View Full Version : Holy Rome 1.8beta
I'd like to make either complete map of Europe + the Middle East covering generaly this part of world:
http://img175.imageshack.us/img175/9338/0koh2mapa2resizehh9.gif
or to make a map of just Middle East:
http://img413.imageshack.us/img413/2971/0kohmideastresizebz0.gif
I like your changes on personalities.in2 which make the game a challege for me(endless war and being flooded with AI's troops) except for this one which IMO actually weakens the power of major AIs. I think AI play too much spy tricks against each other which frequently turns precious Stars marshals into famous rebels. What a shame! Those marshals shoud be saved against the player and give him a real hard time.
that's really bright idea :go:
IO never thought of that. I was always amazed by the fact that AI so often use spies for annexions, but I never saw this negative consequence. I think I should lower the AI's spy activity :wink:
Great idea, Elvain! :go: I hope you'll succeed with it.
1. Province of Turov shouldn't belong to Poland in 1200. Actually they were never a part of Poland in medieval period but had their own state.
2. Polotsk should be a part of Lithuania in 1350. They were incorporated in 1307.
3. Lithuania should still be Pagan in 1350. Christianization of Lithuania was started only in 1387.
4. There should be war (and at least hostile relationships) as the start setting between Lithuania and Teutonic Order in both periods (High and late).
I worked a bit, and managed to mod everything, except the last one. Anyone knows, how to make these "start settings" for relationships between kingdoms? :xmas_huh:
to make war it is easy.
in particular maps/europe/map/kingdoms_PERIOD.ini find the numbers of the states you want to be at war and in the bottom part of the file set it this way:
state = 1
You can perhaps also influence the relations, but I didn't experiment with them
that's really bright idea :go:
IO never thought of that. I was always amazed by the fact that AI so often use spies for annexions, but I never saw this negative consequence. I think I should lower the AI's spy activity :wink:
After two days' playing your mod, I just think your mod is little bit too much for me. It's tough! Taking a town from AI will simply cause total war against me. Finally I have to give up fighting battles by myself and let the computer do the job for me.
I have to fortify my town first which slows down the game. That's also the key in playing your mod or I won't survive more than a dozen of AI armies VS my 5 armies.
so try normal settings :wink:
it's bit easier...
Hard settings is not for everyone. Normal settings shuold be hard enough for normal people :go:
so try normal settings :wink:
it's bit easier...
Hard settings is not for everyone. Normal settings shuold be hard enough for normal people :go:
I sadly found out that I indeed belong to everyone:wink:
But I don't lose my heart at that because from your mod I can see the prolonged playability of this game. I plan to start the game all over again and take it very seriously to unite the whole europa no matter how long it takes.
Hoping to see your complete version soon:go:
You can perhaps also influence the relations, but I didn't experiment with them
Thanks, I could set war, but there is some problems with relations. Looks like they must be edited somewhere else...
as the editor work will have to wait, I'm just testing how to make piety and food more of a lacking resources.
The idea is:
Buildings like hostels, inns, ztraining grounds, libraries etc. which inspire freedom of speach, mixture of cultures and "brutal force" will decrease provincial piety income
buildings like inn, training grounds etc will decrease provincial food income (people eat there a lot)
later I might try to give every "producing building" a food cost and will increase food outcome from villages so the food will mainly come from villages and the city will consume it. It won't have no effects, but it will at least move the main food production to villages and will make the city dependent on villages
I will of course closely watch how the AI can deal with it and if it could cause him problems, I'd soften it
as the editor work will have to wait, I'm just testing how to make piety and food more of a lacking resources.A good idea.The idea is:
Buildings like hostels, inns, ztraining grounds, libraries etc. which inspire freedom of speach, mixture of cultures and "brutal force" will decrease provincial piety income
buildings like inn, training grounds etc will decrease provincial food income (people eat there a lot)
A noble idea - but we already discovered that KoH can't handle both bonuses and maluses on the same building.. either the malus works, or the bonus. Also see http://forum.sunflowers.de/showthread.php?p=113655#post113655
A good idea.A noble idea - but we already discovered that KoH can't handle both bonuses and maluses on the same building.. either the malus works, or the bonus. Also see http://forum.sunflowers.de/showthread.php?p=113655#post113655
Oh, I forgot about it, so then it is important to divide the bonus and the malus between town and village. Generaly I add food bonus to villages and food malus to town and the other bonuses to villages/monasteries/coastal vilages and it works more or less.
Now I just need to ballance it so the Ai wouldn't have negative food since the beggining (funny is that the food can go to negative numbers so I once saw an AI province with -960 food. I need to ballance it)
It seems to give me exactly the kind of outcome I wanted to make:
rebels aren't a problem as military threat, but economical, which - if is not solved for long - can totally destroy province's military strength.
If the food is 0 or negative, you can't even refill squads there!so plundering can cause food malus in the province, then you only need to wait and besiege the city - it will have no food - demoralized garrison, so it can't resist long :cheers:
Illyricum
13-03-2007, 01:42
With the second patch installed and this mod or the hard mode will the game be more difficult/challenging instead without the 2nd patch and this mod?
Meaning is the AI more aggressive, smart, harder to beat...
yes, the game is incomparably harder with this mod
Illyricum
15-03-2007, 20:18
Elvain, I have question about installation, I am downloading the mod but I ran to some problems.
For step 6 in the folder of KOH I only have defs, maps, packs, system, Texts and images with movies is missing...
For step 7 (where I'm stuck) what does decomprime HR mean and how it's done?
Angryminer
15-03-2007, 20:22
decomprime is propably a decompress that was lost in translation. So basically, 'extract'.
Angryminer
Illyricum
15-03-2007, 20:27
decomprime is propably a decompress that was lost in translation. So basically, 'extract'.
Angryminer
I did extract both files Holy Rome 1.7 and HR 1.7mapchanges, how do I copy HR mod to KoH directory?
I'm so weak with these stuff on computer:dead:
Angryminer
15-03-2007, 20:33
From the top of my head I think I remember Elvain released his packages with their own subfolder.
I'll explain:
KoH reads parts of it's balancing values (like amount of taxes per citizen) or province names from files it expects in certain folder. "defs" holds many of those economic configuration files, "maps" contains informations about the europe-map. Just as examples.
In the HolyRome zip-file there should be a folder (I think it was called HolyRome-1.7) which contains such named sub-folders. These folders (defs, maps, etc.) should be placed in the Knights of Honor folder, so that KoH finds them when it looks for them.
You will propably be asked wether you want to overwrite files when copying those folder over. Yes, that is what you intend to do. You extracted the original files, and now you replace those with Elvain's modified files.
And another note: The hr1.7mapchanges-package is only needed if you want the mapchanges but not any other modifications. That means the hr1.7mapchanges are a part of the normal hr1.7 release.
The mapchanges-files is intended for people who run their own mod, but still want to use Elvain's changes.
Angryminer
Illyricum
15-03-2007, 20:43
Thanks Angryminer, I was confused with all these, one last question how do I place the folders of HR mod to KoH folder?
Angryminer
15-03-2007, 20:52
That should be easy. I'll pick you up with a step-by-step-guide:
1. You extracted the HR-1.7.zip file you downloaded to your Knights of Honor folder.
2. In your Knights of Honor folder you found the now created folder "HR1;7" (it was contained in the .zip file).
3. You open it and find folders called defs, images, maps, movies and Texts, accompanied by a few other files.
4. Select all those folders, right click them, choose copy.
5. Go back to the knights of honor base-folder and right click, choose paste.
6. Windows *should* ask you wether you want to overwrite some files. If so, agree. If not, something must have gone wrong before.
I hope that helps. :go:
Angryminer
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