Make it 6 and 3, and we have a deal. (5 would be fine for swords, but shoe-horning the Landsknecht pikemen in makes it a little tight). Six would also allow all our knights to be dismounted, except the generals (who can't be).Originally Posted by Lucjan
Great, thanks.Just as a historical note, here's the old german titles of nobility and our equivilants.I'll put them in the rules (when I get around to editing them). I guess they should be optional. Personally, I like Ritter, Graf, GeneralFeldmarshall, Prinz and Kaiser. But I prefer Elector to Kurfurst and especially Duke to Herzog (makes me think of Zionism for some reason...). Kanzler for Chancellor would not sound good, either.
In terms of mods, there seem to be at least three for the vices and virtues:
Seneschal.the’s Medifix 1.2
https://forums.totalwar.org/vb/showp...37&postcount=1
kobal.fr’s CherryVanilla mod:
https://forums.totalwar.org/vb/showp...37&postcount=1
Sarastro’s Vice and Virtues fixes 1.1
https://forums.totalwar.org/vb/showp...85&postcount=1
I haven't tried any, although reading about them, I'm inclined to Medifix. It seems to fix more than CherryVanilla, but seems to have less new traits "to be beta-tested" than Sarastro's mod. I think it is a priority to get the vices and virtues in good shape, as they will be very important in role-playing our characters (we don't want a mob of pagan magicians etc).
The other modding thing I am looking into are the two-handed weapon fixes, but twcenter is down right now so I haven't got much further than a recommendation for zxiang's 2h fix (with some saying it is overpowered). I think with battle map tweaks like this, we can mod as we go (the stats are loaded fresh each time you load the game). By contrast, change vices and virtues files mid-game could mess up somethings (the triggers are set in the savegame).
We only need to fix on mods by Friday when the first Chancellor actually starts playing - the political rules though we should agree on by Monday 6pm, when the Diet opens.
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