PDA

View Full Version : MOD HARD(Finalversion)))))


Laudan
21-03-2005, 00:07
Now the mod is finished and you see in the first time big rebelsarmy in your kingdom!Over 1000 mens love to kill you!Now you must build strong cities for defent and you must choose the right ability of your own marschalls.Its a long way to become abilities and you must now often look behind in your kingdom.Rebelsarmy must you defeat fast or your proplems growing up.The another kingdom send to you five armys and all have nine squads,if the kingdoms have enough gold.Its not enough, you see now marschalls (with the engineering ability first step)comes with catapults and not more ballistas for destroying your walls!All siege machines cannot more easy destroy,you need now douple time for destroying.
Marschallskill ability------------------ siege machine

engineering first star----------------- catapults only
engineering second star---------------- catapults or trebuchets
engineering third star------------------- catapults or trebuchets or ballistas
But this is not all,the AI make now more alliances and NAP(NotAttackPakt))with the AI,this mean,if a AI have more then 2 alliances your troubles grow up!!!The rebells or sympathisants comes in 360/480/600 or 1080 mens,but you see 360 mens often.
The AI will never have a peace with you in the war,except the AI have too much lost armys!Now ,the AI play very well!!
Have a fun with these MOD!

You must start this MOD in the level hard!!

Laudan
21-03-2005, 22:29
I need a feedback about this mod!!Write down what you think!

Elvain
22-03-2005, 11:12
I'd like to.
but I would like to ask you to send me by e-mail(I'll PM you my e-mail) or by PM which parts of following files have you changed.

I'd like to use your mod, but not destroy my own. I hope you understand. So could oyu pease send me exact changes you've made? thanks

econst.in2
rconst.in2
hconst.in2
and all unit files

Laudan
22-03-2005, 11:48
I change followings:

In defs\difficulty:

[hard]
; economy_tick = 2500
economy_tick = 12000
military_tick = 1000
min_invade_army_squads = 9
min_defend_army_squads = 9
max_invade_armies = 22
invade_levels = 1, 18, 3, 36, 10, 90
conquer_last_realm = 80

In defs\misc\econst:

; relationship
RelDefend = 100
RelAttack = 10
RelHarass = 10
RelSiege = 50
RelCapture = 100
RelWarMax = 500
RelWarMin = 200
RelPeace = 100
RelTradeSign = 10
RelTradeBreak = 200
RelNASign = 50
RelAllianceSign = 50
RelMarriage = 100
RelJoinWar = 100
RelProvokeWar = 100
RelDiplAgree = 50
RelDiplDecline = 100
RelInsult = 100
RelInvadeFirst = 50
RelInvadeLong = 10
RelHonorAlliance = 100
RelHonorMarriage = 50
RelVoteFor = 300
RelVoteAgainst = 500
RelWarCap = -200
RelBreakRelationsCap = 0

; ai claims land
ClaimAIWarChance = 50
ClaimAIPeaceChance = 20
ClaimAINAPChance = 100
ClaimAIAllianceChance = 100
ClaimPlayerWarChance = 100
ClaimPlayerPeaceChance = 20
ClaimPlayerNAPChance = 70
ClaimPlayerAllianceChance = 50
Notice:THIS IS THE KEY for good AI!!!ClaimsValue must also change in the same way in claim-datei!!

; population
MinPop = 10
MaxPop = 10
PopConvertTime = 1800000
GrowthRate = 500 (this value was before 100)!!)
GrowthScale = 10000
MaxVillagerPerJob = 5
Notice:The population growing faster up,very important for the AI!Can recruit squads faster!

; builder governor
;0 +1 base
;1 +1 base
;2 +1 base, zones upgrade *= 120% faster
;3 +1 all villages, zones upgrade *= 150% faster
;4 +1 base
;5 +2 all villages, (additional bonus TBD)
Builder0Base = 3
Builder1Base = 3
Builder2Base = 3
Builder2ZonesUpgrade = 120
Builder3Villages = 3
Builder3ZonesUpgrade = 150
Builder4Base = 3
Builder5Villages = 6

; farmer governor
;0 +1 base
;1 +1 base
;2 +1 base
;3 +1 all farms, population birth * 200%
;4 +2 all farms, max population * 150% (i.e. if MAX pop = 36 will be -> 48)
;5 siege * 200% (twice longer to take city with governor farmer)
Farmer0Base = 3
Farmer1Base = 3
Farmer2Base = 3
Farmer3Farms = 3
Farmer3Birth = 200
Farmer4Farms = 6
Farmer4MaxPop = 150
Farmer5SiegeTime = 200

UpkeepSpy1 = 30
UpkeepSpy2 = 90
UpkeepSpy3 = 150
UpkeepSpy4 = 300
UpkeepSpy5 = 450
UpkeepSpy6 = 900
UpkeepSpy7 = 1500
UpkeepSpy8 = 3000
UpkeepSpy9 = 6000

UpkeepCleric1 = 30
UpkeepCleric2 = 90
UpkeepCleric3 = 150
UpkeepCleric4 = 300
UpkeepCleric5 = 450
UpkeepCleric6 = 900
UpkeepCleric7 = 1500
UpkeepCleric8 = 3000
UpkeepCleric9 = 6000


;hire
HireMarshal = 500
HireBuilder = 1000
HireFarmer = 1000
HireSpy = 2000
HireCleric = 1500
HireTrader = 1000
HireMercenary = 1000


; marshal experience needed per level
MXPBase = 1000
MXPInc = 250
Notice:MXPBase is now 1000,before was 500!1000 make slow for reaching abilities!

; tax rates (per 100 population)
Tax0 = 20
Tax1 = 50
Tax2 = 0
Tax3 = 0
Tax4 = 100
WarTaxesPerVillager = 50
WarTaxesRecoveryTime = 300000
Notice:the AI need money!!

; experience
ExperienceRookie = 10000
ExperienceRegular = 30000
ExperienceElite = 70000
ExperienceVeteran = 150000
Notice:i change up for reaching stars!!

In defs\misc\morale :

[levels]
min = 0
max = 10
base = 10
surrender = 0
retreat = 1

terrible = 2
low = 5
average = 8
high = 10d
Notice:i only change the retreat from 4 to 1!!!this new is working only in the open battlefield!

In defs\misc\personalities :

name = ai;neutral

Pacifism = 30
Diplomacy = 50
Expansionism = 70
Espionage = 50
Humanism = 50
Honor = 50
Greed = 60
Arrogance = 60

[evil]
name = ai;evil
Pacifism = 20
Diplomacy = 50
Expansionism = 80
Espionage = 75
Humanism = 20
Honor = 20
Greed = 80
Arrogance = 80

[good]
name = ai;good
Pacifism = 80
Diplomacy = 80
Expansionism = 50
Espionage = 50
Humanism = 80
Honor = 80
Greed = 20
Arrogance = 20
Notice:The AI plays after this rules!!

In defs\Rebels\rconst :

MaxRebelsPerRealm = 1
MaxLoyalistsRebelsPerRealm = 1
MaxRebelsPerKingdom = 1
NextRebelsKillTime = 300000

;Number of elite squads, refilled per star (exp)
RefillEliteSquadsPerStar = 9
AddEliteSquadsPerStar = 4
Bemerkung:Regelt die Zufuhr von hochwertigen Einheiten!

;spawn percentage
SpawnPerc1 = 5 (Spawnprozentchance = 5%)
SpawnCount1 = 27(Spawneinheiten = 27 squads a 40 farmers!)
SpawnPerc2 = 10
SpawnCount2 = 15
SpawnPerc3 = 20
SpawnCount3 = 12
SpawnPerc4 = 100
SpawnCount4 = 9

;spawn loyalists percentage
SpawnLoyalistsPerc1 = 10
SpawnLoyalistsCount1 = 27
SpawnLoyalistsPerc2 = 20
SpawnLoyalistsCount2 = 15
SpawnLoyalistsPerc3 = 30
SpawnLoyalistsCount3 = 12
SpawnLoyalistsPerc4 = 100
SpawnLoyalistsCount4 = 9

;Stars needed for fortify, attack army
ThresholdStars1 = 6


;Stars needed for siege
ThresholdStars2 = 8
SiegePoss = 50

In defs\Knights\skills :

[swordsman_m]
; Sword units learn faster
; XP bonus to swordsmen
params = 25, 50, 100

[archer_m]
; Archers learn faster
; Experience penalty when refilling decreased
; More arrows
; At 3rd level, archers do not harm friendly units
; XP bonus to archers, # of arrows bonus in %
params = 25, 50, 100, 20,30,50

[spearman_m]
; Spear units learn faster
; Experience penalty when refilling decreased
; XP bonus to spearman
params = 25, 50, 100

[cavalry_m]
; Cavalry learns faster
; Experience penalty when refilling decreased
; XP bonus to cavalry
params = 25, 50, 100

[tactics_m]
; Can fortify
; Attack / defence bonuses for camp assault, forified camp assault, landing and river cross battles
params = 25, 50, 100

[joustling_m]
; Attack Bonus for the Knight squad
params = 5,15,30

[stalker_m]
; Attack bonus during night
params = 5,15,30

[ironfist_m]
; Attack bonus vs. rebels
params = 5,15,3
Notice:i reduced!

in defs\misc\claims::






relation = 500



peace = 1



relation = -1000


chance = 50






relation = 500



relation = 500



war = 1


chance = 20






relation = 500



relation = 500



war = 1


chance = 100






relation = 500



relation = 1000



war = 1


chance = 100










peace = 1



peace = 1



relation = -500


chance = 100






relation = 500



relation = -500



war = 1


chance = 20






relation = 500



relation = -500



war = 1


chance = 70






relation = 1000



relation = -1000



war = 1


chance = 50





in defs\Units\Military\Units textdokument :

ballista 1200 0 900 0 40 100,80 1 1200 0 100% 500 300,800 siege workshop 3 siege units
catapult 2000 0 400 0 20 200,300 1 2000 0 100% 500 400,850 siege workshop 1 siege units
trebuchet 4000 0 200 0 50 500,800 1 5000 0 100% 800 400,1100 siege workshop 2 siege units

the number behind siege workshop is the engineeringlevel ,i change this and the defs of the siege weapons(is the first number after name of siege weapons).

Elvain
22-03-2005, 12:01
thanks, I'll try it :go:

Laudan
22-03-2005, 12:15
ELVAIN look again in the list,trader was not right,farmers was right!!

Slocket
22-03-2005, 12:16
Yes, I am looking and studying also. I am abit new, but I watch the AI work for hours and see what it is up to. I like more to play with AI game mechanics than actually playing my games. :lol:

So I will watch what it does carefully to see how it builds, armies, marshall skill, any siege equipment. AI using diplomacy better, etc.. takes some time to obsrve all this. :eek:

The game is just jetzt new here in the USA.

A good Mod can lead to good sales und happy customers to promote KoH and that ist gut!

Anguille2
18-05-2005, 11:00
I just would like to say thank you....i am playing a large campaign for an AAR with your mod and i am very happy with the challenge... :go:

Maybe i'll try also another mod (Elvains and Angryminer) but for now, i am very busy defending my Caliphate. :knight:

boromeo
18-05-2005, 19:33
Thanks Laudan .. :smile: ...I'll try your mod and give you feedback about it.. :cheers:

boromeo
19-05-2005, 08:20
Laudan did you change sumthing in the econonmic aspect of the game too ?

Ldvs
19-05-2005, 21:48
Laudan did you change sumthing in the econonmic aspect of the game too ?
Perhaps in a roundabout way but he hasn't modified the economic files as many modders have. I think it's not really the purpose of his mod.

boromeo
19-05-2005, 23:38
Perhaps in a roundabout way but he hasn't modified the economic files as many modders have. I think it's not really the purpose of his mod.



Yes i tried this mod this afternoon and the economic aspect of the game is the same as vanilla that means not realistic ..this mod is good for the people who like the military aspect of the game..but i'm the kind of player who prefer to have a strong economy and fight other kingdoms after...it would be a very good idea to join this mod to the mod of Angryminer or Elvain..so the ai would be better in the economic and the military

Elvain
20-05-2005, 10:32
I once tried this mod together with Glory of God (1.4 I guess) and it made the game almost unplayable. Not for me, but it was annoying to see how all big empires broke and were splited into small ones. With ANgryminer's tough economy and Laudan's strong rebels the Ai was unable to hold a single province against rebels. Even I had serious problems :lol:

so I modified both aspects(military-rebel and economic), ballanced it, added some my ideas and features and it's my mod :smile:
yes, I am kind of copycat... :nono: but not at all. I looked up what have they changed and changed it to a way I like it (and AI kingdoms are stable)

unfortunately I didn't try this mod itself alone so I don't know how exactly it works. But I suppose it must be great (as I saw those unbelievable numerous rebels-I rather made them believably numerous :lol:)

TheLennox
04-06-2005, 15:59
if i donwload this file WinRar opens a non-sense file and WinZip has an error... I'll change it manually now.

Languish
06-06-2005, 15:12
Ah! This is the Mod you are using for your Fatamid's AAR Elvain?

Elvain
06-06-2005, 16:03
Nope. I'm not writing Fatimids AAR and except short time I don't use this mod. What I found good here got to Holy Rome mod(edited to have some ballance in HR)

But I think Anguille uses it for his Fatimids AAR

Languish
06-06-2005, 20:29
Nope. I'm not writing Fatimids AAR and except short time I don't use this mod. What I found good here got to Holy Rome mod(edited to have some ballance in HR)

But I think Anguille uses it for his Fatimids AAR

Ah yes - sorry got the two of you mixed up! :silly:

SdO Khabaal
31-07-2005, 11:41
Hi Laudan! Ich habe mittlerweile angefangen, Heroes of Might and Magic IV für Knights of Honor umzusetzen, weiß allerdings nicht, ob und wie die Einheitengrafiken editiert werden können. Allerdings haben die Entwickler im EXTRA-Ordner sschließlich auch all ihre Einheiten als Gif zur Verfügung gestellt. Deswegen wollte ich dich fragen, wo in welcher Pak die Dateien abgespeichert sind und welche Extension sie haben. :scratch: