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  1. #1
    Senior Member Senior Member econ21's Avatar
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    Default Re: King of the Romans - OOC thread

    Quote Originally Posted by SwordsMaster
    Actually, I also have a question: Which mods are we using and where can I get them?
    I'm still chewing over that one. We have until Friday - when GH can start playing - to decide.

    Thinking about it, I am inclined to just stick to the patched game as it is. That way, it's less fuss for players and hopefully we can benefit from the patch that is coming in February - if it is savegame compatible, as the first patch was. (With WotS, we got locked into a version of the mod that became obsolete.)

    We may encounter a few irritating bugs, but there may be ways round them. For example, using cheat codes if some vices and virtues get horribly messed up. If the two-handed weapon bug gets unbearable, players fighting battles could mod the EDU file to circumvent it.

    I was tempted by mention of modding the diplomacy to make the AI less psychotic, but it may be easier just to accept that if we want good relations, it is going to cost us florins.

  2. #2
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: King of the Romans - OOC thread

    Though I am out of commission for a good long while, I am definitely looking forward to reading and keeping up on this! Looks like it will be quite the adventure
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  3. #3
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: King of the Romans - OOC thread

    Quote Originally Posted by econ21
    I'm still chewing over that one. We have until Friday - when GH can start playing - to decide.

    Thinking about it, I am inclined to just stick to the patched game as it is. That way, it's less fuss for players and hopefully we can benefit from the patch that is coming in February - if it is savegame compatible, as the first patch was. (With WotS, we got locked into a version of the mod that became obsolete.)

    We may encounter a few irritating bugs, but there may be ways round them. For example, using cheat codes if some vices and virtues get horribly messed up. If the two-handed weapon bug gets unbearable, players fighting battles could mod the EDU file to circumvent it.

    I was tempted by mention of modding the diplomacy to make the AI less psychotic, but it may be easier just to accept that if we want good relations, it is going to cost us florins.
    It would definitely be best if we used as few mods as possible. The extensive intallation routine limited our available Lower House members in WOTS. However, I would like you to give serious consideration to something modifying the V&Vs. Given how important they are to role-playing and how absurd they are in the vanilla game, we will all end up having to ignore our avatars' attributes and use them as mere portraits. I think that would be a shame.

    We could certainly use the cheat codes to change the V&Vs, but that's going to get really messy. It will only take a few turns before we've all got Poor Taxman and other lovelies. Who decides which ones are legit and which to kill? Installing one mod is not a big deal, so I think if we can find a good V&V patch (I have no idea if there is one, haven't looked) we should use it. Everything else we can live with as is.
    Last edited by TinCow; 01-09-2007 at 21:03.


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    Senior member Senior Member Dutch_guy's Avatar
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    Default Re: King of the Romans - OOC thread

    Plus, I think we should seriously consider installing a fix for the 2H animation bug. I daresay we'd want to miss out on the Dismounted Gothic knights, forlorn hope and Zweihanders - which are completely useless given the situation...

    I'm an athiest. I get offended everytime I see a cold, empty room. - MRD


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    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: King of the Romans - OOC thread

    Posting here rather than in the Diet, because my arguments are entirely OOC.

    I think the PBM will suffer if we commit to a fair allocation of territories at all times. If we remove the ability of Houses to influence their own expansion, we're essentially taking away any competition between the Houses. I think that would dull the game down a great deal and make for far less interesting political intercourse. A game in which better strategy and deal-making results in more power for a House will keep people interested and interacting for far longer.


  6. #6
    Member Member Grande Orso's Avatar
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    Default Re: King of the Romans - OOC thread

    @ Econ21: I will send you what I have shortly. It is my understanding that you are located in England, hence your concept of evening may be a little different from mine though

    In regards to mods: I agree with the general concept that the more mods are added the more complex the situation is made. At the same time, I see the necessity for the 2h and the V&V, the former because of gameplay issues and the latter because of roleplaying ones.

    I have to say that I am very excited to partake in this PBEM. In the last few months following my discovery of this site, I have been reading all the WotS material, and I loved it. I hope this will be just as good, if not better.

    GO

  7. #7
    Senior Member Senior Member econ21's Avatar
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    Default Re: King of the Romans - OOC thread

    Quote Originally Posted by Grande Orso
    I see the necessity for the 2h and the V&V,
    OK, that seems to be the consensus and that was my initial proposal, so let's go with that. I'll post some details on Thursday.

  8. #8
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: King of the Romans - OOC thread

    I do happen to have the leading VnV fix, is much more fun, as now i can have brothels and not be a womanizer.

    In fact, spending 20 turns in a tavern has only given my faction leader Heavy Drinker, and that may have something to do with the upwards of 15 attempts on his life.

    https://forums.totalwar.org/vb/showthread.php?t=75326
    {download link}http://files.filefront.com//;6476123;;/
    Just those two text files would make the RP so much better.

    Fixes: (taken from https://forums.totalwar.org/vb/showthread.php?t=75326)
    V1.2
    ===

    *The foreign fruitcake (adultress_she_man) only appears if you are actually homosexual (having atleast 4 points of Arse).
    *Strategic skill can be increased by successful battles.
    *Princesses can, even if their dad lacked the prerequisites, gain a few traits besides the standard two.
    *Generals that always push the movement limit to the max has a slight slight chance of being better
    at LogisticalSkill. Only for land movement ofcourse, so shuttling them around in ships shouldn't work... :D


    V1.1
    ====


    *Fools could cling on to anyone, including agents, since they don't have Command skill. Only for generals now.

    *Removed an odd bug regarding the disaster-trigger; appearantly it triggers for much more than disasters as
    removing the randomness made everyone get superstitious and conforming at certain events.




    V1.0
    ====

    Ancillaries
    ----------

    *Most Witch-related triggers are not properly implemented. To compensate until the problem is fixed,
    witches have a slightly higher % of gaining ancillaries when created. (Brooms etc.)

    *Adultress now only join generals when they stay at a coaching house or above.

    *Foreign adultress appears less often.

    *Fools sometimes join lesser generals that linger in Castles (or above).

    *Heralds sometimes join generals staying in Citadels.

    *The Pagan Magician now requires a fairly high heresey % of the population if he is to join the general.
    (he joins much, much less and only for those who travel across high heresey lands)

    *The tracking dog is implemented! Pet_bloodhound. The trigger was completly broken. The fearsome
    dog, +2 agent skill, +1 Line of Sight and +1 personal security, now has a small chance of appearing
    along spies from pleasure palaces.


    Triggers for VnV's
    -------------------

    *The base religion value of 3 for everyone is fixed. It now works properly for everyone that joins
    your family.

    *Corruption-triggers are doubled to 100k, 150k and 200k.

    *Vast overhaul of the vices inluding drinking, gambling, girls etc. Much toned down .
    You no longer start getting drunk at brothels. You get a slight chance to drink at taverns and upwards.

    *Your generals no longer pick up negative traits for doing nothing in settlements: drink, gambling, arse, girls.
    However: Generals stuck in a settlement without a brothel has a very small chance of turning to the arse.

    *Luxurious lifestyles toned down. Coaching houses and pleasure palaces can still corrupt your general though.

    *If a general survives a disaster, he has a much larger chance of turning to superstition or religion.

    *Merchants no longer pick up the selfserving merchant trait unless they actually trade something far away.

    *Generals that survive an inquisition become more religious, not just a chance of becoming.

    *Diplomats not as quick to be religious intolerant and so on.

    *Bishops now come from both cathedrals and huge cathedrals, not just cathedrals.

    *Sitting around in the wilderness now has a higher chance of increasing certain traits, such as hale & hearty.

    *Generals born in cities with high level religious buildings now have higher chance of being religious.

    *You become more cultured at the theatres, but do not start drinking because of it.

    *Sanitation: A bit easier to get good health, chances for vices are lowered.

    *You will no longer become a bad taxman for governing a castle.

    Traits
    ------

    *BoringSpeaker actually does something now, it used to have 0 effect for all 3 levels. A general that is a poor
    speaker has a negative effect on authority and morale, if he ends up really boring.

    *Inspiring speaker tweaked to give you a slight morale boost at the highest level.

    *Governors that stay in settlements with farms, mines and trade will slowly increase their knowledge and skill
    in that area. Building the specific buildings still gives you points, but it is now actually possible to become good farmers,
    miners and traders if you spend your career doing just that.
    Last edited by pevergreen; 01-10-2007 at 05:53.
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