w0lfshad3
09-08-2005, 21:03
absolete
here is the readme also included with the file(7KB) or (57KB) if the sfx is the solution for some download troubles :)
must be smallest mod here :P... i just made it for myself and tought not to be selfish and post it too. I don't like personally the other mods cause i think the game is fine with some major leaks tough: AI is dumb and no multiplayer campaign.
************************************************** **************
1. Install notes
2. Ironman rules
3. ***Changes***
4. Battle hotkeys(these just are i didn't changed anything since i didn't find how)
5. E-mail
1. Copy "defs" directory into you're "\gamedir\".
Uninstall by deleting "defs" directory.
2. I could not change some things that make the game far more interesting( w/o cripling
AI's style wich is fine as it was and better with the changes made) so here are some
rules to use at you're *free will*(choose to play with these rules :):
Easy ironman rules:
- hire no more than 2 court members of each kind except marshalls.
(its more fun to play more marshalls in no pause mode so you can't control all battles :).
Advanced ironman rules(usual ironman):
- save at will but never load to recover lost marshalls, towns or poor choices in general.
3. Changes:
Trade enhancements:
(it will cause slightly more trade flow between all players)
- GoldPerValuable from 2 to 3
- GoldPerExotic from 10 to 15
Governor enhancements:
(it will make governors worthwhile for a change :), and together with ironman rules even more fun)
- Farmer:
from:
0 +1 base
1 +1 base
2 +1 base
3 +1 all farms, population birth * 200%
4 +2 all farms, max population * 150% (i.e. if MAX pop = 36 will be -> 48)
5 siege * 200% (twice longer to take city with governor farmer)
to:
;0 +1 base
;1 +2 base, population birth * 110%, max population * 110%
;2 +2 base, population birth * 130%, max population * 130%
;3 +1 all farms, population birth * 160%, max population * 160%
;4 +2 all farms, population birth * 200%, max population * 200%
;5 siege * 200% (twice longer to take city with governor farmer), +lvl 4 feats
("(i.e. if MAX pop = 36 will be -> 48)" sounds more like 120% but could be something built in)
- Builder:
from:
0 +1 base
1 +1 base
2 +1 base, zones upgrade *= 120% faster
3 +1 all villages, zones upgrade *= 150% faster
4 +1 base
5 +2 all villages, (additional bonus TBD)
to:
0 +1 base
1 +2 base, zones upgrade *= 110% faster
2 +2 base, zones upgrade *= 130% faster
3 +2 base, zones upgrade *= 160% faster
4 +1 all villages, zones upgrade *= 200% faster
5 +2 all villages, zones upgrade *= 200% faster, (additional bonus TBD)
(Whatever TBD means, must be built in)
- Trader:
from:
0 +1 base
1 +1 base
2 +1 base
3 +1 all villages
4 +1 base
5 +1 all zones (including villages), +3 for each valuable made in town
to:
0 +1 base, +1 for each valuable made in town
1 +2 base, +2 for each valuable made in town
2 +1 all villages, +3 for each valuable made in town
3 +2 all villages, +4 for each valuable made in town
4 +1 all zones (including villages), +5 for each valuable made in town
5 +2 all zones (including villages), +6 for each valuable made in town
(At 5 stars it should seriously challange the trade route fiability as well encourage to build valuables all the way,
as well as encourage you to upgrade it to a fiver :)
- Cleric(adds books):
from:
0 +1 base
1 +1 base
2 +1 base, +3 if library is builth
3 +1 all monasteries
4 +1 base, happiness +20
5 +1 all monasteries, +10 if university is builth
to:
0 +1 base
1 +1 base, +1 if library is built, +3 happiness
2 +1 base, +2 if library is built, +6 happiness
3 +1 all monasteries, +3 if library is built, +9 happiness
4 +1 all monasteries, +4 if library is built, +12 happiness
5 +1 all monasteries, +5 if library is built, +5 if university is built, +15 happiness
(more usefull i think since i like going all the way up not stay at 4 stars for some 20 happiness if i need it)
- governor deinstall changed from 800 to 1600(it takes 16 ticks instead of 8 now; this should keep you
from teleporting from a province to another and maybe even be caught in a siege :)
- each governor upgrade costs changed from 1000 books each to 800, 950, 1100, 1250 and 1500 respectively while
books capacity changed from 1000 to 1500 accordingly. Prices should reflect levels and benefits now.
Miscellaneous:
-changed marshall upkeep:
from:
UpkeepMarshal1 = 10
UpkeepMarshal2 = 30
UpkeepMarshal3 = 50
UpkeepMarshal4 = 100
UpkeepMarshal5 = 150
UpkeepMarshal6 = 300
UpkeepMarshal7 = 500
UpkeepMarshal8 = 1000
UpkeepMarshal9 = 2000
to:
UpkeepMarshal1 = 10
UpkeepMarshal2 = 20
UpkeepMarshal3 = 40
UpkeepMarshal4 = 80
UpkeepMarshal5 = 160
UpkeepMarshal6 = 320
UpkeepMarshal7 = 640
UpkeepMarshal8 = 1280
UpkeepMarshal9 = 2560
(This should slightly increase the aggressivity of the game;
small AI will now think of building an extra marshall,
while imperiums even if will have one or more marshall(s) will have to face more too(and the player too :)
- double taxation rate
(this will make tirannical and fair taxes worthwhile; and it will make you ponder at getting more money
while facing the rebellion risk(who hadn't changed) - before i could not see a good reason for keeping any tax at all
except for the fact rebels are fun especially after they plundered some zones[they get stars] :)
MOST IMPORTANT:
Since these changes are meant to bring joy to fed up players like me who get bored from walking through Europe
like picking daisies these most important changes were made:
- i think difficulty levels have some things built in so i could only modify the definitions but, the changes appeared
immediately: the AI got more energic, building more army, more buildings, managing economy efficiently and is overall
smarter wither on the map or on the battle field; so i made all settings for all the difficulties as hard as possible and
the only difference should now be reflected by the built in settings(i.e. i faced a more difficult army earlier on "normal"
than on "hard" but on hard AI seems to be overall more agressive).
changed all from(i.e. ex-"hard"):
economy_tick = 30000
military_tick = 5000
min_invade_army_squads = 6
min_defend_army_squads = 5
max_invade_armies = 12
invade_levels = 1, 5, 3, 12, 10, 40
conquer_last_realm = 80
to:
economy_tick = 1000
military_tick = 1000
min_invade_army_squads = 6
min_defend_army_squads = 5
max_invade_armies = 40
invade_levels = 1, 5, 3, 12, 10, 40
conquer_last_realm = 80
(i think the "ticks" actually mean the intervals between the AI calculating its moves be it in milliseconds[more likely]
or whatever is built in as game clock)
NOTE : - if you choose to play at 8x/10x speed(wich i strongly doubt) and game starts to stutter it means you have
a low-end PC(i.e. on my P4 2.4Mhz, 512 DDR333 i barely notice some stutter on 8x/10x speeds[i only play 0.5x or
1x speeds or 10x when covering the gap on the battlefield]) so i advise you to use 4x
speed or lower since now the AI's algorithm should be on fire :) This is mainly due to processor feats,
you could increase the ticks in "difficulty.in2"(it will make AI retarded :)
CHECK WITH defs.pak FOR ORIGINAL SETTINGS.
4. Battle hotkeys(these just are i didn't changed anything since i didn't find how)
E, R - wheel left / right
D, N - spread / tighten (ranks)
A, C - attack / charge
M, U - move / run
G - toggle stance
F - toggle fire
P - toggle camp
T - stop
??? - formation facing (lemme know if u find it, i couldn't)
num +,- - increase / decrease speed
S, L - save / load
num / - a spot on the mouse who helps u see through trees or such
num * - toggle speed 1 / 10
F1 - help
F2, F3 - quick (save / load)
F5 - experience level
F6 - stamina
F7 - ammo
F8 - health
F9 - morale
F12 - toggle UI
Some of them work in main map too find out wich yourself :P
BTW its a shame they didn't make multiplayer work as with single mode. It would have been something
to work at but its possible and it would have incresed playability a lot :)
For anything that doesn't work contact me at w0lfshad3@yahoo.com
Don't bother me to show you how to make you're own changes(and be thankfull that they aren't hardcoded, as i am :D),
just edit the *.pak's.
here is the readme also included with the file(7KB) or (57KB) if the sfx is the solution for some download troubles :)
must be smallest mod here :P... i just made it for myself and tought not to be selfish and post it too. I don't like personally the other mods cause i think the game is fine with some major leaks tough: AI is dumb and no multiplayer campaign.
************************************************** **************
1. Install notes
2. Ironman rules
3. ***Changes***
4. Battle hotkeys(these just are i didn't changed anything since i didn't find how)
5. E-mail
1. Copy "defs" directory into you're "\gamedir\".
Uninstall by deleting "defs" directory.
2. I could not change some things that make the game far more interesting( w/o cripling
AI's style wich is fine as it was and better with the changes made) so here are some
rules to use at you're *free will*(choose to play with these rules :):
Easy ironman rules:
- hire no more than 2 court members of each kind except marshalls.
(its more fun to play more marshalls in no pause mode so you can't control all battles :).
Advanced ironman rules(usual ironman):
- save at will but never load to recover lost marshalls, towns or poor choices in general.
3. Changes:
Trade enhancements:
(it will cause slightly more trade flow between all players)
- GoldPerValuable from 2 to 3
- GoldPerExotic from 10 to 15
Governor enhancements:
(it will make governors worthwhile for a change :), and together with ironman rules even more fun)
- Farmer:
from:
0 +1 base
1 +1 base
2 +1 base
3 +1 all farms, population birth * 200%
4 +2 all farms, max population * 150% (i.e. if MAX pop = 36 will be -> 48)
5 siege * 200% (twice longer to take city with governor farmer)
to:
;0 +1 base
;1 +2 base, population birth * 110%, max population * 110%
;2 +2 base, population birth * 130%, max population * 130%
;3 +1 all farms, population birth * 160%, max population * 160%
;4 +2 all farms, population birth * 200%, max population * 200%
;5 siege * 200% (twice longer to take city with governor farmer), +lvl 4 feats
("(i.e. if MAX pop = 36 will be -> 48)" sounds more like 120% but could be something built in)
- Builder:
from:
0 +1 base
1 +1 base
2 +1 base, zones upgrade *= 120% faster
3 +1 all villages, zones upgrade *= 150% faster
4 +1 base
5 +2 all villages, (additional bonus TBD)
to:
0 +1 base
1 +2 base, zones upgrade *= 110% faster
2 +2 base, zones upgrade *= 130% faster
3 +2 base, zones upgrade *= 160% faster
4 +1 all villages, zones upgrade *= 200% faster
5 +2 all villages, zones upgrade *= 200% faster, (additional bonus TBD)
(Whatever TBD means, must be built in)
- Trader:
from:
0 +1 base
1 +1 base
2 +1 base
3 +1 all villages
4 +1 base
5 +1 all zones (including villages), +3 for each valuable made in town
to:
0 +1 base, +1 for each valuable made in town
1 +2 base, +2 for each valuable made in town
2 +1 all villages, +3 for each valuable made in town
3 +2 all villages, +4 for each valuable made in town
4 +1 all zones (including villages), +5 for each valuable made in town
5 +2 all zones (including villages), +6 for each valuable made in town
(At 5 stars it should seriously challange the trade route fiability as well encourage to build valuables all the way,
as well as encourage you to upgrade it to a fiver :)
- Cleric(adds books):
from:
0 +1 base
1 +1 base
2 +1 base, +3 if library is builth
3 +1 all monasteries
4 +1 base, happiness +20
5 +1 all monasteries, +10 if university is builth
to:
0 +1 base
1 +1 base, +1 if library is built, +3 happiness
2 +1 base, +2 if library is built, +6 happiness
3 +1 all monasteries, +3 if library is built, +9 happiness
4 +1 all monasteries, +4 if library is built, +12 happiness
5 +1 all monasteries, +5 if library is built, +5 if university is built, +15 happiness
(more usefull i think since i like going all the way up not stay at 4 stars for some 20 happiness if i need it)
- governor deinstall changed from 800 to 1600(it takes 16 ticks instead of 8 now; this should keep you
from teleporting from a province to another and maybe even be caught in a siege :)
- each governor upgrade costs changed from 1000 books each to 800, 950, 1100, 1250 and 1500 respectively while
books capacity changed from 1000 to 1500 accordingly. Prices should reflect levels and benefits now.
Miscellaneous:
-changed marshall upkeep:
from:
UpkeepMarshal1 = 10
UpkeepMarshal2 = 30
UpkeepMarshal3 = 50
UpkeepMarshal4 = 100
UpkeepMarshal5 = 150
UpkeepMarshal6 = 300
UpkeepMarshal7 = 500
UpkeepMarshal8 = 1000
UpkeepMarshal9 = 2000
to:
UpkeepMarshal1 = 10
UpkeepMarshal2 = 20
UpkeepMarshal3 = 40
UpkeepMarshal4 = 80
UpkeepMarshal5 = 160
UpkeepMarshal6 = 320
UpkeepMarshal7 = 640
UpkeepMarshal8 = 1280
UpkeepMarshal9 = 2560
(This should slightly increase the aggressivity of the game;
small AI will now think of building an extra marshall,
while imperiums even if will have one or more marshall(s) will have to face more too(and the player too :)
- double taxation rate
(this will make tirannical and fair taxes worthwhile; and it will make you ponder at getting more money
while facing the rebellion risk(who hadn't changed) - before i could not see a good reason for keeping any tax at all
except for the fact rebels are fun especially after they plundered some zones[they get stars] :)
MOST IMPORTANT:
Since these changes are meant to bring joy to fed up players like me who get bored from walking through Europe
like picking daisies these most important changes were made:
- i think difficulty levels have some things built in so i could only modify the definitions but, the changes appeared
immediately: the AI got more energic, building more army, more buildings, managing economy efficiently and is overall
smarter wither on the map or on the battle field; so i made all settings for all the difficulties as hard as possible and
the only difference should now be reflected by the built in settings(i.e. i faced a more difficult army earlier on "normal"
than on "hard" but on hard AI seems to be overall more agressive).
changed all from(i.e. ex-"hard"):
economy_tick = 30000
military_tick = 5000
min_invade_army_squads = 6
min_defend_army_squads = 5
max_invade_armies = 12
invade_levels = 1, 5, 3, 12, 10, 40
conquer_last_realm = 80
to:
economy_tick = 1000
military_tick = 1000
min_invade_army_squads = 6
min_defend_army_squads = 5
max_invade_armies = 40
invade_levels = 1, 5, 3, 12, 10, 40
conquer_last_realm = 80
(i think the "ticks" actually mean the intervals between the AI calculating its moves be it in milliseconds[more likely]
or whatever is built in as game clock)
NOTE : - if you choose to play at 8x/10x speed(wich i strongly doubt) and game starts to stutter it means you have
a low-end PC(i.e. on my P4 2.4Mhz, 512 DDR333 i barely notice some stutter on 8x/10x speeds[i only play 0.5x or
1x speeds or 10x when covering the gap on the battlefield]) so i advise you to use 4x
speed or lower since now the AI's algorithm should be on fire :) This is mainly due to processor feats,
you could increase the ticks in "difficulty.in2"(it will make AI retarded :)
CHECK WITH defs.pak FOR ORIGINAL SETTINGS.
4. Battle hotkeys(these just are i didn't changed anything since i didn't find how)
E, R - wheel left / right
D, N - spread / tighten (ranks)
A, C - attack / charge
M, U - move / run
G - toggle stance
F - toggle fire
P - toggle camp
T - stop
??? - formation facing (lemme know if u find it, i couldn't)
num +,- - increase / decrease speed
S, L - save / load
num / - a spot on the mouse who helps u see through trees or such
num * - toggle speed 1 / 10
F1 - help
F2, F3 - quick (save / load)
F5 - experience level
F6 - stamina
F7 - ammo
F8 - health
F9 - morale
F12 - toggle UI
Some of them work in main map too find out wich yourself :P
BTW its a shame they didn't make multiplayer work as with single mode. It would have been something
to work at but its possible and it would have incresed playability a lot :)
For anything that doesn't work contact me at w0lfshad3@yahoo.com
Don't bother me to show you how to make you're own changes(and be thankfull that they aren't hardcoded, as i am :D),
just edit the *.pak's.