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View Full Version : Holy Rome 1.03 - latest Elvain's version


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Elvain
26-06-2005, 23:47
Hi, I'm just about to send it to you. I was 3 days off, so now I will do all my duties concerning the mod

Borsook
28-06-2005, 09:34
Is there any way of getting this mod while the download site is down?

Da Bomb
29-06-2005, 23:15
Hmm. I got the the file but it's not zipped. I looked around the places where it's mentioned. I can't extract it or nothing. I can't even open the file not even with Pakman. Am I missing something?

O yea. It says under file type: "file" so I really have no clue. :confused: :scratch: :sad:

Borsook
30-06-2005, 10:15
Maybe it's just missing extention? try renaming it adding at the end .zip or .rar or .ace etc. Just a wild guess.
BTW Could anyone who has this mod send it to me or smth?

Borsook
01-07-2005, 14:53
Since download is still down a small mirror HR1.4 (members.chello.pl/m.witkowski4/patched_HR1.04.zip)

Elvain
02-07-2005, 13:13
thanks, Borsook

Borsook
04-07-2005, 22:49
Ok two things about HR1.4
1. installation - when I extracted the mod into Koh directory the game wouldn't run, only when I extracted the packs and overwritten the files did it run. Is it normal? readme seems to suggests no...

2. Trade - you made trade a lot less profitable (too much in my opinion) while leaving diplomatic importance of trade agreements, this looks noncencical now when e.g. a coutry demands 900 gp for a trade agreement that can give you 5 gp...

Sorry for grumbling :wink:

Elvain
05-07-2005, 09:25
1. yes, you need to extract it. I don't understand why, the changes are very similar to angryminers in GoG, but maybe there's too many of them...

2. trade is profitable, but only when you have something to offer - there is left benefit from markets(unlike in GoG) but yes, the profit is very small. What is the reason? AI doesn't use many nerchants so I don't wanna give player any kind of big advantage...

thanks for your notes :go:

Funkybax
05-07-2005, 10:44
I agree with you on trade, Elvain. The game is much better with your mod.
Only, can be better if you insert a little description on your modifications objectives for the mod in the readme. At now you don't know as to use trade at his best.

p.s. please send me the 1.5 when is ready (funkybax@libero.it). Thanks.

p.p.s. now some things I really hate in the game are:
1 no random or historical events like Europa Universalis.
2 no naval battles or ships. They were too important in the mediterrean history, what a shame.
Maybe a not too sofisticated way (as Medieval Total War), but the ship types and production
( and Admirals too).
3 no Malta and the Order in the game. Thank you very much for the Hospitaliers.
4 not a really cultural distinctions for nations. All the same. Sic.

Bye.
Funkybax

Funkybax
05-07-2005, 10:47
To Elvain:
Do you think is really impossible to have a mod for naval combat?

Funkybax
05-07-2005, 10:49
I know Hospitaliers are the same of Malta St. John's Knights, of course.

Elvain
05-07-2005, 11:06
I agree with you on trade, Elvain. The game is much better with your mod.
Only, can be better if you insert a little description on your modifications objectives for the mod in the readme. At now you don't know as to use trade at his best.thenks, I will fix it in the next version... also I'll try to write down some tips how to deal with the mod-AI-behaviour the best

p.p.s. now some things I really hate in the game are:
1 no random or historical events like Europa Universalis.
2 no naval battles or ships. They were too important in the mediterrean history, what a shame.
Maybe a not too sofisticated way (as Medieval Total War), but the ship types and production
( and Admirals too).
3 no Malta and the Order in the game. Thank you very much for the Hospitaliers.
4 not a really cultural distinctions for nations. All the same. Sic.
1 yes, I would like to add them (they already were in the game but developers decided to remove them in last stage of development and without game codes I'm unable to add them back
2 they were not very important. I can remember only 1 medieval battle in the period of KoH: battle of Sluys. Siege of Malta and Lepanto were bit later
3 oh, I would like to see Malta (or Rhodes) in the game with Order of St.Johns... you know, hehe, why I have added Hospitaliers :wink:
4 there are some but as you say very little :sad:

PS: I haven't tried to add naval battles and it would be very hard if even possible. I seriously doubt about possibility to add naval battles by mod

Borsook
05-07-2005, 12:06
I must say that after some more play I'm begining to like the new trade system... :wink:
BTW is it possible to make the resources not randomized? I was thinking of setting them like they are in "real world".
As for the install, maybe you should change the readme a bit, for a "new guy" it seems a bit misleading 3. Installation Extract the files in the archive to your Knights of Honor folder. After extraction check if there are the folders called "defs", "images", "maps" and "texts" in the KoH-folder. If the folders are there the installation should be complete. then you say or try one of following ways: this "or" suggest optionality.

Funkybax
05-07-2005, 13:46
To Elvain:
yes, not great battles but continuos, furious skirmishing with pirates, galleys and so on.

Maybe treating the naval combat as a terran combat?

Gregor
06-07-2005, 22:03
Long time board lurker, first time poster here. I got the HR mod from Elvain and I think it adds a lot to the game. I got KOH when it first came out in NA and have played through a few vanilla games. I am on my second HR game, this time on medium, after getting waxed on the hard level my first game.

My style of game play is to build up my territories and army before I take any hostile actions against my neighbors. Unfortunately with the vanilla game after building up my starting territories and conquoring a few territories I was basically unstoppable.

The reduced income through the HR mod, in addition to the delay to adopt a new territory, and the increased rebel strength, (I saw my first level 10 rebel last night), makes the game a lot more challenging and enjoyable for me.

Great work Elvain and Angry Miner, I look forward to your next mods.

Lord Gregor

Jabba
07-07-2005, 11:28
I just installed this. It looks great.

Would it be possible to post some strategy tips? What is the correct way to use knights in this mod? Will that 2 units of gold from my merchants eventually grow into something worthwhile, and how do I bring that about?

Elvain
07-07-2005, 19:36
So, here is a strategy I prefere (so it fits the best to this mod:

generaly:
A: knights management
1) try to get as much trade goods as soon as possible. Before you have them send your merchants to govern provinces
2) have at least 2 merchants at your court
3) educate your cleric(from royals)
4) use the king as "emergency" marshall against rebels. If there is a peace in your kingdom, keep him as counterspy, Ai is very agressive in espionage

B: other strategy:
1) build economical buildings in most of provinces but have one military base to be able to defend the kingdom if needed
2) keep population in your towns(don't hire garrison) before you have enough population. The more people you have, the higher tax income you have
3) set taxes at high at the beggining, but build inns everywhere
4) your income will never be too high, but when the economy is strong enough, set taxes to normal to have happy population and buy garrison soldiers for your towns
5) for expansion you can use all 3 main strategies: Military, dynastical or spy expansion. I try not to discriminate any style, but I personaly find espionage the most challenging what probably mirrors in a fact than, unlike in other user mods, spies are not so discriminated

Funkybax
08-07-2005, 14:02
To Elvain:

I'm playing the campaign with the late Ottomans and I've found the Jannissaries are too powerful.
For sure they are too cheap to produce. They were the best of Ottomans armies with a long special training, or not?
Maybe the question is that the archers are too powerful yet.

Another question is the armour, I think it's too underscored in the game. The knights were really a medieval tank machine and now they are too easily defeated. I think every armoured units in the game must have the defence values higher and especially the knights.

Bye

Funkybax
08-07-2005, 14:03
Im playing with your mod, of course.

Elvain
08-07-2005, 16:57
thanks for feedback.

I made all archers little weaker (made range shorter) but I'm not sure if it already is in 1.04 I'm now playing 1.05 version already for some time...

armour is also improved, there is simple key, each building has some certain value of defense, nounted units have some bonuses, shield gives some bonus and elite units(Templars, Teutons, Feudals) have bonuses as well. I will consider revluation of those bonuses ot make armoured units stronger in defense...
thanks.