View Full Version : Holy Rome 1.6(Elvain's mod)
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Just want to mention that i lost a game 2 days ago with Elvain's mod.
2. After that came the election and the Roman Holy Empire won!!!!:bash:
GAME OVER
Thanks Elvain
Can't the election be inactivated through any defs file. Elections like that never happened in medieval times and it is a very frustratiing end to a game:sick:
Anguille2
03-02-2006, 16:37
Can't the election be inactivated through any defs file. Elections like that never happened in medieval times and it is a very frustratiing end to a game:sick:
I could have refused....makes the game a lot harder. The Conquest win isn't very realistic either.
Patricius
03-02-2006, 23:48
Is there a way of restricting what a spy king can hand over when order to transfer his kingdom? Surely in a large kingdom there would be those who could dispute it, preventing at least some land from transferring. Maybe a kingdom power penalty might accrue to the kingdom who uses this power. I have seen the ai use it a few times. A tiny North African swallowing the Teutonic knights would be spy related.
yes this is happening in this mod much more often than in vanilla (as AI uses much more spies than in vanilla)
but I don't know about such prevention.
I'm afraid it would require some new file to be scripted as it would be a new "feature"
Alas, you're right Elvain, we wouldn't be able to mod that :(
Some screenshots from the previous testing game. Ottomans have lost many territories, but are still very strong. Papacy was restored and then has overrun Mameluks and several other kingdoms. Mameluks fell into civil war (you can see the rest of civil war states in southeast corner.
Also almost all (expect 1-2) "new" kingdoms are originated in civil wars (kingdoms brake-up when the king had no heir...
btw there is not a single orthodox realm(nor state) on the map. The morale disadvantage was unoverseable after some 30 hours when muslims have overrun the balkans and later (when catholic reconquest of the Balkans, France and Spain has come) they eliminated the last russian principalities. Then several ottoman muslim or pagan province broke up and.. you can see. There is last pagan state Iaroslavl + about 5 more pagan provinces. All the rest is catholic or muslim
http://img151.imageshack.us/img151/219/central8ns.th.jpg (http://img151.imageshack.us/my.php?image=central8ns.jpg) http://img67.imageshack.us/img67/2987/centraleast5be.th.jpg (http://img67.imageshack.us/my.php?image=centraleast5be.jpg) http://img67.imageshack.us/img67/5981/northcentral9hr.th.jpg (http://img67.imageshack.us/my.php?image=northcentral9hr.jpg) http://img67.imageshack.us/img67/1378/northeast1cm.th.jpg (http://img67.imageshack.us/my.php?image=northeast1cm.jpg) http://img145.imageshack.us/img145/6640/northwest3oe.th.jpg (http://img145.imageshack.us/my.php?image=northwest3oe.jpg) http://img67.imageshack.us/img67/3226/ranking5yt.th.jpg (http://img67.imageshack.us/my.php?image=ranking5yt.jpg) http://img67.imageshack.us/img67/6075/ranking22pw.th.jpg (http://img67.imageshack.us/my.php?image=ranking22pw.jpg) http://img73.imageshack.us/img73/5917/southcentral8ks.th.jpg (http://img73.imageshack.us/my.php?image=southcentral8ks.jpg) http://img73.imageshack.us/img73/8687/southeast1ah.th.jpg (http://img73.imageshack.us/my.php?image=southeast1ah.jpg) http://img73.imageshack.us/img73/4471/southwest5go.th.jpg (http://img73.imageshack.us/my.php?image=southwest5go.jpg)
I have converted exotics into valuables and the game seems to be working fine now... But I have done only hrs of testing...
Though I made it little easier for small guys(every province now can have 2 trade goods) they are being swallowed by the big ones.. I'll post some screenshots later...
Wow, seeing that map makes me want to do this. I've never seen the papacy so big.
the same with me. Would you believe that several around 30th hour there was no papacy?
It was a chance that some kingdo (don't remember which) broke up and papacy was restored then...
(btw it's not caused by the mod - or maybe - I have given them nice amount of really xstorng units as kingdom special units)
Do you have suggestions regarding new units? I experienced that the Islmaic/Baltic regions do not all have acces to a strong cavalry/infantry/archer. I'll think about that.
Well I am sure you do come up with better unit ideas than me. The more units the better! :cheers: Ok here is a list with units from a Medieval TW -mod:
*Highland Clansman - Scotland
*Kern - Ireland
*NovgorodCityMilitia - Novgorod
*Livonian Feudal Cavalry - Livonia
*Vatican Militia - Vatican
*Balkan Warriors (inf) - Balcan
*Svean Axemen - Sweden
*Moorish Infantry - Southern Spain
*Neapolitian Infantry - Southern Italy
*Armenian Infantry - Armenia
*Prague Bowmen - Prague
*Castilian Spearmen - Spain
*Byzantine Spearmen - Byzantium
*Lithuanian Cavalry - Lithuania
Take care!
I was thinking about those suggestions and I have some ideas what to add (I expect that especialy some of you will like at least some of those ideas:
* Turkic cavalrymen (derived Steppe cavalry - will be very strong in melee(almost like cataphracts), slower and weaker in ranged in comparison to Steppemen) - kingdom special unit for Seljuks, available in Anatolia in late period, not very disciplined, maybe will have autocharge.
* Pavise crossbowmen - Extremely slow, but extremely strong in defense crossbowmen, extremely high morale, late Bohemian special unit available in late Bohemia(derived heavy crossbowmen) - I am not sure about adding those units
* Volga Bulgarians - not sure yet about specifications of this unit. Main advantage would be defense, don't know what to improve and what to weaken, if melee or ranged skills. Will be bit slower than Mongols. Kingdom special unit for Volga Bulgaria (kingdom replacing Kazan in early and high periods) and maybe also for early Bulgaria
* I would like to add some muslim equivalent of men-at-arms, but don't know how to call them.. have found no good name for them. Maybe Mameluk infantry (chainmail, sword, shield. slower but with better defense than Saracens, lower morale)
*Bedouin - derived from desert spearmen or desert cavalry. Extremly fast and offensive unit, with very low/no defense and not good morale
+I will probably convert Hospitaliers to cavalry units (as Europeans lack cavalry units) and maybe add some more "medium knights" to western Europe
I also think about clear system of soldiers, but it is rather for a KoH2 or an add-on than KoH mod...
4 level military system, maybe I will describe it some time, but it won't be part of my mod...
Traveller
09-02-2006, 08:14
Elvain, if by Volga Bulgarians mean the old-Bulgar cavalry, IMO it would be better to just call them Bulgar cavalry, especially if you put them in early Danubian Bulgaria.
And I most definitely like the idea of the pavise crossbowmen! I just loved those guys in M:TW very much! Although I don't know how historically accurate it is - this is your sphere... :go:
Btw, one question, just to make sure I understand correct - when modding you can't add an entirely new unit, but you have to place the new one on the place of an old one, right? And the same with the buildings?
Elvain,
1) if by Volga Bulgarians mean the old-Bulgar cavalry, IMO it would be better to just call them Bulgar cavalry, especially if you put them in early Danubian Bulgaria.
2) Btw, one question, just to make sure I understand correct - when modding you can't add an entirely new unit, but you have to place the new one on the place of an old one, right? And the same with the buildings?
1)I will call them Bulgar cavalry or just bulgars. I'm not sure yet about Hussite pavise crossbowmen. As I said they emerged in hussite wars starting in 1419. They would be available only in late Bohemia and Moravia + kingdm special unit for Bohemia. But it's not decided yet.
Another units I am considering to add:
* nakharar cavalry - heavy armenian cavalry
* mameluk infantrymen - "heavy saracen" - "moslem men at arms"
* andalusian infantry - "heavy desert spearmen"
* byzantian spearmen - byzantine polearm unit derived from akyndji
* sergeant cavalry - medium knights for catholic continental Europe(which now has only ultra light cavalry and ultra heavy feudal knights)
* caucasian highlander - Georgian/Arenian swordsmen. HIgh attack and very fast x very weak defense (+ high morale)
I think that orthodox kingdoms need strong kingdom special units as they have big disadvantage in morale. So Bulgars will probably be kingdom special unit for Bulgaria in both early and high periods (though it won't be very historicaly acurate)
2) It is possible to add new unit in the way of unit stats and all around, but as it is yet impossible for us to decode .rle files, we can't create graphics for that unit so we must copy some other unit's look. But it does not mean replacement. There just are 2 same looking units (in current HR version it is hospitaliers=templars, baltic cavalry=hobilars, assasins=desert archers, in future there will be also bulgar=steppe cavalry, turkic tarkan=mongol, byzantine spear=akyndji, nakharar=cataphract, beduin=desert cavalry, andalusian inf=desert spearmen, sergeant=pronoi, caucasian=swordsman and possibly pavise crossbowmen=heavy crossbow)
Elvain it would be awesome if you could add some of these units.
It realy would enrich the game. :)
* sergeant cavalry - medium knights for catholic continental Europe(which now has only ultra light cavalry and ultra heavy feudal knights)
I don't like these at all. Europe has enough powerful units already. I want to add as few units as possible, though still enhancing the game for Pagans, Orthodoxes and Muslims, and those regions.
Traveller
10-02-2006, 08:04
Wow, quite a lot of units! Great! Too bad they'll look the same, but... Oh, but at least the "order-button pictures" (like the one in the first post on page 3) can look different, right?
About the Bulgar cavalry - yes, I think it would be historically accurate if they're for the early period only. But in the high one you could also make f.e. Kumans - they were very fast light cavalry and we also used them a lot in those times. But, of course, if you want to add the Bulgars for unit balance, then maybe the Kumans won't be so useful as a light cavalry... Hmm...
What about us? We have very crappy units...
* sergeant cavalry - medium knights for catholic continental Europe(which now has only ultra light cavalry and ultra heavy feudal knights)
I don't like these at all. Europe has enough powerful units already. I want to add as few units as possible, though still enhancing the game for Pagans, Orthodoxes and Muslims, and those regions.
Yes, this is right. But I have counted number of units for each "culture" (western european, eastern european and muslim, I counted only units that are secific for this culture vastly - men at arms are western unit, slavonic axemen are eastern etc., swordsmen are not counted) and the result is this:
culture: units cav rng pol inf aux
west 18/20 4/5 5 1 8/9 0
east 9/14 5/8 1 0/1 3/4 0
islam 10/14 5/6 1 2/3 1/2 1/2
vanilla/holy rome if included all of following units:
hospitalier
assassin
baltic cavalry
turkic tarkan
bulgar
mameluk infantry
andalusian infantry
byzantian spearmen
nakharar
caucasian highalnder
sergeant cavalry
we can see that there is deep disbalance between europe and the rest in cavalry and infantry units. What was mounted in the east and islam is everything mounted, but what was mounted in west is mostly infantry (Normans, Templars, Teutonic knights) If those units were mounted as they should be, everything would be ok. So I will probably make hospitaliers mounted and sergeants put off. I have made a poll (http://forum.sunflowers.de/showthread.php?t=6133) about new units
Wow, quite a lot of units! Great! Too bad they'll look the same, but... Oh, but at least the "order-button pictures" (like the one in the first post on page 3) can look different, right?
Hmm...
:nono: We'd all love new units but it is their appearance on the battlefield that counts not in the order button. If my unit X had the same appearance as the enemies unit Y and both had different capabilities, how the hell in the heat of battle will I be able to decide if the unit facing mine is same or not and if a charge on that enemy unit will be a success or disaster. :eek:
I wish there was someone knowledgable on game graphics and then we could load sprites of new troops that looked really different according to the culture. That would be a success as all the forum members could then comment with authority on what their country's soldiers looked in the past; we would have some thing really new and worth adding. Is there any bright one out there. :rolleyes:
the units stats are diferent but not much (mostly)
and also you can click at the unit you are attacking and you'll see what unit it is...
but of course, the best it would be if there was some skilled programmer who could enable us editing .rle and .img files
but of course, the best it would be if there was some skilled programmer who could enable us editing .rle and .img files
Is it just a question of adding .rle and img files? There must be an image editor capable of doing that.
Or do you think there will also be something hard coded in C++ etc and Direct X9 linked?
Will simply loading these image files work?
Has anyone tried this with success on any other game ever? :oogle:
Is it just a question of adding .rle and img files? There must be an image editor capable of doing that.
Or do you think there will also be something hard coded in C++ etc and Direct X9 linked?
Will simply loading these image files work?
Has anyone tried this with success on any other game ever? :oogle:
I don't know. But maybe editor would be enough... to edit at least colours of units so they will look little diferent...
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