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Doge
07-06-2006, 04:08
Denying the human player merchants with perhaps counter-improvement to the tax collector so small nations remain a viable choice might be an idea. Another mod denies merchants. It might be an idea.

If you want to do this on your own, all you need to do is go to the defs\Knights\menu.in2 file and remove promote_trader and remove [trader]
assign_governor
take_governor
trade
stop_trade
educate
imprison
exile
back_to_court

That is what I did.

I increased town tributes income and tax income a bit to assist the player in the lack of merchant income. Whenever I had the option of making merchants, I would have 3-4 merchants making a small fortune for my kingdom. The only way to correct this is removal of merchants (my mod) or reduction of merchant income (most mods).

*remember to save a copy of the menu.in2 file before you make changes*

(Also, disclaimer. I am not responsible for any negative result of taking these actions.)
--
* Unit changes - I tweaked many unit values. Now really everything in the Excel file is automatically calculated. You change the number of units in a squad? Prizes, attrition etcetera will all rise accordingly. Columns that may be modified because they contain no formulas were coloured green, the others, red.

If I understand what you said, this is a true godsend for all modders.

I still have not figured out the calculations that occur in that darn Excel file.

Thanks a ton. :go:

Doux
14-06-2006, 22:37
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If I understand what you said, this is a true godsend for all modders.

I still have not figured out the calculations that occur in that darn Excel file.

Thanks a ton. :go:
It should be of some help - if you like my values, that is. But you can always change the formulas to your own wishes and then go ahead, of course. It's fairly simple; I hope you'll find it out soon :go:

kevincompton
20-06-2006, 18:37
how are things coming? I still want a mod to help make an actual challenge in the game.

Doux
28-06-2006, 11:12
Good question. I think I'll await the second patch for now; there won't be a final version of this mod before that.

Doux
23-08-2006, 21:16
* Updated the first post in accordance with the previous post.

Doux
20-09-2006, 22:35
Also, the latest news:
*The KoH map editor (http://forum.sunflowers.de/showthread.php?t=10601) does seem to have nice features
* Adding new units (http://forum.sunflowers.de/showthread.php?t=7740) (with new animations) is now possible and known.
* Another patch (http://forum.sunflowers.de/showthread.php?t=10355) is in progress.

Elvain
20-09-2006, 23:38
have you succeeded to use the editor and put some new features to your mod?
:cheers:

Doux
21-09-2006, 09:03
No I haven't yet tried out the editor - I'll await what the second patch brings and then continue modding, probably.

Aggamemnon
20-10-2006, 21:59
Hey. Was wondering if you could add some sort of General; What this mod does, in terms of gameplay, and goals, with a rundown of general changes and ideas.

I see the technical side but that doesn't really explain what the mod is designed for and there is no description/profile yet so was hoping you could write on up and add it there in first post.

Thanks.

Doux
14-11-2006, 22:19
Hey. Was wondering if you could add some sort of General; What this mod does, in terms of gameplay, and goals, with a rundown of general changes and ideas.

I see the technical side but that doesn't really explain what the mod is designed for and there is no description/profile yet so was hoping you could write on up and add it there in first post.

Thanks.How did I miss out your post for so long?! My deepest apologies.
I understand what you mean - the point is, what I did in this mod is going through rather all variables and values in the game and tweaking them as I thought to be
A. More realistic
B. More sensible
C. More to the advantage of the AI.
This includes unit values according to how I think their strengths (and weaknesses) should be, strengthening the AI (for instance, there are now much better chances that the AI will build a Merchant Guild or the like) and making the build-tree more sensible. So, in short, my mod was not only designed to make the AI as hard as possible, but tweaks many things.
I hope my description added some information.

Doux
03-04-2007, 22:20
Small update: a new version of the mod will come, probably 1.0, although it will be different and 1.05 compatible. I'll probably pick up some new things on the boards, but suggestions are always welcome of course.

Schedule: hard to say, but I will have some spare time in the next week. There still is a lot of work to do though - I originally planned to have it ready by summer.

The new version will feature almost all of the 0.9 feautures, including the new units and buildings, but I also plan to put in new texts and fix some errata. Holy Rome mapchanges 1.81b by Elvain will be included with only very slight modifications.

I'm currently logging and putting all changes into files and testing the townguards - they are able to shoot arrows, but it doesn't always work very well.
Perhaps I will re-allow training peasants again for all kingdoms, now that the AI 'upgrades' his troops.

The mod will standard be hard on 'normal' and insanely difficult on 'hard' and it's main goal will remain to give the player a harder time in conquering Europe with more senseful variables (kingdoms, units, succes rates) and expanding the KoH experience slightly with new features.

Elvain
03-04-2007, 23:39
I'm looking forward :go:

Doux
05-04-2007, 23:35
Thanks Elvain!

I forgot some things:

kingdompower - might be reintroduced now that the AI seems to cope with the (reduced) activity of rebels

piety - I hope to make a system wherein piety is more of a real (more scarce) resource, perhaps by increasing costs and the upper limit of piety reserve; also looking at possibility of buildings costing piety (such as the Grand Buildings)

food - I share Elvain's concern about food (too great reserves, not so much influence on decisions). Modifying this would require a lot of balancing, though, since town food levels affect siege rates.

Elvain
06-04-2007, 00:54
piety - I hope to make a system wherein piety is more of a real (more scarce) resource, perhaps by increasing costs and the upper limit of piety reserve; also looking at possibility of buildings costing piety (such as the Grand Buildings)

food - I share Elvain's concern about food (too great reserves, not so much influence on decisions). Modifying this would require a lot of balancing, though, since town food levels affect siege rates.
that might be the way.. but since the piety is changed in my HolyRome's last version it makes many town "piety incomes" negative, but they don't mirror in the final piety income (just like negative town gold income). So piety should be a required resource for some buildings (University, Grand buildings..) and perhaps also units such as Templars, Hospitaliers, Saracens etc.

Food - I don't know if you looked at my food system. I don't think it's bad, but still there is some ballance missing - only in my last testing it was really hard-to-achieve resource in some provinces in the start of the game: the more the towns are developed, the higher the food cost is (what is IMO realistic, but still it was bit too much)
I'd be glad if you could comment my food settings (see Units.xls, economy/townlevels.in2, buildings.in2 and econst.in2)
PS: if you look at buildings.in2 and the game effect you may see negative and positive city bonuses in one building can co-exist AFAIK (see HR 1.8.1)

Doux
06-04-2007, 14:29
So piety should be a required resource for some buildings (University, Grand buildings..) and perhaps also units such as Templars, Hospitaliers, Saracens etc.I wanted that too, but sadly, units can only cost food and gold, since those columns exist in units.txt..
Food - I don't know if you looked at my food system. I don't think it's bad, but still there is some ballance missing - only in my last testing it was really hard-to-achieve resource in some provinces in the start of the game: the more the towns are developed, the higher the food cost is (what is IMO realistic, but still it was bit too much)
I'd be glad if you could comment my food settings (see Units.xls, economy/townlevels.in2, buildings.in2 and econst.in2)Of course, I will look at it :go:
PS: if you look at buildings.in2 and the game effect you may see negative and positive city bonuses in one building can co-exist AFAIK (see HR 1.8.1)That'd be great news! But then it only works in certain cases or so..? Let's have a look.

Elvain
06-04-2007, 20:09
That'd be great news! But then it only works in certain cases or so..? Let's have a look.
it works.. first put there negative and then if you want a positive, put "-" in fromt of it, just as it is in HR1.81's inn