The most recent areas of improvements are:
- Traits : were extensively modified, mainly by fixing the existing ones.
- Ancillaries : dozens new were added, many existing were fixed or modified.
- Provinces : were adjusted historically as far as their fertility, placement of resources, names and names of their capitals are concerned.
- Buildings : the effects were modified in many cases, also in the case of the "wonders"; many pics were updated.
- Agents: all have their traits improved and three types (merchants, diplomats, priests) are limited in numbers, while princesses will be numerous.
- Gameplay mechanisms: a few introduced, many existing ones improved.
Units: tweaked prices and stats based on a new typology, many names changed, peasant units mostly removed.
Battle system: few changes to the parameters. All in all, the battles should be longer and heavy cavalry less deadly.
Economic balance: has been slightly tweaked due to the changes of prices of units and of the parameters
To install, follow the steps as for the previous version. If you're using already a previous version, install this one on top of it.
It is recommended to unzip the content in a temporary folder prior to merge it with your mod folder.
The following aspects of the game have been changed in the ver. 0.97 as compared to versions 096 or 092:
- Traits:
- traits for the generals commanding in the battles improved, a few new added.
- army morale system (somehow limiting the conquest spree) implemented for Very Hard and Hard difficulties.
- army supply costs system (significant costs for foreign expeditions) implemented for Very Hard difficult.
- major and minor changes to many other traits of the generals: economic, psychological etc.
- further improvements to the educational system (properly coded buildings, impact of ancillaries).
- a lot of 'technical' changes that will make the traits work properly (eg. re-coding triggers with 1% probability, getting rid of AntiTrait-NoGoingBack bug).
- Ancillaries:
- crown mechanism introduced in 096 works now for all factions; maps depicting relevant provinces added to the faction info panel.
- education ancillaries improved; they have now impact on education.
- knowledge-related ancillaries improved (triggers and effects).
- a large set of books ancillaries added.
- a dozen other ancillaries improved.
- new icons for some existing ancillaries.
- many 'technical' changes as for the traits (eg. getting rid of 1% probability bug).
- Agents:
- noble ladies script fixed and refined (fewer ladies, every has name and charm).
- merchants, diplomats and priests numbers limited; in some cases their recruitment switched to different buildings.
- pagan priests recruitment tweaked, as also their traits.
- some tweaks to the traits of the other agents.
- Units:
- a new typology for the units introduced.
- prices of many units heavily changed, in line with the typology.
- free upkeep for most urban militia units re-introduced.
- hundreds of changes to the units stats;
- some units renamed (esp. Lithuanian and Georgian), but no unit removed or added.
- some units are again possible to get recruited.
- a few changes to the icons and info-pictures.
- mercenaries' availability and prices reviewed and updated for some regions (mainly Northern and Eastern Europe).
- Buildings:
- one new building added (Wind Mill).
- for some buildings effects and conditions reviewed.
- in few cases building times or prices adjusted.
- recruitment from the Local Recruitment buildings reviewed.
- some text descriptions overhauled.
- wonders significantly overhauled (benefits tweaked, some new pics).
- guilds: prices increased, triggers reviewed.
- Economy:
- additional expenses added (new generals, change on the throne, joining crusade etc.), they are significant for higher difficulties (esp. the army supply script).
- re-balance of economic parameters to keep the previous balance while various changes happened (eg. availability of the merchants, costs of the units, additional costs).
- many costs before hidden from the player have been made visible through info windows and traits.
- a major overhaul of the economic traits results in bigger impact of governors on the income.
- mercenaries disband warning implemented with disbandment one turn later.
- Historical adjustments and flavor:
- a dozen new historical events, their impact on the gameplay introduced (ie. availability of units and buildings).
- changes mentioned elsewhere (resources, fertility, initial situations, buildings, historical pics.).
- more settlements (esp. in the Baltics) will have their names changed after being conquered by other factions.
- names of characters sometime fixed (un-historical deleted, new introduced).
- Gameplay mechanics:
- many scripts fixed, improved or added (eg. William Wallace, Bulgarian Uprising, Qara Qitai).
- a great deal of parameters changed, including those for diplomacy and economy.
- additional mechanics added (troop morale, army supply costs).
- Map and resources:
- a few campaign map fixes/changes.
- resources: placement in many regions reviewed, several new pics, one resource added (cattle).
- fertility of the provinces heavily reviewed in the light of the historical knowledge.
- Initial situation of the factions:
- in a few cases castles switched into cities and cities into castles.
- many changes to the initial set of buildings in the settlements.
- some changes to the traits and ancillaries of the initial characters.
- Support for the AI:
- scripted initial sieges for a few factions overhauled.
- three special AI traits giving bonuses - significantly overhauled.
- AI is relieved from certain mechanism it is not aware of (eg. army supply cost).
- special benefits for the AI have been introduced to the buildings (esp. concerning public order).
- Parameters:
- hit-melee-ratio lowered to 1.75.
- many changes in the settlement_mechanics.txt.
- high-chivalry generals have big impact on the population growth.
- Sound:
- background music replaced with more immersive one.
- voices on the battlefield corrected.
- Other changes:
- a number of information windows will pop-out over a few dozens of turns at the beginning of the game to guild the player through various new and old mechanisms of the Medieval 2 / SS6.4 / SSHIP.
- new pictures for many historical or game events (ca. 40, but effectively 160 per culture).
- technical (coding) changes (re-organized script.txt, EDA, EDCT files; triggers with 1% switched to another coding etc.).
Do you guys have discord server?
No, we don't.
Does this require ss 6.4 installed?
Yes, it does. Read the article about the installation instructions. Everything is explained.
EDIT: Figured it out. It was an issue with the steam launcher shortcut.
So I tried it out, and I must say: this is a massive upgrade over the regular SS mod (itself already great). Got to play as the Abbasids and Fatimids in battle, and it must be said: this is one of the most historically accurate depictions out there. Clearly, there's more work to be done, but this is an amazing step!
Is there anything there you need help with? I can't model, but I can provide some textual and artistic depictions from the region, which may aid in this mod. Not entirely sure how helpful they'll be, but hopefully they might.
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That's because you have run the SS setup after having installed SSHIP.
You need to run the SS setup before to install SSHIP and don't ever run it again or you'll need to re-install SSHIP on top of it again.
So, try to install SSHIP again on top of your current installation. It should fix your problem.
Just a review comment b/c you guys don't have a discord.
1. I *did* only play campaign on normal mode so this may not be as much of an issue on the harder difficulties, but i find that the AI getting hit with the rebellion/civil war mechanics so often (like 1-3 factions per turn) actually makes gameplay easier for the player. AI rulers just can't seem to hold their settlements long enough to actually become formidable as factions. And of course rebel factions don't fight as a unified block or necessarily do anything beyond loitering around.
2. Also Is there a plan to do something as exists in the later total war games where rebel armies/brigands grow over time if not destroyed and also actively interfere with the economy of the place in question?
3. I was playing as france btw, and something I noticed in terms of unit availability was that the polearm elite heavy infantry (Chevaliers du roy i think they were called) were, despite being more elite than either the men at arms or chivalric/knights, available in larger quantities than either.
4. That said i still enjoyed the mod and what you guys did with it. Keep up the good work.
Rebels/brigands should be able to retrain their stacks f they own a settlement.
Actually, I've never played in M/M difficulty. H/H is the lowest level and civil wars start to become a challenge for the player as well then.
1. I'll restart a campaign on HH to see what the difference is.
2. With reference to rebel factions, do settlements of rebel factions get upgraded? [assuming they can stay rebel long enough to do that] -- I just find that i can usually maintain peace long enough avoid getting my settlements wrecked whilst the back and forth the other factions deal with creates an expanding production gap. I imagine settlement upgrades reset when they change hands.
3. I was referring to rebel armies [brigands] that spawn outside of territory controlled by non rebel factions in terms of them posing a threat to you. I find they tend to have 1-5 stacks and almost never do anything other than provide practice for assassins and generals.
Les rebelles me mettent parfois en échec.
Peut-être parce que je joue en VH/VH ?
Par exemple, dans une campagne avec la Norvège, une troupe cachée près de Kalmar a surpris ma petite armée. Mon général a échappé de justesse à la mort grâce à la fuite, j'ai dû changer ma stratégie, car l'armée ennemie a disparu quand j'ai amené des renforts... pour réapparaitre plus au nord et assiéger Skara !
Sinon ça fait 2 jours que le site TWCenter ne répond plus chez moi :\
@ kostic, I haven't logged on TWC for several days now but yes, it seems to be down.
I'm not sure that many of us here can understand French :D
Translation of my previous message:
The rebels sometimes defeat me.
Maybe because I play VH / VH ?
For example, in a campaign with Norway, a troop hidden near Kalmar surprised my little army. My general narrowly escaped death thanks to the flight, I had to change my strategy, because the enemy army disappeared when I brought reinforcements ... to reappear further north and besiege Skara!
Otherwise it's been 2 days that the TWCenter site has stopped responding to me :\
TWC is back on.
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You can't create agents and characters via console. You can create units and buildings though.
Best option is to reload your previous save and create a diplomat from a building and move the diplomat via move command in the console to where ever you want him.
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Can you explain this Uncrowned trait ? Ive read everything under trait in-game but i dont realise which land should be taken back.
Hello, I just install 9.7 + Georgian Patch + KCC Latest one
Then, I noticed that the Rum Seljuks in Turkey custom battle roster is quite lacking, as in they were missing Kapikulu, Sipahis, Ottoman Infantry, and Ghulams units
Is it deliberate or something wrong with the way I installed?
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Having problems with the install. I have merged data files but just loads up vanilla ss6.4. I tried copy and paste but with same result. I have lots of other mofs that work fine. Why cant i launch sship?
Also watched install videos on you tube but nothing works.
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