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Stainless Steel 6.1

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Imperator_Boru
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PostSubject: Stainless Steel 6.1   Sun May 04, 2008 7:56 pm

Stainless Steel 6.1 fix patch
http://files.filefront.com/Stainless+Steel+61+Patchexe/;10122623;/fileinfo.html

*do not install permanent arrows*
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Imperator_Romulus
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PostSubject: Real Recruitment 1.0 for SS6.1 MAY 29th UPDATE   Wed Jun 04, 2008 3:54 pm

Everyone needs to update their Real Recruitment 1.0 for SS6.1 Very Happy

MAY 29 UPDATE:

-Assorted bug fixes and corrections to Buildings file
-All mounted and foot melee units of average quality or below slightly increased in cost, including mercenaries
-Spear unit shield value -1
-Halberd, Poleaxe and 2H axe defense value +1
-Bombards and Grand Bombards can fire Grapeshot (thx Barser and others)
-Archontopoulai, Kwarizmian Cavalry, Khassaki, Quapukulu, Imperial Guard and Granadine Lancers now use couched lance (thx Ahiga)
-Completely re-worked missile system for all missile weapons. A consistent model was created that considered the following factors, also considering further research of modern and historical sources:
accuracy vs man-sized targets at various ranges
dispersion
modification to accuracy for shooting at a formation
strike zone size for plunging fire
chances for penetration of armor by different missile types at various ranges
updated modifications to archer damage based on shooter quality and draw poundages (elite shooters are more dangerous)
chance of causing a casualty in M2TW terms
effects of shooting at cavalry vs infantry and vulnerability of un-barded horses
These effects were combined to produce expected casualties figures in different shooting scenarios. Weapon attack values, accuracy and global accuracy values were then adjusted to generate results that fit this model as closely as possible. Now:
Long range fire is less accurate/lethal.
Direct fire (ie ranges where missile trajectory is less of a factor) is more accurate/lethal.
Overall lethality is increased, within limits.
Cavalry, especially light cavalry, is at greater risk from missile fire.

Heres the site if you want to view all the info, go here: http://www.twcenter.net/forums/showthread.php?t=162997

Or just download it here: http://www.twcenter.net/forums/attachment.php?attachmentid=13146&d=1212048308
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Imperator_Celtic
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PostSubject: Re: Stainless Steel 6.1   Wed Jun 11, 2008 1:00 pm

thats alot of typing rom.i dont think i have the paitence too even read it all.
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Imperator_Romulus
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PostSubject: Re: Stainless Steel 6.1   Sun Jun 15, 2008 10:30 pm

LOL, You kill me Celtic. Very Happy All I did was copy/paste what they had on their site.

All you need to do is put this file: http://www.twcenter.net/forums/attachment.php?attachmentid=13146&d=1212048308 in your SS6 Data folder and say YES to overwrite. Wink
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PostSubject: Re: Stainless Steel 6.1   Mon Jun 16, 2008 1:35 am

iv got stainless 6.1

hopefully we can get some games going soon eh? Very Happy
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Imperator_Boru
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PostSubject: Re: Stainless Steel 6.1   Mon Jun 16, 2008 5:47 am

cheers Thats awesome Deathblow ! Yesterday there was a total of 7 guys on stainless steel in the lobby, we all were dukeing it out in some fun battles.I see more and more new faces, I have a feeling it will grow larger than any other ss mod.
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}AoE{-DarkWolf-|Leg1-VI|
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PostSubject: Re: Stainless Steel 6.1   Mon Jun 16, 2008 7:21 am

Ok guys, I am on my computer that still has MTW2 Installed! Where do I put all of this stuff? I cant find my Kingdoms folder...
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}AoE{-DarkWolf-|Leg1-VI|
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PostSubject: Re: Stainless Steel 6.1   Mon Jun 16, 2008 7:26 am

ok, so I found the files, and I put it in. Now do I have 6.1? it didnt ask about permanent arrows or anything...
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}AoE{-DarkWolf-|Leg1-VI|
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PostSubject: Re: Stainless Steel 6.1   Mon Jun 16, 2008 7:37 am

hahaha, okay so now SS crashes, I give up on it...
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Imperator_Romulus
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PostSubject: Everything Stainless   Thu Jun 19, 2008 1:55 am

Check out this site: http://totalwar.honga.net/faction.php?v=ss6&f=france
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Imperator_Romulus
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PostSubject: Re: Stainless Steel 6.1   Fri Jul 04, 2008 12:00 am

Dont forget guys, http://www.twcenter.net/forums/attachment.php?attachmentid=13146&d=1212048308 in your SS6 Data folder and say YES to overwrite.
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Konstantine
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PostSubject: Re: Stainless Steel 6.1   Fri Jul 04, 2008 11:17 am

Imperator_Romulus wrote:
Dont forget guys, http://www.twcenter.net/forums/attachment.php?attachmentid=13146&d=1212048308 in your SS6 Data folder and say YES to overwrite.

what is it?
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Imperator_Romulus
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PostSubject: Re: Stainless Steel 6.1   Sat Jul 05, 2008 1:10 am

Konstantine wrote:
Imperator_Romulus wrote:
Dont forget guys, http://www.twcenter.net/forums/attachment.php?attachmentid=13146&d=1212048308 in your SS6 Data folder and say YES to overwrite.

what is it?


Just a reminder, I dont think anyone noticed the first time I put it up.

---------------------------------------------
Everyone needs to update their Real Recruitment 1.0 for SS6.1

MAY 29 UPDATE:

-Assorted bug fixes and corrections to Buildings file
-All mounted and foot melee units of average quality or below slightly increased in cost, including mercenaries
-Spear unit shield value -1
-Halberd, Poleaxe and 2H axe defense value +1
-Bombards and Grand Bombards can fire Grapeshot (thx Barser and others)
-Archontopoulai, Kwarizmian Cavalry, Khassaki, Quapukulu, Imperial Guard and Granadine Lancers now use couched lance (thx Ahiga)
-Completely re-worked missile system for all missile weapons. A consistent model was created that considered the following factors, also considering further research of modern and historical sources:
accuracy vs man-sized targets at various ranges
dispersion
modification to accuracy for shooting at a formation
strike zone size for plunging fire
chances for penetration of armor by different missile types at various ranges
updated modifications to archer damage based on shooter quality and draw poundages (elite shooters are more dangerous)
chance of causing a casualty in M2TW terms
effects of shooting at cavalry vs infantry and vulnerability of un-barded horses
These effects were combined to produce expected casualties figures in different shooting scenarios. Weapon attack values, accuracy and global accuracy values were then adjusted to generate results that fit this model as closely as possible. Now:
Long range fire is less accurate/lethal.
Direct fire (ie ranges where missile trajectory is less of a factor) is more accurate/lethal.
Overall lethality is increased, within limits.
Cavalry, especially light cavalry, is at greater risk from missile fire.

Heres the site if you want to view all the info, go here: http://www.twcenter.net/forums/showthread.php?t=162997

Or just download it here: http://www.twcenter.net/forums/attachment.php?attachmentid=13146&d=1212048308
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