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Elvain
16-08-2005, 10:04
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 Antalya from the original game has been replaced by Lycia.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
hi. You forgot one thing:
in quest scrpits there are written province "KEY" names. Those are hardcoded and to change their names you need to edit only one file in texts directory(eu_realms.tsv). The Province is still called Antalya for the game-but if you play, you see it's new name:Lycia
in quests we MUST work with KEY names

also adding Byzantia is a good idea, but does not solve the problem. It happens very rarely that f.i. Trebizond reunites Byzantia, but then is pushed off by f.i. Epirus and Epirus reunites the second Byzantia.

The problem with names is this:
Archduchy od Austria(in late period) has problems in province of Austria - rebels take the town of Vienna in Austria so there are now 2 Austrias(the original Austria1 surviving in Tyrolia and the new Austria2 in Austria).
It can also happen that Austria2 expands say to Bohemia, but then another rebellion emerges and takes Vienna, so there could be even 3 Autrias...

In HolyRome I'm preventing this by making rebels little weaker, but loyalists far stronger so there are not so many "rebel kingdoms". But in every game some of ůlarger kingdoms splits into smaller pieces("rebel kingdoms")

Angryminer
16-08-2005, 11:55
In HolyRome I'm preventing this by making rebels little weaker, but loyalists far stronger so there are not so many "rebel kingdoms". But in every game some of ůlarger kingdoms splits into smaller pieces("rebel kingdoms")The same is on my shedule for the next GoG. Already works conveniently.

Angryminer

w0lfshad3
16-08-2005, 22:42
Oh i had GoG 1.5 thats why i got half peasant half swordman armies when i played.
Too bad you removed the peasants: they are excelent arrow drainers (esp. now that I raised them to 60 too) :lol: When i'm fighting vs an all peasant army (ussually a beginner rebel/loyalist now) with my usual start formation 4-5 longbow 4-5 peasants i hardly get them to 66% health before my arrows run out :lol: .Only bad thing about them is their -2 morale penalty wich is kind of realistic, they are a mob after all. So my point is they are very usefull against archers as cannon fodder and even tiring the enemy before charging with the "real" squads :). Having a province with a lvl 5 farmer and high food should become a tactic for me now spawning peasants for these roles. I am begining to see now what you meant by having to adopt provinces :) i made nostalgia decrease time kind of high and i don't want to relieve it.
Decreasing archer accuracy is the right idea :D wich i was thinking of doing myself but not yet... i'm waiting to see what i'm up against when i will attack the continent(don't want to make the game imposible to win :) alltough i doubt its possible w/o removing the knight menus :biggrin:

w0lfshad3
17-08-2005, 09:49
Does shootdispersion really work? I would tune CTK instead becaue it does tremendous damage with fire arrows. Damage means kill cap per arrow voley? I think so because units have no health but squad does in terms ofunits in it.

Angryminer
17-08-2005, 11:22
Killing people with arrows goes like this:
1. The archers try to shoot at their target. Because they are no mashines their arrows will each have a slightly different target. This is controlled by shoot dispersion.
2. The arrow flies.
3. If a unit is in the way of the arrow the unit can use it's defense-value against the CTK-value of the archer or die.
4. If no unit is in the way of the arrow the arrow falls to the ground and does nothing.

Angryminer

w0lfshad3
17-08-2005, 15:09
did you ever seen AI get exotics?

Angryminer
17-08-2005, 15:10
No, the Ai can't import exotics. It just doesn't support this.

Angryminer

w0lfshad3
17-08-2005, 15:26
bwa-ha-ha i'll make it hellish for player to get them in my mod then(well almost) following the idea that kingdom advantage victory should occur a bit earlier than election.

I tried myself endless times but AI doesn't want to get them and thats final. Think setting requirement town 12 should work just fine :)

w0lfshad3
18-08-2005, 19:57
:hello: why didn't you tell me the big secret was in the personalities. Your personality fits like a glove(good job :go: ). Alltough i don't know yet how to fit it. AI consumes too much population now(you should see 2 marshalls patrolling in every country now :D[i don't like the fact he's patrolling because he's wasting food[2+ province kingdoms]).
I guess the expansionism stands for the fact he's putting army in every marshall i gave him.
Could you please tell me what humanism exactly stands for?

Angryminer
18-08-2005, 20:09
In the game a very humanistic king will be less likely to plunder farms for the poor fun of seeing the people's houses burn but will immediately go for the town.

Angryminer

vanionBB
20-08-2005, 07:55
Is there a way to change your kingdom's capital city in the game?
Under \maps\europe\map\kingdoms_800.ini

[20]

name = Byzantia
capital = 13

So 13 is Thrace. Is there a way to put that into the quest.ini for byzantia high period to change the capital from Anatolia = 20 to Thrace = 13?

I tried "change_capitol = 13" in the byzantia.ini quest file but this didnt seem to work, after uniting byzantia, my capitol is still Anatolia.

Any thoughts?

Your most humble servant,

Vanion Brightblade

Elvain
20-08-2005, 11:58
try "change_capital"...

but I'm affraid it won't work. As I tried many things (like change title etc.) to add them in quests but it didn't work
I was scared that in quests I have changed in my mod things like title are still the same:
so if Normandy unites England it is "duchy of England", if Bavaria unites Germany, it is duchy of Germany and later if this (Bavarian)Germany unites HolyRomanEmpire, it is duchy of HRE, what's really ridiculous. BUt we can do nothing with it... :sad:

ddt92704
24-08-2005, 02:59
Does not appear to be a valid archive
Error message from ZIP 9.0 when opening file GoG 1.6
Is there a solution?

w0lfshad3
24-08-2005, 04:02
In my opinion too many rebel kingdoms appear in GoG because of too high "chance to siege" constant in rconst.in2. I left it on 75 and only some of the conquered small kindoms pop back. My rebels/loyalists are a bit tougher but not so many in one place thus AI can handle them. Further more i never seen so far a new rebel kindom appear on my map in my current two hour game thus with the right modifications in rconst.in2 tehy should be quite rare. Please look in modding discussion i have some questions there.

Borsook
24-08-2005, 08:12
Does not appear to be a valid archive
Error message from ZIP 9.0 when opening file GoG 1.6
Is there a solution?
Try this:
GoG1.6 (members.chello.pl/m.witkowski4/GoG1.6.exe)

Anguille2
24-08-2005, 11:09
So how's 1.7 looking today? :wink:

I am currently playing Invade mod by Laudan but would like to lauch GoG for my next game. I am not sure if i should rather wait for 1.7 :scratch:

Valgardur
24-08-2005, 12:54
Yes, I’m also very anxious to take a look at GoG 1.7!

Dgold
24-08-2005, 16:18
Angryminer:

I am playing GofG V1.6. As Castile I captured Aquitaine from the English. I am trying to use my cleric governor to educate the people to remove nostalgia, but I see that the education cost is 1650 books. In your mod, the most books you can save is 1000, so how can I educate provinces?

Is this intentional or a bug in your mod? If so, which files can I edit to change the education costs to be 1000 or less? Thanks.

DGold

Angryminer
24-08-2005, 18:04
It is intentional. Wait for the nostalgia to decrease by itself until you can effort adopting the population.

Angryminer

Elvain
24-08-2005, 18:13
note: it cen decrease only at peace, so you must stay atpeace and wait till the nostalgia falls down to level where you can adopt them

PS: ANgryminer I think this is one of reasons why AI kingdoms can't grow much-they have always problems with loyalists.AI kingdoms rarely stay at peace for so long time :sad: