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Angryminer
26-07-2005, 17:14
I've been busy again:
1. I worked on the unit's availability:
Now nearly every province has axe-units, swords-units, ranged units, cavalry and armored melee-units.
I think this adds to both gameplay and realism, because on the player can now choose the units he likes, the AI won't be able to build military buildings "in vain" and these units are so basic that they were available nearly everywhere. While it maybe possible that the crafting of heavy platearmor was complicated and unknown to some regions, every region should be able to understand the military use of an axe.
2. I begun with making trade-goods a requirement of many constructions. For example you won't be able to construct churches when ink isn't commonly available in your kingdom. Of course your monasteries will still produce piety and the religious life of your peasantry will go on, but you won't be able to raise books in your kingdom when no ink is available (logical, isn't it?). You will have to either import the ink to construct your churches or hire a cleric to produce your books.
These needs will force the player to hire merchants to import goods and keep trade-agreements. Also the player's growth will depend on the growth of the AI-kingdoms, because they have to deliver trade-goods to him.
Note that the constructions won't disappear when you stop importing the needed trade-good. However you won't be able to build anymore of these buildings.
3. I removed the "Withdraw"-option from crusaders. Now you can only stop a crusade by signing peace with the target. If the enemy is bigger than you, this can be a problem :wink: .
4. I removed the adoption of provinces. I don't think nationalistic propaganda is very realistic in the medieval era.
5. The new maximum nostalgia is now 5%. There weren't too many nationalistic feelings in the medieval era. Also this helps the AI kingdoms to survive longer.
6. I made all AI-kings equal in their behaviour beside from the shown "traits". Before there were "evil" ,"neutral" and "good" kings. The evil ones tended to screw up the map, so now they all behave equally nice, which results in a much better performance.
7. I lowered the effect of dead kings on the relations. This promisses to make good relations last longer. Looks good so far.
8. I caught the last two provinces that were able to recruit peasants and removed the peasants from them :go: .
More is to follow. Any comments?
Angryminer
Looks good, I'm impatiant to see it :go:
2. That could also make me counquer more to get the good, instead importing it :evil:
8. Can you tell me wich provinces were those, I miss them a bit, so I might hire some :wink:
Imagine: I could be the only kingdom that can hire peasants, and every army will bow to my mighty peasentry :silly:
Angryminer
26-07-2005, 18:25
Rome and Burgundy could still produce peasants, if they didn't cost 99999 goldcoins. bwahahaha! :silly:
Angryminer
Here is what i think this mod is over all great. but just like you have seenits not perfcet. Im going to give you few of my ideas maybe you can put them in and please tell me if you like them so i can send more :):)
1. Uhhh the Royal Family?? some times I think my Kingis gay. I ve been playing Purssia and my first king didnt have any children in a long time died and my knight took over.. while i was fighting o rebles and lihtuania my queen had 3 doughters ??? can children birth be afeccted some how????
2. Please put the text. "Cost 500" in the recall text of a knight :):) still getting use to that.
3. All these stone buildings wall stone wall then the towers and corner towers and drum towers? cant they be combined like the armories i fell like you should be able to upgrade your walls even though you have builded ink maker and silver mine and so on.? but to make it harder i feel like just as you named the church ink thing. i feel you have to have colums maker or stonemason in your town to build stone walls. right? and increase the cost or the building time. it sould not cost as much to build two great towers at your gate as building a hospital.
4. Churches. Temples and Moskes
1: church, temple, moske, in non catholic, muslim or pagan province should make unhappiness.
2: no church in a chatolic province should make uhappinesss.
3: church in the right province with the right belive. make happiness
see where im going?
5. fishery to docks . docks to harbour, harbour to what ever its called. same thing as with teh armory
sorry foe my pure english :þ
and angryminer :þ if your intrested id like to know if you had a msn account or some kind of a chat software acsess im relly intrested in talking to you about the game. more interative then the forum.. uhh think about it and give me a line.. :þ
MakingT@gmail.com
Angryminer
26-07-2005, 23:30
Thanks for the feedback! :go:
1. No, the birth rate can't be modified. Be sure to marry your crown prince off early.
2. Yes, I'll do that and change the description of the KingdomPower-button.
3. The restriction on the number of buildings is a strategic aspect of KoH. I already easened this part up for the AI's sake, but I don't want to completely remove it.
4. Sorry, I can't do this. Buildings have fixed advantages and disadvantages that won't interact with the provinces' religion.
5. I'll think about it. I want to do a mayor redesign of the tech-tree that both benefits the player and the AI. Let's see...
Angryminer
4. I removed the adoption of provinces. I don't think nationalistic propaganda is very realistic in the medieval era.
Imagine this: A province is conqured, local nobility are not happy, but new ruler gives them new lands, freedoms, and so on and they start to like the new rule. I think that the adoption is very realistic.
Angryminer
27-07-2005, 12:59
Actions like granting land are all economic aspects, not cultural. So the cleric should have few to do with that.
You can already make your people and local nobility happier with a high KP-setting or low taxes.
But I begin to think about a building that will grant more land to the local nobility, lowering the rebellion risk but also lowering all revenues from the city.
Angryminer
Actions like granting land are all economic aspects, not cultural. So the cleric should have few to do with that.
You can already make your people and local nobility happier with a high KP-setting or low taxes.
But I begin to think about a building that will grant more land to the local nobility, lowering the rebellion risk but also lowering all revenues from the city.
Angryminer
I agree that cleric is not best suited for the job, though he can "symbolize" chancellor here or sth, but if you substitute this function with a building, then fine by me :wink:
evil_parrot
29-07-2005, 16:33
Excellent mod. Is there a way to multiply the other nations income to make the game more challenging? I thought lowering the economy_tick would take care of this, but it seems to have no effect at all.
Furthermore some small AI kingdoms ruin their economy because they have a high kingdom power.
Angryminer
29-07-2005, 16:38
Thanks for the feedback! :go:
1. No, the AI-players are subject to exactly the same rules as the player.
(except for the bribing of knights)
2. The economy-tick defines the rate at which the AI-players decide which buildings to construct. The only real effect of lowering the economy-tick is that the AI-players will tend to build the cheapest buildings available and the CPU-usage rises significantly.
3. The small kingdoms don't have to care about the money-bonus because of their low overall-income. Also I find it quite good when the small kingdoms tend to be eaten by the bigger ones.
Angryminer
Jens Holgersen Ulfstand
01-08-2005, 07:23
What am I doing wrong? I can't open this zip-file, it says that it's corrupted when I double-click it. Any help appreciated. :confused:
Thanks for all the work put into this anyway! :cheers:
Try re-downloading, it might have got corrupted "on the way", happens sometimes.
Angryminer
01-08-2005, 11:53
Try downloading the file from here (http://members.chello.pl/m.witkowski4/GoG1.6.zip). That should work. :go:
Angryminer
Jens Holgersen Ulfstand
01-08-2005, 17:20
Try downloading the file from here (http://members.chello.pl/m.witkowski4/GoG1.6.zip). That should work. :go:
Angryminer
Yay! That worked. Thanks! :cool:
Hey Angryminer,
I am new to KOH and love your mod due to its realism and the improvements to the AI. The part that kills the mod for me is the 500 gold per turn cost for each Marshall after the first. I always need a minimum of two Marshalls - one for conquests and one for defense or stamping out revolts. Does the 500 gold upkeep cost apply only to hired Marshalls, or also for Royal Family appointed Marshalls? If all Marshalls cost 500 gold per turn after the first, then perhaps the Glory of God mod system is more fair - where each Marshall after the second gets very expensive.
Thanks.
Angryminer
01-08-2005, 19:21
Use your royals for all militaristic needs that require more than one marshall. They don't cost anything and won't influence the cost of the hired marshall.
Angryminer
Thanks for the reply, Angyminer.
Any ETA for V 1.7 availability?
Angryminer
01-08-2005, 23:48
I develop GoG as I play. When I feel something needs fixing, I fix it. When I don't feel anything needs fixing I release another GoG-version.
That shows the GoG-release cycle is subject to two things:
1. The amount of time I play KoH.
2. My personal feeling wether I want to change something or not.
So as a conclusion: "When it's done." :dwink:
Angryminer
vanionBB
16-08-2005, 07:54
Quests in GoG and HR:
I was looking at the quest file and I noticed a couple things.
1. Under unite_byzantia.ini it says that you need to conquer Antalya but there is no Antalya in this mod. Antalya from the original game has been replaced by Lycia. The same problem can be found with unite_ottomans.ini.
2. I have played a few games where there will be 2 of the same empire appear causing some confusion. I think this can be avoided by adding the quest kingdom name in the requirements.
Here is an example of these 2 changes for Byzantia:
**original**
has_realms = Epirus, Hellas, Solun, Thrace, Nicaea, Anatolia, Antalya, Trebizond
kingdoms_not_exist = Saloniki, Athens, Latins
**updated**
has_realms = Epirus, Hellas, Solun, Thrace, Nicaea, Anatolia, Lycia, Trebizond
kingdoms_not_exist = Saloniki, Athens, Latins, Byzantia
I swapped Antalya with Lycia and added Byzantia to the kingdoms_not_exist condition.
I enjoy both mods, they are not perfect but they are definetly more challenging than the original game.
Your most humble servant,
Vanion Brightblade
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