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Thread: Dual Alliances: Double Jeopardy 6.3

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  1. #1
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by TriforceV View Post
    off to a rough start I see.
    Don't worry Nightbringer, we will get this thing rolling, after the bumps are smoothed out.

    First of all I think the problem with Kingdoms Patch 1.4 is my fault as I forgot to update it to 1.5.
    Second of all, I think I'll just scrap the "Disable Real Recruitment", if it really does cause problems.
    As far as i know it does, i think all it does is disable the script, meaning that units which are only made available by the script (late units) never become available. with the script they arnt available until the late years of the game but i havent seen any submod that makes them available when you have just built a high level building.

    basically, i think just leaving it on is our best bet.
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  2. #2

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Alright Nightbringer
    Here is your new turn -

    France

  3. #3

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Nightbringer View Post
    As far as i know it does, i think all it does is disable the script, meaning that units which are only made available by the script (late units) never become available. with the script they arnt available until the late years of the game but i havent seen any submod that makes them available when you have just built a high level building.
    It's actually a bit different from that. Real Recruitment is designed so that the majority of units in the game are triggered by various events, usually those related to the development of new armour or gunpowder. When one of these events occurs, new units are unlocked (such as Billmen, Arquebusiers, Longbowmen, Halberd Militia and Musketmen) and old units are disabled (such as Norman Serjeants and Miles).

    The Disable Real Recruitment option triggers all these events on turn 1. So you instantly have access to all the advanced units as soon as you have the right barracks, but you also lose access to all the old units. The upshot of this is that you will get better units quicker once you build better barracks, but at the start some factions will suffer cos they have lost all their early era units. I think Venice, for example, can only recruit Urban Spear Militia from its castles until it gets fortress level barracks.

    If we don't want to go for Real Recruitment, one option is the No Waiting Mod. This mod makes later era units available as you build higher level barracks, so you get both the early and late era units. It can be a bit annoying, cos as soon as you upgrade your barracks you lose the ability to retrain older units, but then that same thing happens with quite a few units in KGCM. The No Waiting Mod can be installed by the fix compilation here:

    http://www.twcenter.net/forums/showthread.php?t=378648

    This set of fixes is fully save game compatible, and also fixes a CTD on turn 51, so we'll all need it anyway if our game is to get past turn 51. Once you install these fixes you lose the Disable RR option, but can add it back in using the patch here:

    http://www.twcenter.net/forums/showt...23#post8291123

    This will be useful for TWC members who are still in some of the hotseats that were started a while ago with the Disable RR option checked.

    I dunno whether we want to restart again with the No Waiting Mod. On the one hand, it won't affect balance, but on the other hand No Waiting will be good for roleplaying if, for example, the English King wants to recruit Longbowmen; the Byzantine Emperor wants Prononai; the Turks want Ottomans and Jannissaires; the Egyptians want Mamluks and so on. It will also reward people who build up their cities and castles faster - when playing with Real Recruitment you generally won't unlock any more units when expanding past the castle level until about turn 50 or 60.

  4. #4
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    i think we should go for the no waiting mod...
    Moderator of The Throne Room
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  5. #5
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    so, what i vote is ss 6.3, with the kingdoms 1.5 patch, install meneths fixes 4.0 compendium to resolve ctd on turn 51 issue (http://www.twcenter.net/forums/showthread.php?t=378648) and install "No Waiting for 6.2 v1.2" without the mercs files, Original AoR file, this way we can get the unique and advanced units within a reasonable time frame (for a hotseat). (http://www.twcenter.net/forums/showthread.php?t=383939)

    This sounds like a lot but meneth's patch is necessary and no waiting will make the game more fun.
    Last edited by Nightbringer; 11-24-2010 at 20:44.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  6. #6

    Default Re: Dual Alliances: Double Jeopardy 6.3

    Quote Originally Posted by Nightbringer View Post
    so, what i vote is ss 6.3, with the kingdoms 1.5 patch, install meneths fixes 4.0 compendium to resolve ctd on turn 51 issue (http://www.twcenter.net/forums/showthread.php?t=378648) and install "No Waiting for 6.2 v1.2" without the mercs files, Original AoR file, this way we can get the unique and advanced units within a reasonable time frame (for a hotseat). (http://www.twcenter.net/forums/showthread.php?t=383939)

    This sounds like a lot but meneth's patch is necessary and no waiting will make the game more fun.
    Well Nightbringer,
    It's kind of late for that - I asked everyone in before we started to debate sub-mods, and the like but nobody came forward.
    I know you arrived late, so you never had the chance, but it seems silly to have to get everyone in the campaign to find/install the sub-mod. without a general vote,

    besides, I've never been in a hotseat camapign that last to the 50th + turn, and as for no waiting, while it seems like a good idea, I figure it is best suited for another time. lets just stick with what we got.

  7. #7
    Mmmm, Antares is tasty! Senior Member Alien Attack Champion Nightbringer's Avatar
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    Default Re: Dual Alliances: Double Jeopardy 6.3

    ok, sounds good to me, i didnt know that had already been discussed. i didnt mean to be trying to dictate things, i have just had a number of hotseats die right at the start because of disagreements about exactly what sub mods patches etc to use.
    i will play my turn with the save you posted.
    Hungary's turn is up, good luck!
    http://www.sendspace.com/file/ck4kku
    Last edited by Nightbringer; 11-25-2010 at 08:59.
    Moderator of The Throne Room
    “Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
    "Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
    "Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
    “While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx

  8. #8

    Default Re: Dual Alliances: Double Jeopardy 6.3

    The Man of Pizza is up.

    http://www.sendspace.com/file/p7x83h

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