View Full Version : KoH-Modifications
Version 0.1 (http://www.reinhard-hegerfeld.de/kaileskohmod01.zip)
Version 0.2 (http://www.reinhard-hegerfeld.de/kaileskohmod02.zip)
MODIFICATIONS:
VERSION 0.1:
Taxes: At normal taxrate you will have a tax-income of 50 goldpieces per 100 citizens.
Merchants, Landlords, Builders, Clerics: If one of these knights is governor of a province, they generate twice as many ressources (gold, food, workers, books) at first level. Training one of these knights requires less books. (1. level: 200; 2. level: 400; 3. level: 600; etc.)
Maintaining knights is more expensive. Maintenance Costs=25*2^(number of knights of the same type - 1) or (in case of builders and landlords)
12.5*2^(number of knights of the same type - 1)
Trading with other kingdoms is less efficient.
Changed inflation, so that it is in effect all the time. The inflationrate depends on the amount of money you have in your treasury.
With this modification the AI should make economical decisions more often. However there is no possibility to test this.
Silk Road: Tradeincome is increased by 150% and not by 200%. However I have not yet been able to change the text in the "Advancements"-screen.
Nostalgy: In order to decrease nostalgy you now need 50 - instead of 100 - books per percent of nostalgy.
VERSION 0.2:
At the beginning of a game, the AI will concentrate on the construction of economical buildings.
Rebels and loyalists will attack towns more often.
The costs for increasing the kingdom power has been increased from 100 piety/realm to 250 piety per realm.
For further information, please read the ReadMe-file. Comments and criticism are very welcome.
In this post I want to describe the ideas behind the modifications.
Taxes: At normal taxrate you will have a tax-income of 50 goldpieces per 100 citizens.
I changed tax-income to values which were used in the orignal version, becaues taxes have become useless with the patch.
Merchants, Landlords, Builders, Clerics: If one of these knights is governor of a province, they generate twice as many ressources (gold, food, workers, books) at first level. Training one of these knights requires less books. (1. level: 200; 2. level: 400; 3. level: 600; etc.)
Builders and Landlords were always usefull at high levels, but in the unmodified version it was simply to expensive to train them. Players should use them more often, especially at the bginning. However, it is very unlikely that the AI will use them more often.
In some cases Merchants should be useful as province governors.
Especially at the beginning it is too difficult to collect books, but now the cleric will help you.
Maintaining knights is more expensive. Maintenance Costs=25*2^(number of knights of the same type - 1) or (in case of builders and landlords - 1)
This modification will force the players to use different types of knights, because it becomes really expensive if you have many knights of the same type. Example: You have to pay 6400 goldpieces in order to support nine marshals.
Trading with other kingdoms is less efficient.
In my opinion, trading with other kingdoms was too effective.
Changed inflation, so that it is in effect all the time. The inflationrate depends on the amount of money you have in your treasury.
I am aware, that many players will not like this change, but there are few other or even better ways to make money rarer.
Silk Road: Tradeincome is increased by 150% and not by 200%. However I have not yet been able to change the text in the "Advancements"-screen.
Since it is quite easy to achieve this advancement the benefit seemed too big.
Nostalgy: In order to decrease nostalgy you now need 50 - instead of 100 - books per percent of nostalgy.
As has been said before, it is too diifcult to collect books, so I decided to reduce the demand for books.
I am aware, that the economical aspects of the game still need much more tuning. It would be very helpfull, to hear your thoughts and experiences with this modifications.
Mediävist
07-12-2004, 14:52
These look like really smart modifications, Kailes.
Thanks! :)
(Now if someone could only do something about the a.i.!)
Lord Sandman
07-12-2004, 15:39
Right. Please, do something with this horrible AI......
Sounds good, be shour to teal every one wene you arre finished :cheers:
anybody of remakers succeeded in renaming provinces and towns?
I work on it almost whole day but still haven't found all files thet need to be edited :(
Devs? can you give me an advice which files are necessery for it?
anybody of remakers succeeded in renaming provinces and towns?
I work on it almost whole day but still haven't found all files thet need to be edited :(
Devs? can you give me an advice which files are necessery for it?
As far as I know, you only need to modify those files, which I mentioned in one of your threads, in order to change town- and provincenames. At least that worked for the german version. IMO it would be very strange if it does not work for the english version.
VERSION 0.2:
At the beginning of a game, the AI will concentrate on the construction of economical buildings.
My observations revealed that the AI's weakness was, at least to some extent, caused by a very weak economy. They were not able to build military buildings and recruit troops quickly enough, because their provinces did not have the essential buildings (inn, granary).
Now they will concentrate on building these structures first, which will boost their economy.
Rebels and loyalists will attack towns more often.
Rebels and loyalist were not dangerous enough.
The costs for increasing the kingdom power has been increased from 100 piety/realm to 250 piety per realm.
In the patched version it was too easy for small kingdoms to increase their kingdom power. Now the power of small and large kingdoms should be more balanced.
As far as I know, you only need to modify those files, which I mentioned in one of your threads, in order to change town- and provincenames. At least that worked for the german version. IMO it would be very strange if it does not work for the english version.
then it is very strange. I edited only files in texts.pak and game didn't work. I was unable to load a map(several files could not be opened)...
I will try it today as long as possible, but if not successful, I will be able to tell you result not before monday.
EDIT: but the worst is that I can't even find those files :( :eek:
PS:When I edited files in text.pak (eu_realms.tsv and eu_towns.tsv) the game ran into the moment of chosing kingdom, when I clicked at START, it crashed (unable to read files maps\europe\minimap\
cas_big.rle
cas_big_mine-rle
cas_med.rle
cas_med_mine.rle
cas_small.rle
cas_small_mine.rle
cas_big_over.rle
cas_big_mine_over.rle
cas_med_over.rle
cas_med_mine_over.rle
cas_small_over.rle
cas_small_mine_over.rle
When I edited some more files (but not those coz I wasn't able to find them) - towns.ini (in europe.pak\map) and map.dt (same location) - game didn't even let me to see intros.
Maybe I'll try once again
PPS: @Kailes, which province names did you edit in your german version?
what did you edit?
I leave the first column-key, edit the second and the third
PPPS: @Webmaster or Frujin or anybody else who tried.
Do I need to edit map.dt to "create" town names different from province names there, where town is the same like province?
EDIT:
Because I don't know how to offer you downloads, here is my alternative to Kaileses education "system". I have divided knights into 3 categories (spy, cleric+merchant, landlord+builder) and set their education halfway between Kailes and BSS :)
[costs]
spy = 800, 900, 1000, 1000, 1000
trader = 600, 800, 900, 1000, 1000
farmer = 400, 600, 800, 900, 1000
builder = 400, 600, 800, 900, 1000
cleric = 600, 800, 900, 1000, 1000
Webmaster
10-12-2004, 00:24
i cannot help with the details of KoH ... this is frujins magic ;) i can only show him the threads/posts ... he will answer, if he wants ;) maybe he waits some time to see how you progres *bg*
PS:When I edited files in text.pak (eu_realms.tsv and eu_towns.tsv) the game ran into the moment of chosing kingdom, when I clicked at START, it crashed (unable to read files maps\europe\minimap\
cas_big.rle
cas_big_mine-rle
cas_med.rle
cas_med_mine.rle
cas_small.rle
cas_small_mine.rle
cas_big_over.rle
cas_big_mine_over.rle
cas_med_over.rle
cas_med_mine_over.rle
cas_small_over.rle
cas_small_mine_over.rle
That is really strange, I never ran into that problem.
PPS: @Kailes, which province names did you edit in your german version?
what did you edit?
I leave the first column-key, edit the second and the third
The same here. Do you open the files with a simple texteditor? I do not do that, because Notepad does not support tables. I use Excel instead. This might be important, because it is possible that notepad destroys the table's structure and thus causes some errors.
That is really strange, I never ran into that problem.
The same here. Do you open the files with a simple texteditor? I do not do that, because Notepad does not support tables. I use Excel instead. This might be important, because it is possible that notepad destroys the table's structure and thus causes some errors.that might be the problem. Thanks!
I'll try... on monday...
untill then, bye :hello:
First of all, hi everybody from Spain :) ... and from one creator of the Spanish Beta-Mod for KoH :) ...
Elvain your problem editing realms and towns names its that in its files (eu_realms for example), the FIRST word you CANT translate, have to do it on second or third (or more) words on the same line. The first one its the key-name for the game. If you mod that, can make the game crash. Have to do on next ones.
You can use a program for open data bases, like Excel or using TAB Key between the words of the SAME line. Next one (different realm for example), using INTRO and like that.
Hope this help you, MoD KoH its easy having help :).
PD: Thnks to Tempest for that PakMan :). :D
The only problem was not using excel.
I never edited keys (first columns).
IF ANYBODY WANTS TO EDIT TOWN AND PROVINCE NAMES, DO it in excel. Only files necessary are eu_towns/realms.tsv in texts.pak
Now it works. I will try to post soehow a link with my changes...
PS: big welcome to Pivi CT :chees:
The modifications looking great, thanks :go:
I will try them.
what about moving this thread to Moding and Customizing forum?
Angryminer
25-12-2004, 12:17
At your command, Elvain! *salutes and moves the thread*
:go:
Angryminer
thanks, my lord :bowdown: ... ehm... my herold :pleased:
Shealladh
25-12-2004, 23:44
Has anyone tried to edit/modify the .IMG and/or .RLE files?
Just thinking of modifying the shield images...
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