Serenity01
Recruit
Hello, downloaded this amazing mod a few days ago! I've been playing it almost non stop, and experimenting with its features and lots of early/mid-game play.
I am using the latest version of the AD1257 Repolished submod.
Just a note that after checking "Load Textures on Demand", it pretty much resolved all the crashes I initially experienced with the mod.
Just some questions and issues I am running into:
1) Character Notes list: the list of names is cut off. The last person on the list is Lady Beatha -- anyone else in the alphabetical order doesn't show up, so it's really painful when I'm trying to look up other lord/lady names and they don't show up on the list. Is it just me, or does anyone else have this issue?
2) AI Lords and Marshal campaign behavior: They seem to be overly effective at rallying almost all lords all the time. I know there is a Mod Option setting for "AI Marshal Inefficiency", so I've been changing that to test the effects on the AI Lords/Marshals campaign behavior, but between "None" and "Masochistic" settings, I don't notice much difference in the AI Marshal ability to rally nearly 95% of their entire kingdom lords on a campaign 24/7 all year 'round.
While this makes the AI factions significantly "smarter and more challenging" on the campaign map, it also makes them more predictable and very steamroll-prone. Rarely will you find single lords roaming around the Holy Roman Empire, maybe one or three at most, while the rest of their 20+ lords are all beseiging Rome for multiple days...
Without cheating to remove FOW, it's extremely rare to find player vs 1 Lord battles or lords in their home castle/town. An AI faction behaves very "Zerg-like", and less like a heirarchy of nobles and fiefdoms with varying level of autonomy (e.g. one of the joys and struggles in CK2).
In Native, AI Marshals were not very effective, and many lords would run around doing their own thing, which made wars more chaotic, less predictable, and less effective (in terms of AI effectiveness) but also felt more "realistic" and immersive. Now, with AI Marshal super efficiency, it's like playing Total War on VH campaign difficulty, with cheating AI autogenerated doomstacks re-cloned every day you defeat one, pouring relentlessly into your borders. A large faction = large marshal army operating with full coordination = steamrolling smaller factions, and it's easy to see the mid/late-game evolve to see only the few superpowers emerge conquering everyone else very quickly in a very predictable, short-lived, Zerg-like way to watch for a player like me (opinion only). I personally prefer more "balkanization" or more "chaos" in the AI marshal campaigns, like in Native (but I love everything else from AD1257 that I can't go back to Native anymore lol)
The AI Marshal super efficiency also applies to the player, so after reaching a certain "critical mass" of empire, the player's marshal has enough troops campaigning with him 24/7 to steamroll everything non-stop, in an exercise of tedium.
Does the "AI Marshal Inefficiency" setting actually work, or what is it supposed to do?
3) AI Lord parties regenerate full stack instantly at Good Campaign Difficulty. I watched a recently defeated/escaped AI King go from 1 to 200+ soldiers overnight (Native Recruitment); basically all Lord parties completely replenish their troops to full strength within 1 day of rest... umm... in Native, at max 149% difficulty, I observed maybe 20-50 units replenished per day, so at least a week or so for a full King army to replenish, not instantly overnight.
I could understand if they had reserve Lances (although I was using Native Recruitment)... but I cheated to test this out, and after wiping out the HRE Marshal doom-army of 20+ lords more than 3 times in 1 week, they keep coming back within 1-2 days at full strength, their entire army with the Marshal out front... we're talking 1500+ men coming back every 1-2 days x 3 = 4500+ soldiers in less than 1 week... NONSTOP, AD INIFINTUM...
It's like playing daily whack-a-mole with entire Marshal doomstacks. It is even less fun than it sounds.
4) Rebelling from a Faction to Create Own Kingdom seems somewhat bugged. At least when I tried it, I only owned a Village, no Town or Castle, and when I eventually captured a Town, as others Lords joined me, they started raiding and beseiging my other fiefs??? Even though they were in my faction.... They also run away from my army, like we were enemies, yet when I catch up to them and interact, they're just like a vassal, "Oh, good day, M'lord!" and I can "order" them around... Huh?
5) If you appoint a companion (e.g. Henry) as Minister in your capital when you start your own faction, you can permenently lose your companion when the city is taken over. I only had 1 town at that time, so when I lost it, my faction disbanded, and so I permantly could no longer Hire or find my companion (Henry). Not sure what happens if you own multiple towns, if your court will automatically move to another town, or if you can "restore" your court by choosing the "Move Court" option, if that was available to you.
6) Right to Rule - how do you build it up prior to starting a kingdom? I know the methods from Native, such as sending companions out, marriage, and peace. Marriage RTR doesnt seem to work or didnt give any. I got some RTR from building up Manors (very little RTR). You can't send companions on RTR missions here? Seems the only reliable way is to Make Peace with other kingdoms... so is that really the only effective way for RTR?
7) Reinforcement Waves Mod Option: This setting only affects standard battles, but doesn't affect Siege Battles. All sieges have infinite reinforcement waves... How do I change the siege reinforcement to match this setting?
"Angry Band of Alcoholics" - why the name?
9) Medieval Conquest mod seems to build on this foundation but sounds even more buggy and unpolished... any chance we can get the source of base AD1257 to patch things up or add new features? Or is the Repolish sub-mod going to continue updating this mod and address some of these more mechanical bugs/issues?
10) I can't seem to find a reference to the different hotkeys for custom commands. What are the hotkeys for: spear brace, rally, taunt, etc. Any other custom commands/hotkeys a newbie should know about?
11) When I order my troops to "Charge", they break formation. How do I tell my troops to attack while maintaining formation (like what the AI army does)?
12) When I use the Chamberlain to find more info about lord characters, sometimes I get something like, "Lord Someone is a 0." For other lords, it would normally say something like, "Lord Someone is a martial person."
13) Someone else mentioned a while back that Venice has Iberian troops. Still does.
14) EDIT: I found Arab Lancers from Moorish culture.
Inspite of all these issues, I totally love the mod, and find it very immersive and "gritty realistic" in early/mid-game, especially Freelancer mode, up to the point when I am managing a kingdom and dealing on a kingdom-to-kingdom scale and then find that the campaign AI cheats horribly with their unit replenishment and their robotic coordination with the Marshals, at which point I lose all immersion.
Thanks for any insight and tips!
I am using the latest version of the AD1257 Repolished submod.
Just a note that after checking "Load Textures on Demand", it pretty much resolved all the crashes I initially experienced with the mod.
Just some questions and issues I am running into:
1) Character Notes list: the list of names is cut off. The last person on the list is Lady Beatha -- anyone else in the alphabetical order doesn't show up, so it's really painful when I'm trying to look up other lord/lady names and they don't show up on the list. Is it just me, or does anyone else have this issue?
2) AI Lords and Marshal campaign behavior: They seem to be overly effective at rallying almost all lords all the time. I know there is a Mod Option setting for "AI Marshal Inefficiency", so I've been changing that to test the effects on the AI Lords/Marshals campaign behavior, but between "None" and "Masochistic" settings, I don't notice much difference in the AI Marshal ability to rally nearly 95% of their entire kingdom lords on a campaign 24/7 all year 'round.
While this makes the AI factions significantly "smarter and more challenging" on the campaign map, it also makes them more predictable and very steamroll-prone. Rarely will you find single lords roaming around the Holy Roman Empire, maybe one or three at most, while the rest of their 20+ lords are all beseiging Rome for multiple days...
Without cheating to remove FOW, it's extremely rare to find player vs 1 Lord battles or lords in their home castle/town. An AI faction behaves very "Zerg-like", and less like a heirarchy of nobles and fiefdoms with varying level of autonomy (e.g. one of the joys and struggles in CK2).
In Native, AI Marshals were not very effective, and many lords would run around doing their own thing, which made wars more chaotic, less predictable, and less effective (in terms of AI effectiveness) but also felt more "realistic" and immersive. Now, with AI Marshal super efficiency, it's like playing Total War on VH campaign difficulty, with cheating AI autogenerated doomstacks re-cloned every day you defeat one, pouring relentlessly into your borders. A large faction = large marshal army operating with full coordination = steamrolling smaller factions, and it's easy to see the mid/late-game evolve to see only the few superpowers emerge conquering everyone else very quickly in a very predictable, short-lived, Zerg-like way to watch for a player like me (opinion only). I personally prefer more "balkanization" or more "chaos" in the AI marshal campaigns, like in Native (but I love everything else from AD1257 that I can't go back to Native anymore lol)
The AI Marshal super efficiency also applies to the player, so after reaching a certain "critical mass" of empire, the player's marshal has enough troops campaigning with him 24/7 to steamroll everything non-stop, in an exercise of tedium.
Does the "AI Marshal Inefficiency" setting actually work, or what is it supposed to do?
3) AI Lord parties regenerate full stack instantly at Good Campaign Difficulty. I watched a recently defeated/escaped AI King go from 1 to 200+ soldiers overnight (Native Recruitment); basically all Lord parties completely replenish their troops to full strength within 1 day of rest... umm... in Native, at max 149% difficulty, I observed maybe 20-50 units replenished per day, so at least a week or so for a full King army to replenish, not instantly overnight.
I could understand if they had reserve Lances (although I was using Native Recruitment)... but I cheated to test this out, and after wiping out the HRE Marshal doom-army of 20+ lords more than 3 times in 1 week, they keep coming back within 1-2 days at full strength, their entire army with the Marshal out front... we're talking 1500+ men coming back every 1-2 days x 3 = 4500+ soldiers in less than 1 week... NONSTOP, AD INIFINTUM...
It's like playing daily whack-a-mole with entire Marshal doomstacks. It is even less fun than it sounds.
4) Rebelling from a Faction to Create Own Kingdom seems somewhat bugged. At least when I tried it, I only owned a Village, no Town or Castle, and when I eventually captured a Town, as others Lords joined me, they started raiding and beseiging my other fiefs??? Even though they were in my faction.... They also run away from my army, like we were enemies, yet when I catch up to them and interact, they're just like a vassal, "Oh, good day, M'lord!" and I can "order" them around... Huh?
5) If you appoint a companion (e.g. Henry) as Minister in your capital when you start your own faction, you can permenently lose your companion when the city is taken over. I only had 1 town at that time, so when I lost it, my faction disbanded, and so I permantly could no longer Hire or find my companion (Henry). Not sure what happens if you own multiple towns, if your court will automatically move to another town, or if you can "restore" your court by choosing the "Move Court" option, if that was available to you.
6) Right to Rule - how do you build it up prior to starting a kingdom? I know the methods from Native, such as sending companions out, marriage, and peace. Marriage RTR doesnt seem to work or didnt give any. I got some RTR from building up Manors (very little RTR). You can't send companions on RTR missions here? Seems the only reliable way is to Make Peace with other kingdoms... so is that really the only effective way for RTR?
7) Reinforcement Waves Mod Option: This setting only affects standard battles, but doesn't affect Siege Battles. All sieges have infinite reinforcement waves... How do I change the siege reinforcement to match this setting?
"Angry Band of Alcoholics" - why the name?
9) Medieval Conquest mod seems to build on this foundation but sounds even more buggy and unpolished... any chance we can get the source of base AD1257 to patch things up or add new features? Or is the Repolish sub-mod going to continue updating this mod and address some of these more mechanical bugs/issues?
10) I can't seem to find a reference to the different hotkeys for custom commands. What are the hotkeys for: spear brace, rally, taunt, etc. Any other custom commands/hotkeys a newbie should know about?
11) When I order my troops to "Charge", they break formation. How do I tell my troops to attack while maintaining formation (like what the AI army does)?
12) When I use the Chamberlain to find more info about lord characters, sometimes I get something like, "Lord Someone is a 0." For other lords, it would normally say something like, "Lord Someone is a martial person."
13) Someone else mentioned a while back that Venice has Iberian troops. Still does.
14) EDIT: I found Arab Lancers from Moorish culture.
Inspite of all these issues, I totally love the mod, and find it very immersive and "gritty realistic" in early/mid-game, especially Freelancer mode, up to the point when I am managing a kingdom and dealing on a kingdom-to-kingdom scale and then find that the campaign AI cheats horribly with their unit replenishment and their robotic coordination with the Marshals, at which point I lose all immersion.
Thanks for any insight and tips!