Old World

Old World

Morale
24 Comments
Harry  [author] Aug 25 @ 4:39pm 
Rosetta should be free and shipped with Macs; it will work.

Otherwise, playing with DW+DU on Middle Kingdom is plenty exciting :)
Aten Aug 25 @ 2:11pm 
Arh true, only morale doesn’t work. I usually use the PC, but gave it a go.

Thanks for the work on the mods (:
Harry  [author] Aug 25 @ 5:28am 
Macs aren't very friendly to harmony mods; that's a known limitation of the Mac silicon. For Morale, Battlegear and Dynamic Battlefield, you need to enable Rosetta.

Dynamic Unit, Dynamic World, and other mods in my madpack, on the other hands, do not use Harmony and therefore is fully Mac-compatible as-is.
Aten Aug 25 @ 3:56am 
Hello, just download the game, on my mac for travel. I get a "Failed to load, mod author needs to update" when turning the mods on, but I know their updated, any suggestions?
Harry  [author] Jan 13 @ 12:42pm 
As to fort-spamming, that's more complicated and I'd need a save to troubleshoot. Generally speaking AI builds far less forts with the dynamic mod pack than it does in vanilla...vanilla Ai fort spamming has been a persistent concern
Harry  [author] Jan 13 @ 12:41pm 
Interesting. Thanks for the report. These settings certainly seem reasonable enough. It is known that morale mod makes the game slightly easier due to AI's limited understanding of morale (it has a good idea of its effects, but not a very good idea of long term growth/decline or a general "feel" for how the war is going, and future morale effects that may be caused by this trend). Usually that translate into playing 1 difficulty level higher and all will "feel" normal to human players again.

I've just pushed an experimental AI update that should help; let me know how it goes. I'd also recommend playing one difficulty level higher and give AI 1 more level of Development to compensate Morale changes.
Jens@Saxony Jan 13 @ 9:24am 
Sorry, no discord account yet. I consider doing that in the future.

Interessting that you do not have problems with that. I will try it again without the "morale" mod. My first game with dynamic mods and without morale mod was good.

I my opinion there are two main issues with the combination of dynamic mods and morale mod.

First I still think, that the AI is building to much forts in the beginning (costs too much). Maybe the count of buildable forts should also depend on culture level.

Second, caused by the morale mod, you really need to attack babarians with at least 2 or more units. The AI does not consider that and loose its troops. The attacks strength of units increase with winning battles. The AI of Babylon, Assyria and Egypt struggle with that.

But okay, I will check a new game without morale mod.
Jens@Saxony Jan 13 @ 9:17am 
Map The Imperium Romanum
Difficulty The Good
Tribal strength normal
AI development None

Game 2:
Map The Old World
Difficulty The Noble
Tribal strength strong
AI development Fledgling

Both games:
No map scripts
Some other mods which should not have impact
main branch

no important errors in logfile
some errors like 29:24 - [Infos] Unable to find NationType 'NATION_ETRURIA'
and one error 72:59 - [Assert] [PortraitEditor] Set CHARACTER_PORTRAIT_HARRY, Source portrait's source texture is null for transition 3
Harry  [author] Jan 13 @ 9:00am 
Hi Jens,
Whether AI can fight off the barbarians depends heavily on your settings. What map size, number of opponents, map script, tribal strength, AI development did you use? Any "weird"/atypical settings you turned on? (e.g., one player put AI on "The Great" difficulty, which obviously the AI can't handle as it's designed to play on Noble)
Any errors in your logs? Are you on the main branch?

It may be easier to troubleshoot if you find me on Discord instead of here. Post here: https://discord.com/channels/703016545953251379/1066851166627037235
Jens@Saxony Jan 13 @ 8:52am 
Report: I play with all your dynamic mods and this one "morale".

First game I played with Persia the "Imperium Romanum" map and stopped in round 73. I built many wonders because of the many quarries in the mountains. Had 3x more victory points as the second civ. Assyria and Babylon were completley underdeveloped.

Second game with "Old World" map: Asap I send a scout to Egypt to check the problem. It was underdeveloped and I guess why.

Assyria, Babylon and Egypt start with near other factions. They loose many troops to the babarians and built many forts (Egypt had 5 forts in turn 27). So I guess, they spend all ressources to forts and troops.

I finished my barbarians with human expertice, it was not easy. The AI is too weak for that.

Does this help? Maybe you could change your mods to that early weakness of AI?
Harry  [author] Sep 18, 2024 @ 3:35pm 
I pushed an update with the latest main update just now. You should be on 1.62
polli.fred Sep 18, 2024 @ 3:03pm 
I think so. I'm playing on Steam and updating as they come. When I went into the game I went to the Mods menu and updated all the ones that had an update button.
Harry  [author] Sep 17, 2024 @ 3:49pm 
Are you on the latest version of the game (main branch, not test branch) and latest version of Morale?
polli.fred Sep 17, 2024 @ 12:39pm 
Hi Harry, I just tried to start Old World (Mac) with the latest update and it said this mod and Dynamic Battlefield had custom source code incompatible with this version and could not load. Devastating. Your introduction of morale into the OW combat system was brilliant.
Harry  [author] Jul 15, 2024 @ 1:48pm 
One more way, (since I didn't see this message and am now responding 3 weeks late, figured I should at least be thorough) is to have the unit kill an enemy. Nothing boosts morale quickly like getting a kill. Realistically, given the unit is probably not the strongest, it really means to have other units bring a target down to 1HP (an enemy unit with Last stand, perhaps?) and gift the final kill to the unit in need of morale boost. Sometimes a tribal raid is a wonderful gift--easy to kill units delivered right to your doorstep for morale-boosting target practice :P
Harry  [author] Jul 15, 2024 @ 1:45pm 
mouseover the morale breakdown will show you all the factors. If you are at, say, 1 HP, you'll be losing a lot of morale (say, 1.0) each turn; so to net a positive recovery, you need to make sure the morale recovery amount is higher than 1 to net anything. Of course, with the Heal action (+5 HP) every turn, you should be back to high teens in HP after 5 turns (+5 each turn, -2 from morale-driven attrition, so +3 HP net), at which point morale recovery will be much faster and easier
Harry  [author] Jul 15, 2024 @ 1:42pm 
Units morale recover even when they are not fully healed. Rate of recover depends on many factors, such as family opinion, location, general etc. If a unit is down to 1 Morale, you probably have to put it into your city center (where morale recovery is much faster), set it on auto heal (so it heals every turn to recover the lost HP overtime), and if you can, give it a general will make things go much faster
techhim Jun 23, 2024 @ 1:39pm 
I really like this mod. How do you recover though from a broken unit? They lose health every turn but can't go up in morale unless fully healed. It seems like a design mistake. How do you recover from a unit with morale1 or 2 and low health?
Harry  [author] May 10, 2024 @ 6:08am 
It is required. It should be automatically installed since it's marked as a dependency.
Unimportant May 1, 2024 @ 8:57am 
Is dynamic battlefield required? Cause the game says I'm missing it.
Harry  [author] Feb 28, 2024 @ 6:33am 
yes, AI is coded to handle it.
Mycu Feb 27, 2024 @ 12:33am 
Sounds very nice. Is the AI also using the morale system?
eliollie Jan 23, 2024 @ 9:55am 
This is one of my favorite mods. Definitely adds to the game.
polli.fred Nov 6, 2023 @ 5:12am 
I really like this mod.