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Angryminer
22-01-2005, 13:37
Hello!
I made some changes to my KoH-version and packed them up in a handy .zip-file.
Here's the changelog:

Improved governors' boni (Builder, Farmer, Trader, Cleric). Having Farmers and Builders is now senseful.
Changed upkeep and hire costs:
-Marshalls insanely expensive (exile your first knight immediately at game start! Use royals as marshalls!)
-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. Please note that the king's religion-skill is very important 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. Please report on this.
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. Should make the AI build more squads for fighting.
~ Minor changes you won't really notice. I hope they make the game more convenient nevertheless.
(changes marked with an ~ are not completely testable. Refer to them as beta-changes.)

If you want to try this out, note that you should exile your first marshall directly after starting the new campaign. If you don't do this your start will be very hard.

Installation instructions:
At first, make sure you have that KoH patch from the sunflowers website installed!
It may work with other versions, but it was only tested with KoH 1.03.
After checking that extract the files in the archive to your Knights of Honor folder. After extraction check if there is a folder called "defs" in the KoH-folder. If the folder is there the installation should be complete.
I do not recommend using existing savegames with this modification because the gameplay has severly changed. It's best to start a new game.
After installing the game there should be a file called "GoG_readme.txt" in your KoH folder. Read it, please. It contains more infos and deinstallation instructions. :go:

The file is uploaded again. Seems to work now.

I will appretiate any feedback and thanks for trying this out. :go:

Angryminer

Kakita Matesu
22-01-2005, 16:05
I wish to try your modifications but when I tried to unzip downloaded files, they seem to be corrupted. Could you check it?

Angryminer
22-01-2005, 16:08
The file was created with the latest version of winRaR and is checked by winRaR and the latest version of unzip (linux). Both detect no errors. I suggest to update your packager. Maybe downloading the file again also helps. :go:
If you know what an md5 checksum is I can provide you with one too.

Angryminer

Kakita Matesu
22-01-2005, 19:22
Thank you for help. I change my packager. Now i'm going to test your modifications.

In readme file you wrote to submit more information about few files. I think I know use of 'claim.in2' file. After king of your kingdom is dead, computer claims, or not, some prosperous lands from you. This file contains information how computer behaves and what he does when player claims lands form him.

ai_claims]

- your kingdom is at war with claimant

- computer didn't claim any land
relation = 500


- player agreed with computer stance
peace = 1


- player didn't agree with computer stance
relation = -1000


chance = 100 - chance that computer will claim for lands. i'm not sure of this because if it is true that means computer will claim lands every time


This is only my hypothetical conclusion :)

Irish
22-01-2005, 20:15
I have loaded it in and am currently playing it. I am playing as Switzerland on Hard and have sliced through Germany with no problem. They didn't ever attack my lands so I'm not sure if they are even making Marshall's. I'm allied with Austria and they have not produced any marshalls.

I will continue to play it out and see what happens.

Angryminer
22-01-2005, 20:27
When I tested the mod here, all nations at war had at least one marshall...
Interesting that it works out differently with you...
Anyway, thanks for feedback! :go:

Angryminer

Irish
22-01-2005, 22:08
Angryminer,

Can you make available a mod that would only include the AI improvements for units, AI unit builds, and other building AI?

Thanks.

Angryminer
23-01-2005, 09:24
If you want that just delete the following files:
defs\Knights\educatecosts.in2
defs\Misc\econst.in2
defs\Misc\morale.csv
That should remove all not-AI-specific tweaks.
The more feedback the better. :go:

Angryminer

Irish
23-01-2005, 18:49
Angryminer,

Thanks for the reply. I made some changes, put the marshalls upkeep down to 11,15,17, etc. and made the purchase price 950. I also made the AI more agressive and expansionist. I played with Germany in the Early period and Wessex and Hungary went Blitzkrieg on me.

They were mainly attacking with peasant armies which may be because the martial price was cheaper and they were attacking right away. They also wouldn't accept white peace, they were demanding territories. Definitely a step in the right direction.

I am going to start in late with Switzeland and Palitant with these settings and see how it unfolds....

Angryminer
23-01-2005, 19:00
I lowered the AIs aggressiveness, because the AI doesn't build economic buildings when at war. It will try to build as many military buildings as possible, completely ignoring the kingdom's economy. That is the reason why the original AI never has any kingdom advantages.
With my changes the AI enhances it's kingdoms economy and gets so much money that it can effort any army it wants to build. I saw AI armies with 7 squads of pronoias and 2 squads steppe cavalry. Pretty frightening if you ask me.
Several times I had to beg for peace, because the AI had so many enhanced units in the border-castles that my armies were completely unable to take the province. And after 3 attacks, I was poor, my population down and had an enemy army marching towards my nearly defenseless town.. :go:

I will modify the aibuild.in2 file to adjust the AIs behaviour when at war by adding some economically senseful buildings to the military que and see what happens.
Keep the feedback coming. :go:

Angryminer

Illuminatus!
23-01-2005, 23:20
With my changes the AI enhances it's kingdoms economy and gets so much money that it can effort any army it wants to build. I saw AI armies with 7 squads of pronoias and 2 squads steppe cavalry. Pretty frightening if you ask me.

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.

Irish
26-01-2005, 21:29
Angryminer,

Have you done any more work with trying to modify the game? Do you think that there will be a point where you could get the AI to act agressively AND build Elite units?

I've been playing, but I just rip through Europe on Hard with the Palitant and still encounter mostly peasant armies.

Angryminer
26-01-2005, 22:07
Well, I wrote my last exams today (in the US you would call it highschool graduation), so quite frankly I had no time to modify KoH the last days. But I will continue my work tomorrow. :go:

Angryminer

Illuminatus!
27-01-2005, 02:28
Well, I wrote my last exams today (in the US you would call it highschool graduation)

:bconfused

We have exams halfway through and at the end of the year (each semester). I finish mine tomorrow. :cheers:

Aussiedwarf
28-01-2005, 04:43
Hi, my first post.

After extracting the file into KoH folder, I only have GloryofGod File, no defs folder. Am I supposed to run GloryofGod file? I tried that but it just asks what program I want to open it with.

I have patched the game and I unzipped it with winRaR 3.42

Thanks in advance.

Kakita Matesu
28-01-2005, 10:37
You must run WinRar and select extracted GloryOfGod file. Then just extract it to KoH folder. Maybe there is easier method but in my case works.

Aussiedwarf
28-01-2005, 11:19
Thanks a heap. I didn't realize you had to un-zip it twice. Thanks :)

Angryminer
28-01-2005, 13:02
Interesting... I will check that with winRaR when I am back on my windows machine...

Angryminer

Irish
28-01-2005, 20:36
Interesting... I will check that with winRaR when I am back on my windows machine...

Angryminer

When you get back on your machine, you best be making more mods for KOH not looking into other trivial matters like wnRar compression. :biggrin:

Hope you get a chance to do some more modding tweaks over the weekend.


Irish
:cheers:

eni
30-01-2005, 18:11
The file was created with the latest version of winRaR and is checked by winRaR and the latest version of unzip (linux). Both detect no errors. I suggest to update your packager. Maybe downloading the file again also helps. :go:
If you know what an md5 checksum is I can provide you with one too.

Angryminer

the new win.rar 3.42 (german) can't unpack the files, the new win.ace 2.5 (german) says: file corrupted...... ??? :bash: