Hi, thanks for your help. We're ready to start the HS.
I assume you have already started HS in the past , so I'll go directly to the specific settings of this HS.
Instructions to create the save
0-Run the setup.exe file of SS, and select Late Era and then following :
-savage AI
-disable real recruitment
Only the above settings should be checked.
Then launch the game and close it right after.
1-Modify your .cfg file
Pls open your default.cfg file in "C:/Program Files/SEGA/Medieval II Total War/mods/SS6.3"
and add those 2 lines under the section [hotseat] (if you don't have it just create it it)
allow_validation_failures = 0
validate_data = 1
turns= 1
autoresolve_battles = 1
disable_console = 1
passwords = 1
validate_diplomacy = 1
admin_password = ***** (choose your own pswd here)
Also you should setup your admin password.
After you do that, you can save the changes and close the text editor.
2-Replace the descr.strat and campaign.script file with those I modified (the factions order has been changed accordingly to our schedule, and I tweaked it a bit to balance the campaign better)
Pls download the files from here:
https://www.mediafire.com/?yl3afkpy3tokvfz
You should extract those 2 files and overwrite them in the folder:
C/Program Files/SEGA/Medieval II Total War/mods/SS6.3/data/world/maps/campaign/imperial_campaign
3-Launch the game and get to the Multiplayer->hotseat section: when it gets to that make every factions human. Difficulty vh/vh/ Console disabled. Auto-resolve only. Then when you get to the first faction screen with blank password (it should be Teutonic order since I modified the descr.strat), you should turn every faction to AI (command is
control faction_name ). A little tip is to turn every faction except TO, and then make a save.
This way you have a save ready to be re-run if needed. After you turn Teutonic order too to ai, press start button (also press tab button once to accelerate movements, or else every turn will be too slow).
4-You should check the situation after 45-50 turns and see that no faction gained too much power and that no faction is gonna be destroyed. In particular Genoa/Venice/Aragon/Castille/Portugal/TO/Lithuania/HRE/Poland might need your help. We need that at least one faction in each block (see the blocks here :
https://forums.totalwar.org/vb/showt...post2053598483) is in good condition. So if factions are in need of help pls give them like 10-15 units (don't give them exp/arm bonus though).
Ideally it would be best if at the turn 60 no faction owns more than 15 settlements in order to get a balanced HS. But I'll leave it to your judgement.
After you make the save for turn 60 (even if it's turn 61 or 63 doesn't matter), try to keep going up to turn 80 and if the map is still balanced we might choose to start with that.
5-When the save is ready, pls turn every faction (with exception of Cumans,Mongols and Kwarezm) to human and post this save with no passwords, so that everyone can download it and make its own choices about which faction of its block to play.
As admin:
Most important thing is expected from you is that you're a harsh admin.
It's important that when you rule on matters your first priority is that the player who broke the rule doesn't profit from doing it, and that the one who is victim of it get adequate compensation. While everyone would agree with that in principle, in prctice almost no admin gives serious punishments to players who break rules. I'll make an example to make clear what I'm talking about
:
-we have a rule in the HS that prohibit players to acquire other players merchant if chances are lower than 60%.
It may happen that someone breaks the rule genuinely.
In that case for instance, a standard fine of 2k and a compensation of 2k might not be enough.
The admin should calculate:
1-money earned by the player (as when you acquire another merchant you get money from it,the more experienced is the merchant acquired, more money the player makes. In SS I think you might get up to 2k-3k by acquiring another merchant) who broke the rule. As also the money its own merchant made by exploiting the resource being exploited by the other merchant for one turn (on some resources you might get up to 2k or even more). Plus a fine.
So a player might be
2-The victim should get : refund for the cost of recruiting a merchant. Money lost by loss of revenues from that merchant (if the resource was far, the player will need many turn to get its merchant to the same or similar resource) and compensantion for the loss of experience (normally a newly recruited merchant has less experience and thus will need some year to generate the same income as the one who was unjustly lost).
This is just an example to show that we expect the admin to take all things into account in order to give proper punishment/compensations. Most admins in the past limited themselves to give just something like 2k punishment/compensation without really taking everything into account.
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