View Full Version : Glory of God - My type of KoH
Angryminer
30-01-2005, 18:14
The file was compressed using WinRaR 3.42.
Okay, there's a problem with uploading files to the forum. I will ask the webmaster about this problem. Hang in.
Angryminer
Thanks a heap. I didn't realize you had to un-zip it twice. Thanks :)
that's it! :biggrin: so it works now... (btw, a nice effect for me was, I had to update my packers to solve this problem... :biggrin: )
Illuminatus!
30-01-2005, 18:40
This all makes espionage and diplomacy much more attractive options, which encourages the player to try more non-military strategies, right? Since the demo (all a North American 14 year old without any "illegitimate" software or $80 can get) unfortunately doesn't include spies ( :bawling: ), I don't know whether this is true or necessary, but most of the strategies and tactics I've seen here (in the English forums, that is) are about units, marshals, and conquering.
Anyone answer my question, please?
Angryminer
30-01-2005, 19:15
Everyone uses espionage, but you spend less time talking about espionage because there are no fancy battles in espionage.
Angryminer
Illuminatus!
31-01-2005, 05:49
Everyone uses espionage, but you spend less time talking about espionage because there are no fancy battles in espionage.
Angryminer
So is it possible to conquer Europe through spies and minimal use of one or two marshals? Or would it take forever and be very frustrating?
Angryminer
31-01-2005, 14:15
I never use more than one marshall.
And yes, you can actually conquer all of europe through diplomacy and espionage. This possibility of choosing your own way of playing is what most of us like about KoH. :go:
Angryminer
Illuminatus!
31-01-2005, 23:14
I never use more than one marshall.
And yes, you can actually conquer all of europe through diplomacy and espionage. This possibility of choosing your own way of playing is what most of us like about KoH. :go:
Angryminer
Sorry, I'm just a poor demo-user :bawling: . I wouldn't know.
Angryminer
01-02-2005, 14:25
Then go and get the full version. :go:
Angryminer
Angryminer
04-02-2005, 13:26
I adjusted the upkeep for the first Marshall and the AI uses more Marshalls now. Sometimes even two for one attack, which is really dangerous...
I still have to test a bit because I want the AI popes to call for more crusades. I already saw some empires brake under continuos crusades but I feel I the AI can do better.
When that works I'll release the new version.
Are there any other wishes for this mod?
Angryminer
Angryminer
05-02-2005, 19:46
Hello!
I made some changes to GoG, here is the full list of changes:
- Improved governors' boni (Builder, Farmer, Trader, Cleric). Having Farmers and Builders is now senseful.
- Changed upkeep and hire costs:
First Marshall is cheap, but the second one is insanely expensive
Spies are more expensive now
Trader are very expensive when there is more than one trader at the court.
Farmers and Builders are now cheaper
Cleric unchanged
- Changed education costs similarly.
- Improved propability to convert religion of realm. Lowered the king's religion-skill's importance and raised the cleric's experience's importance here.
- You now need 140 books to remove 1 point of nostalgy. That means you will have to wait until nostalgy lowers at least to 7 ( 7 * 140 = 980 < 1000 ) by itself until you can remove nostalgy.
- Fastened pagan-convert-time to help pagans persist through the game.
- Tweaked crusades towards countries that are at war with catholics. Works fine.
- Raised upkeep for importing exotics.
- Morale bonus for fighting king or knight now last longer.
- Tweaked AI towards more honorful behaviour and diplomacy in the world view.
- Changed AI building behaviour to make better units available. Seems to work fine.
- Hard difficulty level: Raised number of desired squads for battles. Makes the AI build more squads for fighting.
- Raised the war exhaustion cap
- Raised profits from war taxes
- Lowered duration of happyness-penalty of war taxes
- Lowered catholic money bonus
- Lowered dependent orthodox morale penalty
- Lowered pagan money penalty
- Jihads and Crusades are now cheaper
- Jihads will last longer now
- Made changing religion impossible
- Adjusted chances for claiming lands after marriages. Allies should claim very seldomly, all others quite often.
- Raised costs for improving kingdom power
- Made excommunication more unlikely
- Adjusted tresholds and values for voting the emperor
- Made loyalists nearly always pop up when former owner has entered the province and there is still nostalgy
- Rebels should now be really tough but still manageable
( New features since 1.2 are written in italics )
Download the new version here (http://forum.sunflowers.de/attachment.php?attachmentid=16).
Test it, love it, hate it, I don't mind. At least I like KoH this way. :go:
If anyone has questions how I made these changes just ask me. :wink:
Angryminer
Okay, habe mir das Teil gesaugt.
Einfach wieder in den KOh-Ordner ?
Und, bitte was mache ich mit laudan-Defs-ordner ?
Hello!
I made some changes to GoG, here is the full list of changes:
- Improved governors' boni (Builder, Farmer, Trader, Cleric). Having Farmers and Builders is now senseful.
- Changed upkeep and hire costs:
First Marshall is cheap, but the second one is insanely expensive
Spies are more expensive now
Trader are very expensive when there is more than one trader at the court.
Farmers and Builders are now cheaper
Cleric unchanged
- Changed education costs similarly.
- Improved propability to convert religion of realm. Lowered the king's religion-skill's importance and raised the cleric's experience's importance here.
- You now need 140 books to remove 1 point of nostalgy. That means you will have to wait until nostalgy lowers at least to 7 ( 7 * 140 = 980 < 1000 ) by itself until you can remove nostalgy.
- Fastened pagan-convert-time to help pagans persist through the game.
- Tweaked crusades towards countries that are at war with catholics. Works fine.
- Raised upkeep for importing exotics.
- Morale bonus for fighting king or knight now last longer.
- Tweaked AI towards more honorful behaviour and diplomacy in the world view.
- Changed AI building behaviour to make better units available. Seems to work fine.
- Hard difficulty level: Raised number of desired squads for battles. Makes the AI build more squads for fighting.
- Raised the war exhaustion cap
- Raised profits from war taxes
- Lowered duration of happyness-penalty of war taxes
- Lowered catholic money bonus
- Lowered dependent orthodox morale penalty
- Lowered pagan money penalty
- Jihads and Crusades are now cheaper
- Jihads will last longer now
- Made changing religion impossible
- Adjusted chances for claiming lands after marriages. Allies should claim very seldomly, all others quite often.
- Raised costs for improving kingdom power
- Made excommunication more unlikely
- Adjusted tresholds and values for voting the emperor
- Made loyalists nearly always pop up when former owner has entered the province and there is still nostalgy
- Rebels should now be really tough but still manageable
( New features since 1.2 are written in italics )
Download the new version here (http://forum.sunflowers.de/attachment.php?attachmentid=16).
Test it, love it, hate it, I don't mind. At least I like KoH this way. :go:
If anyone has questions how I made these changes just ask me. :wink:
Angryminer
Angryminer,
Can you check to see what Lauden has done to make the AI build trebouchets and catapults as well as what the other guy did to make the AI build strong castle defenses and add those to your mod? If you get these two things in I think you will have fixed the game.
Thanks
Irish
Angryminer
08-02-2005, 18:31
He did nothing. He tried to make the AI build siegecrafts but it didn't work. The chance to build siegecrafts or defensive buildings didn't change with Laudan's mod.
Today I worked around with kingdom advantages and marshall-skills. To prohibit "super-marshalls" I tuned down some skills like tactics or dread. The kingdom advantages are lower now too. I also added the possibility to make your spy ask for peace and spread "nasty gossips" in most of the other jobs.
I also fixed my last problems I had with editing KoH-texts. I added more messages and "rebel-thoughts" to the game so they are less repetitive.
Now I have to test the new changes and see if it all works out the way I want.
Angryminer
He did nothing. He tried to make the AI build siegecrafts but it didn't work. The chance to build siegecrafts or defensive buildings didn't change with Laudan's mod.
Today I worked around with kingdom advantages and marshall-skills. To prohibit "super-marshalls" I tuned down some skills like tactics or dread. The kingdom advantages are lower now too. I also added the possibility to make your spy ask for peace and spread "nasty gossips" in most of the other jobs.
I also fixed my last problems I had with editing KoH-texts. I added more messages and "rebel-thoughts" to the game so they are less repetitive.
Now I have to test the new changes and see if it all works out the way I want.
Angryminer
Angryminer,
Here is Lauden's quote....
Yes,the AI used the siege weapons often!The AI used 60%ballistas,30%catapults und only 10%trebuchets!At the beginning the AI used only ballistas.Later comes more catapults und trebuchets.Agains trebuchets you have never chance!These monsters make in your big walls in one minute a big hole !In the normaly game KoH without mods its a long way before the AI used siegeweapons same catapults and trebuchets,because many AI marschalls with many stars die too early in the game!The AI kill too much marschalls.With the mods the AI have more higher marschalls and you see siegeweapons often.
Unless I'm reading it wrong, he's found a way. Anyway, post your new mod and I'll be sure to play test it.
:cheers: :cheers:
Angryminer
08-02-2005, 19:08
In this (http://forum.sunflowers.de/showthread.php?t=3755) german thread Laudan explained how he tried to make the AI build more siegecrafts and later said that the changes don't seem to work. But I don't have a clue how he comes to the usage-percentages in the quote.
Angryminer
Anguille2
11-02-2005, 09:41
I am looking forward to test your mod...sounds very nice and i like the concept that there's going to be less and better armies.
Lord-Piecemeal
11-02-2005, 10:42
All reads good.
I like the less Marshals and more on deplomacy and spy activity.
Will not need more space's for Marshals.
Will try with Interest, I assume you have to get rid of all saved games and start again. :biggrin:
Angryminer
11-02-2005, 11:11
You can play your old savegames, but as the gameplay has changed I suggest to start a new game.
I will spend a thought on improving spy activities. At the moment only the mighty kingdoms constantly use spies.
Angryminer
Is there anew version of your mod for download?
Angryminer
11-02-2005, 20:41
I'm still testing some changes.
I modified trade revenues, kingdom advantages and tweaked knight skills. This needs testing.
I noticed two quite rare bugs and I still have to work out where they came from. I will also have to install KoH in english to modify the english texts so they reflect the new values in the game.
I promise a release on sunday because I will go on vacation on monday, but I want to make the gameplay as good as possible until then. :go:
Angryminer
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