View Full Version : SS 6.4 - New SS 6.4 HS: preparations thread (2 turns per week)
My nickname on Twcenter is : Invicta (for anyone how might know me there)
Please read carefully
I'm starting a new HS using SS 6.4 mod. It'll be a skip a few mod (which means some turns-likely about 60 turns- will be played with the AI
leading all the factions). A few changes will be made at the begin of teh 1st turn, to ensure that some factions won't disappear and to get a more balanced setup (I'll publish those changes later, but most noyably mongols stacks will be reduced, KoJ will get 1-2 elite stacks to not die, Byzantines will get the same too as also HRE might get some help -i need to check that before giving final instructions to the admin of this HS-)
I'll be the manager of the HS, which means my authority is above everyone else concerning the HS.
This means in practical terms that I'll decide who will be the admin (I won't be admin and I won't ever hold the admin password,
but on the other hand I'll decide who'll keep the admin password).
I'll appoint an external admin who'll take decisions about rule-breaking and assign appropriate punishments (I won't take part in the decisions. Also I'll likely appoint 1 or 2 players to be co-admin: they won't take any part in deciding punishment or checking turns.
They'll just help the main admin, by posting periodical map, resetting password and skipping turns when needed.
of the admin in any way, and he'll act independently. Everyone including me, must accept his decisions. On the other hand before the HS
starts I'll give some indication to the admin about how to act. In particular, whenever someone breaks a rule, the admin must make sure that the player who broke it, should not only not profit form it but also be assigned a proper punishment. Whether breaking the rule was voluntarily done or not, players needs to accept it as if they made a mistake -i.e like putting their own army in the wrong position-. A milder punishments might be given to factions on the brick-or close to- of destruction. This is because sometimes, players play lightly-some time purposely- when their faction is about to day. So this is done to not let players to take advantage of this).
Now the most important part: the HS will have a turn every 3 days (first cycle Mon-Wed and second Thurs-Sat).
You'll choose a day and a windows timeframe. For instance if you're generally available to play between 5-8pm on Monday, and you'll have your second turn on Thursday.
Or else play between 5-8pm on Wednesday and Saturday.
This way you'll know in advance when you'll have to play, as also being that you chose the timeframe, you'll have to play when it most suits you.
This way we'll have a moderately fast HS (2 turns per week, that's why the real deal). To that end you'll need to understand that why reloading is allowed, still it's not an excuse to delay your turn.
If you have only 10 minutes that day , you'll be asked to play in 10 minutes.
Ideally players should not spend more than 30 minutes on their turns (which should make HS more unpredictable and funnier). If you take longer, it's your choice but you have no excuse to delay
the submission of your turn (if you really can't play you should notify at least 24 hours before your turn is due and ask to be subbed).
As also remember that focus of the HS is not winning, but enjoying it. So you'd be expected to play up to very end of your faction (that's why hard to die)
Now please read carefully.
Among the new rules, I might introduce a new rule called the : "decisive battle"
Basically during a war, when a smaller faction is getting bashed by a bigger one, it can call the "decisive battle".
This will be played on online multiplayer (we might set up a room inside some vpn , you don't need to worry about that as I'll set it for you and it'll be easy to join). Basically the loser will have this way the chance to revert the outcome of the war.
The losing part will be assigned less money (so he'll have less chances to win)than the winning part (i.e 8k for the losing side and 12k for the winning side). So the losing side we'll have less chances to win, but if he win, peace will be enforced (10 turns likely) and he'll get back at least one or 2 regions of his choice (to be defined).
This will add not only unpredictability (as even big empire won't be sure to crash small ones until the very end).
But it will also bring more advantages:
1-Players will keep motivated longer, since even when they're losing teh war, they still hold chances to revert the balance (even if not completely).
2-Until now, players with "reloading skills" and more time to play, have got a considerable advantage in HS. This rule, being the battle played in real time, will give more advantage to the ones who actually can really play a battle without using any sort of cheats.
3-More balance: players always choose bigger factions to get more chances to win. Now even with small factions you'll get your own good chance. But that's not the end: some factions have good units for playing battles which are not so good in AR. With this rule those factions are less at disadvantage.
Depending on how many players will take part in it, I'll define the map borders.
We might take up to 15 players maximum (and still 2 turns per week will be played, do not worry about that).
Assignment of the factions: how the system will work.
To keep the HS balanced, I'll divide the map (depending first on how many players will join) in several block.
For instance:
Block 1: England-Scotland
Block 2: Norway-Denmark
Block 3: HRE-Poland
Block 4: France-Aragon
Block 5: Portugal-Castille
Block 6: Moors-Sicily
Block 7: Venice-Genoa
Block 8: Hungary -ERE
Block 9: TO-Lihuania
Block 10:Koj- Fatmids
Block 11: Turks-Kwarezm
Block 12: Novgorod-Kiev
Block 13: Mongols
This is an example. But lets say you choose block 4 (France- Aragon), then when the admin will have produced the save, he'll post the save with all factions pswd unlocked. Everyone can check everything. And you can choose among Aragon and France which faction to take
(depending on your preferences, it might not be necessarily the faction in the best condition, but it'll be your choice).
I'm in ;)
Will further comment on the details tonight when I have the time to spare.
Lord Luka
06-16-2014, 14:00
I would like to join too :).I am presuming this will be a Late Era HS?
Also do we already choose our blocks or do we wait to see how many join?
I would like to join too :).I am presuming this will be a Late Era HS?
Also do we already choose our blocks or do we wait to see how many join?
Yes late ERA (it's the most balanced ).
To define the blocks I need to know exactly how many players want to join (division will be made based on that).
Gaius Octavius Caesar
06-16-2014, 14:52
I had in mind moving the hs here but simply forgot to mention. Have a lot on my mind these days.
Also, i like the decisive battle idea.
I can play preferably Mon-Friday from 4 PM - 7PM, GMT +3.
TWC ACC: tavix
yuonyuon
06-16-2014, 18:28
I m here !!
Excellent, Riverknight will also join.
I'm modding the campaign script and the descr.strat to give to the future admin to create the skip a few save.
Once I define all the changes I'll post them here along with the 2 files.
yuonyuon
06-16-2014, 18:45
so just 7?? i guess if we wait just a little bit we will have 2 more.
anyway i m still not decided how and when i have free time.. yeah ok i will do that later. just dot rush things up!
It sounds interesting. Welcome to the Throne Room Invicta. I do know you, you're hailed as one of the better players over at the TWC. We had an argument about the way autocalc works for SS (as I didn't know they changed it so much compared to vanilla) back in the day.
Cheating on the .org is not tolerated. We aim for fair play. The administrator of a hotseat game can force a replaying of a turn, but anything that needs more strict enforcement (like the punishments you are mentioning) will probably need to be handled by myself or Nightbringer and we will talk with the player in question. Repeated offenses will be punished on a moderator level (not game admin level), and if the cheating is severe then an outright ban from this subsection will follow, as I have done on several occasions already in my time as a mod.
I like your ideas about the game. I would like to see SilverShield join this, he will give you one hell of a fight. I am not up for these strict play times however - my schedule does not permit it. I also doubt my ability to free up time when it is convenient for the other party as well for a MP game, though I do like the sound of it and it will give factions like Portugal a fighting chance.
Why aren't you up for being the admin? Or do you wish to play in the game as well? Also, what do admins over at the TWC usually do apart from pw resets, skipping, punishments, checking for cheating etc?
Why aren't you up for being the admin? Or do you wish to play in the game as well? Also, what do admins over at the TWC usually do apart from pw resets, skipping, punishments, checking for cheating etc?
I'm playing, so I don't want to have the admin pswd.
Also the way I manage the HS, it's a lot of work (I fill the opening posts of the HS with map updates, a section for public diplomatic deals continuously update as also a "history of wars" section).
About the admins: well they do what you say mostly, although in my HS, depending on the availability of the external admin, he may issue a set of mission and rewards to make the game more interesting. Also he may issue secret objective for the campaign to be fulfilled in order to win. In one of my HS, Jiub as admin did a fantastic job in that regard (we needed to hold 3 city and destroy a certain secret faction to win plus another condition which I do not recall).
About cheating: there'll be little chance of cheating(due to the way things are set up)
In any case, I think you might be a bit confused by the fact that you have -normally at least- much fewer rules to respect. In TWC HS, there's a lot of rules to respect (some of which might be easy to break without any will to do that intentionally, particularly when you play more than one HS with different set of rules). Sometimes it's hard to tell if players break those rules intentionally or not.
So in any case the admin of the HS will make sure that no one profit from breaking the rules,whether this is done intentionally or not.
If you want to get a better idea of what I'm saying you can have a look at this thread:
http://www.twcenter.net/forums/showthread.php?608512-Under-the-Dome-HS-(All-Human-SS6-4-Championship)
If you take a quick look at the rules you can see how many they are.
so just 7?? i guess if we wait just a little bit we will have 2 more.
anyway i m still not decided how and when i have free time.. yeah ok i will do that later. just dot rush things up!
Don't worry I just started inviting people few hours ago. Lets give it a day or 2.
Well I would really love to have a battle with some good TWC players in a SS Late Eara game. But I'd also like to help you admin it. I'll volunteer for now, being the host and a moderator and all. To get the first (non Westeros) HS going. For later games, perhaps I can play as well.
As for specific VCs, we have quite a number of such games here. One is the active Clash of Gods series (you can see the thread here on the top of the posts in the TR), where we pit Catholics vs. Muslims and we vie for control over certain key settlements. The other one is my own idea Vikingetid (https://forums.totalwar.org/vb/showthread.php?142226-TLK-3-06-Vikingetid), which is very specific but did not start due to an inconsistent player base.
So then, since you have more experience with autoresolve battles in SS, how are unit types ranked by performance in a HS? My experience shows that certain archer and cav troops perform very well, certain infantry suck etc. but the rules are not as set in stone as in regular M2 or Kingdoms, where the biggest, most heavily armoured and conditioned troops win in autocalc.
Also, regarding your contested battles idea for this game, you must set up some MP rules beforehand. Otherwise someone will just spam horse archers and a non HA faction will be cleaned . Same with heavy cav like Scholarii.
yuonyuon
06-16-2014, 19:43
Actually i really have some requests in order to simplify things in this HS:
1 only autoresolve
2 all AI factions turn to rebels
3 no pope and mongols
i m guessing you really know what was the big deal , you can become a superpower with a diplomat in no time.
Actually i really have some requests in order to simplify things in this HS:
1 only autoresolve
2 all AI factions turn to rebels
3 no pope and mongols
i m guessing you really know what was the big deal , you can become a superpower with a diplomat in no time.
Hello yuonyuon. I think I like the idea of this HS. I want to sign up.
One more thing, maybe turning ALL a.i factions to rebel may not be a good idea? if they are outside the map's zone(if any), then it makes sense. But some factions can be surrounded by nothing but weak rebels and that will be a power vacuum. You'll have superpowers growing unopposed while some other factions has 2 or 3 human factions as neighbors.
How about keeping the choice of who becomes rebel until later, like keeping an a.i faction for each block member to give him a challenge.
yuonyuon
06-16-2014, 22:25
Hello yuonyuon. I think I like the idea of this HS. I want to sign up.
One more thing, maybe turning ALL a.i factions to rebel may not be a good idea? if they are outside the map's zone(if any), then it makes sense. But some factions can be surrounded by nothing but weak rebels and that will be a power vacuum. You'll have superpowers growing unopposed while some other factions has 2 or 3 human factions as neighbors.
How about keeping the choice of who becomes rebel until later, like keeping an a.i faction for each block member to give him a challenge.i guess if there will be auto-resolve ,it will be a challenge but still it is a skip a few so really don t matter , i just hate those guys that get rich with one diplomat , i mean you can get up to 10 000 from AI because is really stupid and this will be a HS so we don t need AI for a challenge . again it just my opinion .
And let s not forget that there is no such thing as balanced campaign , that s why we have to use diplomacy . and diplomacy is the best part especially when we have good players around
Actually i really have some requests in order to simplify things in this HS:
1 only autoresolve
2 all AI factions turn to rebels
3 no pope and mongols
i m guessing you really know what was the big deal , you can become a superpower with a diplomat in no time.
1-Yes it will be auto-resolve only
2&3: do not worry about the Mongols. They'll be made balanced by removing the reinforcement script in the campaign script.
I'm already testing it as we speak, and without reinforcements they're pretty weak actually even if they started with 6 good armies.
Pope won't be eliminated as I intend to keep crusades/jihads. As you know, they play limited role (1 crusade/jihad army per faction max, and orthodox/pagans can't be attacked) in the HS I manage, but still is a nice option to have for the player as also something to worry about.
About the diplomat, you need to be more specific, but in general I'll put as a rule that player can't get money/land from the AI factions (but player can give money/land to them under certain conditions) and deals made with the AI must be posted and made public to avoid any trouble.
@Thanks Myth, I'll keep you posted in teh next few days.
Vipman and Legourou should join us too.
Ok I changed a bit the campaign script and the descr.strat file (assuming you have SS set on : late era, with only option savage ai and disable real recruitment enabled).
Most notably I gave about 30-35 units of Templar Guards to KoJ. This way KoJ manages (at least in the 2 trials run I made ) to keep about its own settlements in the first 50-60 turns.
Byzantium also keep up and in one of my trial became a powerhouse.
Castille and Aragon got 3-4 special units too.
Mongols do not get reinforcements any more.
Pope has got his army weakened and some building in Rome cancelled to slow it down. Otherwise there's a serious risk it becomes a powerhouse.
Here's the link to the save you might want to try with those change and see if you get a balanced map after 60 turns (all you need to do is to load it and it'll run by itself, keep autosave enabled in your settings as, at least to me , the game crashes from time to time. This way if it crashes you can reload from the last autosave):
https://www.mediafire.com/?qq7vumai4d9u8c9
And here are the files I modded:
https://www.mediafire.com/?pnt4h7g8tbd7h43
Basically you can obtain the save I posted above by simply overwriting the 2 files in the .zip archive in the "c/Program Files/SEGA/Medieval II Total War/mods/SS6.3/data/world/maps/campaign/imperial_campaign"
then load Stainless steel (the game needs to be quit when you overwrite the files), select every faction to human (console disabled-this is just a trial,the real save will be made by the admin- and difficulty vh/vh).
Then on venice turn, just turn every faction to ai, including venice and press the button start.
If you're gonna run a trial, when you get to turn 60, make a save and post it here.
If nothing go strange (like a faction getting too powerful) we can use those settings to make the real save.
Ok, so I haven't really much to add right now, things look ok.
I'll only post to leave you with my time-frame which is Wednesday and Saturday from 12:00 to 18:00 (+2 timezone Bucharest RO)
too much 6 hours ? or is it ok ?
Ill join, i can play only in evenings GMT+1. I have a strict scedual, and that scedual will switch in August BTW.
If i can ask i would prefer an eastern area, unless this is all map. East is more interesting and less used IMO
yuonyuon
06-17-2014, 21:17
Can we make a Thread with some players list and absence notice in case something happening . will be great to have a list of reliable players also we can put some tags : average or pro so we can figure out what we are doing , once this HS will start then it s hard to fix some issues .
another think next week i will be off all week , i hope i can get a spot until then .. after that i will be available every day after 18:00 same GM as Jiub
Well during the summer I'll certainly have more time, but when school starts again and this would get up to turn 30 (if 2 turns per week) my schedule will vary a lot, often with some full days and I can only guarantee that in such days I can play between 9PM - 12AM, 7PM - 10PM UK time.
yuonyuon
06-17-2014, 22:40
Im IN!you must be joking , you can t play in current Hotseats and you want more . i m out of ideas.
I have this feeling that schedule will get hard to respect by some players if all which applied until now will join... And hopefully there will be enough that are able to play in the non-evening time of the day.
Core-i7-inside
06-18-2014, 05:26
Count me in :) I'm on my very loooooong holiday.
Suggestion
- Skip it longer. I prefer gunpowder !
- NO Sacking or Exterminating settlement, please.
- I prefer "permanent watch towers"
- I prefer "reloading". So, everyone can make their best move. ( I mean you can only redo your unimportant stupid move. No reloading assassins, re-fight the battle or reload when you face an ambush etc.)
I one who was absence because my comp problems. I very very sorry about that. I hope it will never happen again.
Emproment
06-18-2014, 07:16
This is Legourou here.
I will play.
I like Block 1 and I have a very flexible time schedule, but at the same time it can be rigid. For instance: tomorrow I will be gone for an uncertain amount of days (2-8 days).
Count me in :) I'm on my very loooooong holiday.
Suggestion
- Skip it longer. I prefer gunpowder !
- NO Sacking or Exterminating settlement, please.
- I prefer "permanent watch towers"
- I prefer "reloading". So, everyone can make their best move. ( I mean you can only redo your unimportant stupid move. No reloading assassins, re-fight the battle or reload when you face an ambush etc.)
I one who was absence because my comp problems. I very very sorry about that. I hope it will never happen again.
Sacking is a major way for those who don't own 30 settlements to be able to field competetive armies.
After long meditation, and time spent trying to remember how to write some English... I decided to join!
Thank you for the invite!!!
For details I'll have to check things out!
PS
I got to ... get ... all the games ready, so I hope this will not start before next week. :D
Im IN!
I'd be obviously happy if you join.
Still I need to ask a question:
Did you read well the first post? The HS won't require much of your time, but you need to be available to play the same days and the same time each week (you'll choose when). So if you can ,pls indicate me your time and days of preference as indicated in the first post.
We'll start with 12-13 players I'll define the blocks (will be mostly as indicated in my example).
Ideally the British islands, Egypt and Novgorod block should be taken by less experienced players as those are the strongest and easiest to manage, and thus will give us the most balanced experienced.
In general I suggest the less experienced players to choose blocks on the corners (beyond the one I mentioned in order o easiness Viking block,Turks block (if there's no Kwarezm/mongols, Moorish-Sicily block and Spanish block) shouldn't be too hard to manage.
Block at the center (in order of easiness France Block,Byz-Hung, HRE block, TO-Lith block, Venice-Genoa Block) will be much harder to manage, and will require luck (events you can't simply control that need to turn in your favor) and excellent diplomacy skills beyond the usual skills require to succeed.
So you can choose your blocks looking at the example I wrote before ( I added few modifications):
Block 1: England-Scotland
Block 2: Norway-Denmark
Block 3: HRE-Poland
Block 4: France-Aragon
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France)
Block 6: Moors-Sicily
Block 7: Venice-Genoa
Block 8: Hungary -ERE
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev).
Block 10:Koj- Fatmids
Block 11: Turks (and Byzantines if player block 8 chooses Hungary, and Koj if player block 10 chooses Egypt)
Block 12: Novgorod-Kiev
Block 13: Mongols- Kwarezm
If more than one player wants the same block, we'll make a drawing for those and the loser will get whatever is left.
And pls whoever didn't indicate me the days and time, pls do so. When you do it, do not think only when you're free now, but possibly a time
and days in which you might possible be free to continue playing in the future.
For now:
Legourou - block 1
After long meditation, and time spent trying to remember how to write some English... I decided to join!
Thank you for the invite!!!
For details I'll have to check things out!
PS
I got to ... get ... all the games ready, so I hope this will not start before next week. :D
Super mate.
We might start next Monday or Thursday.
Lord Luka
06-18-2014, 11:15
Block 10 for me.
yuonyuon
06-18-2014, 11:45
Block 10 for me.aaaaa. really?? that means you are a noob .., right?
:))
Gaius Octavius Caesar
06-18-2014, 12:06
I would like block 2 if possible.
Nice to see some old faces like Tonno and Core. :bow:
Core-i7-inside
06-18-2014, 12:56
Block 7 for me please. I was a legendary Italian-faction player, and it was 4 years ago. :)
Sacking is a major way for those who don't own 30 settlements to be able to field competetive armies.
Well, at least do not exterminate settlements.
yuonyuon
06-18-2014, 14:20
I suggest that experienced players do not chose factions like :Castile , England, Novgorod, Koj, Egypt.
i think in Block 5 Portugal-Castile (Aragon if there is France and Castile if there is Moors, otherwise Portugal .because Castle can become invincible without moors near.
Emproment
06-18-2014, 14:24
It worked better for me (in Under the Dome) when I was assigned a time frame to work around.
So I will fill any time slot that needs filling.
Lord Luka
06-18-2014, 15:08
Very well. Scratch mine.I choose block 8.
I'll pick any time frame that is left, since there are probably players that are more tight on schedule.
(I'm used to play with Iberian factions but...)
Block 3 for me... If my memory is good HRE and Poland have good units.
Very well guys, here's the update situation:
Block 1: England-Scotland- Emproment (time?)
Block 2: Norway-Denmark - Gaius Octavianus
Block 3: HRE-Poland - Tonno
Block 4: France-Aragon Sonnet
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France) :Yuonyuon
Block 6: Moors-Sicily
Block 7: Venice-Genoa : Core7-inside
Block 8: Hungary -ERE : Lord Luka
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev). Vipman
Block 10:Koj- Fatmids - dur3x
Block 11: Turks (and Byzantines if player block 8 chooses Hungary, and Koj if player block 10 chooses Egypt) :
Block 12: Novgorod-Kiev : Makrell
Block 13: Mongols- Kwarezm
Core7-inside: are you sure you want block 7? It'll likely be the hardest to play. But if you like it, you can surely go ahead.
I think Auran should (if he likes it) the Egypt faction, since he's the least experienced among the players who still have to choose.
Or maybe Dur3x.
yuonyuon
06-18-2014, 16:58
i Already played with All Spanish factions i think i will chose last.
i Already played with All Spanish factions i think i will chose last.
Sorry I understood that you wanted a Spanish faction in your previous post.
Am I wrong?
Lord Luka
06-18-2014, 17:19
BTW my timezone is CET (GMT+1).I won't have strict schedule during the summer until the school starts.After that I will probably only have time in the afternoon after 5 pm during the week. I will however still be able to play pretty much anytime during the weekends.
Block 9 TO Lithuania
So it will be full autoresolve right?
Great to see you back Tonno!! :D
Core-i7-inside
06-18-2014, 17:57
Very well guys, here's the update situation:
Core7-inside: are you sure you want block 7? It'll likely be the hardest to play. But if you like it, you can surely go ahead.
Sure! I'd rather die as an Italian dodge than live a coward. XD
yuonyuon
06-18-2014, 18:12
Sorry I understood that you wanted a Spanish faction in your previous post.
Am I wrong?As always my English is wired , i thought if Castile will be take n and in block 6 will be sicily i guess Castile have no rival.
i really don t like Spanish i just made an observation. i could take Aragon but if someone take Moors i m dead, and so on. no wander why nobody wants France,Aragon,Castile or Moors , is like a jungle in that area.
....hmm i m still thinking i don t want middle east ether .:))))
EDIT: i just realize that "invicta" chose block 11 . KOJ or Turks ? i hope that is not a last moment strategy .
Mongols will be in the game??
As always my English is wired , i thought if Castile will be take n and in block 6 will be sicily i guess Castile have no rival.
i really don t like Spanish i just made an observation. i could take Aragon but if someone take Moors i m dead, and so on. no wander why nobody wants France,Aragon,Castile or Moors , is like a jungle in that area.
....hmm i m still thinking i don t want middle east ether .:))))
EDIT: i just realize that "invicta" chose block 11 . KOJ or Turks ? i hope that is not a last moment strategy .
Mongols will be in the game??
I changed my mind and went with France, to be at center of action (I would have gone with Venice-Genoa otherwise), although I wanted to try the turks.
Right this is the situation:
Block 1: England-Scotland- Emproment (time?)
Block 2: Norway-Denmark - Gaius Octavianus
Block 3: HRE-Poland - Tonno
Block 4: France-Aragon
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France) :
Block 6: Moors-Sicily
Block 7: Venice-Genoa : Core7-inside
Block 8: Hungary -ERE : Lord Luka
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev). Vipman
Block 10:Koj- Fatmids - dur3x
Block 11: Turks (& Byzantines if player block 8 chooses Hungary,& Koj-Egypt if player block 10 chooses Egypt/Koj) : Sonnet
Block 12: Novgorod-Kiev : Makrell
Block 13: Mongols- Kwarezm
But remember you can choose whatever faction you like. In case more than one player wants the same faction we will issue a drawing and the loser will get whatever is left. We're sure 12. I need to check if we can be 13.
Right now you,Jiub and Auran still have to decide. I'll check if there's someone else who's gonna join.
Mongols-Kwarezm-Cumans option will become available only if we become 13 players.
Possible 13th player would be Ebs if he confirms he read the 1st post and its availability to play on a determined time twice a week. The Knight of the River also gave his availability but only if needed.
Themzr wanted to join, but only if the HS woudl have started in 5 weeks from now.
Block 12 is good.
I can play weekdays 18-20 gmt, but this will indeed change after school restarts in a few months.
yuonyuon
06-18-2014, 18:53
good thing you change your mind .lol
Block 12 is good.
I can play weekdays 18-20 gmt, but this will indeed change after school restarts in a few months.
Tell which time you;d be available even when school restarts.
Great to see you back Tonno!! :D
Awww hell no... you still alive?
Did you finished that school of yours?
I changed my mind and went with France, to be at center of action (I would have gone with Venice-Genoa otherwise), although I wanted to try the turks.
We gona give the strongest faction to the "worst" player... Not cool, at all...
(back to my old habit... complaining)
We gona give the strongest faction to the "worst" player... Not cool, at all...
(back to my old habit... complaining)
France has a cool unit roaster, but it's in the middle of the map (not as HRE and northern italy, but still).
But I'll revert to the turks. It's not really an issue.
Awww hell no... you still alive?
Did you finished that school of yours?
Yea alive and kickin' like that saying :P
Finished school and went to next level, the conservatory :laugh4:
I don't have a problem with invicta taking any faction. It will be the fault of the rest of the players if they let him become a superpower, as is my view about anyone else.
France has a cool unit roaster, but it's in the middle of the map (not as HRE and northern italy, but still).
But I'll revert to the turks. It's not really an issue.
No Turks for you... I know what you gona build and how you gona Jihad my ass half the time in the game.
yuonyuon
06-18-2014, 19:37
Yea alive and kickin' like that saying :P
Finished school and went to next level, the conservatory :laugh4:
I don't have a problem with invicta taking any faction. It will be the fault of the rest of the players if they let him become a superpower, as is my view about anyone else.He already said that " good players can t take powerful factions " i thought he will take Venice or Byzantines but when i saw that modifications if player from block 10 chose Egypt , then bla bla ..... ohh wait a minute !!
anyway we will going to wait to see if we got 2 more players.
Tell which time you;d be available even when school restarts.
it will be completely different 100% i cant give you one that fits both. but 18-20 is the best one
He already said that " good players can t take powerful factions " i thought he will take Venice or Byzantines but when i saw that modifications if player from block 10 chose Egypt , then bla bla ..... ohh wait a minute !!
anyway we will going to wait to see if we got 2 more players.
I wanted to take Venice.
But Core7-inside anticipated me.
Modifications are not sure, it'll depend on player choice and more importantly how players will fit in the schedule.
So lets say I take turks, chosing factions like Byzantines or koj will only be possible if player of those blocks are right before or after my time slot.
It's a possibility to offer players more choices since we don't know exactly how the map will turn out (imagine for instance Genoa and Venice gets annihilated or close to destruction, leaving the possibility to the player to choose the Sicily would be nice)
I'll take Moors-Sicily, although I don't fancy them.
Right this is the situation:
Block 1: England-Scotland- Emproment (time?)
Block 2: Norway-Denmark - Gaius Octavianus
Block 3: HRE-Poland - Tonno
Block 4: France-Aragon Jiub
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France) :
Block 6: Moors-Sicily Sonnet
Block 7: Venice-Genoa : Core7-inside
Block 8: Hungary -ERE : Lord Luka [16:00- 20:00 time in London, 17:00-21:00 time in Berlin/Rome/Paris Wednesday-Saturday]
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev). Vipman
Block 10:Koj- Fatmids - dur3x
Block 11: Turks (& Byzantines if player block 8 chooses Hungary,& Koj-Egypt if player block 10 chooses Egypt/Koj) :
Block 12: Novgorod-Kiev : Makrell
Block 13: Mongols- Kwarezm
yuonyuon
06-18-2014, 20:51
I wanted to take Venice.
But Core7-inside anticipated me.
Modifications are not sure, it'll depend on player choice and more importantly how players will fit in the schedule.
So lets say I take turks, chosing factions like Byzantines or koj will only be possible if player of those blocks are right before or after my time slot.
It's a possibility to offer players more choices since we don't know exactly how the map will turn out (imagine for instance Genoa and Venice gets annihilated or close to destruction, leaving the possibility to the player to choose the Sicily would be nice)
I'll take Moors-Sicily, although I don't fancy them.
Right this is the situation:
Block 1: England-Scotland- Emproment (time?)
Block 2: Norway-Denmark - Gaius Octavianus
Block 3: HRE-Poland - Tonno
Block 4: France-Aragon Jiub
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France) :
Block 6: Moors-Sicily Sonnet
Block 7: Venice-Genoa : Core7-inside
Block 8: Hungary -ERE : Lord Luka
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev). Vipman
Block 10:Koj- Fatmids - dur3x
Block 11: Turks (& Byzantines if player block 8 chooses Hungary,& Koj-Egypt if player block 10 chooses Egypt/Koj) :
Block 12: Novgorod-Kiev : Makrell
Block 13: Mongols- Kwarezm
When we going to see the map???
Right this is the situation:
Block 1: England-Scotland- Emproment (time?)
Block 2: Norway-Denmark - Gaius Octavianus
Block 3: HRE-Poland - Tonno
Block 4: France-Aragon Jiub
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France) :
Block 6: Moors-Sicily Sonnet
Block 7: Venice-Genoa : Core7-inside
Block 8: Hungary -ERE : Lord Luka
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev). Vipman
Block 10:Koj- Fatmids - dur3x
Block 11: Turks (& Byzantines if player block 8 chooses Hungary,& Koj-Egypt if player block 10 chooses Egypt/Koj) :
Block 12: Novgorod-Kiev : Makrell
Block 13: Mongols- Kwarezm
Why didn't you bold my name as well? :P
Why didn't you bold my name as well? :P
You must be an anticipated loser :P
When we going to see the map???
we need to choose the factions and give me the time frame.
This way I'll change the faction order in the descr-strat file accordingly.
Once that is done, I'll pass the files to Myth and he'll make the save.
Only when he produced the save we can see the map.
Why didn't you bold my name as well? :P
Your factions will die before turn 60 and it'll be the fastest elimination ever seen in the history of HSing :laugh4:
yuonyuon
06-18-2014, 21:33
we need to choose the factions and give me the time frame.
This way I'll change the faction order in the descr-strat file accordingly.
Once that is done, I'll pass the files to Myth and he'll make the save.
Only when he produced the save we can see the map.i already give you my time 18-24 +2 GM during the week or Sundays.
but next week i will be gone all week until ... actually i m available from 1 July . but i will find someone to sub my first one or two turns.
about the factions i still don t know . just put me on Castile and if will be more room i will rather chose the last block .. Persia . (but i think is dead)
yuonyuon
06-18-2014, 22:13
ok after first 30 turns looks like Byzantines are ruling the world then France , Moors , HRE and Novgorod.
Venice , Castile, Kiev and baltics are loosing
Also Egypt is curshed by KOJ
Just a qucik question... do I need Kingdoms dlc for SS to work?
Ok lets see if we get everyones time's preferences.
Block 1: England-Scotland- Emproment (time?) [02:00-08:00 Time in London]
Block 2: Norway-Denmark - Gaius Octavianus [14:00-17:00 time in London, 16:00-19:00 time in Bucharest]
Block 3: HRE-Poland - Tonno
Block 4: France-Aragon Jiub [10:00-16:00 time in London, 12:00-18:00 time in Bucharest]
Block 5: Portugal-Castille (and Aragon if player block 4 chooses France) : Yuonyuon [16:00-22:00 time in London,18:00-24:00 time in Bucharest, no preference on days]
Block 6: Moors-Sicily Sonnet [06:00-12:00]
Block 7: Venice-Genoa : Core7-inside [07:00-13:00 time in London, 14:00-20:00 +7 gmt]
Block 8: Hungary -ERE : Lord Luka [16:00- 20:00 time in London, 17:00-21:00 time in Berlin/Rome/Paris Wednesday-Saturday]
Block 9: TO-Lihuania (and whatever is not chosen between Novgorod and Kiev). Vipman
Block 10:Koj- Fatmids - dur3x [15:00-20:00 time in London, 17:00-22:00 time in Bucharest]
Block 11: Turks (& Byzantines if player block 8 chooses Hungary,& Koj-Egypt if player block 10 chooses Egypt/Koj) :
Block 12: Novgorod-Kiev : Makrell [17:00- 21:00 Time in London, 18:00-22:00 time in Oslo, no preference on days]
Block 13: Mongols- Kwarezm-Cumans : Ebs [23:00-03:00 London, 00:00-04:00 Sofia, no preference for days ]
Yea Im read.. Im will busy till friday then i will have time.. I can play between 12:00-18:00 GMT+2(14:00-20:00 Sofia time) or after 23:00 GMT+2(24:00 Sofia time)
So Block 13 is for me?I see only Block 13 is free..
Yea Im read.. Im will busy till friday then i will have time.. I can play between 12:00-18:00 GMT+2(14:00-20:00 Sofia time) or after 23:00 GMT+2(24:00 Sofia time)
So Block 13 is for me?I see only Block 13 is free..
Remember that we'll skip anyone who's late.
You can choose any faction you want.If you want a block already chosen by someone, we'll issue a drawing and the loser will get the block that's been left.
If you join, Yuonyuon already wrote that he'd like block 13.
In that case only block 5 (Castille-Portugal) and Block 11 (Turks) are totally free.
But again, you can choose any block you like. This way no one will be penalized by seeing the thread later than others.
yuonyuon
06-18-2014, 22:42
I will take Castile since there will be most of the action.
i guess Auran will take Byzantines and we are done .
I will take Castile since there will be most of the action.
i guess Auran will take Byzantines and we are done .
Turks is what's left. But Auran can choose any faction (so even factions chosen by other players), if he likes and we'll make a drawing to decide who is getting that faction (the loser will get what's left).
I'm making this way to ensure no one is penalized by posting late in the thread, and give everyone the same opportunity of choice.
yuonyuon
06-18-2014, 22:58
what drawings are you talking about??
what dawing are talking about??
a raffle, a lottery to be run at http://www.random.org/.
This way everyone ha sthe same chance as others to get his favorite faction.
Core-i7-inside
06-19-2014, 06:18
I will be able to do my turn from 2PM to 2AM. (GMT + 7:00)(depends)
How add a human faction by console ?
PS: I did it, no problem now !
Auran can't join, so Mongols-Cumans-Kwarezm will become off limits.
EBS was offered choice between Turks or Moors-Sicily and opted for the last option.
The hours written on the left, are referred to the time in London (I refer to that because gmt changes during summer and
it would create confusion). On the right is the local time in your country
day 1:(Tuesday and Friday) [00:00-13:00] Venice-Milan Core7-inside [08:00-21:00, time in Bangkok]
[13:00-17:00] Norway-Denmark Gaius Octavianus [15:00-19:00, time in Bucharest]
[17:00-21:00] Novgorod-kiev Makrell [18:00-22:00, Time in Oslo ]
[21:00-02:00] Moors-Sicily EBS [23:00-05:00, time in Sofia]
day 2:(Wednesday and Saturday) [06:00-12:00] Turks Sonnet
[15:00-19:00] koJ-fatmid Dur3x [17:00-21:00, time in Bucharest]
[19:00-23:00] Castille-Port Yuonyuon [21:00-01:00, time in Bucharest]
[23:00-06:00] England-Scotland Emproment
day 3:(Thursday and Sunday) [06:00-10:00] HRE-Poland Tonno [07:00-11:00,time in Zagreb ]
[10:00-15:30] France- Aragon Jiub [12:00-18:00,time in Bucharest]
[16:00-19:30] ERE-Hungary Lord Luka [17:00-20:30,time in
[19:30-24:00] TO-Lithuania Vipman [21:30-01:00,time in Bucharest]
So for instance, just to make things as clear as possible,with the above schedule, Dur3x will have to play his turns
every week on Wednesday and Saturday, every week. Obviously his turn might become available earlier, and in that case it's up to him
to play it earlier (if he can) or play in his due time-slot.
Basically everyone got what he asked for (or extremely close to). If you see any mistake or room for improvement,pls let me know asap.
Unless there are unforeseen delays, I'll give within today the settings and the descr.strat adjusted to the above schedule, to Myth
and likely within tomorrow the save will be posted for everyone to see. Players will have to choose the faction they'd like to play with
within 24hrs possibly after the save (with all passwords cleared, so that everyone knows everything and the process is as transparent as possible)
If everything goes accordingly, I guess we may start officially on tuesday (although players might start playing earlier).
PS: to keep everything ordered I put the layout this way, but possibly Vipman will be the first to start,as his block should be among
the first to start.
Core-i7-inside
06-19-2014, 13:58
Jiub !! I have missed you so much Jiub. <3
yuonyuon
06-19-2014, 15:04
Second run , same thing , Byzantines rule the world.
Lord Luka
06-19-2014, 15:23
What if we start with the turn 30?That is before Byzies become the most powerfull.
Just recieved a PM from Lord Luka about joining this HS. But I believe all the factions are taken, if not I'd like a place please :) P.S I like the idea of the decisive battle. Could be very interesting!
yuonyuon
06-19-2014, 15:35
What if we start with the turn 30?That is before Byzies become the most powerfull.after turn 10 Byzantines just explode. and Turks are defeated every time . . i guess we still have players that wan t to join
this block thing is great but after 60 turns the map is totally up side down , Venice is crap every time and Egypt too .
Then whoever creates the save should stop 2-3 times the auto-play and for example disband some byz armies, take away some money, and give money and units to the weak factions...
Core-i7-inside
06-19-2014, 16:39
Byz will be fvcked up later, dont worry.
Please skip it for a long term. Maybe 100-200 turns. I love late era units :P.
after turn 10 Byzantines just explode. and Turks are defeated every time . . i guess we still have players that wan t to join
this block thing is great but after 60 turns the map is totally up side down , Venice is crap every time and Egypt too .
Problem is that I gave too many elite units to KoJ and Byzantines (like I mentioned some post above) in order to have a balanced map, as otherwise they tend to disappear (and then we;'d have a too big Hungary or Fatmids and Turks)
Now I'm reducing them a bit (I removed 3-4 elite units to each of them).
Try those files:
https://www.mediafire.com/?t9yb7dmjwf63x6o
This is the save with those settings (you need to turn Venice to AI )
https://www.mediafire.com/?qt8nm1bs6zafj3u
Run 60 turns and make a save, posting the map and factions strength
Then keep going up to turn 80 and do the same
yuonyuon
06-19-2014, 17:05
You can mod start of diplomacy section , in this way Byzantines will be friend with his neighbors and survive . a 0.60 + means that they very likely to form alliance ,
i will run another 60 with your setings
yuonyuon
06-20-2014, 10:22
This is the new result with the new settings.
This is pretty solid (yea well, Turks), only thing is that Jiub would be forced to pick Aragon. And I am a bit concerned for England.
This is pretty solid (yea well, Turks), only thing is that Jiub would be forced to pick Aragon. And I am a bit concerned for England.
Not really, Aragon is still weaker than France, even now. France, as beaten up as it is, is stronger then Aragon.
This is pretty solid (yea well, Turks), only thing is that Jiub would be forced to pick Aragon. And I am a bit concerned for England.
I got the same issue with the turks.
I managed to not make them get too much powerful (without making too powerful Byzantines or KoJ) by making surrounding rebel cities
much better garrisoned.
This somehow turn Kwarezm against Turks ,and as strange as it seems, Kwarezm seems to have the upperhand against them.
I'll soon upload the definitive files, which will be the same used my Myth to create the save. As there's a random factor though, and even with my best efforts such random factors still might have big impact on the outcome, I'll ask Myth to bring some corrections (if needed) around turn 50 (until then all factions seems to survive). 4 blocks might have problems (Cast-Port, HRE-Pol, TO-Lit, and Ven-Genoa) and I'll ask Myth to give them some units at around turn 50 if needed.
Not really, Aragon is still weaker than France, even now. France, as beaten up as it is, is stronger then Aragon.
You think?
If my memory is good, and by this map, France has only 2 big castles. And they need a lot of heavy units to pack a punch vs Aragons special, both alhmugavares (or how they are called) and the Knights Order thingy... :D
I got the same issue with the turks.
I managed to not make them get too much powerful (without making too powerful Byzantines or KoJ) by making surrounding rebel cities
much better garrisoned.
This somehow turn Kwarezm against Turks ,and as strange as it seems, Kwarezm seems to have the upperhand against them.
Is it ok to give units on turn 50 if we are going to play from turn 60?
They might stay in the game and they could be used for our gains later.
This should be definitive, in case something goes wrong Myth will correct:
https://www.mediafire.com/?yl3afkpy3tokvfz
Like I said, Myth will correct issues around turn 50 helping (if needed): spanish factions, hre and Poland Lithuania and Venice Genoa,
making sure that possibly all the factions have at least 4 (if not 5 regions) and possibly no one has more than 20 (ideally less than 15).
Des anyone remember the settings to be put in the settings? I mean validating data..
Is it ok to give units on turn 50 if we are going to play from turn 60?
They might stay in the game and they could be used for our gains later.
You're right, but give that they'll be given only to factions with less than 4 regions, it shouldn't be a big deal since:
-being in difficulty those faction will probably use those units in 10 turns (as they're being overwhelmed)
-even if they keep those units, still they have been among the weakest factions. I personally don't mind because this we give a fairer chance to everyone.
With the latest setup (but the faction order was not changed yet, like it is in the file I posted) I got this:
https://i58.tinypic.com/w0melx.png
Here's the save at turn 59
https://www.mediafire.com/?pzblp7q6zlffov7
O yea... let's rock with this one!!!
Lord Luka
06-20-2014, 16:44
So we will have the entire map now right?
Guys I just sent this message to Myth. He'll make the save for us:
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/showthread.php?147549-New-SS-6-4-HS-preparations-thread-%282-turns-per-week%29&p=2053598483&viewfull=1#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.
I made one little last minute change to the settings and removed some reinforcements for the turks (they were default in the campaign script,on turn 0 and 10). This should help to make turks weaker at least a bit.
I'm gonna open soon a new thread with the rules .players list and everything else.
We'll use this thread in the future to discuss the rules, issues about breaking the rules admin decisions etc etc.
If anyone has a title in mind for the HS, pls you're very welcome to make your suggestion
"Of Heroes and Kings"
"Dogs of War"
"Restless Crowns"
"Brave New World"
"Men of Iron"
"Rise of Gods"
"Forging Empires"
Bla bla bla :P
"Of Heroes and Kings"
"Dogs of War"
"Restless Crowns"
"Brave New World"
"Men of Iron"
"Rise of Gods"
"Forging Empires"
Bla bla bla :P
I think I'll choose brave new world unless anyone wants something different
Lord Luka
06-20-2014, 19:09
No.
Why not?We have all the blocks taken.
I like the Forging Empires :P.The brave new world doesn't sound quite right to me since the HS will be in the "old world".But it's not my choice in the end.
I won't complicate it so you can chose that.
But I got to say I like the Restless Crowns! :)
Why not?We have all the blocks taken.
I like the Forging Empires :P.The brave new world doesn't sound quite right to me since the HS will be in the "old world".But it's not my choice in the end.
It's our choice (about the title).
I'll make a drawing between forging empires and restless crowns.
Edit: Anyone pls give me a number 1 or 2
About Mongols-Kwarezm-Cumans block:that block was optional (only if we had enough players). If you can find a reliable player quickly, then we can add it.
DrMac is not a reliable player at all: he left in Battle for Europe-as the other HS he was in at the time- (playing as Turks) after like 10 turns, as he was losing against Egypt.
Worst part is that he left without any warning, not even 1 minute to say "hey ,I won't play the faction any more, find a substitute".
And he left already in the past while losing.
Due to the scarcity of players nowadays and the nature of the HS (if he joins and then abandon the HS, it won't be easy to find a substitute sing the substitute we'll have to play in DrMac time slot), I can't take the chances with him.
yuonyuon
06-20-2014, 19:38
We better make a "SS players list" (any new player to this SS mod is a noob from the start , that s for sure). for example:
sonnet(invicta)
level: poor/good/veteran
cheated in the past: yes/no
availability: low/good/full
i don t know this is just an idea , maybe is going to help .
i n this way we going to know exactly what are we dealing with .
Gaius Octavius Caesar
06-20-2014, 21:13
It's our choice (about the title).
I'll make a drawing between forging empires and restless crowns.
Edit: Anyone pls give me a number 1 or 2
About Mongols-Kwarezm-Cumans block:that block was optional (only if we had enough players). If you can find a reliable player quickly, then we can add it.
DrMac is not a reliable player at all: he left in Battle for Europe-as the other HS he was in at the time- (playing as Turks) after like 10 turns, as he was losing against Egypt.
Worst part is that he left without any warning, not even 1 minute to say "hey ,I won't play the faction any more, find a substitute".
And he left already in the past while losing.
Due to the scarcity of players nowadays and the nature of the HS (if he joins and then abandon the HS, it won't be easy to find a substitute sing the substitute we'll have to play in DrMac time slot), I can't take the chances with him.
Nr 2.
Nr 2.
Thanks. I'll start opening the official thread
https://i62.tinypic.com/qq1r7s.png
Guys an important matter:
as I mentioned in the opening post I won't hold the admin password. But I also mentioned that I would assign players in the HS as co-admin
to help the external admin (Myth) with most common stuff (resetting password,skipping turns, posting map updates).
The players I chose are Jiub and Tavix who kindly gave me their availability if needed.
I chose them since they're the oldest players here (they were active already when I joined it), and never found cheating or making anything that would make you doubt about their honesty, which in more than 4 years should say something about them. I trust them 100%.
I hope everyone is fine with that.
They won't check anyone's save or take any part in any decision concerning deciding the punishment or compensation for players (so there's no risk of biased decisions)
That would still be exclusively done by Myth or an external admin.
I'm doing it, because even with an external admin, you can't expect the external admin to do everything. We should try to automanage
ourselves as much as we can to avoid to overload the admin with lots of task. Always remember that the admin is doing a favor to us, and we should not exaggerate with our request or take advantage of such courtesy. Moreover if we want to ensure this HS keeps on track,
we need always someone with admin password present. And surely we get more chances with 3 people rather than 1.
So basically the people knowing the admin password would be:
Myth (external admin)
Jiub (who is playing)
Tavix (who is playing)
If you have something against, please say it now.
yuonyuon
06-21-2014, 07:30
So you don t have the password because you are playing, and Jiub and tavix can , but they are playing also? ! this logic is wired.
Last time when someone had the password i was put in very bad position (SIAB) also there is other HS around here where players have the Password and they winning decisively .
Actually was better to have an extra admin. i know that they are suppose to reset passwords etc but a simple toggle_fow it is enough to avoid defeat in some cases. not to mention that they can watch other players turn or... they can do everything actually.
Again this is what i think . lets see if other people have to say about this.
So you don t have the password because you are playing, and Jiub and tavix can , but they are playing also? ! this logic is wired.
Last time when someone had the password i was put in very bad position (SIAB) also there is other HS around here where players have the Password and they winning decisively .
Actually was better to have an extra admin. i know that they are suppose to reset passwords etc but a simple toggle_fow it is enough to avoid defeat in some cases. not to mention that they can watch other players turn or... they can do everything actually.
Again this is what i think . lets see if other people have to say about this.
The fact is that I prefer to act as guaranteeing (if you saw the thread,in extreme cases I might even remove the admin if I see him totally unfit for the task). If you find them we could have the save even earlier today.
Moreover keeping the first 3 posts of the thread will be already a lot of work.
If you want all external admins, then pls help me find one (maybe TheKinghtoftheRiver might be available to help us, ask Totalwarlegend or whoever you can find fit for the task).
But realistically we need admins to be present, and external admins are never as present and active as the players (due to the fact that players have more interest, which is obvious why).
There's no problem is sharing concerns, and we should all work together to overcome those and find a solution to it.
yuonyuon
06-21-2014, 07:54
there is no other way . i barely find a player online . and a player to check this fast hs, there is no hope ,
these two that you mentioned they will not have the time for this and others i know they are not capable,
Those Romanians and Bulgarians... they are everywhere
I don't really remember how tavix did in the HS before, I know he's a good player, the other things I don't know. But I have trust in Jiub, he will take his cup of coffee and sit down on his turn for hours, there won't be time to cheat. :P
All jokes a said, I trust they'll do what is reasonable and fair.
Those Romanians and Bulgarians... they are everywhere
I don't really remember how tavix did in the HS before, I know he's a good player, the other things I don't know. But I have trust in Jiub, he will take his cup of coffee and sit down on his turn for hours, there won't be time to cheat. :P
It's funny because I just finished a cup a coffee over an hour of play and two turns in CCM2 "Age of Heroes" :))
...Ok, maybe it was a bit over an hour :P
It's funny because I just finished a cup a coffee over an hour of play and two turns in CCM2 "Age of Heroes" :))
...Ok, maybe it was a bit over an hour :P
He might have remembered the few times you mentioned enjoying spending time playing your turns with a cup of coffe
:laugh4:
Guys I think I'll put "longer assimilation" among the options checked as suggested by Tonno.
Seems to me a good idea.
Core-i7-inside
06-21-2014, 13:17
Jiub is very reliable player. So don't worry. ;)
Jiub and Tavix are good and reliable players, and i think they are the players with the longest running time in online HS, maybe except Core i7-inside and me. (but they have admined more)
Guys I think I'll put "longer assimilation" among the options checked
Did you note to Myth (if he is the one that will make the save file) ?
Where's DA SAVE ppl... I got test to fail!!!
Hold your horses younglings, i'm getting there. We're at around turn 20 or so. Soon I'll pop in to check how things have developed.
Can anyone provide me with a comprehensive list of console commands? Like for creating armies and such? Can't seem to find one atm.
What was that about Romanians and Bulgarians? :laugh4:
Hold your horses younglings, i'm getting there. We're at around turn 20 or so. Soon I'll pop in to check how things have developed.
Can anyone provide me with a comprehensive list of console commands? Like for creating armies and such? Can't seem to find one atm.
What was that about Romanians and Bulgarians? :laugh4:
Thanks mate.
Commands:
create_unit name_of_the_settlement "name_of_the_unit" 5 0 0 0 [the numbers represent in order, number of units (max 5), experience of the units (keep it 0 as likely they might survive) armour and weapon upgrade ]
i.e: create_unit Jerusalem "Templar Guard" 5 0 0 0
For the name of the unit you should look at the export.descr.unit file in the data folder.
The name to be used in the console is the one included in the first line of the description of each unit (in the second line the name is repeated twice, but it might differ form the one in the first line)
show_cursorstat if for some reason you need to know the exact location corrdinates of some place.
Since I will be turning the save with all factions bar 3 to Human and give it to the players, why should I keep the raw result I've gotten now from them? I'd rather we discuss whetehr it's viable or not. At turn 51 it seems fairly balanced, apart from a few key points:
Egypt has a ton of armies and has surrounded the KOJ.
Venice is a non-factor
Sicilly and Portugal have not expanded and have limited armies as a result.
The HRE is on the back foot and is being pressed from a very well blobbing France, from an aggressive English invasion and the Italians have reclaimed anything south of the Alps.
Apart from that, all the other factions have settled in nicely. I'm not sure how the ERE managed to take that fat stack in rebel Constantinople AND push into Asia Minor, but they have and they are well balanced with a strong Hungary and Turks as neighbors.
Out of the problematic factions, which ones should I reinforce? Also, I propose the starting gold is 100,000 minus 5000 gold for each settlement owned. So a small faction can start with large armies and plenty of gold to throw around (to make more troops, to fort up and to buy off enemy forts etc.)
Also, what is the purpose of these settings:
allow_validation_failures = 0
validate_data = 1
Oh and just to let you know, we're usually playing with Gracul AI which has been able to surprise us a number of times with its aggressiveness. Longer assimilation is also a great addition, I've been considering it for Clash of Gods.
Apart from that, all the other factions have settled in nicely. I'm not sure how the ERE managed to take that fat stack in rebel Constantinople AND push into Asia Minor, but they have and they are well balanced with a strong Hungary and Turks as neighbors.
I gave ERE (modified the desscr.strat) about 2 stacks of supertrained (9 exp ,3 arm upgrade,1 weap upgr) swordsmen and few scholarii.
If they still have them you should disband them now as they served its purpose of making ERE develop.
Out of the problematic factions, which ones should I reinforce? Also, I propose the starting gold is 100,000 minus 5000 gold for each settlement owned. So a small faction can start with large armies and plenty of gold to throw around (to make more troops, to fort up and to buy off enemy forts etc.)
Just reinforce Venice (which if I understood correctly is going down, reinforce particularly against Hungary rather than Genoa, so that Genoa remain a good option).
Reinforce HRE so that France do not get too powerful, Portugal is not an issue as long as Castille is really in good shape.
To reduce Egypt armies best option is (if you can ) to call a crusade on them. This should be quite effective. You might using Jihad against France to get the same effect.
Also, what is the purpose of these settings:
allow_validation_failures = 0
validate_data = 1
Those settings are against cheating.
Basically without those settings I can before loading my turn modify some files of the mod (for instance I could change the stats of my units) load the game play the save(like playing and winning battles), save it then reload with the vanilla files and no one will know I cheated.
We found out about it about 2 years ago as it happened in one HS in an italian forum that a guy used to cheat that way.
Oh and just to let you know, we're usually playing with Gracul AI which has been able to surprise us a number of times with its aggressiveness. Longer assimilation is also a great addition, I've been considering it for Clash of Gods.
Tbh I have no idea about either Gracul or Savage. For some reason players have always used savage and I just kept that.
This sounds good to me, KoJ shouldn't be in such problems, one stack of KoJ knights with a solid general that has the golden-horse thingy should be able to bring a lot of pain on Egypt. Plus if Byz pushed into Asia Minor it should prevent any Egypt-Turks ganks.
To hell with HRE. :D
We can allow a power or two in the game, it won't change a lot, only others would consider to brig them down faster.
Venice is down to 3 cities. Actually Sicilly has expanded in Greece, so they are fine.
Aragorn seems to be doing great as well, pushing into French and Moorish lands. The HRE will be given a lot of armies and cash, because the TO has also taken a settlement off them, and Poland and Hungary are very secure and well established.
The KOJ will be given stacks, but there is an active crusade vs. the Egyptians already. I would rather everyone have strong armies to allow for a more intense early game war, than cutting them back to allow the big nations to just outproduce the smaller ones.
That anti-cheating method is a great addition and I'm definitely enforcing it on future .org games.
I will handle this tomorrow as it's 1 AM here already. Is anyone up for a Broken Crescent game?
I've been trying to find a player for teh Mongols/Kwarezm block in those days. Since I've been unable, we're going to cut the conquerable area as we did in the past with similar HS:
https://i1163.photobucket.com/albums/q550/byebytoad/hversand7_zpsa25d6306.jpeg (http://s1163.photobucket.com/user/byebytoad/media/hversand7_zpsa25d6306.jpeg.html)
If Turks or Russian factions owns settlements beyond the border, they have to give it to a AI faction.
Wait, this map is the map we gona play at?
Wait, this map is the map we gona play at?
No, that's the map of Beyond the dark. I posted just to illustrate the map's border of the conquerable area.
sonnet I re-read your PM and it turns out Lithuania was a requirement. They got owned by Poland and the TO. There is only one rebel stack of theirs. Should I re-run the save? Perhaps add a few more guys to them?
Uhu Poland... Gif sajv now!!! It's good, trust me!
sonnet I re-read your PM and it turns out Lithuania was a requirement. They got owned by Poland and the TO. There is only one rebel stack of theirs. Should I re-run the save? Perhaps add a few more guys to them?
As long as TO is in excellent conditions it's not a major problem.
What is needed is that at least one faction in each block is in playable state. Ideally all factions should stay alive, but that's ideally.
The final list of the blocks (with the associated players ) is this one:
https://forums.totalwar.org/vb/showthread.php?147549-New-SS-6-4-HS-preparations-thread-%282-turns-per-week%29&p=2053598407&viewfull=1#post2053598407
yuonyuon
06-23-2014, 21:39
We still waiting for the map. but the player list is not complete .
We still waiting for the map. but the player list is not complete .
What do you mean is not complete?
yuonyuon
06-23-2014, 22:00
England player is not active , also in TWC is missing in all his curent HS.
new people or those you don t have full trust , they are first to crack , and once the HS is started there will be a problem , ofter all i think other players are verry rilaible with the exeption of EBs but we will see about that .
Was probably going to take TO anyway :P
Myth guide for console commands here http://www.twcenter.net/forums/showthread.php?608227-Gaming-Staff-Guide-Admins
BTW you can just enter create_unit "unit" 5 , without 0's.
PS So on this forum if someone puts @username in a post does he get a notification? Is it by default or where do I enable it/ see it? Test: Vipman. So only appears in Profile>Mentions tab, no notification? Meh..
youn I playing in 9 HS do u know that?and its normal sometime to be late or miss any of this HS.. also last months I work too much I have 2 jobs.. and most of the time im playing in time.. so stop write my name ....... .....
England player is not active , also in TWC is missing in all his curent HS.
new people or those you don t have full trust , they are first to crack , and once the HS is started there will be a problem , ofter all i think other players are verry rilaible with the exeption of EBs but we will see about that .
I think I read a message of Vipman saying that Legourou (England's player) will be back in a few days and that he warned about his absence, but his warning just went unnoticed.
About reliability in general, as I warned, players knows exactly which day and time their turn fall.
So if they know they can't make it (which in my dictionary means the player will be not and they can't be physically at home at the time of the turn, as otherwise I stated that even few minutes should be sufficient to play your turn. If you want to spend more time on it and going against such guideline it's truly fine -it's your time-, but it should not be an excuse to post your save late. This is supposed to be a light-thinking and funny HS ), they should ask someone to sub them (preferably the player who comes after or before their turn).
If they don't (which will be the player's fault) they'll be either skipped or lightly subbed (which means few moves without having much thinking) if any of the admins or the player who comes after them is available to it.
I am all for subbing as an admin. I am loathe to skip a turn. Though I myself HAVE lost entire hotseats due to bad plays by a sub. If someone can't play their turn, some instructions on what to do via PM will do wonders.
OK I think I go this unit creation thing down. Invicta, have ou decided upon starting gold? I'd hate to go in and change gold as well after the fact of balancing armies out.
When you do an @ in front of a user name, the user gets a notification up top but NOT an e-mail. If you know he checks his e-mails for notifications, best stick to a PM. The @ things was added upon my request, since it works so well on enworld and it really does make life easier for hotseat games.
So look, we will have the following type of factions:
Big ones with lots of settlements and relatively fortified positions and enough armies to defend their land but if they go expanding they risk being eaten alive by an aggressive backstabber (ie. France)
Medium sized ones which are in a good geographical position. Balanced number of teritories and armies (ie. Leon-Castille)
Small ones that have a few settlements but huge armies and are basically wildcards and forced to either go aggressive or disband armies (ie. Crusader States / Teutonic Order)
To ensure the fortified position thing I think I will grab some FMs and create forts at specific choke points for factions that are very exposed, like the HRE, ERE and Turks.
Do we really need so much balanceing, isn't the point of skip-a-few to get "random" things, yet not overpowered things (in case of SS).
(Talking about adding gold)
I am all for subbing as an admin. I am loathe to skip a turn. Though I myself HAVE lost entire hotseats due to bad plays by a sub. If someone can't play their turn, some instructions on what to do via PM will do wonders.
OK I think I go this unit creation thing down. Invicta, have ou decided upon starting gold? I'd hate to go in and change gold as well after the fact of balancing armies out.
Players will get the situation as it is.
Gold doesn't need to be modified. As we played already those skip-a-few we're prepared to this already.
Big ones with lots of settlements and relatively fortified positions and enough armies to defend their land but if they go expanding they risk being eaten alive by an aggressive backstabber (ie. France)
Medium sized ones which are in a good geographical position. Balanced number of teritories and armies (ie. Leon-Castille)
Small ones that have a few settlements but huge armies and are basically wildcards and forced to either go aggressive or disband armies (ie. Crusader States / Teutonic Order)
Sounds good. If you can post the save with all passwords blank, players can have a look and see if everything is alright before starting as also choose their faction
(as most of the player can choose between 2 factions)
To ensure the fortified position thing I think I will grab some FMs and create forts at specific choke points for factions that are very exposed, like the HRE, ERE and Turks.
Only one fort per region is allowed to each faction. So I'd suggest to not do anything in that regard. Players have 2 turns of forced peace (they can't attack other human players in the first 2 turns). So each player have 2 turns to balance their asset and situation.
PS: about subbing, this whole (particular ) HS is based on a schedule to make sure that we could play 2 turns per week.
Players know exactly when their turns fall, so it's up to them to appoint a subber (possibly the player who comes before or after their turn, and give them the password) or being skipped.
Subbing is possible only if there's an admin on-line in that moment of the day.
You might be new to such system, but I used it twice already in twcenter and it worked quite well.
Otherwise the HS would be delayed.
Also like Tonno said, you don't need to add armies to perfectly balance all the factions. Adding armies was to be done for certain factions only if needed on turn 50 (and no more than one stack unless the situation was desperate) in case they were dying out.
For one, i just really want to start this already :))
yuonyuon
06-24-2014, 21:16
For one, i just really want to start this already :))We all waiting but nothing.!!:(((
Well I prefer a clean start, so there are still rules to discuss.
But yes, I am HOT FOR THIS STUFF!
http://hugelolcdn.com/i460/293055.jpg
Well I prefer a clean start, so there are still rules to discuss.
But yes, I am HOT FOR THIS STUFF!
http://hugelolcdn.com/i460/293055.jpg
The issue about a clean start is that players will need many turns before being able to engage conflicts.
Many turns means months.
The skip a few is a shortcut and factions will be ready from the start to sustain conflicts.
This also improves the gameplay: if for instance HRE at the start of a vanilla HS goes to kill Genoa in the first few turns,
other players with few units and busy race to capture the rebel settlements before the others won't bring any help.
I got down to Hungary in my rebalancing effort. It takes more time than expected, because the unit names aren't all readily apparent in the file Invicta mentioned. For example, I couldn't find Dismounted Kings Men.
There can't be perfect balance but you can't roll with a Norway and Denmark who each have 2-3 provinces and rag-tag forces. I gave them about 1.5 stacks of elites. 2 for Scotland which was down to a few FMs versus a dominant England, which also received a few units because it's main stack is on a crusade and is in the middle of europe. So on and so forth. It should be available tonight, patience. I might also give it to Invicta first so he can disband some of the units I've added (which doesn't require an admin PW) as I might have overdone it in some cases.
I got down to Hungary in my rebalancing effort. It takes more time than expected, because the unit names aren't all readily apparent in the file Invicta mentioned. For example, I couldn't find Dismounted Kings Men.
There can't be perfect balance but you can't roll with a Norway and Denmark who each have 2-3 provinces and rag-tag forces. I gave them about 1.5 stacks of elites. 2 for Scotland which was down to a few FMs versus a dominant England, which also received a few units because it's main stack is on a crusade and is in the middle of europe. So on and so forth. It should be available tonight, patience. I might also give it to Invicta first so he can disband some of the units I've added (which doesn't require an admin PW) as I might have overdone it in some cases.
Myth : for dismounted Kings men, I believe you're looking for the "Gotland Footmen" (as they're called in the EDU file)
I cannot disband units: being a player I might be or might be seen as biased.
But you haven't chosen a factin yet. No matter I'll just go over all the factions one more time to make sure I haven't overdone it.
But you haven't chosen a factin yet. No matter I'll just go over all the factions one more time to make sure I haven't overdone it.
My faction is the "Turks".
Any chance to get the save today?
OK boys, HAVE AT IT (https://forums.totalwar.org/vb/local_links.php?action=jump&catid=279&id=10615)
it was a pleasure setting this up for you, and I see some great potential for this game. Sure, there might be a massacre or three within the first 10 turns, but I think a cunning choice of allies and mutual factions will get you far. Some factions start with 75k gold and poor armies. Some have huge armies but are poor. Some are spread out, some are very secure. I'll be keeping track on the game closely.
FYI the golden chevroned infantry in Jersualem was actually fielded by the AI.
That's what I thougt so... My game won't load this save, anyone has any tips before I re-install it all?
yuonyuon
06-25-2014, 21:19
That's what I thougt so... My game won't load this save, anyone has any tips before I re-install it all?i guess your installation is done wrong
you need expansion: kingdoms
It says in the FAQ of SS that you don't need it.
I can play sing. games, but I can't load up the HS save. It starts to load and then it just redirects me to the main menu.
It says in the FAQ of SS that you don't need it.
I can play sing. games, but I can't load up the HS save. It starts to load and then it just redirects me to the main menu.
maybe you need the patch 1.4?
In the FAQ says I don't need.
But I'll do it tomorow. It's a free day for me.
You absolutely do need Kingdoms for SS to function. Many of it's features are available only in Kingdoms, and some of the units are based on Kingdoms units. It's even hosted in the Kingdoms modifications page on the TWC.
The instructions were to keep the Cumans, K-shah and Mongols Ai. I haven't touched them either. sonnet can you shed some light on this?
yuonyuon
06-25-2014, 23:27
Block 13 ? why is AI ?we need two more players.(England and Persia) there is to much comfort for the Turks :))
i got to say the save is great with a little exceptions(KOJ and Italians )
And that 2 first turn of peace just worsen the situation for the small factions . that gives time to bigger ones to reform
one it s just enough.
The instructions were to keep the Cumans, K-shah and Mongols Ai. I haven't touched them either. sonnet can you shed some light on this?
I mentioned it already that I couldn't find a player for the last block .
https://forums.totalwar.org/vb/showthread.php?147549-New-SS-6-4-HS-preparations-thread-%282-turns-per-week%29&p=2053599179&viewfull=1#post2053599179
Myth: again thanks fro your work, but if possible could you rerun the save from the begin?
All I ask is that you run it for about 50 turns, and add -only if needed - no more than one stack to those factions only : Castille-Portugal-TO-Venice-Genoa-Lithuania-HRE, and -again only if they're too powerful call a crusade-jihad on France/Egypt,then make it run for 10-15 more turns until it passes turn 60.
With this save, too many units were added. In particular, KoJ has too many Templar Guards : those are too powerful in AR, really too powerful. If the player decides to choose KoJ rather than Egypt, he could wipe out half Europe. Vikings factions got too many armies too, and given their good position, again if the player for that block chooses Denmark it will be too easy for him to expand.
Moreover some factions got units with high experience (like 5) that could be retrained and kept forever. Something that would give an unfair advantage over the others (many have received units with high exp -like russians got dismounted druzhina-, but someone will keep those as they're cost effective, some other player won't because the units with higher exp aren't cost effective.
That's why I wrote to limit the addition of units to max one stack only for the factions I indicated -and only if needed- and give no experience.
The too many armies, might make the campaign too short for some players without giving him the chance to build up his own campaign. The purpose of the skip-a-few is to have more developed factions that can sustain larger armies and a random setup, but still the player has to build those, rather than having everything already totally set.
I know it took lot of your time, but rerunning shouldn't take much more, as you know everything there's need to know, and you only have to let it auto-run for about 50 turns, then on turn 50 add-if needed some units for the factions I indicated- and again keep running until it passes turn 60.
we need two more players.(England and Persia) there is to much comfort for the Turks :))
i got to say the save is great with a little exceptions(KOJ and Italians )
And that 2 first turn of peace just worsen the situation for the small factions . that gives time to bigger ones to reform
one it s just enough.
I think you didn't see the turkish situation, otherwise you'd see that Turks are in such bad situation that Kwarezm might wipe them out.
In this HS there's only Auto-resolve, so the AI won't be easily beaten. And in Turkish case, Kwarezm have higher power, without having to be concerned about any other neighbor (unlike the Turks).
Lord Luka
06-26-2014, 00:01
I think Legourou is England.He shouldn't be absent for more than a day or 2 now.Hopefully he will be able to play regularly after that.
I am not sure if Persia/Mongols/Cumans are viable to play since they haven't been checked.We also don't have another reliable player for them.As far as i am concerned the map cutoff is good enough.
I disagree about the 1 turn peace.I think 2 turns are neccesarry since most of the Catholic factions have an army on the crusade and they would need 2 turns at least to move them back to somewhere safe.Also the rule only applies for human factions and not AI so the smaller factions can just as well bash AI and solidify their position just as the bigger ones.
I also think that the crusade that is in progress should be canceled.
I do agree about KoJ. Those stacks are ridiculous.
One more thing about the rules.I would like to add a rule that forbids destroying buildings in settlements unless you own the settlement for at least 3 turns.That way you won't be able to take the city, destroy it's guild and inn and leave it.
Also i would prefer to see that FM could also be assassinated.But that's just my preference.
One more thing about the rules.I would like to add a rule that forbids destroying buildings in settlements unless you own the settlement for at least 3 turns.That way you won't be able to take the city, destroy it's guild and inn and leave it.
Also i would prefer to see that FM could also be assassinated.But that's just my preference.
Buildings can't be destroyed at all.
Guilds and inns are exceptions for 2 different reasons:
-Guilds: a player should have the right to choose which guild to have in a certain settlement. So he needs to be able to destroy it in case he wants a different one.
-Inns: they give bad traits to governors. So if a player believe he doesn't need a inn in that settlement, he should be allowed to destroy it.
Yes 2 turns should be fine. We tested it already in Beyond the dark (which also was a skip-a-few) and it was fine.
About Legourou: yes it seems that he'll be back ,so at the most we can sub him for the 1st turn if needed (faction choice will be England 'cause Scotland is simply too hard, regardless of the setup it has a too weak unit-roaster, and it's only suitable to extremely experienced players looking for extreme challenges).
About removing the Templer guards: best thing imo is to rerun the save and only add very few units only to the factions I mentioned if needed. The reason is that if we now start modifying this save under requests we won't get out of it, as anyone will have its own request and in the end someone will be left unhappy (as surely not all the requests will be accepted and for each request accepted there will be someone who will be unhappy). That's why i wanted the intervetion on turn 50 to be kept on the minimum necessary.
It's funny that Jerusalem had 4 golden chevroned TG when I opened the save. The AI had raised and saved them all on its own. I just added more of them to help a player contend wtih Egypt which has so much stuff.
OK, no problem, I'll run it again and be more restrained with adding units. I'm learning this as well, since I haven't ran such a game before (we did a skip through when trying a Mongols .vs the rest game, but we didn't add or remove units).
The problem with Denmark and Norway is that they had very few and very beaten down units. And I'm not sure where Denmark would expand to, as the TO, HRE and the two factions on the british isles are pretty strong too.
[QUOT]E=Myth;2053599771It's funny that Jerusalem had 4 golden chevroned TG when I opened the save. The AI had raised and saved them all on its own. I just added more of them to help a player contend wtih Egypt which has so much stuff.[/QUOTE]
No, I gave some of them (like 25 of them) at the start.
That's because it's the only way KoJ can survive, since those units are so powerful that can withstand the multiple invasions of Egypt and Jihads too. In the past Skip a Few I set, I tried many times giving KoJ stacks with different units, but they all failed to survive more than 30 turns. Usually a Jihad on Jerusalem is called around turn 20 and KoJ collpases. Only those Templar Guards can do the trick.
The AI can't make it by itself because those are "Citadel" units (you need an armoury to recruit them, the AI makes no exception)
OK, no problem, I'll run it again and be more restrained with adding units. I'm learning this as well, since I haven't ran such a game before (we did a skip through when trying a Mongols .vs the rest game, but we didn't add or remove units).
Don't worry and thanks for your dedication. I had myself to run multiple times in the past and to make this script to get an hanging of how to balance it.
The problem with Denmark and Norway is that they had very few and very beaten down units. And I'm not sure where Denmark would expand to, as the TO, HRE and the two factions on the British isles are pretty strong too.
Denmark and Norway are in a very good position, you don't need to worry about them, because with the 2 turns of peace a player has all the time needed to recruit the necessary units to defend itself. And those factions have an already overpowered unit-roaster, compared to factions like TO or Lithuania (those are good but not as good as the vikings). This skip-a-few is a shortcut to skip all the turns players spend into waiting their settlements upgrade (to get faster recruitment rate, which in SS is very slow on castles and cities, and much higher on Large cities and Fortresses. And in a HS having a high recruitment rate is important as units are lost much faster than in a sp campaign).
But it's still up to the player to make those armies. So having armies it's not important, it's important that settlements upgraded so that players can quickly build armies if they want to
Another example I could make is England: even if it's in a bad situation, its powerful unit roaster+the splendid position along with the 2 of peace the player will start with make so that it's a faction that doesn't need help no matter what's happening to her. Even in the worst case scenario (which I have never seen) that Scotland takes over the British island the player can still choose to take Scotland. So there's no problem in that area.
The only issue are (but only to be checked and intervene once on turn 50):
1-Castille/Portugal: that's because in some simulation, Castille dies and Portugal remains very weak. So in that case the player has only the option to play with a very weak Portugal. That's why, in case it's needed you should give 1 stack (of units like swordsmen militia/jinetes/pavise crossbowmen and 3-4 santiago units, all without experience) on turn 50 and if Portugal and Castille are at war, makes them ally.
2-HRE: the issue here is that France in some simulations takes over HRE. In this case (if france is taking over HRE) the problem is to reinforce HRE to not let France to get too strong. In this case you should give an army composed by zweihanders to the nearest settlements on the French borders. The same apply if one of the Viking factions is getting too strong at the expense of HRE.
3-Venice-Genoa: those factions in some simulations do quite badly. In that case give them a stack of voulgier-genoese crossbow militia (Genoa) or venetian heavy infantry-venetian archers (to venice) where they need the most.
4-TO/Lithuania: in some simulation they don't do well (lithuania gets annihilated if a crusade is called against it in the first 50 turns). On turn 50 if they're at war between each other, make them allies. And give them one stack of units (swords brethern for TO, lithuanian regular spearmen for Lithuania) and put those in settlements where they can expand against other factions.
Last thing very important: after you intervene on turn 50 let all the factions run under control of the AI for at least 10 turns.
Those are the past 2 Skip a few I set up:
http://www.twcenter.net/forums/showthread.php?494127-RPH-Under-Darker-Skies&p=10597498&viewfull=1#post10597498
And this:
http://www.twcenter.net/forums/showthread.php?584666-Beyond-the-Dark-RPG-HS-(SS-6-4)-Sicily-and-Castille-player-needed&p=12466523&viewfull=1#post12466523
You can run the saves if you like to get an idea.
LooseCannon1
06-26-2014, 13:44
In the FAQ says I don't need.
But I'll do it tomorow. It's a free day for me.
You need the 1.5 patch installed. Your data is different than the game save which is why you get kicked back to the main menu.
I can take Kwarzmem if the Caliph promises not to put his first target on my back.:laugh4:
Yep... I forgot to edit the files to lock off HS... did everything all over again for nothing, smart me.
Soo... we wait for new save?
You need the 1.5 patch installed. Your data is different than the game save which is why you get kicked back to the main menu.
I can take Kwarzmem if the Caliph promises not to put his first target on my back.:laugh4:
Did you read the first post? (about playing twice a week the same day on a fixed schedule).
If you read it, than pls let me know asap your preferred time to play.
Here's the schedule:
if you could play after midnight (time in london) (between 18:00-24:00 time in Dallas ) it will be very easy to fix you.
Pls let me know asap since eventually I'd have to modify the descr.strat before Myth remake the save.
If you join you'll choose between Mongols-Kwarezm and Cumans (you'll evaluate which factions is in better shape)
LooseCannon1
06-26-2014, 16:00
Did you read the first post? (about playing twice a week the same day on a fixed schedule).Of course, as a local mod I read every post in the main hotseat forum at twc. Some later than others. But I read both first post (here and there) before a second post was made.
If you read it, than pls let me know asap your preferred time to play.
Here's the schedule:
if you could play after midnight (time in london) (between 18:00-24:00 time in Dallas ) it will be very easy to fix you.
Pls let me know asap since eventually I'd have to modify the descr.strat before Myth remake the save.
If you join you'll choose between Mongols-Kwarezm and Cumans (you'll evaluate which factions is in better shape)The Mongol recruitable roster is terrible. Below fortress level they have nothing.
Ok guys, I confirm we have a player for the Mongols-Kwarezm-Cumans block.
So the whole map will be playable
The new schedule
day 1:(Tuesday and Friday) [00:00-13:00] Venice-Milan Core7-inside [08:00-21:00, time in Bangkok]
[13:00-17:00] Norway-Denmark Gaius Octavianus [15:00-19:00, time in Bucharest]
[17:00-21:00] Novgorod-kiev Makrell [18:00-22:00, Time in Oslo ]
[21:00-00:00] Moors-Sicily EBS [23:00-05:00, time in Sofia]
[00:00-06:00] Mongols-Kwarezm-Cumans [19:00-01:00, time in Tampa]
day 2:(Wednesday and Saturday) [06:00-12:00] Turks Sonnet
[15:00-19:00] koJ-fatmid Dur3x [17:00-21:00, time in Bucharest]
[19:00-23:00] Castille-Port Yuonyuon [21:00-01:00, time in Bucharest]
[23:00-06:00] England-Scotland Emproment
day 3:(Thursday and Sunday) [06:00-10:00] HRE-Poland Tonno [07:00-11:00,time in Zagreb ]
[10:00-15:30] France- Aragon Jiub [12:00-18:00,time in Bucharest]
[16:00-19:30] ERE-Hungary Lord Luka [17:00-20:30,time in
[19:30-24:00] TO-Lithuania Vipman [21:30-01:00,time in Bucharest]
I also adapted the files for the new player list.
I got a very balanced map which would require nearly no corrections.
http://www.mediafire.com/view/myfiles/#xefav87spn70oo5
Here the files:
http://www.mediafire.com/download/zblnxdurb8ou39j/HS14.zip
And here is the save I got on turn 56:
https://www.mediafire.com/?ww9mau4ayaqeoj0
So I asked Myth to run 3 times the game with those files and then choose the most balanced map.
Hopefully out of 3 trials he will get something similar, without thus need to work on it (or with very small corrections)
Of course, as a local mod I read every post in the main hotseat forum at twc. Some later than others. But I read both first post (here and there) before a second post was made.
The Mongol recruitable roster is terrible. Below fortress level they have nothing.
With a skip a few, there will be many fortresses (usually past turn 60 90% of all the castles have upgraded to fortresses)
I got a very balanced map which would require nearly no corrections.
http://www.mediafire.com/view/myfiles/#xefav87spn70oo5
Here the files:
http://www.mediafire.com/download/zblnxdurb8ou39j/HS14.zip
What do I need to do with this?
What do I need to do with this?
Nothing I just posted the results of my last trial and the files associated with it.
Ok.
I don't lake the save. Poland is weak! :D
I take that back. Poland is solid :D
Ok.
I don't lake the save. Poland is weak! :D
I take that back. Poland is solid :D
In that save surprisingly HRE is very strong and it's still a possible choice for you.
In that save surprisingly HRE is very strong and it's still a possible choice for you.
Just saw it. I wanted to give it a shot with Poland.
If we stick with this save, I'll give it shot.
Poor Jerusalem will be eaten up.
Running a new one now guys. Stick around for an hour or so.
Still waiting... or this annunciation was just a myth... ;)
Unfortunately, the new file Invicta provided I think is actually the vanilla file. Very unbalanced result. KoJ, ERE and HRE are gone, Venice down to 1 city etc. Since the turn order was vanillaesque, i think he mistakenly sent me the vanilla fine in the new archive.
Even more unfortunately, I'm leaving tomorrow with no access to this PC until Sunday.
LooseCannon1
06-27-2014, 00:37
Unfortunately, the new file Invicta provided I think is actually the vanilla file. Very unbalanced result. KoJ, ERE and HRE are gone, Venice down to 1 city etc. Since the turn order was vanillaesque, i think he mistakenly sent me the vanilla fine in the new archive.
Even more unfortunately, I'm leaving tomorrow with no access to this PC until Sunday.
There are a few more lines of code in the descr_strat but 800 less in the campaign_script. The turn order is the same at the top of descr_script but in the main part of descr_strat the turn order is TO-Lithuania-Venice where the regular file goes Venice -Sicily-Milan so I think they are different files. It may just be bad rolls on the RNG. Did you try running it 3 times?
No, he sent me other files via PM to accomodate the inclusion of the K-shah in them. I ran it only once as I needed my PC for something else, so the 50 turns took a while. Invicta assures me he has sent me the correct files. I will check again and run it on Sunday, and If you guys don't want to wait I'd be willing to co-admin and somoene else take over.
No, he sent me other files via PM to accomodate the inclusion of the K-shah in them. I ran it only once as I needed my PC for something else, so the 50 turns took a while. Invicta assures me he has sent me the correct files. I will check again and run it on Sunday, and If you guys don't want to wait I'd be willing to co-admin and somoene else take over.
The ones I sent via pm are supposed to me the same link to mediafire I posted here.
Unfortunately I don't know how to check the pm I sent in this forum to see if the 2 links match (I can see the pm I sent but not the content of them..if anyone can help me on this I'd be grateful :sweatdrop:)
Emproment
06-27-2014, 17:23
I am back. Had a terrible time stranded out of state with my vehicle broken down. It's a shame.
So this hotseat does not require any extra files, correct?
It's just SS 6.4? What are the settings?
Lord Luka
06-27-2014, 18:40
So will we wait for Myth to come back i guess?
So will we wait for Myth to come back i guess?
No.
Invicta, run one for us!
I demand that!
Gaius Octavius Caesar
06-27-2014, 20:18
I am back. Had a terrible time stranded out of state with my vehicle broken down. It's a shame.
So this hotseat does not require any extra files, correct?
It's just SS 6.4? What are the settings?
Settings of the HS: H/H, Late Era, Savage AI,Longer assimilation and Disable Real Recruitment checked
No.
Invicta, run one for us!
I demand that!
Invicta has a pretty solid save already. Quite frankly, i see no reason not to use it. We should trust one another. It's how we roll in the org. I will still admin the game and make judgement calls when necessary, which is the main requirement for an external admin.
Emproment
06-27-2014, 21:46
I think that any player who plays should not have access to the console commands.
If anyone has admin password and plays, I refuse to play, sorry.
Lord Luka
06-27-2014, 21:49
I think that the admin pass isn't set on invicta's save and can't be used.As far as i know the save would have to be rerun with admin pass set and jiub and tavix are the onew who will have acces to it so i belive they could do it.
As far as invicta's save goes the Byzies in that save were in a position that was even worse than the starting one.All the army structures in Constantinople(where the best units are recruited) were destroyed and only one fortress was in Byzies posesion so there was no way to make a proper army with them.
Emproment
06-27-2014, 22:04
It's still messed up for anyone who is playing to have admin password.
Even the most simple toggle_fow command could give these admin-players too much of an advantage and there is no way to ever know they were using that.
Not to mention all of the other havoc they could wreak. And if everyone thinks they are trustworthy enough, then what is the difference for only having 1 admin? I am confident that Myth seems active enough or could find a replacement admin if he was go away for a while, that we can get away with only 1 admin who is not playing.
Guys the saves I posted are just the result of my trials to show what I get with the latest tweaks. There's no admin password on my saves and console is enabled. Those save are not meant to be used for the HS.
I posted the latest also to show Myth the good save I got so that he has an idea of what he could get by running the setup multiple times.
I post it here too to keep you all updated about what we're doing and keep the process as transparent as possible.
I asked Jiub to try to get make a save, in order to help Myth, and increase the chances of getting a good save . He tried today but didn't get anything playable.
He'll try again tomorrow.
I understand everybody is eager to play and start (I'm too), but we're trying to make things right. Skip-a-few will save us many months spent in just developing, and getting the right save (rather than the first we get) we'll offer everybody a challenging and entertaining campaign.
If the setup is not good, someone will get a too easy to manage and overpowered faction, and someone else will get a hopeless faction.
From past experiences, we all know that no one will enjoy that (no one wants either a too easy or a hopeless campaign, while rather the right challenge).
@Emproment: Jiub and Tavix (they'll be the 2 players to keep the admin pswd) are among the most trusted players. I guarantee 100% that they won't abuse in any shape of form.
If I didn't trust them blindly I wouldn't have asked them to help the HS as co-admin.
I understand you might be skeptical, but I'm HSing since 4 years, and without false modesty, I think I have a better understanding of player's character better than anyone else, since I'm the one who caught all the admin-cheaters in the Twcenter section.
Players who cheated (as admin too) in the past, had the common traits to be bad loser (like leaving the campaigns with some excuse while losing), tried to win admin ruling at any cost, exploit loopholes in the rules, break rules frequently at any costs and some other traits I won't mention. This doesn't mean that a bad loser or trying to exploit loopholes is a cheater (just to be clear). But that a cheater is always a bad loser is true.
Jiub and Tavix not only have none of those traits, but they never had any suspicious behavior.
Other players in this HS fits also the same reliability as Jiub and Tavix, but I chose them as I thought they are the oldest (and as such the most proven, although I didn't know Makrell was even older than them as a player).
All in all if I trust them to keep the admin pswd more than myself, that should say something. If I can trust them, I believe you should too.
Emproment
06-27-2014, 22:34
Trusting someone more than yourself is nonsensical.
You can be married to someone for 20 years and one day they can still surprise you.
EDIT: My problem is not with trust. My problem is with the issue. Why hold a gun to your head with someone you trust who has finger on the trigger? You can just put the gun down and their trust is never called into question.
EDIT: My problem is not with trust. My problem is with the issue. Why hold a gun to your head with someone you trust who has finger on the trigger? You can just put the gun down and their trust is never called into question.
How did you get that trust into that person...
hypothetically speaking.
yuonyuon
06-27-2014, 22:45
Trusting someone more than yourself is nonsensical.
You can be married to someone for 20 years and one day they can still surprise you.
EDIT: My problem is not with trust. My problem is with the issue. Why hold a gun to your head with someone you trust who has finger on the trigger? You can just put the gun down and their trust is never called into question.In a matter of fact they are too good at cheating ..
im just kidding . the biggest problem will be the subbing part . you really have to realize why do we need to start a perfect HS when we can sustain it proper, we need more people to sub or skip etc , and since this will be a fast HS i think the fun part should be compensate with this issue.
i already forget about the ruling issue or cheating . in TWC there is a total mess on this cheating thing . one admin that is not a part of a HS can t check things or he don t care since there is no gain for him .
Trusting someone more than yourself is nonsensical.
You can be married to someone for 20 years and one day they can still surprise you.
EDIT: My problem is not with trust. My problem is with the issue. Why hold a gun to your head with someone you trust who has finger on the trigger? You can just put the gun down and their trust is never called into question.
I explained already why we need 2 players to help as co-admin (read the post linked and the following 2 to it):
https://forums.totalwar.org/vb/showthread.php?147549-New-SS-6-4-HS-preparations-thread-%282-turns-per-week%29&p=2053598738&viewfull=1#post2053598738
But to make the story short: to keep the schedule we need the presence of someone with the admin pswd (to reset the saves) in case
a player misses is turn without giving a warning and naming a subber.
Myth can't cover for us 24 hrs 7 days a week. It would be absurd to expect that. As also we can't load him with too many tasks (and the faster the HS, the bigger is the burden for the admin), like constantly resetting pswd (after a while it gets unfunny, all who like me have been external admins know that). Better preserve the external admin for the most important tasks like checking player's saves and ruling and fining when someone does something wrong.
Emproment
06-27-2014, 22:52
Well crap, I know who I am allying then. No sense warring an admin.
yuonyuon
06-27-2014, 22:58
Well crap, I know who I am allying then. No sense warring an admin.you are going to fight against one of the best admins on TWC history , that means you are dead already . lol
but he promises he will never use the console , and i believe him but ... i think i don t , but i don t care !
is not like you will earn any money from this .
Emproment
06-28-2014, 00:07
I hope no one gets surprised when I am warring an admin and I bitch and moan with every turn. :)
I hope no one gets surprised when I am warring an admin and I bitch and moan with every turn. :)
If you read the link I posted, I offered Yuonyuon a simple solution, which is the same that I offer to you: help me finding 2 external admins to help Myth with the tasks. You have every right to complain and not trust player with admin pswd, but then offer me an alternative. People are complaining about the HS not being ready, imagine when we might have to wait days (yes admins have a life and might be absent too..) for pswd reset or checks and so on..
PS: Personally i won't have any issue warring a player with admin pswd. You're relatively new to HSing, but when I started admin-player where the standard, and I fought them in every HS with no issue. Some of them cheated, yet they lost regardless. Some other fought honorably. Not all the people are the same. Just because some is a cheater doesn't mean everyone is.
Some player was not admin, yet it was able to cheat so heavily (using the mov.bug) that many HS where compromised and shut down (Sogesu, incidentally he was discovered by me..).
Emproment
06-28-2014, 01:27
I would say a good alternative is:
Be patient. Play a hotseat that takes a few days longer.
How about two extra admins from the .ORG? Nightbringer and Nigel ? Also, is Vasilefs still around? NB and Nigel, we need you as my co-admins for this game. Basically to cover me when i'm not around. There is a lot of work and no pay involved. I'll sign you guys right up.
Gaius Octavius Caesar
06-28-2014, 08:45
How about two exgra admins from the .ORG? Nightbringer and Nigel ? Also, is @basileos still around? NB and Nigel, we need you as my co-admins for this game. Basically to cover me when i'm not around. There is a lot of work and no pay involved. I'll sign you guys right up.
Sounds good to me and seems the best solution in this matter. I dont want to raise suspicions at any point of the game of cheating or whatever.
I presume that means that I'm no longer needed to hold the password.
Darn it, I really wanted to win this one. :)))
How about two extra admins from the .ORG? Nightbringer and Nigel ? Also, is Vasilefs still around? NB and Nigel, we need you as my co-admins for this game. Basically to cover me when i'm not around. There is a lot of work and no pay involved. I'll sign you guys right up.
They don't look very active to me... and Nigle wasn't on since the last month.
Nightbringer
06-28-2014, 23:16
Sure, I can step in when you're away Myth
Emproment
06-29-2014, 06:11
I presume that means that I'm no longer needed to hold the password.
Darn it, I really wanted to win this one. :)))
+Rep
With no players able to reset the passwords everytime is needed, I'll have to enforce the nomination of the official subber before the HS starts. Each player needs to name an official subber, and give to that player his password.
Passwords will be assigned to each one of us by Myth (I'll ask him) and you need to use those.
You need to choose (strongly preferred) as your official subber, a player who comes either before or after your turn.
Alternatively you can choose a player who plays in your same time-slot but in different days.
You won't be allowed to play unless you have passed your password to the your official subber (which you need to declare publicly, so that I can put it in the first page)
Lord Luka
06-29-2014, 14:41
Me and Jiub will sub each other.
I still say those two guys can't subb us on time. The HS will lose time.
Well guys, I don't care what you say, I am subbed by Invicta!
Emproment
06-29-2014, 19:46
Loose Cannon and I will sub each other.
yuonyuon
06-29-2014, 20:54
Loose Cannon and I will sub each other.lol
I still say those two guys can't subb us on time. The HS will lose time.
Well guys, I don't care what you say, I am subbed by Invicta!
Very well mate, then I'll rely on your for when I'll need to be subbed.
I still say those two guys can't subb us on time.
Subbing can be handled by players well enough. Plenty of times I've had Nightbringer as my ally and I've trusted him to sub me. He has done so flawlessly. By the way, saying that the other mod of the TR is inactive is funny :clown:
We will handle your admin needs, you best also have a backup plan regarding subbing. Invicta seems to have the right idea. I'm running a save tonight.
Very well mate, then I'll rely on your for when I'll need to be subbed.
:love:
You'll have to do a lot of subbing :D
Gaius Octavius Caesar
06-30-2014, 13:33
Core will sub me :bow:
sonnet OK i found out why the Fo was messed up. Running the save now.
We got a pretty solid map. At turn 44 it's very balanced. Then, a Jihad on Constantinople and a Crusade on Hamburg wrecked it. Seeing if it can stabilize (the ERE got a fullstack of Scholarii to reclaim Constantinople and some of Asia Minor)
If not we can just use it from turn 44.
sonnet OK i found out why the Fo was messed up. Running the save now.
We got a pretty solid map. At turn 44 it's very balanced. Then, a Jihad on Constantinople and a Crusade on Hamburg wrecked it. Seeing if it can stabilize (the ERE got a fullstack of Scholarii to reclaim Constantinople and some of Asia Minor)
If not we can just use it from turn 44.
I had a go at this, and I personally find it that if you take a turn or two to turn a faction human, use a created stack to kick the shit out of whomever you need to be kicked, and them let if go again. They AI is stupid and unreliable to use a stack of full awesomeness to do much. :(
yuonyuon
06-30-2014, 19:53
sonnet OK i found out why the Fo was messed up. Running the save now.
We got a pretty solid map. At turn 44 it's very balanced. Then, a Jihad on Constantinople and a Crusade on Hamburg wrecked it. Seeing if it can stabilize (the ERE got a fullstack of Scholarii to reclaim Constantinople and some of Asia Minor)
If not we can just use it from turn 44. We need all castle upgraded to fortress , that s why we need to run until turn 60 ,
you can check again on turn 50 and see the scroll overview , if there is a faction in "danger" just turn it to Human control and add some units (not upgraded) then continue .. the map at turn 60 will be full of Fortress and ready to war.
Aye it sucked with them :laugh4: The AI managed to lose Constantinople with 2 free stacks of Scholarii. Jerusalem fell a few turns later without a Jihad. This game seems to be a Muslim and French stomp. Rolling again.
Aye it sucked with them :laugh4: The AI managed to lose Constantinople with 2 free stacks of Scholarii. Jerusalem fell a few turns later without a Jihad. This game seems to be a Muslim and French stomp. Rolling again.
Wait... it takes an hour for your pc to turn 50 turns?
Daaamn.
sonnet OK i found out why the Fo was messed up. Running the save now.
We got a pretty solid map. At turn 44 it's very balanced. Then, a Jihad on Constantinople and a Crusade on Hamburg wrecked it. Seeing if it can stabilize (the ERE got a fullstack of Scholarii to reclaim Constantinople and some of Asia Minor)
If not we can just use it from turn 44. Myth
Now that you have a solid balanced save at turn 44, you can try from there to run it , and see if using this save as a base, you can have a solid map at turn 60-65.
So this way you can run it faster (as you'll start already from turn 44, only 15-20 turns for each run).
Myth
I would also like to say that you should try to be proactive, not reactive. Instead of giving factions troops to capture (which they obviously won't) try giving them troops in specific settlements where they might be vulnerable. Try giving them the best quality/upkeep so they don't go into debt and loose that way. Use the descr_units and search it for the faction name to get to the faction's units. Use their name in the descr notepad to learn how to spell it in console so it works. :D
Usually I've raised the garrisons for turks on the eastern border with Ottoman Infantry a little bit, I've helped HRE with Zweihanders and so fourth. You can just browse in game after turning it to human to see what would be it's best units and use those to raise garrisons in threat zones.
ALTERNATIVELY! you could just take over the faction that poses the threat and disband a quarrelsome army lol.
I've also had troumendous success also by simply taking over a certain faction and declaring war on some other factions. I was telling Invicta in a pm when I had a go at making the save that HRE got super big after giving HRE a small boost of Zweihanders right at the start of the game, well, after they got huge, I've declared war on their neighbors and in about 10-15 turns they were almost wiped off. :))
So there you go, some effective tools at your disposal to play God with. :D
I'm using my PC for other things as well, it's pretty solid as far as hardware goes. I can't let it just run M2TW.
I got a pretty solid result barring the fact that the HRE is divided and down to 4 provinces (England blitzed them hard) and the KOJ is basically dead. Oh, and Portugal is strong but there is no Leon-Castille, it got wiped out.
All the other factions seem pretty solid. Should we use that?
edit: ok here it is (https://forums.totalwar.org/vb/local_links.php?action=jump&catid=279&id=10616)unbalanced. i'd like to know if you deem it usable before i strengthen the HRE and KOJ to at least allow them to go out with a bang.
IMO England at 14 provinces is too much. I might play it solo for a few turns to get some of its land back into the HRE fold.
am i to understand i need to choose a player before or after me as a subbber? Then i choose Gaius octavianus.
Emproment
07-01-2014, 06:37
I say give England's Metz, Magedeburg, Groningen, and Cologne for the rest of the UK area to Scotland and let there be two AI factions in the middle of the map. Let HRE and Scotland duke it out.
I'm using my PC for other things as well, it's pretty solid as far as hardware goes. I can't let it just run M2TW.
I got a pretty solid result barring the fact that the HRE is divided and down to 4 provinces (England blitzed them hard) and the KOJ is basically dead. Oh, and Portugal is strong but there is no Leon-Castille, it got wiped out.
All the other factions seem pretty solid. Should we use that?
edit: ok here it is (https://forums.totalwar.org/vb/local_links.php?action=jump&catid=279&id=10616)unbalanced. i'd like to know if you deem it usable before i strengthen the HRE and KOJ to at least allow them to go out with a bang.
IMO England at 14 provinces is too much. I might play it solo for a few turns to get some of its land back into the HRE fold. Myth
You said on a previous post that on turn 44 the HS was pretty balanced.
Can you try to run it from there (possibly post that save on turn 44 so that we can give some suggestion more specific) with some corrections to have all the factions alive?
My suggestions form there are:
Like you said England has too many regions, help scotland giving them 2 stacks composed by "Hevay Pike Militia" with 4 exp, and some noble swordsmen with 3 exp.
I noticed that on the save you posted, Castille is dead, if on turn 44 it was still alive take control of it, and give some boost into letting conquer 2 regions from the moors and make peace with the other 2 spanish factions (if it's at war).
If Constantinople is already under jihad, then take control of ERE, donate the settlement to some other faction and get it back on the same turn to get the Jihad cancelled.
Try to rebalance the 2 scandinavian factions so that no one has the upper hand, relieving so the HRE.
Call a Crusade on the Fatmids as they seems to be close to obliterate the KoJ which lost all the special units I gave it on the descr.strat
Help Genoa against France so that Genoa keeps Milan and possibly Marseille.
Give some boost to the Mongols against Kwarezm as they seems to prevail , to rebalance the area.
Gaius Octavius Caesar
07-01-2014, 16:40
am i to understand i need to choose a player before or after me as a subbber? Then i choose Gaius octavianus.
Sure.
I chose Core over you because we are kinda neighbours.
Invicta, the turn 44 save is different from the one I posted. Please review the T44 save here (https://forums.totalwar.org/vb/local_links.php?action=jump&catid=279&id=10617). The one I posted was a second reroll which IMO turned out better than this turn 44 save which becomes a mess 15 turns later. This is the one where Constantinople falls, the KOJ gets eaten by Egypt and the HRE gets a crusade called on them and gets crushed by half of Europe.
Invicta, the turn 44 save is different from the one I posted. Please review the T44 save here (https://forums.totalwar.org/vb/local_links.php?action=jump&catid=279&id=10617). The one I posted was a second reroll which IMO turned out better than this turn 44 save which becomes a mess 15 turns later. This is the one where Constantinople falls, the KOJ gets eaten by Egypt and the HRE gets a crusade called on them and gets crushed by half of Europe.
Yeah I thought that, I just missed the link for turn 44.
On turn 44 seems much better balanced as all factions are alive and no faction seems too strong and at least many settlements upgraded or are very close to.
If everyone agrees, we might use this save with few corrections to be made (some depending on the faction choice):
-TO-Lithuania player, should get 3 full stack of cost effective units (units to be chosen depending on the faction choice) + 40k of money treasure. It's the weakest block and being AR only it should get a significant boost in order to be competitive with the others).
-Castille/Portugal should also get a boost of 1 stack, but only if player of Moors/Sicily chooses the Moors.
-Jihad armies have to be disbanded, if the player of Hungary/ERE block chooses ERE.
Please everybody share your opinion. It's very important as this might be the save.
I agree, and if I may I would add:
Denmark needs a boost if Novgorod TO and Poland are picked. Or we gona force Norway pick?
Plus I think we should consider slowing down Kwarzem, unless Monglos get more units later.
I didn't have a detailed look at it, so this is just out of my head that I would do.
I agree, and if I may I would add:
Denmark needs a boost if Novgorod TO and Poland are picked. Or we gona force Norway pick?
Plus I think we should consider slowing down Kwarzem, unless Monglos get more units later.
I didn't have a detailed look at it, so this is just out of my head that I would do.
No one will be forced into select a faction <
But the thing for Denmark is: the player can freely choose between Denmark and Norway.
Norway seems in much better shape and it is well playable.
Player can still choose Denmark if he wishes so (because for instance he wants a super challenge), but then it's his own choice and no boost will be given.
TO-Lithuania player will get a good bost because no matter what he chooses, neither Lithuania or TO are at the level of the neighbors.
So he doesn't really have a choice.
Boost should be given only to blocks in which both faction are not in so good shape.
In this save, TO-Lithuania are not doing bad, but considering the neighbors and the fact that the HS is in AR only, the player should have assigned a good boost.
Castille-Portugal: Castille is not doing bad at all, but if Moors are chosen (something Castille's player can't control) a little boost (one stack should be enough imo) will be given of one stack to keep up.
Lord Luka
07-02-2014, 00:30
The save might be a bit more balanced in general but as far as ERE goes right now it is unplayable.Lost entire anatolia, not a single fortress, greece is still rebbeled and no money.ERE would need quite a buff too.
All crusade/jihad armies should be disbanded befoe start of the HS IMO.
The save might be a bit more balanced in general but as far as ERE goes right now it is unplayable.Lost entire anatolia, not a single fortress, greece is still rebbeled and no money.ERE would need quite a buff too.
All crusade/jihad armies should be disbanded befoe start of the HS IMO.
You can choose Hungary, which is in better shape.
The important stuff is that at least one faction per block is "playable".
Hungary has a roaster as strong as the Byzantines.
In case of Venice/Genoa for instance, Genoa is not quite strong, while Venice is. So the player can choose Venice to an easier campaign.
This was the sense of giving a "block" choice rather than choosing directly the faction, so that the player could choose the faction in better shape as we don't know how things would turn out.
We can have the Jihad cancelled (by gifting and gifiting back Constantinople), and yes the jihads armies will be disbanded.
No matter if we'll continue with this save or we'll start again I'd like to take the TO, otherwise I'd probably choose Kiev. If we continue with this save, give the TO as much as you think is enough and please cancel the vassalage, currently TO is vassal of Novgorod, I don't know much about AI but I think if it's not canceled the TO might just turtle around instead of using it's armies.
I'm ok if everyone else is ok with the proposed save ;)
Lord Luka said he's fine with it (he'd have to choose Hungary although he was looking forward to play with ERE).
Gaius Octavianus will check the save later.
Yea, no problem, I'm agree because I want to play, also my favorite is KoJ but was kicked very well :))
yuonyuon
07-02-2014, 12:46
i m ok with Castile if i will get an extra stack . i really have a chance against Moors.
TO must have another 2 elite stack and money
France i think is too rich or something
the problem is in Anatolia , i really don t like how things are there , the turks are an emerging empire.
if Myth can fix a little then the save is good.
i m ok with Castile if i will get an extra stack . i really have a chance against Moors.
TO must have another 2 elite stack and money
France i think is too rich or something
the problem is in Anatolia , i really don t like how things are there , the turks are an emerging empire.
if Myth can fix a little then the save is good.
The strongest faction on turn 44 is HRE.
https://i57.tinypic.com/o55cog.png
Turks have 2 jihad armies which are to be disbanded on the first turn.
Turks have much less secure position than its muslim neighbors (which have similar power): Kwarezm (with mongols almost defeated, have south and eastern borders totally secure, and on the north the weak cumans) & Egypt (again south borders totally secure, western borders are virtually secure protected by the desert).
Turks are surrounded by all powerful factions: Egypt, Kwarezm, Hungary and likely Kiev.
I really don't get your logic.
That being said, if anyone wants to switch with my faction and can play in my timeframe I can swap with no problem, as I have being doing from the start having been the last one to choose.
Yea, no problem, I'm agree because I want to play, also my favorite is KoJ but was kicked very well :))
Are you taking Egypt?
I need to know now, because KoJ has a stack of units which I added on the start that will be disbanded if KoJ turns to human (being that stack too powerful)
Invicta, may I add that AI Egypt eliminates AI Koj by turn 70 in this exact save? No Jihad involved.
IMO the KoJ needs some armies to remain relevant. Also, I'm a bit worried that hte save is so young, meanng the AI bonuses for grwoth didn't have time to raise most castles to fortresses IIRC.
Wait you mean to start hotseat from now? I thought this was about doing more runs from this save until turn 60-70 instead of starting from turn 1 again.
LooseCannon1
07-02-2014, 14:30
You've asked for my opinion-here it is.
Not liking the turn 44 save at all. First, I think we should start on a "something-first" turn,( i.e. 51st, 61st, 71st) or "something-ninth" (i.e. 49th, 59th)that will make it easier to figure out when NAPs or such will end. I know you intend to keep a list of diplomatic agreements but it's easier to not have to refer to the thread while playing. I play in a window but if you play full screen you have to exit the game to check the list.
On the factions
Myth is going to have to manipulate the save.
Vipman wants the TO so he should be given a stack (or two) plus money and ending the vassilage to Novgorod.
The jihad should be allowed to run its course, not cancelled (city will be conquered on turn 45 or 46). THEN delete 19 units from Kwazem, 37 from the Turks, 10? from the Moors (half stack near Antwerp-can't they read a map?:laugh4:) and 4 units (or more) from Fatimids (small stack, may have more units join before end of jihad). After jihad ends, teleport generals back to faction's capital and give Constantinople to better of Hungary/ERE
Crusader States can be saved if given troops & money on turn 44 but it is in a tough spot.
A lot of work would be needed to make ERE playable.
The HRE is actually in a tough spot (I think Tonno wants Poland anyway) with only 3 male family members and one about to die. A human coalition could end it easily.
Damn, 5 posts in the time it took me to write this (and a PM).:laugh4:
Invicta, may I add that AI Egypt eliminates AI Koj by turn 70 in this exact save? No Jihad involved.
IMO the KoJ needs some armies to remain relevant. Also, I'm a bit worried that hte save is so young, meanng the AI bonuses for grwoth didn't have time to raise most castles to fortresses IIRC.
If KoJ remain AI, sure you can add more armies.
But if KoJ is turned human (depending on Dur3x choice), KoJ shouldn't get any reinforcements for 2 reasons:
1-Like I said some post above, giving the block was meant to give a playable faction to each player for each block (so that if Genoa is doing bad, the player can still choose Venice). Since Egypt in in excellent conditions, the player can choose between a very easy campaign with Egypt, or a bit harder (but not impossible) campaign with KoJ.
2-KoJ like I mentioned in the past, has a too strong unit roaster: problem is not strength, while cost effectiveness of its units (like its zweihander or spearmen , templar units and so on). It's a killer faction and should not be helped in any shape or form imo.
And if KoJ it's turned human the units I added in the descr.strat (the templar guards unist) should be disbanded.
Because that stack that survived can easily destroy 10 or 20 stacks quite easily (particularly with a good general).
To give an example I used that army to defeat some Egyptian and Turkish armies: see the number of men lost.
https://i62.tinypic.com/15klly.png
https://i62.tinypic.com/33cp385.png
https://i58.tinypic.com/p9fkh.png
About AI Egypt defeating AI KoJ: that doesn't say anything. The reason is that the AI behaves badly for factions that are surrounded by other factions (somehow the many choices for expansions creates a stalemate that paralyzes the faction and doesn't make it use the armies effectively, while on the other hand factions on the borders with only one way to expand are much more aggressive and effective).
The best example is Scotland: scottish unit-roaster is extremely weak in AR (for both strength-cost-effectivenes and recruitment rate, and imo only cumans are weaker), while England has the 2nd or third strongest unit roaster.
Scotland should be then easily defeated (starting with only 3 settlements). Yes the William Wallace stacks helps, but that doesn't explain why are so resilient (KoJ starts much better ,has a stronger unit roaster and yet unless I gave ,like I did, templar guards units , it dies quite quickly). The reason is like I explained in its position that makes the AI act very effectively.
yuonyuon
07-02-2014, 14:51
The strongest faction on turn 44 is HRE.
https://i57.tinypic.com/o55cog.png
Turks have 2 jihad armies which are to be disbanded on the first turn.
Turks have much less secure position than its muslim neighbors (which have similar power): Kwarezm (with mongols almost defeated, have south and eastern borders totally secure, and on the north the weak cumans) & Egypt (again south borders totally secure, western borders are virtually secure protected by the desert).
Turks are surrounded by all powerful factions: Egypt, Kwarezm, Hungary and likely Kiev.
I really don't get your logic.
That being said, if anyone wants to switch with my faction and can play in my timeframe I can swap with no problem, as I have being doing from the start having been the last one to choose.How can t you understand my logic , you have the factions ranking right before your eyes , and you don see that Turks are the strongest human faction?
if we going to start i m very pleased with that.
How can t you understand my logic , you have the factions ranking right before your eyes , and you don see that Turks are the strongest human faction?
if we going to start i m very pleased with that.
You do realize that HRE (which is the strongest) can be taken? Tonno can choose either Poland or HRE. Choice is up to him.
Wait you mean to start hotseat from now? I thought this was about doing more runs from this save until turn 60-70 instead of starting from turn 1 again.
Ideally yes, I was aiming at turn 60-70.
I even instructed Jiub last Friday to try (as he was supposed to be co-admin anyway) to make a run (more people try to make a run more chances to get something balanced), but then players opposed to him being co-admin.
Myth tried already to start from turn 44, but (turn 51 I believe) things got worse.
The alternative is to start with Vanilla setup. In that case Mongols (either they become human or AI) will keep their 6 stacks and money and get no further reinforcements.
But being AR only, everyone should be aware of what that means.
Most importantly players should understand that you can't have everything.
I have tried to give an example by being available to take any faction that was left (and like I said, even with turn 44, if anyone can play in my time-slot and like the Turks, by all means ask a swap and I'll comply).
A bit of flexibility (it would have been great if everyone trusted Jiub and Tavix ,whom by accepting to be co-admin were doing a huge favor) would help us to start.
I can't ask more from Myth who has been extremely patient with me and all of us in general.
yuonyuon
07-02-2014, 15:23
I played with the Turks and they can take Antioch and Constantinople from turn one. after that they can destroy the best Persian army at Mosul. next turn Trebizond and Canakkale will fall and remember that you said at the beginning good players should get weak factions
About Koj is because there are two different scripts for 1v1 war and 1v2 war .Koj is doing good until another enemy steps in . you can give them 10 stack if they are at war with 2 factions they still act in deference . these script are very obvious in diplomacy also.
.Koj is doing good until another enemy steps in . you can give them 10 stack if they are at war with 2 factions they still act in deference . these script are very obvious in diplomacy also.
KoJ is doing well only because I gave it 2 super stacks. With Vanilla setup, KoJ gets destroyed between turn 15-30,despite having a better unit roaster. Egypt also gets attacked by the Turks, so the 2vs1 is not a valid point.
I ran already to skip-a-few in Beyond the dark and Under the sky HS, so I have already experienced the AI behavior.
About Kwarezm being detsroyed by Turks: the turn peace and the money Kwarezm got, gives Kwarezm the chance of recruiting many units if wanted. Turks attacked by Fatmids (who has a better unit roaster and buildings) and Kwarezm (better buildings and equal units) stands no chance.
The problem in balancing comes with JIhad/crusades mostly. That's why I wanted Jiub abd Tavix as co-admin to try to run the script too, as by trying many times we would have got the best save.
Like I said: I'm available to swap faction, if you can play at my time slot, by all means take the Turks and lets see how you'll do. And in any case, Turks (before Loose Cannon joined) were the last faction left (Ebs chose to take Moors-Sicily block rather than Turks). You took the Turks and played it against the AI.
Turks against human neighbors is a total different story (starting from the fact that crusade can be called after few turns, ending with Fatmids who have no threats and alone could easily destroy the Turks and I wouldn't want to spoil more about that).
About Constantinople and Antioch: Fatmids already control 2 large cities (Alexandria and Cairo) and with Jerusalem they'd control a huge city too.
Guys, if you are not in an immediate hurry I'm happy to run more saves for you until we get something great. My day consists of work, gym and then going home to have dinner and watch the world cup. While doing so, I'm running your saves. It fits perfectly so far, so worry not on that end.
Invicta, I asked you before but I guess you didn't see it or didn't have time. Can you explain how SS AR works and differs from Vanilla?
We had a huge argument on the TWC back in the day, because I argued with you regarding infantry in AR. In Vanilla and Kingdoms, the infantry with the most defence and men per unit dominates unconditionally. Traits like extra health, super high morale and endurance also help. So if we are playing let's say the Teutonics campaign for Kingdoms, the Teutonic Order's extremely cheap, esily available 21 defence Order Spearmen will clean house from turn 1. Same with Britannia's England which gets Armoured Swordsmen and Armoured Sergeants out the wazoo from turn 1.
You showed me an example where 4 units of Scholarii ARed I think 8 or 10 units of Arab Spearmen no problem. How exaclty does AR work in SS? And how would you rate the AR roster for factions?
Another quesion: do you guys play lead battles at all? SS lead battle games are super fun. It's the time where jav cav and HAs can be a nightmare instead of fodder.
Don't know very much about SS AR system but I did observe missile and cavalry units got up to 2-3 secondary hp while infantry 0 or 1. Secondary hp is not the main hit points you all know, it's a secondary hit points value, left over from RTW where it was used for elephant hit points, in M2TW it has no effect in lead battles but it has effect in AR. Otherwise this is probably the biggest improvement I see, along with the way unit stats were done, like spearmen having much lower attack value compared to vanilla.
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