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Laudan
20-03-2007, 12:10
I saw no new feedback about the new MOD HARD Invasion 1.05 Final..:scratch: ..i think never reach more than 30 provinces or become all kingdom advantages...:scratch: ...this mod is too hard, upps i must change this mod to easy version :biggrin:

Irish
21-03-2007, 05:49
I saw no new feedback about the new MOD HARD Invasion 1.05 Final..:scratch: ..i think never reach more than 30 provinces or become all kingdom advantages...:scratch: ...this mod is too hard, upps i must change this mod to easy version :biggrin:

I will try the new mod as soon as I finish the game with the older version. Thanks for all your hard work on this.

Do the other kingdoms ever build the stone walls and towers around their castles. I see the Papacy has them and one other kingdom, but noone else.

Laudan
21-03-2007, 08:57
Do the other kingdoms ever build the stone walls and towers around their castles. I see the Papacy has them and one other kingdom, but noone else.

Stone walls build the AI often, but this is not the proplem. I know, that the player build the best defence for his own town. After this the AI troops cannot break more the town defence. ( That mean: Player build stone wall, bulwark, wall plattform, gate towers, ballista towers, corner tower and cauldrons.) Now the max. defencebonus of the town is only 40% ( you can increase the bonus with the ability siegecraft and the building cathedral) and the attritionbonus is reduced. The AI armies can break the town defences if are the AI troops (two army) strong ( that mean:Lead the army siegemachinery in the battle so is the chance to break the towndefence great.) I am testing this in a long game over 20 hours, and the AI can take a town with the best defences. If the AI break the defence of the town, so comes to the battle. I lead some battle self and loose. If the AI break the towndefence so can the AI win.
You need often a marshal to support the defence of the town.

aA picture show the defence in the MOD HARD.

kevincompton
24-03-2007, 03:09
AMAZING! Thats so cool, i'm gonna try it now!

4zzY
29-03-2007, 09:02
The mod is really nice :go:
It changes the ficus of the game from economy and diplomacy to WARFARE!!! :biggrin: I am not sure if i like this better, but it is fun to play once in a while against blood thirsty medieval savages :biggrin: Up to now, after my third king died, i have expended to about 40 provinces and I have three regular marshals, + a prince and the king, but this still seems not enough, because everyone attacks me and they refuse to sign but a white peace even after I get the "united" relations by releasing their prisoners... This keeps the pressure throughout the whole game.

I have just one question: instead of reading the actual bonuses from a building when I point on it, I just get "bonus" followed by some symbols or meaningless letters. Do I have to have the German version of the game to work properly, or I just messed up the installation of the mod?

Laudan
29-03-2007, 10:56
I have just one question: instead of reading the actual bonuses from a building when I point on it, I just get "bonus" followed by some symbols or meaningless letters. Do I have to have the German version of the game to work properly, or I just messed up the installation of the mod?

Thanks for the hint...An update for MOD HARD Invasion 1.05 Final comes......After the update all text erratta are fixed.

One picture from the battle sicilia. Byzanz take the town !
Two picture from the events. Now i play a little bit with my old save the english version and place more picture from the english version inside this thread.

Laudan
30-03-2007, 09:10
It changes the ficus of the game from economy and diplomacy to WARFARE!!!

The economy part is for the player hard. You have not more so much gold. You must make plans how can i reach good income. Renember:
The AI kingdoms have everytime more gold than you. You become not more so much gold from town tributes, no gold more for kingdom power, trader income can falling easily.....the behavior of the AI kingdoms agains your kingdom is not more so good after your kingdom growing up.
For more income is a good idea to place a trader in a town with good trading goods.

For remember:

Importantly: After you play your kingdom you must change first your tax to no tax!!!After you changing the tax to no tax you can change the tax if you will. You must make this everytime, if you start a new kingdom.
If you forget this, so you become the same tax/gold as the AI kingdoms.

4zzY
30-03-2007, 11:48
Well... the issue with the gold is a bit ambiguous. Its true you get less gold on avarage, but the endless battles with the AI leave a lot of prisoners, who are easily ransomed by the AI which has a LOT of money.
In the beggining of my game with your mod I based my entire economy on wars :) Invade kingdom X -> capture 2 marshals -> ask for ransom -> et voilla! I get 20 000 gold and finally can build some walls :)
This is the only way to be economically competative with the AI and I kind of like it :biggrin:

Your mod is pretty cool :cheers:
Although unrealistic, it provides an intense action and dynamic gameplay with a lot of random events, which is :go:
I'll see how the things change after I expand a little bit more, but I supose it won't change much :biggrin:

ps.
It is kind of realisic I guess. After all the medieval was a time when peoples' main job was to suffer and endless wars were waged for centuries :silly:

Laudan
30-03-2007, 13:49
but the endless battles with the AI leave a lot of prisoners, who are easily ransomed by the AI which has a LOT of money.

Thats true, but take you the gold, so become the AI a good skilled marshal back.
And the AI need good skilled marshals.:biggrin:

Edit: I think i can change this with the gold, so you become not more so much gold for prisoners.


Edit: Too much gold for prisoners

Open in the MOD defs/Misc/econst and change the bolt values:

; relation "cost": base - % of "inflation" target for 1000 relationship, tribute modifiers (in % from base)
RelCostBase = 80
RelCostGoldTribute1 = 180
RelCostGoldTribute2 = 160
RelCostGoldTribute3 = 140
RelCostGoldTribute4 = 120
RelCostGoldTribute5 = 100

The upper values the original; half of the values is enough. I will testing it.

4zzY
30-03-2007, 14:47
great!
you are very resourseful
:gogo:

edit: may I ask you to upload yor mod on an alternative host because sometimes I have problems downloading from the current (it asks me to wait 74 minutes for the download or register...)

Laudan
30-03-2007, 14:59
I am testing the new tributes for now 10 Min., but i become only so about 2500 Gold for prisoners, and this is too low for my kingdom, because i have feudal knights, and after a combat i cannot more pay for refill.
Yes, your feedback is great and i will change the tributes in the MOD HARD after a long testing. Thx for your feedback.

Edit: some picture from the MOD HARD

Laudan
31-03-2007, 11:21
The beginning of the big wars.

Godkin
31-03-2007, 17:40
Edit: Too much gold for prisoners

Open in the MOD defs/Misc/econst and change the bolt values:

; relation "cost": base - % of "inflation" target for 1000 relationship, tribute modifiers (in % from base)
RelCostBase = 80
RelCostGoldTribute1 = 180
RelCostGoldTribute2 = 160
RelCostGoldTribute3 = 140
RelCostGoldTribute4 = 120
RelCostGoldTribute5 = 100

The upper values the original; half of the values is enough. I will testing it.

Well if you reduce RelCostBase from 80 to 40 you may see the less money for ransom but the side effect is that it will become much easier to improve relationship with AI and recruit mercenary armies with far less money. That is the result of my messing with those values. Hope it helps.

Laudan
31-03-2007, 23:00
Well if you reduce RelCostBase from 80 to 40 you may see the less money for ransom but the side effect is that it will become much easier to improve relationship with AI and recruit mercenary armies with far less money. That is the result of my messing with those values. Hope it helps.


Godkin say the true, thats not the best way, so i decided who want reduced the tribute make it self in the mod.

The MOD HARD Invasion 1.05 Final eng. Stand 31.03.2007 fixed all text errattas. Thx for the hint, 4zzY.

--
:knight: The MOD HARD Invasion is now playable and dont need any improofments more.
Who want change anything can change this.
I hope only one thing that the bugs from the patch 1.05 can fixed.
Have a fun with this MOD HARD . I play only this current version and i like it. More than 1000 hours i spent in this mod and its done and i like this mod. Thx Frujin for his patch.
Thx 4zzY for the feedback. Now the MOD HARD have no bugs more.

I wish you all a great fight!! :knight:

Godkin
01-04-2007, 02:51
And I would like to say thank you for the efforts and time you devote to the game only to make it much more enjoyable!

The Red Baron
07-04-2007, 02:37
Thank you Laudan for your great mod. I had found the last patch had improved the game but still there was little challenge. Even though I am not playing with the 3-31 version of your mod it is still a tremendous challenge. When I finally complete my current game I will upgrade to your last version and try it as well.

Laudan
07-04-2007, 07:10
In the MOD HARD Invasion 1.05 Final Stand 31.03.2007 you will have no boring after you have many provinces. The AI will wipe out you.
Taste the new power of the AI.

Play alone a Quick battle . In the Town assault or open Field battle you see the new units in action.

Godkin
08-04-2007, 12:57
The key to play your MOD is to try whatever you can to form alliance with your nerbouring major power and improve the relations to harmonious. Give it your land if needed. Don't declare war on anyone unless it is enemy of your powerful alliance. So you can expand your kindom by following in the footstep of your neighbour major without evoking it into war with you. If anyone dares to DOW on you, ask your neighbour to get involved so your relations will keep perfect even if you conquer your enemy for it is a common one.

What if the world is devided into two parts between you and your neighbour major? I still need time to find out. Thank you for your tough MOD forcing me into that strategy in which diplomat never seems so important as now .:cheers:

Laudan
09-04-2007, 09:09
At the moment i work for new river crossing battlegrounds. Koh have only one map river crossing ! I want make a lot of maps for the diffrent zone.
Test with my new map is without a crash, but this does not mean. I will test often.

Godkin
09-04-2007, 17:08
Those riverside maps really add a lot to the enjoyment of battles! I like that very much though it's kinda unrealistic to see trebuchets shooting from the boat but never mind for I am going to live with it.