An ambitious, large-scale submod for the great Stainless Steel 6.4, with the ultimate goal of delivering the most historically accurate early era campaign this game can offer. 1st place in 2018, 2019 and 2020 TWC Modding Awards for Medieval II Total War Submods category.
This file is a new packaging of the already existing SSHIP version 0.97. It follows a "one folder" install method: you just have to unzip the downloaded file into the mods folder in your "Medieval II Total War" folder.
To allow for a small download size, we used 7zip format. You may have to download 7zip to extract the files, it is a free and harmless tool.
For any feedback, question, help or bug report please head to you forum on twcenter, the dev team and community will be happy to help you.
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.).
wow,thanks
time to get back in medieval times
You're welcome, and hope you enjoy!
Cheers!
so i don`t need SS 6.4 to play it? its standalone?
Yes, it's standalone
As JLMP (hi!) said, yes it is.
I've changed the title, "standalone instal" is way clearer than "one-folder install".
Thanks!
Love the mod and changes! Keep up the good work!
Thanks a lot!
"Crown mechanism introduced in 096 works now for all factions" I know that some factions didn't have crowns like Serbia. Is the quote saying that Serbia(other factions as well) now has a functioning crown ancillary?
They should, even if a few bugfixes and tweaks will be in SSHIP 0.98.
After instalig my game went slow in battles,and begin to crush, the respond of the units was very slow, and my grafic went down as well and affected my other mods on Medieval2, so every mod keep crushing. I reinstal everything and all is back to normal for my ss6.4.But i dident install again this mod because it can happen again to affect my Medieval2 game.Does it happened to anyone? Any advice or solution?
Thant's really strange, I didn't see any other reports like this one. You might find more help and useful answers on the forum: Twcenter.net
hei i have winrar and 7-zip it downlouded the file to winrar is dis normal
If you choose winrar when asked "open with" on the download, it is normal. Otherwise it is not!
Do I still need to download KCC on top of this standalone?
Yes, KCC must be applied on top of the standalone.
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Does this Standalone already have all the patches included in it?
Yes it does!
thank you so much for putting this stand alone installer together!
You're welcome, we hope you'll enjoy it!
Where can I download v0.9.8? I see a lot of improvements in it, and I would really like to play it.
You can download her in out forum on twcenter: Twcenter.net(Jan-29th-2021)
the paeg says "version 0.97" but there is also the 0.98 beta in the download section.
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Is this completely standalone or do i still need to download the base Stainless Steel 6.4?
Hey! This is completely standalone, no need to install base Stainless Steel
I keep having this bug with my SSHIP MW2, on startup it says "Steam has been detected on your computer. If you have the steam version press yes, otherwise press no" It doesn't matter if I press yes or no I start up the game it gets to the first loading screen and the game crashes. I have no other mods installed except for this one and the newest KCC (Oh btw I had this problem before I added KCC as well). I should mention when I freshly installed it the other day it worked right away and I played for an hour - before I played I set the graphics settings to the maximum settings. Lastly, when I load in I get to the loading screen but the images show up but the place where the words are usually at on the loading screen are white bars.
EDIT: I looked in my system log and it keeps saying this;
"19:43:15.982 [data.invalid] [error] Insufficient video memory to load requested texture set."
The system log ends with this - and before this, it gives me a long list of missing tga files - not sure how this happened.
i have a steam m2tw
but when i unzip the standalone, it says that kingdoms.exe is not found how can i fix it?
please
Hello! Try this solution: Twcenter.net
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qipcak princess dont have correctly skin in tactical map. game crash at turn 101 for Kiev.
07:38:50.639 [game.script] [error] Script execution error for <if>, at line 47460, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
<faction> is unavailable from event <>
when testing <FactionType> condition
07:38:50.981 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
and this is when i start game after crash-
07:47:47.298 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49139, column 25
counter value not declared
07:47:47.298 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49141, column 26
counter value not declared
so i started at norway. 35 turn - no crash but i have graphic lags in battle map in rebel city Kalmar, levy archers are badly lagged when die.
game crash when fight againts bizantium cavalry. i think problem is in new animations used in this mod.
so i played 89 turn for France and stop coz seve dont work , always crash.
and i stop play this mod coz its very lagged.
mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49139, column 25
counter value not declared
12:50:02.984 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 49141, column 26
counter value not declared
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Help i can install it apears error on web
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Can't finish turn 15 with Jerusalem, mod seemed to be pretty promising but the constant crashes really are a turn off so back to original SS
Can someone help me ? Ive instaled M2 with all the Kingdoms stuff,works fine. Then ive downloaded this one and extracted in M2 MODS folder,when i click on launch,asking for Kindoms exe...ive tryed the rename method but not working. So what im doing wrong ? Do i need 6.3 and 6.4 to have and after just copy this new over it ?
Someone ?
hey did u slove ur problem?
click crack file(medival.exe file in data folder <ctrl c and Ctrl v> need copy file
crash o custom battle
AAAAAAAAAAAAA HYPE TRAIN!! WOO! It's been a while. What should I do first?
I like playing Poland and helping the Spanish in the reconquista. Or playing france and setting up shop in antioch to help Jerusalem?
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hey, i found that it crashes alot, especially after 4th turn, please help?
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