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  1. #1
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Are you sure you haven't modded some files?
    Since 0.91 at least (probably since 0.9) the triggers are as follows:

    Code:
    ;------------------------------------------
    Trigger knight_crusader_vnv_trigger
        WhenToTest CharacterTurnEnd
        Condition AgentType = priest
              and I_CrusadeInProgress
              and IsRegionCrusadeTarget
              and CharacterReligion catholic
              and TimeInRegion > 1
    
        AcquireAncillary knight_crusader chance  33 
    
    ;------------------------------------------
    Code:
    ;------------------------------------------
    Trigger priestinit4
        WhenToTest AgentCreated
    
        Condition AgentType = priest
              and SettlementBuildingExists >= cathedral
              and Trait PriestLevel = 0
    
        Affects PriestLevel  1  Chance  100 
        Affects NaturalPriestSkill  1  Chance  10 
    
    ;------------------------------------------
    Trigger priestinit4_orthodox
        WhenToTest AgentCreated
    
        Condition AgentType = priest
              and SettlementBuildingExists >= cathedral_o
              and Trait PriestLevel = 0
    
        Affects PriestLevel  1  Chance  100 
        Affects NaturalPriestSkill  1  Chance  10 
    
    ;------------------------------------------
    Trigger priestinit4b
        WhenToTest AgentCreated
    
        Condition AgentType = priest
              and SettlementBuildingExists >= jama
    
        Affects NaturalPriestSkill  1  Chance  50 
        Affects Dogmatic  1  Chance  50 
    
    ;------------------------------------------
    So as you see, muslims cannot get Bishop nor crusader knights.
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  2. #2
    Member Member Johan217's Avatar
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    Default Re: VanillaMod Suggestions thread

    Quote Originally Posted by FactionHeir View Post
    Are you sure you haven't modded some files?
    Uhm... possibly

  3. #3
    Member Member Nebuchadnezzar's Avatar
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    Default Re: VanillaMod Suggestions thread

    Thought I might add a few minor gripes & suggestions.

    I do get a lot of Papal elections, something in the order of every 3-4 turns. Wow! Imagine the repetitive scenario Pope calling a crusade on an excommunicated faction capital or maybe Rome and 3 turns later the crusade is cancelled. I would like to see more papal elections so that factions aren't excommunicated for pro-longed periods but perhaps something between vanilla and vanillamod setting would be ideal. BTW which file do I mod to change this?

    The guild offers don't seem to have any logic. The first guild I get offered was a Templars and never was on a crusade. I kind off liked the vanilla settings as it gave some faction specific guilds or at least guilds that are more likely to appear with certain factions. With vanillamod I have more or less each & every guild offered and I feel this reduces challenge b/c its the player which ends up with a headquarters for almost everything. It also reduces inter-faction guild diversity.

    Not too much else that I have come across to gripe about. I did however restore normal build times as I do prefer a slower paced game.

    Very dynamic campaign map with key settlements constantly changing ownership and power waxing & waning among factions.

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Hmmm not sure how to address those, but I'll try

    Papal elections: How far are you in your campaign that they happen so frequently? How many cardinals do you have? I haven't changed anything with the papal elections so I'm wondering if it could just be the starting cardinals taking turns at becoming pope and they all being around 60 years old by then. I suppose if you want more elections, you want to reduce the max age of characters from the default value and/or make it even harder to get priestly traits (->fewer cardinals)

    Guilds: Some settlements have a high base chance of getting a guild historically. Those will mostly always end up with a certain guild unless you reject it the first time or so. As for the rest, they are based on points. Even in the unmodded game, you could get templars and the other order chapters if you did not partake in a crusade. In fact I think I raised the importance of crusading relatively. Still, another factor with orders is that they tend to appear more often in regions bordering other factions of a different religion and if you are declaring war against islamic faction or have a high chivalry governor for a given settlement. Overall, I rebalanced the points needed for each guild and what allows you to obtain a certain guild to prevent the AI ending up with only thieves and merchants guilds.

    Let me know if there's something else in specific that you feel could be improved though.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  5. #5
    Member Member Nebuchadnezzar's Avatar
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    Default Re: VanillaMod Suggestions thread

    Quote Originally Posted by FactionHeir View Post

    Papal elections: How far are you in your campaign that they happen so frequently? How many cardinals do you have? I haven't changed anything with the papal elections so I'm wondering if it could just be the starting cardinals taking turns at becoming pope and they all being around 60 years old by then.

    I'm on about turn 80 but I doubt I have many cardinals as I only recruit priests on a need to basis. Exactly how many I'm not sure as I don't pay much attention to this part of the game. Guess its just a freak then.

    Guilds: Some settlements have a high base chance of getting a guild historically. Those will mostly always end up with a certain guild unless you reject it the first time or so. As for the rest, they are based on points. Even in the unmodded game, you could get templars and the other order chapters if you did not partake in a crusade. In fact I think I raised the importance of crusading relatively. Still, another factor with orders is that they tend to appear more often in regions bordering other factions of a different religion and if you are declaring war against islamic faction or have a high chivalry governor for a given settlement. Overall, I rebalanced the points needed for each guild and what allows you to obtain a certain guild to prevent the AI ending up with only thieves and merchants guilds.
    I'm aware its based on points but in a vanilla game I would only be ever offered Templars if I rejected St Johns a couple of times and been on at least 1 crusade. Its unusual b/c it was the first guild offered. Another example would be Portugal having a woodsmen guild before the English. Heaven forbid!

    In the vanilla game I had good success reducing the AI having only thieves guild by removing the Spy-on-settlement trigger and by reducing points for spy missions. This gave AI majority merchants & explorers guilds.

  6. #6
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: VanillaMod Suggestions thread

    Its chance based really if both guild requirements are met. Which faction did you play and what factions did you border, and the settlement where you were offered the templars was bordering which settlements? What governor did it have?

    Regarding woodsmen, in the unmodded game only England could get it. Now any faction can (but only England can get the unit from the building) if they recruit tons of missile troops.

    I played around with removing some spying triggers early on before releasing the mod and as you describe, the outcome wasn't great with the AI just getting explorer and merchants guilds. With the current system, it can get unit guilds which actually result in it having stronger units to send against you and the woodsmen/swordsmith guilds will make battles tougher too, so I can't really complain
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  7. #7
    Member Member Johan217's Avatar
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    Default Re: VanillaMod Suggestions thread

    In the bug thread I read something about obsolete units. Maybe it's an idea to tie recruitment to in-game events.

    E.g.:
    Code:
    recruit_pool "Mailed Knights"  1   0.2   2  0  requires factions { england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, } and not event_counter gunpowder_discovered 1
    This way, no more new units of Mailed knights after a certain point. A bit like the Marian reforms in RTW :-)
    I think this would definitely be an option for ballista's and catapults, that are basically useless for sieges as walls become stronger later in the game. Same for "era-specific" units like mailed and feudal knights. Also, maybe link late units like arquebusiers, and cannon to an event well after 1400. I get the impression they are available too soon after the gunpowder event, so there is not much point in the early bombard or gunner units.

    Maybe also revisit the mercenary pool. Landsknecht Pikemen seem to be available from 1170 onwards, which is way too early (you may easily add 200 years to that). Same for mercenary arquebusiers, that are available right after the gunpowder event.

    And finally a trick I used in my install: remove all ships for the Papal States. I got tired of the Pope conquering African shores. Now he stays - more or less - where he belongs.

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