View Full Version : Name of the Rose Mod, v0.9 (Rose mod)
That's fine - we're discussing relevant unit ideas, which is great!
So, do we have more information available for
-Kern - Ireland
-NovgorodCityMilitia (only in cities??) - Novgorod
*Livonian Cavalry - Livonia
*Moorish Infantry - Southern Spain
*Hussite Pavise Crossbowmen - Prague
*Castilian Spearmen - Spain
*Byzantine Spearmen - Byzantium
*Lithuanian Cavalry - Lithuania
? I think these would be an addition to the game. As said, less is more, but the game needs some units hither and tither. What about a Scandinavian Cavalry or (cross)bowmen? And Islamic cavalries? And Russian Infantry? Those are key point on the map, where heavy units are a bit too scarce.
? I think these would be an addition to the game. As said, less is more, but the game needs some units hither and tither. What about a Scandinavian Cavalry or (cross)bowmen? And Islamic cavalries? And Russian Infantry? Those are key point on the map, where heavy units are a bit too scarce.
Look at this post (http://forum.sunflowers.de/showthread.php?p=131755#post131755)
or I have opened a thread where to discuss possible new units: new units (http://forum.sunflowers.de/showthread.php?t=6133)
I'll soon release a minor update of 1.8 for there are some textual things I forgot to implement. Nothing really important, but Sicily has no description and can use peasants.
Okay, I'll delay version 0.9 a bit. I'm currently testing and testing and testing how everything works and tweaked some things already.
*Cavalry(horse) has decreased attack vs. Camels
*Added Byzantian Spearmen (armoured spearmen) and Mameluk Infantry (strongest melee-attack squad in-game now)
*Tweaked the AI building logic, now the AI will build the Toolsmith with high priority, also divided the logic into 5 levels (maximum)
*All melee damage, ranged damage, attrition rates, gold costs, food costs, Multiplayer costs are now based on melee/ranged Chance to Kill, number of units in the squad, morale increment (applying in attrition damage) and range (idem). The gold price rises not linearly, but rather to the power 1.5 (for the mathematicans around)
*The two units that fell of the list are now Roman Infantry (kingdom unit only) and Mongols (idem)
*Peasants were strenghtened by increasing their numbers to 50.
*All run speeds were reduced if armour of >20 was in place, Teutonic Knight has 25 walk / 50 run speed
*Mongols and steppe/desert cavalries have run speed bonuses
*Mongols were strengthened in attrition rate, to provide better Pagan resistance
*Province special units cost 1% more than if they were Kingdom specific
*I reduced the number of buildings in Rome and Thrace at the start of the game to the only really necessary ones (the ones that keep Rome and Thrace from falling into enemy hands at early stages of the game)
*The AI is now 90% using Spies, evil persons use 95% spies. Honourability and diplomacy was increased among the AI.
In the testing game with Holland (hehe) all seems well. Some surprises, such as Sweden conquering Russia now (biggest kingdom, strongest army). Fletchers, churches and palisades are widely built already (2,5 hrs of gameplay). The number of NAP's and Alliances that were made is incredibly large and most kingdoms are at war. Papacy is still Rome, because Genoa and Naples are ravaging around there.
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And more:
All attrition rates are now calculated, for archers it is based on the 2nd power of the maximum range, and the squad strength (this way Crossbowmen [short range, but strong attack] have a much lower attrition rate than Longbowmen [incredibly long range, but somewhat weaker attack]).
The Rose mod version 0.9 is now available! Check the first two posts. The only difference from 1.0 should be that there is no complete list of changes available yet.
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Ha, finally, in my testing game, there was a kingdom united by the AI. Dobrudzha succesfully became Bulgaria and promptly teamed up with Byzantia against Serbia and the Golden Horde, the latter being threatened by invading Georgian warriors. The Islamic world is silent during these massive alliance wars. Sweden still holds the greater part of Russia (finally, big kingdoms stay in existance!) and the Teutonic Order is eating small countries in Central Europe. I'm slowly conquering England, with more resistance than I had expected - England has built armouries and fletchers and now sends Man-at-arms and archers against Flanders, but of no avail - Templars protect the area there now.
from sparta
05-03-2006, 15:49
hi
when i try to extract the first file its say the file is corrputed , can u help me in this ?
Well this could be due to several reasons.
First there is the forum compression. See http://forum.sunflowers.de/showthread.php?t=6057&highlight=compression+forum
for some more information.
Also, your download could "just" be corrupted. Try redownloading the files (both of them) or using a download program on/off.
But of course I can always send the files to your e-mail, if you want. Just provide it in a PM and I'll send it as soon as possible. Reckon that you need 1.12 MB of inbox space then.
I'm currently working on NR 1.0 again. It will come with a good readme and list of changes - I think I'll add some elements from the latest HR and Invade/Klassik modifications.
kevincompton
11-04-2006, 06:33
This seems to be the most active mod, with everyone else dropping off. I'm going to download it now. I hope its hard, the others are not so complete, in my opinion.
Most active, as-of-late, maybe. Laudan is still working very hard too! But my mod is also the newest.
If you have suggestions, don't hesitate. But don't expect that the AI will behave differently - all we modders can do is tweak a few constants and give the AI as much advantages over the player as possible.
In the end, when your empire has grown to 15 provinces, you'll still be invincible, as Elvain noted rightly.
=-=- About the mod changes:
I'm thinking about
-> Removing Kingdom Power - or modifying it not to be so much a hassle for the AI, who still break Alliances (altough the forge many more with the new personalities). It's really sad that forging an alliance cannot yield you KD power.
-> Removing exotics (already done, currently testing this). It would be easier to obtain the KD advantages for the player, but twice as easy for the AI. I'll reduce the effects of KD advantages then.
-> I'll see what has to be tweaked on Siege Weapons - strength, availability and so on.
-> Redistributing the resources needed for the KD advantages and the assets needed for the Grand Buildings
-> More text changes. But first, I'll have to have the real modding done - then I'll adapt the game texts to comply with what the real-time says.
kevincompton
13-04-2006, 21:32
is there a way to make the AI less likely to make peace with you during a war where they are winning? In the game before i installed the mod, i don't remember having this problem.
Well, it depends. By setting the AI to be less peace-seeking, they (the AI's) will keep warring eachother, which weakens them greatly. In my mod I made normal/good personalities more peaceful and the evil personality much more aggressive - so it can also really depend on which AI you are fighting with.
=-=-=-
Update on the modding:
Yay! I think I found out what do to with kingdompower! [Currently testing]
Also, the little readme is almost finished.
Release is postponed, for I'm ill at the moment... :nono:
Edit: Health is back up and running again.
Though now, I'll have a vacation for a week - which means more postponing.
But I'll be back in a week and see if I can finish it while my final exams are coming up.. :biggrin:
And again, news. I'll have to focus on my exams. Release, sadly, has to be doubted within the coming three weeks.
I have started a new game with Walachia. No Pause During Battles + Hard Dificulty. Whe nthe game starts I got ~78 new messages that say's that "country X restored to bla bla". I looked on the map and there was no Holy Roman Empire, just the default countryes.
EDIT: Also, how should I gain money??
The torrent of messages is 'normal' - these represent bonuses taken by various kingdoms. They're stated as 'kingdom x united' but that's not true. Just ignore them - they'll go away after some time.
Some ways to make money:
*Make your Royals (King, Princes) act as Merchants, establish trade routes or let them govern a town
*Build money-making buildings (tax collector, market) in every town
*Get the right kingdom advantages that e.g. increase gold from docks
*Optional: War tax / higher taxes
The torrent of messages is 'normal' - these represent bonuses taken by various kingdoms. They're stated as 'kingdom x united' but that's not true. Just ignore them - they'll go away after some time.
Some ways to make money:
*Make your Royals (King, Princes) act as Merchants, establish trade routes or let them govern a town
*Build money-making buildings (tax collector, market) in every town
*Get the right kingdom advantages that e.g. increase gold from docks
*Optional: War tax / higher taxes
I made them Merchans, i trade with a big country but there is 0 income.
Ah- very good. You can increase your trade income by having more valuables to trade. Also, if the other country has markets, you get more trade income from them. Look on the worldview map for markets and which country owns them, that's a good strategy too.
Valgardur
24-05-2006, 02:10
argh, winrar claims that this file is corrupted. Why have you packed it into an .exe-file by the way? It only makes it more unstable with archives such as winrar and winzip.
This mod seems very nice though, so I'm looking forward for some testin'!
Ah, the corruption can be solved by using a download manager, it's (probably) a problem with the forum compression. Sorry that I'm replying so late, by the way. Somehow it didn't show up in the recent posts page.. :nono:
I made an executable to make the install sequence as easy as possible - I'm planning to make a good ReadMe too coming with the 1.0 update somewhere this year, along with new changes of course. The events, for instance, look very interesing.
I'd like to hear any comments, if you manage to get the mod installed. If not, just warn me again ;)
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