Trebizond is definitely broken. I converted it to a city, can't expand in as a city either. That's gonna mess up this game since it's pretty indefensible as a level 2 town or a wooden castle. Is it something that a fix will work with a save? Or will it need a complete restart?
here's the offending piece of code:
Code:
settlement castle
{
level town
region Trebizond_Province
year_founded 0
population 3100
plan_set default_set
faction_creator byzantium
building
{
type core_castle_building castle
}
building
{
type castle_barracks garrison_quarters
}
building
{
type equestrian knights_stables
}
building
{
type missiles bowyer
}
building
{
type hinterland_castle_roads c_roads
}
building
{
type castle_siege c_catapult_range
}
}
The bolded piece of code should have read "large_town". In effect the settlement size does not match the size of the population and, (more importantly), the level of walls present. It's too small.
I'm afraid it won't be save game compatible, but if you guys want to keep going that's fine.
Is Palmero supposed to have 2 siege works allowing it to have 2 of each siege weapon in the recruitment slots? Pretty cool as it helped a lot.
It's an error, another one in the Descr_Strat file i'm afraid.
I have made an effort to improve my relations with Venice, HRE and Poland to Good or better.
It's Very Good for Trusted alliances BTW.
So far my staples of battle have been Militia Spearmen, Archers (peasant and those two Bosnian Archer units), merc Slavs, merc Bulgarian Brigands and my generals for cavalry. While HA are available and I have made good use of the 4 units of Hungarians nobles the council gave me, I have not felt the need to build more at this point. A least not of the grunt work of sieges. Plus getting my kingdom started and ready to go for the 31st turn has been pretty expensive.
Thanks for that, looking forward to the post turn 30 reports too. Should get lively. The Stack sitting on your border in a fort is actually a defensive stack BTW. It's trying to make sure you don't think of invading THEM.
Byz feels, well, easy. Very. Compared to the Turks, or even the Egyptians. Byz doesn't have the huge distance to get started that Egypt does. Turkey too, though to a lesser degree. And the sea works more for Byz.
I know what you mean, for me the previous phenomenon of swimming in money only helped exacerbate the issue. Any ideas what we could do to make it tougher on the player without borking up the AI?
Portugal and Milan woke up. Spain and France are snoring so loud I can hear them in Damascus. This time the jihad was on Jerusalem, so I'm waiting for the Egyptians to give up. Meanwhile, backfilling the interior regions back to Adana. The probably hit Edessa. Not sure about more. Am taking Tbilisi and Yerevan though. They have small garrisons. Baghdad and that other one probably do also though.
Strange as Milan is one of the few factions that almost never stalls, and Portugal if it's going to wake up normally does it before then.
I suspect Spain and the Moor are breaking like waves on Valencia. But then Portugal is at war with the Moors too.
Actually Spain normally goes after Zaragoza, usually gets it on the second attempt.
As for the Moors, it's probably being at war with Portugal thats doing it, they'll be putting a LOT of forces into defending their borders with obvious results.
I think the growth rate for castles is considerably too high now though. Cities seems not too bad.
I'll look into it, the problem is that previously their where a number of castles, (Gaza being the first one I noticed, but also a number of the ones around Russian/Poland/Hungary/moors), that either only grew at 0.5%, or which would not grow at all, unless a Governor was used, that was an issue for AI and player alike.
That means I've got to be careful not to lower it too much.
I'm seeing a lot of military engineers again. It may be due to all the siege factories. Can we lower the odds on getting those by about 75%?
I'll look into it.
Does the discipline make Kataphraktoi better than Latinkon? They get 2 less charge bonus but one more defense. Not a lot of differentiation, but not a lot of cost difference.
The Kataphraktoi also have AP on their secondary attacks.
Latinkon are MUCH better chargers, but the Kataphraktoi are better in general melee. SO the Kataphraktoi are best used against enemy Cav whilst the Latinkon are better used for attacking infantry.
I'll have a fixed Descr_Strat file out in about 30 mins or so.
Bookmarks