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Doux
18-03-2006, 22:20
Starting kingdom power? That's fairly easy. It's not exactly starting, but after a second it will add the kingdompower.

Look in \Program Files\Black Sea Studios\Knights Of Honor\defs\Quests\

and create a new .ini file with e.g. the name "unite_KP_Player" with the following information [NOTE that comments are given after a ";", you can remove them from the file of course]:



event_id = event_unite
affect = AI, player ;(Choose this - if you want only the player to get a + kingdompower, choose only player or vice versa)
reward = AI, player ;(same as previous comment)
periods = early, high, late ; (possible to set this too)
calc_for_kingdoms = (_here you should add all available kingdoms in the game or just the ones you select to get a kingdompower reward_) (You can find these in Elvain's other quest files, but the kingdoms differ per mod of course! With my mod, for instance, you'll have to look in unite_AI.ini, which gives all AI kingdoms +10 kingdompower at the start (max +5 of course))




; (Set no conditions)




add_power = X ; (choose how much kingdompower is added, max +10)




;//// end of file
//NB. Messages will appear at the start of the game that kingdoms united and were renamed to " " [no change], these are exactly the kingdompower rewards. Also, if enabled, the player gets a message stating that you get some gold, but this is not true. You'll just get the kingdompower.

Doux
20-06-2006, 21:30
Three questions:

1.If CTK is what defines the chance of the killing, then what's DMG supposed to do? Is it just cosmetic?
2. If the unit have 240 CTK, then it is supposed to kill 2 units? Or only one at hit, regardless of the %? A knight then would whipe out teutonic knights, with about 10 teutonic knitghs falling per squad attack (suposing only 10 of 15 knights attack at the moment), and that doesn't really occurs.
3. Why does crossbowman kill heavily armoured units with such ease? How does armour penetration from crossbow actually interfere on the chance to kill an armoured units such as knights, marshalls and teutonic knights?1. DMG is used when e.g. fighting against siege units, that have HitPoints, but this is also used when attacking buildings.
2. It is calculated unit vs. unit. 240 CTK according to a theory, means 240% chance to deliver a killing blow (=100%). According to a theory, Teutonic Knights having 60 armour would have 60% chance to succesfully defend themselves against a killing blow. That would mean that a Knight unit vs. a Teutonic knight unit, without other modifiers, would have ~40% chance to kill that Teutonic Knight with one blow. None of this has been confirmed through testing though, because that is quite hard, but I think this is the right or at least well-predicting theory. More maths: 1 Peasant with 20 CTK attacking 1 Teutonic knight [Tk] (60 def) would have 0,2*0,4 = 0,08 = 8% chance to kill that Tk with each blow - without modifiers.
3. There are modifiers. E.g. Crossbowmen get an offensive bonus when shooting at heavily armoured units (+150 ranged CTK to be exact, in vanilla), just as Halberdiers have an attack bonus when fighting cavalry (+200 melee CTK, vanilla). More modifiers include morale and position (attacking on the flank would then give an attack bonus), probably.

Doux
22-08-2006, 14:51
Hmm, amazing, the both of you posted a question in the very thread that answers it - there is a search function in A. The forums B. Your internet browser - use it wisely!
Where can I mod inflation? possibly eliminate it all together.
@Lonck: http://forum.sunflowers.de/showthread.php?p=129420#post129420 (Ctrl + F => search function, "inflation")
I remember there was a topic about making your own kingdom, but I can't find it anymore. The forum search never finds what I need so could anyone help me?
@Liiwo: http://forum.sunflowers.de/showthread.php?p=129469#post129469

Traveller, I don't think you can create more articles. What I think is that Knights of Honor reads only certain tags that are hardcoded. Adding new ones might have no effect or just lead to crashes.. but you can always try it out of course.
About 2., do you know exactly what font is used in the areas you decribed? The problem, probably, must be that the fonts used there do not support Cyrillic, so maybe the fonts could be upgraded (newer version?) or maybe KoH could be modified to use other fonts that do support Cyrillic..?

Traveller
22-08-2006, 17:04
Finally somebody noticed my post! :wink:
Doux, for now I won't bother too much with the articles. I just wanted to see if somebody already knows by some chance about it. Otherwise, I could try to deal with them only when I fully finish the whole translation, decide to make it perfect and, of course, have enough time.
As for the Cyrillic, the file "help" in the "online help" folder (in "Texts") says:
[body]
font = arial_10ab
color = 220,220,220
rollover = 220,220,220

[links]
font = arial_10ab
color = 255,255,255
rollover = 205,205,205

[keys]
font = arial_10abi
color = 230,230,180
rollover = 255,255,230

[title]
font = mon_cor_14b
color = 255,220,165
rollover = 255,220,165


I had changed the Monotype Corsive (in titles) to Arial, but it still didn't work... :sad:

Doux
23-08-2006, 17:13
In Texts\Online help\help.ini you can only change the fonts of the in-game help, so that's not very useful, unless you're translating the complete help file too.

What I did find out is that you can change the fonts used in certain, I mean ALL, menu's/windows, in \Fonts\fonts.in2 . Extract Fonts.PAK for that. You'll probably have to change the Morpheus 20ab.bft to, for instance, Arial.

Good luck with the new information :go:

Doux
01-11-2006, 17:02
Hello guy's it's been long since I checked the forum again (way back when the game was still in development) but I found my way back here :cool:

It's good to see the community is still alive and beter a second patch is in the making.

Anyway I have a little question here is it possible to change the sounds of the fire arrows? I found a way to add sounds to the game even add shooting sounds for the horse archers! Since the fire arrows are aquired by skill I got a little stuck on finding out how to give it another sound :scratch:

Grtz. SilverwolfI suppose you already found the ../sounds/units/Arrows directory that should contain all arrow sounds? If so, then I haven't a clue either.

Doux
25-11-2006, 18:19
Is there anyway to edit the portraits? Sometimes they get so ugly, I can't look at them :silly:In ..\images\Nobles\Portraits\ you can find the portrait images of arabic and euro people in different sizes.

Doux
26-11-2006, 13:19
Wierd, I don't have that folder???? :eek:
Ah, it is essential that you unpack the files from the Knights of Honor .PAK files first. Only then can you start modding. Use PakMan (http://forum.sunflowers.de/showthread.php?t=3255) by Tempest for this purpose. :go:

royfang
01-01-2007, 05:29
I can't figure out how to change the local units for a kingdom/town, can anyone help me? I wish to change the local units for Ireland because they are too weak to really fight aganist England with their bowmen even in the high period.

Also how can I make the mongol horse archers available?

Elvain
01-01-2007, 15:10
I can't figure out how to change the local units for a kingdom/town, can anyone help me? I wish to change the local units for Ireland because they are too weak to really fight aganist England with their bowmen even in the high period.

Also how can I make the mongol horse archers available?in maps/europe/map/TrainUnits.xls

First there are KINGDOMS, and the set up below. Those are Kingdom specific units

then you have REALMS with set up and those are Local units

then list of kingdoms with definitions of what kind of units are kingdom sepecific units
and finaly there is a list of provinces where groups of local units and province specific units are defined.

After you change it, copy al the file and paste it to TrainUnits.txt (the game reads it from the .txt but it's easier to edit the .xls file

Elvain
07-02-2007, 15:21
How do I make the habour to overide the docks?

I know where to change it but I'm scare that I screw my game up.

Thanks!
simply. defs/economy/buildings.in2
[harbour]
override = docks

Doux
10-03-2007, 19:52
Really? That's nice. How could I turn it off?

About the happiness malus, it makes some sense, because it gives a bigger chalenge to play for pagan kingdom. Also maybe its worth to decrease it slightly.From defs\Misc\econst.in2 :;pagan
PaganJoinRecalcMinTime = 180000
PaganJoinRecalcMaxTime = 300000
PaganJoinBasePerc = 30
PaganJoinPercPerKingStar = 10Just set PaganJoinBasePerc to zero, as well as PaganJoinPercPerKingStar. As it is now, there is a 30% + <king religion skill>*10% chance of a realm becoming the pagan religion every 4 minutes on average.

The malus of Pagans, I think, should then be countered. But maybe they are strong enough already with Mongols.

Elvain
11-03-2007, 11:34
I have a problem, I can not find %unittoderivefromname%.unit !
I'm looking in C:\Program Files\Black Sea Studios\Knights Of Honor\defs\Units\Military but it is not there :sad:
I'm with 1.05 patch.
Help please........ :sick:did you unpacked defs.pak with PakMan?

if yes, it shuold be there
--
From defs\Misc\econst.in2 :;pagan
PaganJoinRecalcMinTime = 180000
PaganJoinRecalcMaxTime = 300000
PaganJoinBasePerc = 30
PaganJoinPercPerKingStar = 10Just set PaganJoinBasePerc to zero, as well as PaganJoinPercPerKingStar. As it is now, there is a 30% + <king religion skill>*10% chance of a realm becoming the pagan religion every 4 minutes on average.
it doesn't work. The autoconversions still work :sad:

Doux
11-03-2007, 16:40
it doesn't work. The autoconversions still work :sad:Hmm, maybe I looked up the wrong variables?
ChangeRelPaganPercPerPaganRealm = 10
ChangeRelPaganPercPerPaganKingSkill = 20In the same file - maybe that's it. The other look more like it though..

I have a problem, I can not find %unittoderivefromname%.unit !
I'm looking in C:\Program Files\Black Sea Studios\Knights Of Honor\defs\Units\Military but it is not there
I'm with 1.05 patch.
Help please........ "%unittoderivefromname%" means "insert the name of the unit, where you want to make your new unit from, here" :wink:. E.g. you want to make mameluk infantry from saracens, then you should look for the file "saracen.unit"; "%unittoderivefromname%"=saracen here.

I just have a question. I'd like to lower the number of population in provinces, I'm going to look for it later today, but if anyone knows and could help me I'd be gladIn econst.in2 as well:

; max realm population
PopBase = 3 ; starting pop. probably
PopInc = 3 ; might be pop. per building/improvement or ; population
MinPop = 10 ; ???
MaxPop = 10 ; ???
PopConvertTime = 1800000
GrowthRate = 100 ; affecting growth.. ?
GrowthScale = 10000 ; extra pop. per growth-unit ?
MaxVillagerPerJob = 5I hope you'll be able to find out if one of them works..

Laudan
11-03-2007, 16:51
Code:
; population
MinPop = 10 ; ???
MaxPop = 10 ; ???
PopConvertTime = 1800000
GrowthRate = 100 ; affecting growth.. ?
GrowthScale = 10000 ; extra pop. per growth-unit ?
MaxVillagerPerJob = 5



; population
MinPop = 10
MaxPop = 10
PopConvertTime = 1800000
GrowthRate = 50(3 Min. 19 Sec.)
GrowthScale = 10000
MaxVillagerPerJob = 5


GrowthRate 25 = 6 min. 38 sec. = your town becomes one unit population.
GrowthRate 100 = 1 min. 38,5 sec. = your town becomes one unit population.

Doux
14-03-2007, 09:44
Anyone found out how to set relationships between kingdoms?I always thought that could be done in kingdoms800/1000/1200.ini:
[5,13]

state = 3
relation = 0
trade = 0
borders = 0This could represent the relation of Spain [5] with Danemark (Denmark) [13]. Never tested it, however. -500 relation might be a good start.

Carbon
05-04-2007, 01:30
How do you create/change map that comes when you want to choose a kingdom?

Elvain
05-04-2007, 09:41
How do you create/change map that comes when you want to choose a kingdom?
if you mean how to create completely new map for the kingdom selection there are only 2 ways yet:
1) change the settings on the vanilla map as I and Doux (better) described - change one kingdom after the other and you have "new map settings"
2) create completely new map in the editor (see the Editor thread) but there is one "minor" problem: noone discovered yet how to make a functional political map for the kingdom selection and for game's needs (see the Editor thread)

Gogo_t
08-04-2007, 10:29
Could you pls, give me list with province numbers :rolleyes:

Elvin your link for realmsorig0bq.jpg didn't work

Elvain
08-04-2007, 11:00
it works fine for me...

but anyway:
http://img193.echo.cx/img193/5025/realmsorig0bq.jpg