Angryminer
13-06-2005, 20:55
Hello!
There's a new version of my mod Glory of God available. As always, here's the readme including the list of changes:
1. Requirements
European english version of KoH with patch 1.03 OR North American version of KoH.
This modification should only be installed when no other modification is installed. I can't give any support for such cases.
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
Extract the files in the archive to your Knights of Honor folder. After extraction check if there is are the folders called "defs", "images, "maps" and "texts" in the KoH-folder. If the folders are there the installation should be complete.
I do not recommend using existing savegames with this modification because the gameplay has severly changed. It's best to start a new game.
You should always start the new games at the difficulty setting "Hard". I didn't modify or test the other settings and the gameplay should be rather poor.
4. Uninstallation
Remove the "defs", "images", "maps" and the "Texts" directories from your KoH-folder.
5. Hints
As soon as you have started a new game, press the pause-key and look at some of the new prices and make yourself comfortable with the new values in the game.
6. Suggestions
If you have an suggestion, report it here. Any comments are appretiated.
7. List of changes
Since 1.6:
- Made the AI much more honorful so the Kingdom Power stays up and the empires are more persistant.
- Reduced the possibility for the AI to plunder a rural area.
- New Kingdom Power system:
High Kingdom Power costs upkeep, while low Kingdom Power will allow you to squeeze some extra-profits from your population.
- Changed various unit stats. Especially the defense-value is now much more common.
- Lowered the maximum war-exhaustion to 5. This is the maximum war-exhaustion when no rural areas are plundered (=low civilian casualties). Each plundered rural area adds 5% to the rebellion-risk.
- Made Longbowmen less precise.
- Removed the equipment cost. Didn't add too much to the game but proved to be a dangerous hassle for the AI-kingdoms.
- Improved the effects of night-marches.
- Removed the peasants from the game. They now only appear in rebel armies.
- Tuned down the initial size of rebel armies. If you don't wipe them out however, they will begin to become a threat.
Since 1.5:
- Merged Elvain's map-modifications, unification-quests and his new structures "Temple" and "Hospital" from "Holy Rome version 1.03" into GoG. Thank you very much Elvain.
- New financial system: Now taxes will be the main income for you. Towntributes are just additional. Remember that taxes depend on the actual amount of people in your realms. Calling people to arms will lower your taxes, because soldiers don't pay taxes.
- Different trading system: You can only trade for high amounts of money, when you have something to offer.
- Different techtree. You can upgrade the buildings in the following order: Training Grounds -> Armory -> Chain Mail -> Scale Mail -> Plate Mail
- Raised wartaxes. Demanding wartaxes will give you enough money to convert half the population to peasants.
- Altered a lot of prices for buildings and units.
- Multiplied the number of units per squad and the price for a squad by 1.5.
- Altered the requirements of cathedral. It now only needs the stonemason, the church and an ink maker.
- Introduced prices for "equipment".
Additionally to food an army will consume "equipment". Each 30 seconds a squad will consume equipment of the value 4 gold while marching. You buy equipment by refilling the supply-cart. That means when you refill 100 food, you will spend 400 gold to reequip your troops.
- Changed the upkeep for the second marshall to 400 gold/turn. You are unlikely to keep a positive balance while having two marshalls, but it may be possible to have him aid you for a while before you send him away again.
- You will now need 500 gold to withdraw a governor from a city. So think before you do that.
- Introduced upkeep costs for military structures.
- Lowered Kingdom Power-penalties for the AI's sake.
- Altered the AI's building behaviour. Looks good now.
Since 1.4:
- Tuned down the kingdom advantages.
- Experimented with spy's abilities. In theory every spy should now be able to spread nasty gossips. (Please try this out!)
- Tuned down some marshall abilities.
- Tweaked some chances of success for spy-missions.
- Added some new thoughts (the texts that sometimes float over an AI army). I will add more soon.
- Tuned down financial benefits from kingdom power.
- Tuned down trade revenues.
- Improved revenues from tyrannic taxes and war taxes.
- 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.
Since 1.2
- Improved governors' boni (Builder, Farmer, Trader, Cleric). Having Farmers and Builders is now senseful.
- Changed upkeep and hire costs:
First Marshall is cheap, but the second one is insanely expensive
Spies are more expensive now
Farmers and Builders are now cheaper
Cleric unchanged
- Changed education costs similarly.
- Improved propability to convert religion of realm. Lowered the king's religion-skill's importance and raised the cleric's experience's importance here.
- You now need 140 books to remove 1 point of nostalgy. That means you will have to wait until nostalgy lowers at least to 7 ( 7 * 140 = 980 < 1000 ) by itself until you can remove nostalgy.
- 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.
- Morale bonus for fighting king or knight now last longer.
- Tweaked AI towards more honorful behaviour and diplomacy in the world view.
- Changed AI building behaviour to make better units available. 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
- Raised profits from war taxes
- Lowered duration of happyness-penalty of war taxes
- Lowered catholic money bonus
- Lowered dependent orthodox morale penalty
- Lowered pagan money penalty
- Jihads and Crusades are now cheaper
- Jihads will last longer now
- Made changing religion impossible
- Adjusted chances for claiming lands after marriages. Allies should claim very seldomly, all others quite often.
- Raised costs for improving kingdom power
- Made excommunication more unlikely
- 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
The mod is available at Gen. Suvorov's mod-page here (http://vg-guild.com/koh/). A great many thanks to him for his free service to the KoH community! :go:
I just attached the GoG-1.6.zip-file because the Gen. Suvorov's site is down. With WinRaR you can use the attached file by extracting it twice.
Angryminer
There's a new version of my mod Glory of God available. As always, here's the readme including the list of changes:
1. Requirements
European english version of KoH with patch 1.03 OR North American version of KoH.
This modification should only be installed when no other modification is installed. I can't give any support for such cases.
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
Extract the files in the archive to your Knights of Honor folder. After extraction check if there is are the folders called "defs", "images, "maps" and "texts" in the KoH-folder. If the folders are there the installation should be complete.
I do not recommend using existing savegames with this modification because the gameplay has severly changed. It's best to start a new game.
You should always start the new games at the difficulty setting "Hard". I didn't modify or test the other settings and the gameplay should be rather poor.
4. Uninstallation
Remove the "defs", "images", "maps" and the "Texts" directories from your KoH-folder.
5. Hints
As soon as you have started a new game, press the pause-key and look at some of the new prices and make yourself comfortable with the new values in the game.
6. Suggestions
If you have an suggestion, report it here. Any comments are appretiated.
7. List of changes
Since 1.6:
- Made the AI much more honorful so the Kingdom Power stays up and the empires are more persistant.
- Reduced the possibility for the AI to plunder a rural area.
- New Kingdom Power system:
High Kingdom Power costs upkeep, while low Kingdom Power will allow you to squeeze some extra-profits from your population.
- Changed various unit stats. Especially the defense-value is now much more common.
- Lowered the maximum war-exhaustion to 5. This is the maximum war-exhaustion when no rural areas are plundered (=low civilian casualties). Each plundered rural area adds 5% to the rebellion-risk.
- Made Longbowmen less precise.
- Removed the equipment cost. Didn't add too much to the game but proved to be a dangerous hassle for the AI-kingdoms.
- Improved the effects of night-marches.
- Removed the peasants from the game. They now only appear in rebel armies.
- Tuned down the initial size of rebel armies. If you don't wipe them out however, they will begin to become a threat.
Since 1.5:
- Merged Elvain's map-modifications, unification-quests and his new structures "Temple" and "Hospital" from "Holy Rome version 1.03" into GoG. Thank you very much Elvain.
- New financial system: Now taxes will be the main income for you. Towntributes are just additional. Remember that taxes depend on the actual amount of people in your realms. Calling people to arms will lower your taxes, because soldiers don't pay taxes.
- Different trading system: You can only trade for high amounts of money, when you have something to offer.
- Different techtree. You can upgrade the buildings in the following order: Training Grounds -> Armory -> Chain Mail -> Scale Mail -> Plate Mail
- Raised wartaxes. Demanding wartaxes will give you enough money to convert half the population to peasants.
- Altered a lot of prices for buildings and units.
- Multiplied the number of units per squad and the price for a squad by 1.5.
- Altered the requirements of cathedral. It now only needs the stonemason, the church and an ink maker.
- Introduced prices for "equipment".
Additionally to food an army will consume "equipment". Each 30 seconds a squad will consume equipment of the value 4 gold while marching. You buy equipment by refilling the supply-cart. That means when you refill 100 food, you will spend 400 gold to reequip your troops.
- Changed the upkeep for the second marshall to 400 gold/turn. You are unlikely to keep a positive balance while having two marshalls, but it may be possible to have him aid you for a while before you send him away again.
- You will now need 500 gold to withdraw a governor from a city. So think before you do that.
- Introduced upkeep costs for military structures.
- Lowered Kingdom Power-penalties for the AI's sake.
- Altered the AI's building behaviour. Looks good now.
Since 1.4:
- Tuned down the kingdom advantages.
- Experimented with spy's abilities. In theory every spy should now be able to spread nasty gossips. (Please try this out!)
- Tuned down some marshall abilities.
- Tweaked some chances of success for spy-missions.
- Added some new thoughts (the texts that sometimes float over an AI army). I will add more soon.
- Tuned down financial benefits from kingdom power.
- Tuned down trade revenues.
- Improved revenues from tyrannic taxes and war taxes.
- 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.
Since 1.2
- Improved governors' boni (Builder, Farmer, Trader, Cleric). Having Farmers and Builders is now senseful.
- Changed upkeep and hire costs:
First Marshall is cheap, but the second one is insanely expensive
Spies are more expensive now
Farmers and Builders are now cheaper
Cleric unchanged
- Changed education costs similarly.
- Improved propability to convert religion of realm. Lowered the king's religion-skill's importance and raised the cleric's experience's importance here.
- You now need 140 books to remove 1 point of nostalgy. That means you will have to wait until nostalgy lowers at least to 7 ( 7 * 140 = 980 < 1000 ) by itself until you can remove nostalgy.
- 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.
- Morale bonus for fighting king or knight now last longer.
- Tweaked AI towards more honorful behaviour and diplomacy in the world view.
- Changed AI building behaviour to make better units available. 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
- Raised profits from war taxes
- Lowered duration of happyness-penalty of war taxes
- Lowered catholic money bonus
- Lowered dependent orthodox morale penalty
- Lowered pagan money penalty
- Jihads and Crusades are now cheaper
- Jihads will last longer now
- Made changing religion impossible
- Adjusted chances for claiming lands after marriages. Allies should claim very seldomly, all others quite often.
- Raised costs for improving kingdom power
- Made excommunication more unlikely
- 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
The mod is available at Gen. Suvorov's mod-page here (http://vg-guild.com/koh/). A great many thanks to him for his free service to the KoH community! :go:
I just attached the GoG-1.6.zip-file because the Gen. Suvorov's site is down. With WinRaR you can use the attached file by extracting it twice.
Angryminer