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Elvain
03-04-2007, 23:34
1.8.1 is new version, it doesn't require anything but the patch.. and yes, the Sicilia thing is right, thanks :go:

Gogo_t
05-04-2007, 19:08
LoL great mod, Elvin. I have been playing it since the 4th of april and it is very good.
Btw, Bulgars are incredibly

Elvain
07-04-2007, 00:05
I'm glad you like it..

I made also some other ballancing changes - units cost more food, provincial food production is a bit more ballanced...

and other things that are under consideration can be seen here (http://forum.sunflowers.de/showpost.php?p=323619&postcount=74)

I'd be glad if someone could post also some critical words about the latest version - the more it is tested by you, the sooner and the better will the final version come (if everything goes well maybe even the end of the next week)
--
I'm very pleased that at least 14 of you found the way to the latest version, I'm surprised...

if you have any comments (WANTED: Dead or Alive.. oh, I wanted to say no matter if possitive or negative... those lacking more ballance are most welcome, especially if describing where :wink:)

On wednesday I finnish my project so since then I have more time for the mod... more testing and final version may come soooon :bday:

royfang
10-04-2007, 02:51
I have a question though.

When I played HR 1.7, I remember that I can see the morale, strength etc. of a unit on the battlefield when I move my cursor over the unit and when a unit walks into a wooded area, a tree icon appears on the unit card.

Are these parts of HR 1.7 or latest patch?

Carbon
10-04-2007, 03:45
To Royfang - those effects are from the patch, I'm about 85% sure it is.

Elvain
10-04-2007, 06:25
royfang, it wasn't my change but generaly patch change

theogn8219
10-04-2007, 19:50
Just a few comments on this mod. Plz excuse my English. Anyway, the mod is awsome, though, there are a few minor problems.

One problem that i seem to encountered a lot is when i move to an enemy province, i see 2 to 3 enemy marshalls standing right next to the castle. I think they were trying to enter the castle to resupply the food. However, that castle is out of food, so what they do was just to jump in and jump out of the castle constancely one after another. They just keep doing that until i move close in and kill them one by one.

Another problem is when the king dies, beside the successor, the other princes disappear. This happen if i use the none successor prince as a marshall. (trader, landlord, builder, and spy stay)

Well, just wanna voice my thoughts. Thanks for the good mod. Keep it up pls.

Elvain
10-04-2007, 20:10
One problem that i seem to encountered a lot is when i move to an enemy province, i see 2 to 3 enemy marshalls standing right next to the castle. I think they were trying to enter the castle to resupply the food. However, that castle is out of food, so what they do was just to jump in and jump out of the castle constancely one after another. They just keep doing that until i move close in and kill them one by one.

Another problem is when the king dies, beside the successor, the other princes disappear. This happen if i use the none successor prince as a marshall. (trader, landlord, builder, and spy stay)

thanks for the feedback :go:

1) yes I know about this problem I'm trying to balance it. but sadly sometimes teh AI isn't able to be have his food policy wise enough. During my testing this is case of 2-4 provinces out of 160+.

If all villages are plundered it is another case, it is the goal - no villages=no food. The problem I'd like to eliminat is too slow rebuilt process of vilages.

2) I'm affraid it isn't caused by the mod. Haven't you changed the successor from the oldest to some of the youngest princes?
Coz it happens in such cases no matter if you use the mod or not. The prince just decided not to respect his younger brother's succession and left. If the succession was "regular" (the oldest prince takes the throne) it should not happen. It also should not be affected by the profession but by the fact who is the "crown prince"

efdi
11-04-2007, 01:17
Hello everybody!

I recently discovered KoH and decided to check out the official forums. I love the game, but i'm a little disappointed about the difficulty, even on hard.:(

Anyway, the reason i'm posting is to congratulate Elvain on his wonderful mod! It really spices the game up and fixes my difficulty complaint! I can't wait until you release the final version of Holy Rome 1.8!:) Keep up the excellent work!:go:

Also, i have been playing version 1.8.1 and i have some questions/suggestions about the mod in general. Since i'm new to your mod, some may seem silly though:bday: , but I would be glad if you could take look:

Gameplay:
1. Have you implemented a new tax policy in your mod? I have built a tax office, i have population in my town, yet i can see no major change in my income, only that slight increase in gold that comes with the building and is labeled as a "Tax Tribute" or something in my "Economy" review. My population does not get taxed. I look at the "Income" summary and the "Tax Income" is dashed, there is no number. I have changed the setting from "normal" to "double" and to "no tax", and the rebellion risk in the province changes accordingly, but my income doesn't change. Did you disable the population tax? Interestingly, the war tax works, so the tax is calculated somewhere, i just don't receive it unless i use the war tax function and that's not something i want to abuse.:) As far as i can remember, doubling your tax rate in the vanilla version brought about a very small, but noticeable increase in your income. Do i need to assign a governor?

2. I think the population in a town replenishes a bit too slow. Rising an army can be a painstakingly lengthy activity, especially when you're being invaded. I think rising the speed with which the population replenished by about 10-15% would be a bit better.

History stuff:
3. I have noticed that the town in Walachia is named Bucharest. Bucharest did not exist the way we know it back then, it started to shape up around the 16th-17th century. The most correct town name for that time period would be "Curtea de Argeş". That was the seat of power in Walachia in that time.

4. Starting monarch's son in Walachia is wrong in the vanilla version of KoH. He should be "Mihail", "not "Roman". "Roman I" reigned in Moldavia some decades later.:)

5. I don't think the province of Carpatia is correctly named. As you probably realised, i live around these parts, and i never heard of a historical province named Carpatia. However, i cannot offer a valid replacement. I know what province is there now but i don't know the historical name. I will look into this matter and tell you what i find.

A very, very silly objection:
6. Ok, now this one might upset you a bit, because it's silly and pointless, but i'm a perfectionist and i have to take the chance: I think you did a typo in the Bulgar description; it says something like "[...]no disadvantages except for the high prize" I think you meant to say "high price". Ok, PLEASE don't curse me, i just wanted to point it out because i noticed it and i really like your mod and i want it to be perfect!:D

So, this is about it for now, but i've only played your mod for 1 day. I'm now gonna get back to playing and i'll post anything i find here.:)

Congratulation again on a great mod!:cheers:

Elvain
11-04-2007, 09:16
1. Have you implemented a new tax policy in your mod? (...)

2. I think the population in a town replenishes a bit too slow. Rising an army can be a painstakingly lengthy activity, especially when you're being invaded. I think rising the speed with which the population replenished by about 10-15% would be a bit better.

History stuff:
3. I have noticed that the town in Walachia is named Bucharest. (...) The most correct town name for that time period would be "Curtea de Argeş".

4. Starting monarch's son in Walachia is wrong in the vanilla version of KoH. He should be "Mihail", "not "Roman". "Roman I" reigned in Moldavia some decades later.:)

5. I don't think the province of Carpatia is correctly named. (...)


6. I think you did a typo in the Bulgar description; it says something like "[...]no disadvantages except for the high prize" I think you meant to say "high price".

Hi, efdi! Welcome to the forums.
I'm really gratefull for your feedback :go:

so here we go with the answers:
1. The taxes are pain. I am just ballancing them I know about the problem and work on it's solution. The gold revenue of tax-collector is made to go from willages but it doesn't seem to work with Gold (only local resources like food or piety)
I have doubbled the general tax revenue but it's still not enough.
One of reasons of low tax revenue is low population. The higher it is, the more you get. I want the number not to be too high because in later stages the income would be too high. Anyway thanks for your ideas :go:

2. It is planned. It encourages you to use landlords in the "military provinces" and they raise the population growth. Another reason is that it gives advantage to larger (AI) kingdoms over the small what I find realistic.

3 and 4 - thanks a lot :go: Thuogh I've done some research about historical geography, regions of Wallachia and Romania are in an unlucky corner of Europe where my attention was not attracted enough. Shame on me, My romanian friends wouldn't like it.

5. Lands of the Crown of St.Stephen are another big pain for historical geography of regions of this size. except for Transylvania and Upper hungary/Slovakia (Which is about to be renamed from Felvidék to Upper Hungaria as I start to dislike the hungarian name for the region where I was born more and more :biggrin:) there are no such "historical regions" , only very small counties. That nort-eastern corner of Carpathian mountains is even more problematic as it has no roman nor other geographical name Alföld or Panonia do have. so it is general agrement that it is called Carpathia in most of such maps (incliding games such as EUII and it's histrorical mods are not able to name it more accurately and the people there are true history nerds!

6. Silly me. Thanks. My spelling of english is getting worse and worse :lol: Shame on me, I should change it of course

Thanks again. I was waiting for your reply last night but then I really had to go to sleep. I'm glad it came because it helps a lot and pleases me. Thanks and enjoy the game and the mod :wink:

efdi
11-04-2007, 12:12
Thank you for taking my suggestions into consideration! I can't wait until the next version of your mod. :D My population is getting a bit to comfortable not paying taxes. Still, i am doing a little war tax abuse... :lol:

Anyway, i was thinking about something: is it possible to directly link the decrease in population with the speed with which buildings get built and food gets replenished? I mean, if you recruit most of the population in a province, buildings should get built considerably slower. Same goes for the speed with which food gets stockpiled, since most of the working population is fighting.

I'm thinking, maybe for every 2 pop recruited, you should get a temporary -1 worker penalty and -1 food speed? The values should return to normal when the population replenishes.

This should increase the usefulness of the landlord and builder considerably during war time in border provinces!

Well, it's just a thought, i don't even know if it's possible to mod the game this way, but it would make things more interesting and realistic. Don't know how the AI would handle it though...:scratch:

Anyway, now back to playing the game! :mosher:

Elvain
11-04-2007, 16:02
Anyway, i was thinking about something: is it possible to directly link the decrease in population with the speed with which buildings get built and food gets replenished? I mean, if you recruit most of the population in a province, buildings should get built considerably slower. Same goes for the speed with which food gets stockpiled, since most of the working population is fighting.

I'm thinking, maybe for every 2 pop recruited, you should get a temporary -1 worker penalty and -1 food speed? The values should return to normal when the population replenishes.
I completely agree with this idea and I think I have already suggested something like this in KoH2 Wishlist thread (if not it is among the numerous ideas I didn't reveal yet)

Unfortunately such think is not moddable in actual KoH, not that I would know about it :sad:

efdi
11-04-2007, 17:23
Oh well, I suspected as much. :rolleyes: But i had to mention it anyway. :biggrin:

So far, everything is going great with your mod. I'm hoping to finish the game i started in about 2 days, and i'll let you know if i spot something weird on the way that hasn't already been mentioned in this thread.

Elvain
14-04-2007, 15:07
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.I'm now working on details for the final version of mod.. could you please send me the changes you've made? it wouold make everything easier for me :wink:
--
and if you could post several more "baltic" names, it would be nice. I'm just dealing with it and I think bit more would be good :wink:
--
Here is my suggestion for the "Baltic question:

early:
I agree with the simplyfied version of Baggy's concept
tribes of Livonians, Curonians, Estonians in their provinces (having "livonian knight nationality")
tribes of Prussians and Lithuanians in Prussia, Lithuania and Vilnius, having "lithuanian knights nationality"

all being pagan "tribes" with duke as ruler.. no special quests for them

High:
Estonia is Danish (livonian nationality)
Livonia belongs to Livonian order, with german nationality (in order to have german names of the knights what would be IMO accurate)
Courland is occupied by tribe of Curonians with the same conditions as in early period
Lithuania remains as it was, just the duke's name is Mindaugas
Prussia - here I have dilema:
a) make it pagan state Prussians (as it is in actual version of HR)
b) give it to the Teutonic order. That would result in germanisation of pagan province (same reason as germanized Livonia in this period)
Turov will be separate orthodox principality (a vasal of Golden Horde or Poland?)

all pagan states are at war with the Livonian order and if Teutons are there also with them. in the case Prussia will remain pagan, there will be a quest for Livonian order: if Prussia is conquered(and the tribe eliminated) the Livonians will unite Teutonic order and get nice amount of gold and piety to be able to convert at least one province to catholicism

late era:
state religion of Lithuania will be catholicism (sorry, Baggy, but I can't get rid of those damned auto-conversions and I don't want to have all eastern europe pagan), but the core provinces will be pagan, while the russian provinces will of course be orthodox
provinces of Estonia and Courland will have Livonian nationality, Prussia and Livonia being German, the rest (Samogitia and Vinlus) Lithuanian

efdi
20-04-2007, 15:44
3. Lithuania should still be Pagan in 1350. Christianization of Lithuania was started only in 1387.

The game states that the late time period is "around 1350", but i have found that several rulers, including those of Wallachia and Moldavia, started their reign several decades later (Mircea in 1386 and Petru in 1374). I think this is no mistake, and that "around 1350" actually means sometime between 1350-1399, more accurately around 1380. Using the word "around" does create a lot of confusion though.

Anyway, how is the next version of the mod shaping up, Elvain? I'm dying to play it!:biggrin:

Elvain
21-04-2007, 01:09
at the moment I have no time to work on it.. I will let you know when any progress comes...

efdi
21-04-2007, 13:01
Sweet! Whenever you're done, i'll be the first one to download and play it!:gogo:

Casimir
21-04-2007, 23:54
Elvain! Whatever you do don't make marshal upkeep so high! (That's what made me can my game with HR 1.7). Other than that great work, oh holy knights of honor squire... :angel: :bowdown:

Bagpipe
24-04-2007, 00:20
I'm now working on details for the final version of mod.. could you please send me the changes you've made? it wouold make everything easier for me :wink:
--
and if you could post several more "baltic" names, it would be nice. I'm just dealing with it and I think bit more would be good :wink:
--
Here is my suggestion for the "Baltic question:

early:
I agree with the simplyfied version of Baggy's concept
tribes of Livonians, Curonians, Estonians in their provinces (having "livonian knight nationality")
tribes of Prussians and Lithuanians in Prussia, Lithuania and Vilnius, having "lithuanian knights nationality"

all being pagan "tribes" with duke as ruler.. no special quests for them

High:
Estonia is Danish (livonian nationality)
Livonia belongs to Livonian order, with german nationality (in order to have german names of the knights what would be IMO accurate)
Courland is occupied by tribe of Curonians with the same conditions as in early period
Lithuania remains as it was, just the duke's name is Mindaugas
Prussia - here I have dilema:
a) make it pagan state Prussians (as it is in actual version of HR)
b) give it to the Teutonic order. That would result in germanisation of pagan province (same reason as germanized Livonia in this period)
Turov will be separate orthodox principality (a vasal of Golden Horde or Poland?)

all pagan states are at war with the Livonian order and if Teutons are there also with them. in the case Prussia will remain pagan, there will be a quest for Livonian order: if Prussia is conquered(and the tribe eliminated) the Livonians will unite Teutonic order and get nice amount of gold and piety to be able to convert at least one province to catholicism

late era:
state religion of Lithuania will be catholicism (sorry, Baggy, but I can't get rid of those damned auto-conversions and I don't want to have all eastern europe pagan), but the core provinces will be pagan, while the russian provinces will of course be orthodox
provinces of Estonia and Courland will have Livonian nationality, Prussia and Livonia being German, the rest (Samogitia and Vinlus) Lithuanian

Elvain, in fact I've made quite much about Baltic region. When I have time, I will surelly send you changes, but free time is a problem for me now.

What files I should send you?

About your Baltic concept, it's quite well coresponding with history. Just I'm not sure about Livonian order, I should think about it more.

Elvain
13-06-2007, 12:57
Holy Rome mod has new home and much better download since today:
http://www.rome.webz.cz/KoH_Holy_Rome_mod.htm