PDA

View Full Version : A combination of all three mods?


Rulkiewicz
31-03-2005, 20:56
yeah, is somebody willing to merge the best from the three best mods :)

I agree. Someone should look int to this. :angel:

Angryminer
31-03-2005, 20:58
Laudan, Elvain, Finellach and I all modify the game the way we like it personally. So I guess you'll have to find someone with your flavor who is willing to make the game the way you want it.

I don't think it is a good idea to make someone create a mod he doesn't like personally. Mods are only good when the developers like them themselves.

I'll surely try the new mod if it is released some day. :go:

Angryminer

Rulkiewicz
31-03-2005, 21:28
Angryminer,

I was reading in some other posts that you were thinking about working on GoG 1.5... Have you started?

Angryminer
31-03-2005, 21:30
It's under full development. A modified tech-tree, new unit costs, new building costs, a modified economic system. Modified AI-behaviour. But it isn't a "round thing" at the moment. Things point in the right direction, but I still have to work on some things.

Angryminer

Rulkiewicz
31-03-2005, 22:00
It's under full development. A modified tech-tree, new unit costs, new building costs, a modified economic system. Modified AI-behaviour. But it isn't a "round thing" at the moment. Things point in the right direction, but I still have to work on some things.

Angryminer

When do you think it's going to be done? :scratch:

Angryminer
31-03-2005, 22:08
I don't know. I modify the game whenever I feel like playing some KoH. When I think I like it the way it is I release a new version.

:whenitsdo

But don't expect a release too soon. My daily life just began to consume a lot more of my spare time. Perhaps in one week, perhaps in two. :go:

Angryminer

Rulkiewicz
31-03-2005, 22:41
Thanks for the update.

Tzar Ivan Assen II
31-03-2005, 23:11
Can't wait for 1.5 :)

Elvain
08-04-2005, 08:01
I tried a combination of GoG, Laudan's hard mod and my HolyRome and I must say it was deadly.
First I didn't change rconst.in2, I just copied Laudan's changes to GoG rconst.in2 but then I was forced to change it by myself because after 2 hours of play neither of kingdoms had more than 5 provinces - all the larger ones splited into small kingdoms - and there were rebels in almost every province!

It was not hard for me to deal with rebels, however I had some problems. But the AI was absolutely unable to beat them.
Now I'm testing it in my own mod and it seems to work fine. It's not so hard as each of Angryminer's and Laudan's mod but it works together (bigger number of rebels and higher probability than in 1.03 and also higher number of rebel armies - but in oposite way than Laudan squad number goes higer and higher, not illogicaly higrer and then back down again)

so I edited some things and now it seems to be a bit better

parachute
13-04-2005, 17:12
Hi there,

problems that I encountered:

Spelling: There are spelling mistakes even in the original pak-files. Palisade being spelled Pallisade at one spot. That makes this particular line useless.

Logical: AI-Build order: Armory not being a standard build. But chain mail workshop, plate armorer and so on. As we know you can't build chain mail workshop before an armory. So it makes it impossible for the AI to build advanced troop types, cause it doesnt build an armory.

Building type/classes: Buildings are classified in three groups:
Group 0: always build (e.g. Inn, Tax collector, Town Watch)
Gruop 1: trade builds
Group 2: military buildings: Swordsmith, Halberd, (and Palisade!!)
AI classifies provinces for future build plans (see readme of patch)
--- I had good success by changing palisade and stone wall from 2 (military) to 0 (always build)
Might be a coincidence but AI is building palisades in all of Europe then.

It might be an idea to remove the axes master from the standard build order. There are only a few provinces where axe-troops are worth the effort (scandinavia)

Things I noticed: Angryminers mod is fine for the player (less money, VERY expensive marshalls). But it is deadly for the AI. AI needs as much help as it can get in this game. I think it is the worst game I know for the AI being way too 'long term stratregical'. The restriction of court slots and build slots is just too much. AI needs troops and money to cope with the rebels. I tried to increase the money you earn out of taxes, but it doesn't seem to work. I think this is slightly better for the AI who doesnt know who to trade with obviously.

Another thing: It would be nice if someone can find out how to improve realtionship between AI nations. give them +50 relation every 5 minutes of the game. No matter what happens. That way, there'd be much peace.

Great game, but it's only surface.
Great gameplay ideas.
Great atmosphere.
Great castle graphics.

But.....
The interior seems to be quite hollow.

--- parachute

Angryminer
13-04-2005, 20:14
Logical: AI-Build order: Armory not being a standard build. But chain mail workshop, plate armorer and so on. As we know you can't build chain mail workshop before an armory. So it makes it impossible for the AI to build advanced troop types, cause it doesnt build an armory.If you are referring to the scriptfile that defines the ai-build-order (ai-build.in2 or something like that), it only affects the behaviour in wartimes and the other construction ARE build, they just recieve a lower priority, though I believe the difference in priority is zero. I didn't see any effect from modifications in ai-build.in2 yet.Building type/classes: Buildings are classified in three groups: Would you please explain that? I have plainly no idea what you are talking about.

Thank you very much for your feedback. :go:

Angryminer

Elvain
14-04-2005, 09:21
he is refering to the 3 main building groups:
basic economic (0)
advanced (1)
military (2)

Angryminer
14-04-2005, 11:43
No, he refers to some building priority.
Group 0: always build
Gruop 1: trade builds
Group 2: military buildings
There is no index-group that contains "Inn, Tax collector, Town Watch" together to my knowledge, so I'd really like to learn something about this behaviour.
I know about the group&index each building has in buildings.in2, but they just to determin the position of the buildings in the construction-menu.

Angryminer

parachute
14-04-2005, 21:27
Hello everyone,

thanks for the clarifications...

I just had the impression, that building a palisade is NOT a priority for AI. I did have the impression however, that AI builds tax collectors and inns everywhere. So I changed palisade to be in group 0 in the defs.pak file. Result was that AI built palisades. Palisades have not changed positions in the game menu.

@ angryminer: Just do a search for palisade or swordsmith or the like in the defs.pak file. There is a section saying castle level 0, level 1 and so forth having listings of buildings the AI is supposed to build at that level. (It is not the same as AI-build.ini.)

I might be wrong however. Please don't hate me if I am...

;)

parachute

Angryminer
15-04-2005, 10:21
You might want to put a documentation of this in the "What can you edit and where"-thread in the modding-forum. That would be great! :go:

Angryminer