description of Welsh Horsemen (remove the info about their missiles). Add text for the factions' starting units in faction intro text, as per vanilla.


Welsh done (mostly).
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palantir Sep 12 2008, 12:19 PM Post #128
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Are we fixed as per my DS as to starting units?
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uranos Sep 12 2008, 02:57 PM Post #129
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Sep 6 2008, 10:29 PM
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.

I'll test different locations and resources in Ireland, but what are the decisions about rest issues?
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Aradan Sep 12 2008, 03:31 PM Post #130
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Ireland ports already fixed as best as they can, I believe, only 2 don't ahve trade now, those that are at the western coast.

I've mode the port of Tintagel to the north, so now Wigranceastre and it do have trade.

Lothene: Agreed, but can't do anything about it, the region is historically shaped as it is; the only problem is that it's capital (Lindisfarne in vanilla VI) shouldn't even be it's capital, because it's not sure it even belonged to Lothene. But it does in vanilla, so we are following...



Yep, DS is fixed, haven't changed anything.
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uranos Sep 12 2008, 03:34 PM Post #131
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Cool with the ports - could you upload map_regions so i can tset those 2 remaining?

So maybe Lindisfarne should have it's own province, and make a new (historically accurate) capital for Lothene?
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Aradan Sep 12 2008, 03:37 PM Post #132
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That's up to Pal, but I'm fairly sure he wouldn't agree.



http://files.filefront.com/vi2+map+regions...;/fileinfo.html

But I think you won't be able to do anything, the regions shape and location is...not good.
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uranos Sep 12 2008, 03:41 PM Post #133
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Thanks.

Not a big issue for me - i won't play as Irland anyway :P

Another question about halie's textures located in models_units\textures\future updates - will they be included?

45 textures were updated in August so i guess some units will need new UIs - i hope it's not a problem if i make them in a week or more?

Edit: I'll update your map regions with some border tweaks and addition of one missiong port as you haven't included those fixes from my previous updates :rolleyes:
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Aradan Sep 12 2008, 03:51 PM Post #134
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I actually removed some map tweaks because they messed up the AI's targeting, but I'm not sure we're talking about the same spots on the map... Okies on the rest.
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palantir Sep 12 2008, 10:16 PM Post #135
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No to the extra region. I would have liked Thanet as a region too but I am trying to keep things simple.

When 1.0 is out I'm going to leave Aradan with it (if he wants it) as I will no longer have time, at which point any greater work can be then be done.

I have added in most of Halie's textures. I will not add in the remaining two or so as the current will do. No UI cards need changing or redoing. I adjusted some already - but I think the updated textures you refer to were mainly tweaks that would not affect the cards. I'm pretty sure no cards are outstanding.

:D
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