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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

Xuca
13-06-2005, 22:37
Thanks, Angryminer :go: I downloaded it and i will try it tomorrow, but i have some questions:
1.I want to keep Elvain's units, so is TrainUnits.txt changed too much and can i use Elvain's?
2.You say that you added changes from Holy Rome 1.03, so i ask you which exatly files in texts folder did you changed, so i can keep new Elvain's modifications up-to-date?
Thank you again :go:

Gustavus Adolphus
14-06-2005, 00:05
Angryminer, I want to try your mod but not mess up al the changes I have made. is there a way that I could install 1.6 without messing them up? Also, How did you make the kingdom power give you money when it was low and cost money when it is high?
Thanks in advance.

Mastrus
14-06-2005, 13:12
Hi,
In the Glory of God 1.6 one resource (hides, silver, meat etc etc..) value 3 money in "potential commerce". The game is very very slow...

Is possibile set a 7 money for resource ?

thx
Mastrus

Valgardur
14-06-2005, 14:00
Hello!
I’ve played Epir with GoG 1.6 for about six hours now, and I see a lot of differences from 1.5:

1, the new AI honor/persistent system works fine. The map is no longer full of scattered little kingdoms that are easy to conquer. France and Hungary has come do dominate the map with almost 20 provinces each (somehow they both invaded the Holy Roman Empire and divided it amongst themselves, it was a fun thing to observe :lol: ). The golden horde is the mightiest force in the east and Sweden dominates northern Germany and the Scandinavian Peninsula. In the west England dominates the British Isles and about half of Iberia.

2, the cost of high kingdom power is realistic and understandable .Although, the AI kingdoms are very poor. Right now I am the richest ruler in Europe with about 3000 gold coins. Second is France with about 1900 gold coins. The smaller kingdoms that I’ve invaded are often unable to create a sizeable army. 4 out of 5 times I just have to battle 2 squads of town guards when I attack the province capitol. I don’t know if this is because of the lack of peasants or because of the high kingdom power costs.

Tuning down war exhaustion was a great idea that worked out very well. I still see a lot of dishonoring alliance pacts though, mostly when a country is asked to attack their vassal or a country that they share good relationships with. In the case of my current game with the mighty empires of France and Hungary (which has many vassals) it can prove disastrous. Due to the vast amount of constant invoking of alliances, I think that tuning down the drop in kingdom power would be a good idea for the AI:s sake.

Thanks for the great work, Angryminer! :go:

Anguille2
14-06-2005, 14:32
:wink: Great job...i shall try this mod tonight

Another idea...wouldn't it be good to make Crusaders Armies much stronger?

Angryminer
14-06-2005, 16:47
@ Xuca:
I included Holy Rome's Hospital, Spital, Temple and unification-quests. But I didn't add any units.

@Gustavus Adolphus:
You will have to compare your own mod with GoG. Does GoG overwrite a file that you used in your own mod? If yes, it will screw the settings and apply only GoG. If not, GoG will not remove your former settings.
Some of my modded files contain comments that will tell you what I changed. Also, it might help to open GoG's files (for example defs/Misc/econst.in2) and your own file and compare them and alter your own mod accordingly.
But no, there's no "take the best of two mods and join them into a single one that fits your personal wishes best"-tool.
The key to the new KP-System is the negative "KPProdMod" in defs/Misc/econst.in2. In my mod I use "KPProdMod = -8".

@Mastrus:
Surely that's possible. Red the first ten lines of .../Knights of Honor/defs/Misc/econst.in2 and it should be obvious how to change this.

@Valgardur:
2. It is my intention that small kingdoms will need a powerful protector or they will be eaten by the bigger nations. That is the reason why great empires rise.
And wait some hours into the game and the bigger nations will grow increasingly rich with about +400 income.

@Anguille:
I don't think it would be helpfull when crusader-states scatter the map. At the present crusader-armies are very powerful and dangerous, but manageable (especially when the Jihad is declared).
But I also wanted to make Crusades more important, so I raised the amount of Crusades. That works pretty well.

@ All
Thank you very much for your kind and encouraging words! :go:

Angryminer

Mastrus
14-06-2005, 17:42
Hi,
I not play the battle, I want modified the number of soldiers in army... I want 1000, 1400 soldiers in one army... is possibile ?

bye

Angryminer
14-06-2005, 17:44
Yes, modify the "Squadsize" in ../defs/Units/Military/Units.txt.
But please note that you will most propably screw up the file if you don't handle it properly because it can be very confusing.

Angryminer

Mastrus
14-06-2005, 17:50
it is truly complicated, is possible to multiply the number of the army for 2, 3, 4 ?

Angryminer
14-06-2005, 17:52
Yes, by multiplying the "squadsize"-value in Units.txt :wink: .
That's actually what I did to improve the army-size in GoG.

Angryminer

Mastrus
14-06-2005, 17:59
I have found "squadsize" but I must change unit for unit?
I cannot modify "actual army" x 3 ??

Angryminer
14-06-2005, 18:52
Unfortunately no.
If you have other questions you might want to change the thread, because this thread is devoted to GoG-1.6.

Angryminer

Gustavus Adolphus
14-06-2005, 21:01
So, Angryminer will it change ALL my changes, or just the ones that interfere with the new data?

Angryminer
14-06-2005, 21:18
When you copy GoG into your KoH-folder you'll overwrite all existing files that are also included in GoG. As these are a whole lot (econst.in2, buildings.in2, TrainUnits.txt, Units.txt, and many many many more) it is very propable that most of your changes are overwritten if you don't compare GoG to your local mod line-per-line.

Angryminer

Ghost
16-06-2005, 12:44
Angryminer i like the changes you made exept the Kingdom Power thing.
In what file can i change the effect of Kingdom Power?

Gustavus Adolphus
16-06-2005, 16:18
The key to the new KP-System is the negative "KPProdMod" in defs/Misc/econst.in2. In my mod I use "KPProdMod = -8".
Angryminer
Right here ghost. :go:

Ghost
16-06-2005, 16:48
Uhmm, i dont get it :confused:
What i want is that you dont lose monet at high KP and win money by low KP. How do i do this?

Da Bomb
16-06-2005, 17:06
Good mod Angryminer. I just started playing with it yesterday and here are my questions/comments.

1. As has been stated before, I don't like the whole KP thing, but that's just my opinion and your not forcing me to play it.
2. On the KP bar on the number of your KP it still says raising your KP increases morale and money. You may want to change this.
3. I haven't had honourable experiences. I invoked an alliance with Byzantia as Kazan twice. Both times we had good relationships and once we had two royal weddings at that time. Both times he said no. One time because it was his vassal, but both times he had a feud relationship with them and would only lose KP by denying to attack him.
4. After invoking the alliance and being denied, it waited like 30 seconds or so to change back to having no relationship when I talked to him. Like he denied, so I was going to ask for a trade agreement. Thing was, trade agreement wasn't there and I could still click the invoke alliance button. After 30 seconds or something it went back to normal though.
5. Do you think you could make you be able to invoke alliance with someone if you have a royal wedding because the computers do that when you have royal ties between you.

Overall, great mod though. Keep up the good work!

Angryminer
16-06-2005, 17:16
@Ghost:
Open ../Knights of Honor/defs/exonst.in2 and change "KPProdMod = -8" to "KPProdMod = 10" or any positive number you want (10 is the standard-KoH value).

@Da Bomb:
1. You're free to change it. I won't mind.
2. Thanks for pointing that out! :go:
3. Well, not attacking the own vasall is indeed honorful. The AI had to choose between you and some money-income. I guess they chose the money-income.
4. That is propably an error with KoH's audiences and not in GoG.
5. I read the scripts about the audiences some times but I didn't find anything like that. But I'll take a look at it when I have some time.
(But that may take some time. My job is a bit of a hassle...)

Angryminer