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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
Well I replied here, cause it's more difficult for me to reply with the same noble tone used in the Diplomatic thread, as my English would be look quite poor 'cause English is not
my mother language. But I realize that it's difficult express your own words and let readers perceive them with the same tone as you intended to.
I'll post next time in the Diplomatic thread doing my best to write a decent post.
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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
I think your English is good! You certainly got your point across :laugh4:
But yeah, stick around here and try posting in the diplomacy thread, it's fun to roleplay
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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
It's like you said, it can be hard sometimes to get your true intentions accross and people can precieve things poorly. Things just seem to spiral out of control a lot eisier in main threads and at those points no one is really having fun any more :(
Of course, if people don't want to use a diplomacy thread, they could always send out in-game massages and PM's to their neighbors to gang up on those they think wronged them >:}
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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
Quote:
Originally Posted by
Thanatos Eclipse
in-game massages
mmm sounds nice
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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
Ok, I think I should clarify that my explanation for attacking in the diplomacy thread is rather, erm, embellished? But that is just the point, I don't pretend that ooc I have legitimate reasons for attacking, but within the context of the game's story I do. I should perhaps have stated this publicly because I had really hoped to keep the entire matter in context. I wish no ill will towards any player, and like to vary my play-style from game to game. I don't want the reputation of backstabber just because I have done it once, after all, it isn't like backstabbing is unheard of in history.
The Norwegian King deserves to be yelled at, and I would love to get some action going in the diplomacy thread. I am trying to role-play the situation based on having a King who is a mixture of paranoid and ambitious. Having an alliance is not a guarantee, it is not enforced by rules of the game, or of human nature, especially during periods like the middle ages. If you are angry with me, I am sorry, that was not my intention, but can you at least express it in context for the sake of keeping things running smoothly.
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Re: Dual Alliances: Double Jeopardy 6.3 (LFR - Venice & Crusaders)
Enland is up !!!
http://www.mediafire.com/file/778s6t...ngland_T11.sav
And no, I will not fix my spelling :P g is overrated anyway
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Re: Dual Alliances: Double Jeopardy 6.3
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Re: Dual Alliances: Double Jeopardy 6.3
hungary up!
http://fs06u.sendspace.com/processupload.html
not on this sides pbm thing cause he is a .net person
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Re: Dual Alliances: Double Jeopardy 6.3
Hi guys, I have a problem: I get an error message when trying to download the save Nightbringer posted,
Can Nightbringer or someone else make the courtesy to upload this save to filefront or megaupload please?
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Re: Dual Alliances: Double Jeopardy 6.3
okay, I finally figured out how this site's uploader works, here is a link for it.
https://forums.totalwar.org/vb/local...205#linkid8735
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Re: Dual Alliances: Double Jeopardy 6.3
Thank you very much Nightbringer for re-uploading
http://www.gamefront.com/files/20019...Poland_T11.sav
Poland is next
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Re: Dual Alliances: Double Jeopardy 6.3
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Re: Dual Alliances: Double Jeopardy 6.3
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Re: Dual Alliances: Double Jeopardy 6.3
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Re: Dual Alliances: Double Jeopardy 6.3
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Re: Dual Alliances: Double Jeopardy 6.3
France is Next:
Castille-Leon has been Liberated!
France
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Re: Dual Alliances: Double Jeopardy 6.3
okay, I think i should wait to play my turn because I am getting a very strange problem.
I am getting variable max unit size with France. (Norway seems to be fine). for example, some of my units of spear militia max at 151, some at 126, and some at 76, I don't know why this would be happening. I have only noticed this this turn, but it is possible that is has been going on longer.
I can say for certain that this has not happened with Norway, all units max out at normal small unit sizes for them.
The only thing I can think of is some kind of problem with my descr unit file. Could someone upload theirs so I can try replacing mine with that one and seeing if it fixes the problem. From looking at it it seems normal however.
I also have ss 6.4 installed, but under a different file name, I am going to check and see if that could somehow be causing the problem.
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Re: Dual Alliances: Double Jeopardy 6.3
okay, I figured it out, sort of. I had to change my unit size option to normal. this caused all the recruitment options etc... to show 76 as the max size for spear militia, this is correct for the size we are playing on right.
However, I still have a number of units of 126, or 151 men left and am not sure what to do. I suppose the host could locate them all, use the console to get rid of them, and then add new units of the correct size with the console, but that is a lot of work. I am very sorry about this, and I hope it is clear this was unintentional, and I still don't understand how it happened, and why only to France. I have never needed to change unit size before, even when the hotseat was using a different one.
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Re: Dual Alliances: Double Jeopardy 6.3
Quote:
Originally Posted by
Nightbringer
okay, I figured it out, sort of. I had to change my unit size option to normal. this caused all the recruitment options etc... to show 76 as the max size for spear militia, this is correct for the size we are playing on right.
However, I still have a number of units of 126, or 151 men left and am not sure what to do. I suppose the host could locate them all, use the console to get rid of them, and then add new units of the correct size with the console, but that is a lot of work. I am very sorry about this, and I hope it is clear this was unintentional, and I still don't understand how it happened, and why only to France. I have never needed to change unit size before, even when the hotseat was using a different one.
Hmm... I'll have to check on this tomorrow, until then hang in there.
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Re: Dual Alliances: Double Jeopardy 6.3
Quote:
Originally Posted by
Nightbringer
I still have a number of units of 126, or 151 men left and am not sure what to do. I suppose the host could locate them all, use the console to get rid of them, and then add new units of the correct size with the console, but that is a lot of work.
How weird, I had no idea this could even happen.
It's pretty hard to kill individual units with the console. You have to get the Captain's name right in the console command. Much easier with FMs. Fyi the way this is done is to teleport them to the edge of a land bridge (using move_character), order them across it and then hit backspace repeatedly while they're standing on the water tile until they die. Extremely technical stuff. :clown:
Theoretically this would only need to be done once if you could walk them all together into a stack before teleporting them.
Then you could use the add_money and process_rq commands to recruit replacement units in their settlements of origin.
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Re: Dual Alliances: Double Jeopardy 6.3
unfortunately, they are scattered all over the map.
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Re: Dual Alliances: Double Jeopardy 6.3
Quote:
Originally Posted by
Nightbringer
unfortunately, they are scattered all over the map.
Sorry, but why couldn't you just disband them? Then Tri could use add_money, process_rq and move_character to replace them for you.
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Re: Dual Alliances: Double Jeopardy 6.3
oh, yes, duh, I can do that. For some reason the possibility of disbanding eluded me.
Unless you would rather do it yourself Tristan so you can see exactly were they need to be added. I'll pm you my password.
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Re: Dual Alliances: Double Jeopardy 6.3
Quote:
Originally Posted by
Nightbringer
oh, yes, duh, I can do that. For some reason the possibility of disbanding eluded me.
Unless you would rather do it yourself Tristan so you can see exactly were they need to be added. I'll pm you my password.
Yeah, I'd leave it for Triforce to look at first. He may have a better idea.
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Re: Dual Alliances: Double Jeopardy 6.3
Here you go Nightbringer, Triforce seems to have gotten a little lost and posted this over in GA
Quote:
Originally Posted by
TriforceV
Alright I fixed up the problem,
Creating you some new units to replace the huge over-numbered ones, However I've checked and it appears the Norway has a similar problem, nobody else has this problem.
Anyways, Nightbringer replay France turn using this save, and then I will fix Norway aswell...
I don't know exactly what you did!? once the settings are set at the start of the game you shouldn't be able to change it..
Anyways, here is the turn now fixed for France:
France Fix
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Re: Dual Alliances: Double Jeopardy 6.3
Quote:
Originally Posted by
Thanatos Eclipse
Here you go Nightbringer, Triforce seems to have gotten a little lost and posted this over in GA
:embarassed:
I really need to change my bookmark from GA forums to Throne Room, this isn't the first time i've done this:oops:
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Re: Dual Alliances: Double Jeopardy 6.3
I played ss 6.4 and set the settings to huge, that seems to have somehow done the same for this hotseat game.
So I loaded up the game just now, with my settings on huge, and once again it was giving me the option to recruit 151 men sized units. I went and changed my settings to normal and it went to normal, as it should be. If I play ss 6.4, and change my settings to huge, it changes them to huge in ss 6.3, somehow, and somehow changes my recruitment to huge in this game. IDK
But I can avoid it by just manually setting it to normal before each turn.
I did notice I was having to pay ridiculous upkeep for those units also. So 151 spear militia had 500 something upkeep. went back to normal upkeep with settings on normal.
So, something is really messed up, but I know how to avoid it.
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Re: Dual Alliances: Double Jeopardy 6.3
Quote:
Originally Posted by
Nightbringer
I played ss 6.4 and set the settings to huge, that seems to have somehow done the same for this hotseat game.
So I loaded up the game just now, with my settings on huge, and once again it was giving me the option to recruit 151 men sized units. I went and changed my settings to normal and it went to normal, as it should be. If I play ss 6.4, and change my settings to huge, it changes them to huge in ss 6.3, somehow, and somehow changes my recruitment to huge in this game. IDK
But I can avoid it by just manually setting it to normal before each turn.
I did notice I was having to pay ridiculous upkeep for those units also. So 151 spear militia had 500 something upkeep. went back to normal upkeep with settings on normal.
So, something is really messed up, but I know how to avoid it.
'Too many mods' disease. We've all suffered it at one time or another...
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Re: Dual Alliances: Double Jeopardy 6.3
Probably right. I do have ss 6.2, ss 6.3, ss 6.4, lands to conquer, and kingdoms grand campaign mod. (plus the 4 kingdoms campaigns)