View Full Version : Name of the Rose Mod, v0.9 (Rose mod)
hey doux
how to install? is there a simple click- button -and- install ? or like elvain's mod
Good point - I'll add some more detailed information about that!
For now - use Elvain's method.
Extract all files from defs.pak and texts.pak to their original directories using PakMan and then unzip all files from the NotR zip file (the second one, it's zipped twice!) to your Knights of Honor directory [ ..\Program Files\Black Sea studios\Knights of Honor\ is standard ]. Make sure WinZip overwrites the files.
So, now I changed the Cathedral, Merchants Guild and University requirements to their basic asset requirements. Also, I changed it.
Cathedral needs: marble, minerals
Merchants Guild: salt, fertile lands
University: pasture, minerals
The idea of the valuable requirements is good, but then, these buildings are very common. I wouldn't like that. This solution makes it easier for the AI to build the buildings.
There are around 5-7 of each in each game, I think. Using simple maths I find that there should be "only" 2 of each approximately, but KoH seems to deal with that.. (?)
Patricius
29-01-2006, 22:12
The inability to construct units at the start is a problem for the ai. A human player will construct whatever is needed as soon as possible and as much as possible. The ai does not always do that. Playing as Epirus I was able to overun Bulgaria with a basic army of spearmen. The Bulgarians had either just one province or no province capable of constructing units. Every time I approached a city the king or prince unit seemed to flee to their next city. I would suggest that perhaps spearmen or another unit require nothing to build, and, or, make the town watch house very powerful indeed. I suggest that a city which starts well developed like Constantinople would require no less two basic armies under good marshals to be overcome, with Constantinople having no more than the watch and perhaps three other units. Could someone also indicate how I do that myself so I would not need to wait for the next release?
One of the problems of the AI is unit building, indeed. The AI will only build militairy structures when at war.
I think I didn't add the strengtened Town Guards yet, so that will be soon.
In units.TXT (edit in units.XLS then save as .TXT with TAB spacing) are all requirements & values for units located.
Patricius
29-01-2006, 22:20
Thanks for the quick answer. I will alter as needed and post if the result is of significance.
Ah, and I noticed the need to edit in one and save in another.
While saving there is a message that the text file might contain features not compatible with text delimited and it asks whether I want to keep the workbook in that format.
Oh, is editing the music jukebox or what it is called easy? It seems only to play or two in my game. I will look at the sticky, so do not worry about too many annoying questions.
One good thing Rome Total War has is a show_err command which means that if the game is made to play with invalid values in the text files, it will say so in a text box after it crashes or the player quits. If it does not crashes it seems to default to the nearest valid value. For instance I set westerm archers at 300 range when the max is 120. The range is 120. Could I confirm that there is no such feature in KoH?
The editing seems relatively easy. Getting the balance right is fiendish.
Speeding up build times for the basic military buildings might help. I am testing with even lower morale but no prerequisites for axemen. I also improved what appeared to the the town guards.
Some things I found out:
Only .in2 and some .ini files can carry comments.
KoH doesn't like key names to be changed - I can't get it to work :(
Hey Doux, glad to see you are still at work on this thing. I have taken a break from this game for a bit, but please send me any big updates that you make and I will try them out and give you feedback. I just bought Civilization 4 - and it's really good, so gonna give that a try for awhile. Cyas.
Patricius
01-02-2006, 00:26
I suggest starting as many of the factions as possible at war. That will ensure early military construction, as well as removing the prerequisites for some basic units and reducing their morale to ensure no early rushing.
Alright Nerfboy, you'll be informed ;)
That's a good idea, yes, Patricius. First I have to find out how to define wars between nations then.
Update: The rebuilding (renaming) of core game files (/maps/) is officially a failure. KoH does not want new names, no kingdoms, nor realms. I'll leave that be as is (which works fine, it was not noticable anyway; rather for future modding purposes).
Okay, so I updated the mod to 0.8. 1.0 is not far away anymore!
Good work Dous! May I ask if the 1.0 version will contain new units? Or is it to hard to make some? :cheers:
Regards.
Radier
I'm glad you enjoy the mod, Radier.
Adding units is possible - we can't change the images / frames of the units in the battles, though. But giving a unit other stats (attack,defense,siege or polearm, no morale, autocharge) is entirely possible.
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!
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:
Take care!
well nice amont of units, but:
*Highland Clansman - Scotland - we already have Highlander
*Kern - Ireland - (? - so possibly yes)
*NovgorodCityMilitia - Novgorod (? - so possibly yes)
*Livonian Feudal Cavalry - Livonia (they eitehr could be Lithuanian cavalry or Teutonic knights - both in the game - at least in my mod)
*Vatican Militia - Vatican (? - probably not as Papacy can have Templars and Teutons + Hospitaliers in HR mod)
*Balkan Warriors (inf) - Balcan (? - there is Slavonic axemen who are available there. Don't see any diference between those 2 units)
*Svean Axemen - Sweden (should we have one more "viking" unit? after Varangians, Vikings and Normans?)
*Moorish Infantry - Southern Spain (There already are Saracens, but some diversity in muslim units would be nice (they lack some armoured infantry unit)
*Neapolitian Infantry - Southern Italy (good idea, but what would make the diference from men-at arms or Normans?)
*Armenian Infantry - Armenia (? - I have no idea really. I am interested in medieval Armenia, but AFAIk they didn't have any special infantry unit. If any armenian unit so something between cataphracts and feudal knights)
*Prague Bowmen - Prague (Definitely not. I know very well that there was no such special unit in Prague - my hometown. Though I would suggest special ranged unit for Bohemia - hussite pavise crossbowman, but they emerged in 1420's. They could be some kind of heavy crossbowmen)
*Castilian Spearmen - Spain
*Byzantine Spearmen - Byzantium
*Lithuanian Cavalry - Lithuania
Sorry Elvain those units only came up in my mind and i doubt they are historicly correct. Just tried to share some ideas... :wink:
Do you know if there is a unit limit in the game?
Sorry Elvain those units only came up in my mind and i doubt they are historicly correct. Just tried to share some ideas... :wink:
Do you know if there is a unit limit in the game?oh, I am sorry, you don't need to apologize.
I just said my opinion about such units. I support wider units' diversity in the game, but I wouldn't like to have 5 diferent units with no other diference than just look (I rather support more same looking units with various skills). The only exception are european/arabic/possibly orthodox or pagan units. In this case I even think that arabic peasant shouldn't look the same like european
As far as I know there is no limit of units unless the table in units overview in political view - new units can't be seen there(this is also case of new units in HR mod)
But if you have some other units in your mind that could enrich the game, come on and tell us. I am for any relevant enrichnent the game can get
Ok here is a list of units from a mod that claims to be historical correct:
http://www.twcenter.net/forums/showthread.php?t=40607
It is late medieval era. Cheers! :cheers: I hope it is somewhat useful...
thanks. What do Pavise crossbowmen do in the HRE? strange, But I can't see no Prague bowmen there.
Anyway I think that M:TW has mostly about 3 or more units that could be 1. I like it as it is in KoH, I would just add several more units (+ make some such as Templars etc. mounted)
PS: Sorry Doux if this becomes too off-topic, tell me and we'll move this into another thread..
People have different tastes as you say. :wink: I like alot of units, but of course your mods make the game much better even if they don't add hysterical mass of units.
(For example I follow a mod for MTW that adds nearly one thousand units in 1400-1700 a.d Europe! :eek: ).
And yeah, sorry Doux for bringing it ot. I eagerly await's the 1.0. :go:
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