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Elvain
15-05-2005, 20:07
The list of changes shows that this was intended. I like it. If you don't like it, well, edit it. You're free to do so. But give it a try. It's a limitation that makes you think more about strategy, because you can't be everywhere at the same time.you know that I personaly like to use up to 2 marshalls (from which one is royal)

but the problem is:
1) some players may not like it
2) !!! AI is not that smart and he won't realize "yes, one marshal is ok andsecond should be king or prince" AI doesn't think like this, so he will either have only one marshal or negative income !!!

Angryminer
15-05-2005, 20:07
1. Too big armies don't fit the battlemaps of KoH. I multiplied the squadsizes by 1.5 five in my mod. That looks good, but the overview isn't harmed.
2. Declare war on them when you want to drive them off your land. :viking:


@Elvain
1. I'm not oblieged to to any work for anyone beside me. When they don't like my mod, well, their problem.
2. The AI has the king as frequently as a marshall as I.


Angryminer

Freyland
15-05-2005, 20:26
Angry, you're starting to sound, well... angry! We appreciate your mod! I think people are just commenting on what problems they have seen or are concerned they will see. People like me, who haven't even played yet beyond the tutorial, are looking for understanding and reassurance. I would rather hear you say why you made the choices you made and how they worked than "if you don't like it, you're problem". That certainly may be true, but it scares people away from trying what seems like an excellent design. Sorry if I am out of line.

Jonathan

Angryminer
15-05-2005, 20:40
Well, it's not like "Go away, I don't like you if you don't like my mod". I created the mod because I wanted to modify KoH the way I like it. I'm slowly working my way towards this dream. When I had a quite complete mod I thought "Well, why not allow everyone else to share this experience?" and published GoG.
That is why I am open to suggestions. I gladly hear any suggestion because it makes me think about aspects I may not have thought about before so I might find something that makes KoH even more fun. But I won't create a mod that I don't like. When 99.8% of all KoH players want all marshalls to cost 1 gold upkeep I don't mind. My mod will always stay "My kind of KoH".

With this in mind we can talk about the specific features.
For example, when there is only one marshall under your control, you will have to think "When I send my marshall to war I won't have anyone left to defend my kingdom from rebels!" or "I have a war with a northern nation. A war with my southern neighbour would be desasterous!".
That is a new strategic layer that is on the one hand very realistic, because in the medieval era the kings had to measure exactly the same problems, and on the other hand a new challange for the player.

Angryminer

boromeo
16-05-2005, 07:44
ok for the first point but as far as the second goes i am like a peaceful King .. :biggrin: I prefer diplomacy and i give gold to other nations to have good relations with them and when all of my cities are fortified and my forces are ready then to hell the peace treaties and stuff. :biggrin: ...but i'm not still at that point of the game... :wink:

And as i said 2 or 3 times Great work and i can't wait for GOD 1.6 ... :cheers:

Tarnath
16-05-2005, 23:13
If you can't open the archive, make sure that your zip-archive-software supports the zip-9.0 format.


Looks like I'm having some difficulty here. I was running WinZip 8.1 which failed to recognize this is as a valid zip file, then I downloaded the eval version WinZip 9.0, and that still fails open the file. I also tried WinRar 3.3. I did a bit of web searching (admittedly not a great deal), on a few variations of the "zip-9.0 format", and the only relevant things I found were old articles about how PKZip and WinZip were fighting over the zip standard.

Can anyone tell me what I need to open this file???

boromeo
17-05-2005, 03:56
use winrar you won't have this problem with it

Tarnath
17-05-2005, 06:05
use winrar you won't have this problem with it
As I said in my post, I tried winrar and it didnt work.

iakin
17-05-2005, 16:23
I may have a solution for the corrupt file problem...

Like many others I tried to open this (and other files posted here) with no luck.
I downloaded winzip 9 sr1 but it said that it was corrupt.
I tried winrar 3.42 and later 3.50 beta4 but according to it the archive only contains one file, "Glory of God 1[1].5"

So I extracted the mysterious file (Glory of God 1[1].5) and opened it with winrar.
It worked. Weird to say the least.

What archiver are you using? Seems like rar is a more reliable alternative.

Anyway, hope this little trick helps someone.

Webmaster
17-05-2005, 17:11
zip download from the board works fine for me with:
- FF 1.04 and winzip 9.0 (6028)
- IE 6.0.2800.1106 and winzip 9.0 (6028)

Tarnath
17-05-2005, 20:22
zip download from the board works fine for me with:
- FF 1.04 and winzip 9.0 (6028)
- IE 6.0.2800.1106 and winzip 9.0 (6028)

Nonetheless it is clear that many users that are having problems with downloading zips from your board. I am using:

IE 6.0.29 Cipher Strength 128 bit
WinZip 9.0/WinRar 3.3

I'll try iakin's solution, but even if that works, it would seem worthwhile to fix this problem. Is it possible that this is in some way related to coming from the US? Are other users encountering this problem coming to the site from the US, as I am? I do believe that MS distributes a different version of IE domestically, due to laws regarding encryption...

Tarnath
17-05-2005, 20:39
I may have a solution for the corrupt file problem...

Like many others I tried to open this (and other files posted here) with no luck.
I downloaded winzip 9 sr1 but it said that it was corrupt.
I tried winrar 3.42 and later 3.50 beta4 but according to it the archive only contains one file, "Glory of God 1[1].5"

So I extracted the mysterious file (Glory of God 1[1].5) and opened it with winrar.
It worked. Weird to say the least.

What archiver are you using? Seems like rar is a more reliable alternative.

Anyway, hope this little trick helps someone.

It did indeed! Thanks a bunch, Iakin.

I'd still like to see this problem fixed - even though Iakin's workaround does the job, its still a bit of a pain to get zips off this board.

theoverlord3
31-05-2005, 17:21
intresting mod, i have`nt tried it yet thought as i`m hlaf way through the normal campain, the only thing that i would like to see is more buildings, as there arnt that many only 30 i think so here is a few surgestions.

-wonders, which would be a normal building but with a good bounus which you could place in certain citys, but no one can build the wonder. there could be several different vaiations of wonders which should give different citys a unquie FEEL. which would be good. :)
-palace, increases chances of heirs, improves relations
-prision, decreases rebellion chance by 3.

-also could you increase templar knights defense please, i keep on losing them really easily, for no appenart reson.

theoverlord3.

Elvain
31-05-2005, 18:38
there were no "wonders" in medieval Europe
also it is impossible to do your requests in mod, except improving templars' defence (what is done, don't know if in GoG but in HR)

lt1956
01-06-2005, 00:43
what would happen if Peasants were removed from the game? Sometimes I find game AI's work better without those units like in RTW etc. Would that work in this game? would rebels still have peasants, is there anyway to remove the peasants from all the factions except rebels? I think that would prevent the peasant army problems.

Also I noticed that this mod sets to 1.5 on the units, but it looksl ike it could handle double the original amount? I just click off the task screen during battles. Though a Zoom out would be ideal for battles as I find them a little too close with no option for a better overall view.

This mod is very well done, and I am pleased. I just lowered the Cost for the marshals a little still high but not impossibly high, and that made it better for me. I dont use alot of mashals anyway, but I believe in self control and not being forced. lol

I think more men are possible even though the maps are small. 30 men = 60 isnt bad for unit size for this map IMO.

I still wish they added a Door to the keeps, because you can attack the keeps when they have no walls yet attacking keep means NOTHING in this game since its the leader that counts, personally something like Lords2 flag capture would have been better. I wonder if that can be modded?

Lt

Also is there a way maybe to add a units for Clerics that when you have a cleric at a certain level you get to build a building for Crusaders that way we can control a crusader army instead of uncontrolable crusades. lol Or maybe a new faction that when you conquer using the crusades it becomes a CRUSADER state. instead of random regular leader as it does now.

Angryminer
01-06-2005, 08:55
Thank you very much for the feedback. :go:

1. It's a very interesting idea to remove peasants from the list of recruitable units. And indeeds, it's possible to do in a mod. When I have time I'll try that and look at the drawbacks.
2. KoH is capable of managing over 10 000 units in a battle (when the right processing power is provided). But the maps are too small for that. I believe the multiplicant 1.5 is the right compromise between overview and number.
Also, higher unit numbers increase the need for high-speed computers.
3. I played a bit with KoH's balancing and found a morale-modifier that refers to the citadel. I still have to test on that, but I think it will decrease the morale of the defenders when the citadel is captured.
However, the AI completely ignores this goal and won't give the enemy citadell any attention when there are no troops on it. So the gameplay-advantage would be near null, because only the player uses this tactic.
4. I think it is quite okay that the player has few control over a crusade. But I do agree with you, that crusader-states must not be muslim or pagan!
I can't achieve this with modding, but it's such a minor feature that it may be included in a patch.
5. In my current version of KoH I have drastically lowered the cost for marshalls. That enables the AI to inflict more preasure on the player, but lowers the quality of each army. Perhaps I will release KoH-1.6 in two versions, one with lots of marshalls and one with few.

About KoH-1.6:
I put some work into the relation of the kingdoms and the battles.
I try to make the AI-kings much more honorful, so they stick with their alliances and have the possibility to raise a powerful kingdom before randomly declaring war. I had some success with this. The cunning emperor of Byzantia forged an alliance of Byzantia, Hungary, Kiev and Kazan. All with good relations under each other and with alliances (hungary and kazan had only N/A). The alliance stretched well over 50 provinces. A mighty force!
On the military side I raised the importance of camping and nights. Armies suffer a high morale-penalty from marching at night, but this can be reversed by camping a while, which raises the morale for 5 minutes.
I will also spend some work on the unit's stats. Maybe this can improve the battle-experience a bit...

Angryminer

lt1956
01-06-2005, 14:57
Thanks for the reply. :-)

I have a pretty hight end system, so I guess if I want I could just double the size for my game. Your mod adds alot of nice tweaks to the game as the upgrades and other costs. The Crusades are fun but like you said they should remain Christian. I wonder if there will be another patch? Did they give up on their game? It seems very bug free compared to other recent games released.

I really wish if they add a patch to put importance on the keep and a door, as that would make more sense than attacking the marshals. I think what upsets me is this feature was requested when they were making the game that seemed to take years, and now its like they dropped the game. Its a shame if they only made this game for money and not for a work of art. Its alot of fun, but could use some more tweaks.

10,000 Men, sheesh, and they had to give us Small maps and No zoom out on the battlefield, even Conqueror 1086AD and a further zoom out and it was 2D. SH1 had a zoom in mode and zoom out mode, it was possible just poor planning IMO, yet its not like they were rushed, very wierd. lol

So what changes to battles do you think your going to make with 1.6? I am looking forward to it when you have it done. Have you tried 2x on the units or did your system act up? Also once in a while during the battles my system will crash to desktop, have you ever had this happen to you? Its wierd because I have a Highend system. but its either a problem with the Prescott system or Video card?

My specs/

P4 3.6 Prescott
2Gb DDR 400 PC 3200 Ram
Raptor 10k Rpm 74GB HD
ATI Radeon X800XT PE 256mb
WinXP Pro SP2
All latest drivers and patches.

Lt

Freyland
02-06-2005, 09:08
AngryMiner, you said in your last post that you lowered the cost for marshalls make the Ai pressure the player more... but in ver 1.2 you increased considerably the maintenance of marshalls after the first to make the game less military-minded. Could you clarify what you are trying to do right now?

Thanks!

Jonathan

greenguy
04-06-2005, 03:00
I really enjoy this modification very much! I feel it adds an atmosphere of thoughtfulness and rational caution that the game really needs. I find there to be much more stability in most nations in the game. When you must think of the potential consenquences of the movement of every army and the spending of every piece of gold, it provides exciting and interesting results.

I have a few small, and probably irrelevant, issues with this modification (and really with the original game) that I would like you, Angryminer, to conside:

1. I do not really understand the chain of upgrading you created from the Training Grounds, the Armoury, and the various Armourers/Smithies. In both the game and in reality, these structures serve very different functions and are not directly akin to each other unlike upgrading an Inn to a Hostel or a Stone Wall to a Bulwark Wall, which are very logical.

2. I really like upgrading the Tax Collectors Office to the Market, but I feel it might be better if the Tax Collectors Office was renamed to Trading Post or something similar. After all, you still collect taxes even if you do not have a Tax Collectors Office, right? :wink:

3. I think it would be nice if Pagan nations could have access to Clerics. I understand that this may be somewhat unrealistic (although pagans probably did have clerics in some form, no?) but I find the combination of no population adoption with lower gold revenues (a very good thing) and higher marshalls costs (a good thing) to be very detrimental to a pagans combat and economic capability. When playing as the Golden Horde and using Mongol units, you should expect to be able to have swift and powerful offensive actions without being crippled by nostalgia. They are Mongols, afterall! :biggrin:

Thank you for your time and your fantabulous modification! With love and adoration always, the greenguy. :go:

Gustavus Adolphus
04-06-2005, 04:23
I think i can anwser 3. I heard that you can't have clerics, and that it was hard enough to get temples so you could educate your knights.