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Elvain
09-05-2005, 13:01
before you read this all, pleas note that this mod was already improved to version 1.7 (http://forum.sunflowers.de/showthread.php?t=6337)



HOHOHO!

here it comes. After long time of testing, here is an upgrade of my Holy Rome mod

You can start as Salldin with Ayyubid dynasty, as well as Friedrich Barbarossa as powerfull emperor of Holy Roman Empire (no "poor Germany"!), be count of Tolouse or Flandres as vassal of France or even a leader of pagan Prussians.
This mod will make conquering of Europe harder, if you forget to kill rebels, you could meet army of over 550 men! (in the original game max is 360). Several new buildings are added, others are transformed to be upgrades what saves you slots. 2province Venice can be more important trading partner than whold Holy Roman Empire.
If the unit has a shield, it really has some defense bonus, normans are now really fearless warriors and archers won't kill your king hired in the citadel...
And would you like to restore fame of Roman empire as most of powerfull european kings wanted? you can! just pick the right kingdom. But not only Byzantia can do so. Even small duchy of Bavaria can finally got it if following the right strategy!

with version 1.04 you can use also 3 new units! Hospitaliers, Assassins and Baltic cavalry

To have HolyRome mod working properly you need to have installed and working English version of KoH1.03 (patched european version or NorthAmerican version)

Brief description (http://forum.sunflowers.de/showpost.php?p=99953&postcount=1)

Have fun with it :go:
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1. Requirements
English version of KoH with patch 1.03
Lot of time to play!
Being unsatisfied with English version of KoH with patch 1.03!

2. Disclaimer
This is not an official patch and I do not guarantee that it will serve any purpose. It may crash your computer or do even worse things. Only use this mod if you are aware of this fact. Use on your own risk.

3. Installation (http://forum.sunflowers.de/showthread.php?p=101193#post101193)

4. Uninstallation
Remove the "defs", "Texts", "maps" and the "images" directories from your KoH-folder. If you have it all unpacked, do it too and then follow this:
a) open PakMan
b) open europe.pak in PakMan
c) rightclick on one of files, choose "extract all files - to original directory(ies)"
d) do the same with defs.pak and texts.pak
e) if having european version (pre-patched), run installation of patch again

5. Hints
As soon as you have started a new game, press the pause-key and look at the new prices and make yourself comfortable with the new values in the game. Also check that some provinces are moved somewhere else in comparison with original game(f.i.Nassau and Lisbon)

6. Suggestions
If you have any suggestion, report it on the KoH-forums at http://forum.sunflowers.de. Any comments are appretiated.

7. List of changes
- Tuned down the kingdom advantages.
- Experimented with spy's abilities. In theory every spy should now be able to spread nasty gossips and educate himself even when infiltrated. (Please try this out!)
- Tuned down financial benefits from kingdom power.
- Tuned down trade revenues.
- Lowered spy upkeeps and improved AI usage of espionage slightly.
- Made chances of AI demand provinces from AI equal to AI demand from Play after King's death.
- Improved governors' bonuses (Builder, Farmer, Trader, Cleric). Having Farmers and Builders is now senseful.
- Changed upkeep and hire costs:
Marshalls are more expensive that one must consider having more than 2, but still it will not ruin your economy(if one likes to play have marshalls only, he can, but needs high income)
Farmers and Builders are now much more cheaper
Cleric improves happines in the provinces now
- Changed education costs similarly:
Builders and Landlords have lower cost
Cleric has given advantage in comparison to trader(to motivate AI to educate clerics first)
Spy can't be educated to 5th level, for it he needs some action
- You now need 150 books to remove 1 point of nostalgy. That means you will have to wait until nostalgy lowers at least to 8 ( 8 * 150 = 1200) by itself until you can remove nostalgy.
- Limit of max books and piety is now 1200 instead of 1000
- Fastened pagan-convert-time to help pagans persist through the game.
- Tweaked crusades towards countries that are at war with catholics. Works fine.
- Raised upkeep for importing exotics a little.
- Tweaked AI towards more honorful behaviour and diplomacy in the world view.
Granting independence raises kingdom power for instance

- Changed AI building behaviour to make better units available and to motivate Ai to improve his economy. 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.)
- Raised the war exhaustion cap
- Lowered duration of happyness-penalty of war taxes
- Lowered catholic money bonus
- Lowered dependent orthodox morale penalty, raised their books bonus
- Lowered pagan money penalty, improved their morale bonus
- Jihads and Crusades are now cheaper
- Jihads will last longer now
- Adjusted chances for claiming lands after marriages. Allies should claim very seldomly, all others quite often.
- Raised costs for improving kingdom power
- Adjusted tresholds and values for voting the emperor
- Made loyalists nearly always pop up when former owner has entered the province and there is still nostalgy
- Rebels should now be really tough but still manageable
- Rebel armies grow by time, loyalists are stronger than local rebels (to help border stability but prevent breaking of big kingdoms to small ones)
- new buildings added_
Hospital for christians and muslims
Temple for pagans (now they can have books and educate their knights)
- Few buildings are no longer separate buildings but upgrades:
Tax collector -- Market
Armoury - Chain mail workshop - scale armoury - plate armoury
Vineyard - Winery
- Adjusted prices of buildings to motivate the AI to have advanced buildings and units
- Advanced military buildings are cheaper, but have constant cost of money (fortifications, mastersmithies, defence upgrades)
- some unit stats changed:
units that require armoury buildings have by now some stable defense (armoury=5, chainmail=8,scale=15, plate=20)
units with shields have additional defense (small shield=3, large shiled=6)
archers have lower range - palisade or castle wall is by now better protection than before, archers are not so undefeatable as before
- units availability changed:
Jerusalem (and Latins) has crusader units as kingdom special units etc.
feudal knights are more spreaded around western Europe, as wel as some other units elsewhere
- new uniting quests added:
Holy Roman Empire can be reunited by Germany and other HRE nations
Roman empire can now be reunited by France, Holy Roman Empire and Byzantia
uniting of England enabled also to Wessex, East Anglia and York
when AI rebel kingdoms appear and reunite whole former kingdom (Krakow replaces whole Poland) the old kingdom is restored:
made for Germany, France, Hungary, Poland, Bohemia, Aragon, Sweden, Denmark, Norway, Russia, Ottomans, Sicily and Scotland
- many realms(mostly German, Portugeese, Russian, African and Anatolian) and several kingdoms(Ukraine, Gelre) renamed
- new kingdoms added and their shapes changed (look at politmaps for shape changes) as well as heraldry of some
Early period - Lotharingia extended to Low countries and became german vassal, pagan Prussia emerged as well as Carinthia
High Period - Ayyubid sultanate added (Fatimids+Baghdad), Flandre and Tolouse added as french vassals, Pagan prussia, Holy Roman empire emerged and extended to Italy(except Legue of Lombardy-also new kingdom)
Late Period - Armenia moved to Kilikia, new duchies in HRE area: Bavaria and Carinthia(austrian vassal), Bohemia extended to Silesia, Flandre and Holland(former Gelre) burgundian vassals, Ireland united,
- kingdom titles changed to be more realistic (Teutonic order=dominion, Geonoa and Venice=republics, Switzerland=confederations and more)
- names of kings changed in many cases - mostly to be French in French kingdoms, German in German kingdoms, Hungarian in Hungary etc. instead of English: Barbarossa called himself Friedrich, not Frederick)
- new knight nationalities added (carinthian, dutch, croatian separated from serbian), some are translocated, many got new and better names

EDIT: there is also updated version of this mod: Holy Rome 1.04 (http://forum.sunflowers.de/showthread.php?p=100926#post100926)
consists of:
- 3 new units: Hospitaliers, Assasins and Balsic cavalry
- new kingdom of south Italian Normans with Robert Guiscard added able to unite kingdom of Sicily
- several minor changes in economy and AI behaviour
- unit stats changed (archers are now little weaker)
- rebels - especially loyalists - are now stronger

EDIT #2:
for those who have problem with downloading from the forums and want to download my mod, I will send it to you.

Just send me a request. The adress is:
elvain.HolyRome@centrum.cz

this way seems to work without any problems.
But please, request it only if you have problems (for your own good) I am not always online so it is more comfortable for you to download it when YOU want. I will try to response as soon as possible but sometimes(although rarely) it may mean also week or more.
PS: would be very nice if you send me also country/state you live in. Just for me to make little statistics :go:

EDIT#3:
There is also "patch" for 1.04version (http://forum.sunflowers.de/showthread.php?p=101521#post101521) available - there should be no more problems with corupted names. Also local rebels are made a bit weaker to prevent having too many rebel kingdoms (but are still stronger than in original game).
Also some buildings have changed prize so AI builds them sooner (palisade f.i.)

Xuca
09-05-2005, 14:21
Great work, Elvain :go: l'll download and try it emediatelly!

Xuca
09-05-2005, 15:31
l have a problem. The game won't start! :bash: l don't get any error massage. l uninstalled your mod, and the game started with no problem, so l reinstalled the game, and still the same problem. Help!!!

Figgie
09-05-2005, 15:46
Mine is telling me that the zip files are "invalid or corrupted" :(

Angryminer
09-05-2005, 15:59
Figgie:
The file is alright and the webmaster states all problems with the server have been solved. It must be a local problem. Does your file-archive-software support zip-9.0 ?

Angryminer

Alfard
09-05-2005, 18:07
Looks great Elvain, I'll will try it :go:

Angryminer
09-05-2005, 19:08
I just tried your package and I found an error.
When editing files in the /Texts/-folder and it's subfolders it is imperative that all files of that folder or subfolder are placed there, be they modified or not. KoH will not read missing files of a specific subfolder from texts.pak when at least one file of this subfolder is existant in the /Texts/-folder-tree.

That means, when the files
\Texts\knights\eu_knights.tsv
\Texts\knights\eu_knights;2.tsv
\Texts\knights\titles;more.tsv
, like in your second file, exist, but the other 16 files of that folder don't, KoH will not search the missing files in texts.pak. It will read the existing files, use them, and produce text-errors due to missing files (like "Marschall:cap").
I extracted the missing files using Tempest's PakMan and now everything works fine. :go:

Angryminer

Figgie
09-05-2005, 19:28
re: corrupt files

thanks for the clue, i solved the problem. Im almost embarassed by how obvious the solution was :oops:

Elvain
09-05-2005, 20:32
the problem is that I have all files unpacked (extracted by PakMan) so I only copy those edited files and the game doesn't read it from .pak files, but from unpacked files. I recomand this to everybody, but the game then covers much more space than packed...

Xuca
09-05-2005, 20:58
l had almost all .pak files unpack, and now l unpacked them all, and still nothing! Could it maybe be because you edited defs\Units\Military\units.txt to add new units and not edited(or forgot to upload them) defs\Units\Military\units.xls and images\units?

Xuca
09-05-2005, 21:06
Okay, l think l found the problem. l deleted new units from defs\Units\Military\units.txt and the game worked fine. Elvain?

Elvain
09-05-2005, 22:18
Done, the edited version is here to download. I hope it solves all problems you had yet :go:

PS: thanks to ANgryminer for his help in my absence :cheers:

Elvain
13-05-2005, 11:17
After I saw that somehow Angriminer attached his mod at once, I'll put my (after some little upgrades inspired by GoG1.5) mod in one zip file later...

If you have any comments or doable requests, I'll be happy to know them and improve my mod with them (if I'd like it) :go:

Xuca
13-05-2005, 13:28
l have a request for those new units. l seen you made three new units from l remeber, and when you said that you'll patch the problem, l tought you'll include missing unit files and that we'll have new units, and not delete them

Elvain
13-05-2005, 16:24
l have a request for those new units. l seen you made three new units from l remeber, and when you said that you'll patch the problem, l tought you'll include missing unit files and that we'll have new units, and not delete themunfortunatelly the problem is that the game didn't run for me with new units' files, but worked when they were added in units.txt (for me)
When I saw it may cause problem I rather deleted them from the file...

even when I tried exactly what Kakita Matesu told me (as he was succesfull in "adding" new unit) it didn't run with my units. It ran with his unit and when I did exactly the same and nothing more with my units it didn't. I don't know why, but I wasn't able to add those new units. Maybe the problem was in my computer....

PS: If you want I can send it to you via e-mail to test it instead of me...
I would really like to have hospitaliers, assasins and baltic cavalry in the game, but... :sad:

Elvain
14-05-2005, 10:57
Thanks Kakita Matesu and Xuca.
I'm just sending you the files of my new units(hospitaliers, assasins and baltic cavalry). I'm curious if it will work for you...

good luck. I hope it will work.

PS: And if it would work I would be the only user of my mod who couldn't play with my new units...:sad:

Xuca
14-05-2005, 13:33
The units you sent me didn't work. So l looked for some mistakes, and l found that you didn't included defs\units\hospitalier.unit (assassin.unit,baltic cavalry.unit). You also spelled assassin somethimes assasin and assassins. And l spelled baltic cavalry baltic cavlary, so after two hours of work l managed to add them. l will send you the files.

ps: isn't 600 soldiers too much? With two squads of assassins, you can beat every army?

Tunch Khan
14-05-2005, 15:09
I get the "Compressed (zipped) Folder is invalid or corrupted." message after trying to save and unzip the game files. (including Glory of God mod) and the size of the files are 157 and 106 KB respectively instead of 162.6 and 122.5 KB.

I have read above that somone else has had the same problem earlier, would anyone know the cause of the problem? Thnx..

Elvain
14-05-2005, 15:19
I will send you what Angryminer answered to Figgie who had the same problem:
Figgie:
The file is alright and the webmaster states all problems with the server have been solved. It must be a local problem. Does your file-archive-software support zip-9.0 ?

AngryminerPS: welcome on the boards :haloha:

PS: Xuca: many thanks. So I am totally dumb I guess :silly: I thuoght I aws caerfull of messpilling mitsakse :bash:
thanks :go:
btw. Assasin squad size is 30, not 600(600 is gold cost)

Tunch Khan
14-05-2005, 15:30
Thanx for the reply, i've downloaded the latest evaluation version of winzip as well, but of no use :( ,

But the link here (http://forum.sunflowers.de/showpost.php?p=86441&postcount=5) about Aesenius's KoH Mod seems to work fine for me, while his earlier links give the corrupt file message as well. So i take it there's a weird technical matter which i'm really not good at. But again, thanks for the quick answer.