Doux
08-01-2006, 22:01
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
Name of the Rose - a modification for Knights of Honor by Doux
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
@@@@@@@@@@@@@@@@@ NOTE @@@@@@@@@@@@@@@@
This mod is NOT compatible with the latest patch of Knights of Honor - only install this mod using KoH version 1.03, otherwise crashes or loss of data might occur!
The files were last updated on sunday 26 februari 2006.
Here is the latest update, version 0.9.
__________________________
1. Responsibility
Installing, removing or modifying this modification or Knights of Honor goes at your own risk.
__________________________
2. How to install
I recommend unistalling any previous mods. Version 0.9 contains new files that previous versions did not, so delete the defs, images, texts, maps folders in your KoH folder before starting the install process.
Download the two files, NotR0.9.part1.ZIP, NotR0.9.part2.ZIP to the same folder. Part 2 is attached to the second post!
Then, extract the files from the two ZIP archives to the same directory and then run the .exe to start the install sequence.
Just run the .exe (self-extracting WinRaR file) and check if the right path for Knights of Honor is selected (Default: C:\Program Files\Black Sea Studios\Knights of Honor\). Check the driveletter, please! Also be aware that overwriting previous files is enabled, though the install process will ask for confirmation. However, if you get such a notification, this is a sign that previous mods may not have been properly uninstalled.
The installation is finished now. Please read on ;)
__________________________
3. Bugs and suggestions
Post them here. There are no known bugs so far. I've tested and tweaked so that this almost final stage of the project is reached.
__________________________
3.5. The general purpose of the modification the Name of the Rose
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.
__________________________
4. Changes in 0.9 (in short)
* 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.
*Removal of several textual bugs
*Tweaking of several building prices to be more senseful, also swapping of attrition/siege defence boni from e.g. Gate Towers (+10 siege defence) and Cauldrons (+500 siege attrition).
*Minor AI behaviour changes
*Addition of 2 new units: Byzantian Spearmen (armoured spearmen, for Byzantia and surroundings) and Mameluk Infantry (very strong melee attack, fearsome foes, for Arabia and Africa)
*Camels and Ghulam Cavalry slightly more widely available
*Attack of horses vs. Camels reduced
*Stengthening of Crusader units (all 25 defence rating)
Already since 0.8:
Intro scenes are no longer displayed (remove the /movies/ directory in order to see them again if you don't like this).
Also, major changes (not a complete list):
Rebalancing AI vs. Player
-Kingdom Advantages were weakened
-AI building behaviour is greatly improved - the AI will now build basic buildings with priority
-Almost all AI's use spies now, evil personalities were made more evil
-Cathedral, University, Merchants Guild are now more easily built by the AI by requiring only basic assets. There are over 7 of each in every game.
-Removal of War exhaustion, nostalgia.
-Removal of Learner, Maneouvre and Engineering skills - siege equipment now available with a siege workshop
-The AI is now more honourable
-The AI starts with +5 kingdompower advantage to player
-Rebels are weaker and less common which is in favour of big AI kingdoms
-Removal of peasants from training perspectives
-Town Guards are now Heavy Archer look-a-likes with ranged attack and armour, but also have a modified picture (*new)
-Weapons/Armour buildings reduced to 4 - 2 upgrades (Armoury->Advanced Armoury & Weapons Smith->Heavy Weapons Smith). Simplifying was good for the AI.
Several gameplay changes, balance issues
-Removal of Scribe, Horse Breed (horses moved to stable)
-Addition of Hospital, Fortified Guard (*new picture), Temple (pagan) (*new picture in 1.8!)
-Many buildings now upgrade e.g. bee hives->wax maker
-Starting conditions of towns improved, palisade is now more common, Rome more fortified
-Prices, strengths, food costs and experience costs greatly changed of all units, to be more senseful and according to strength.
-Reduction of the effects of trading, overall income down to make the game more of a challenge
-Strengthening of Builder and Farmer
-Reduced upkeep for first Knights
-More senseful AI claiming and claim actions
-Changing religion is now impossible
-Pagans were strengthened
-Inflation at lower income levels is much lower
-Overall morale went up, many units have a morale bonus, muslim warriors get a boost
-Addition of several in-game texts/thoughts of rebels/armies, answers of AI in dimplomacy. (More of these in 1.0)
Implementation of Elvain's Holy Rome mapchanges; improved kingdom names, vassals etcetera.
Minor gameplay fixes I did on the run, which will be documented for version 1.0 more extensively again.
Many files were relisted by me in alphabetical or other logical order (Units.txt/.xls, trainunits.txt/.xls, many .tsv files).
__________________________
5. I hope you'll enjoy it!
This thread can be used for commenting, reporting bugs & suggestions. Versions < 0.9 (0.6; 0.5 and 0.8) are now deemed *old* and no longer supported.
__________________________
6. Special thanks
To: Angryminer, Elvain, Nerfboy, Patricius for their ideas, modding files and suggestions! Also to the Webmaster and Sunflowers/Black Sea studios. And of course everybody I forgot and helped me some way.
__________________________
7. Future releases
1.0 will feature some more text changes and additions and especially a complete list of changes. The date of release will and does depend on the latest patch that is in progress/waiting to be confirmed.
__________________________
8. By the way
As a last note, I can advise everybody who's interested in the Middle Ages, in abbeys and in serendipity to read The Name of the Rose, written by Umberto Eco, the book that gave this mod its name.
__________________________
9. Regarding the latest patch
As a later last note, I can add that the mod will probably be updated to work with the second (latest) patch of KoH, but also that no specific completion time has been thought of.
@@@@@@@@@@@@@@@@@ NOTE @@@@@@@@@@@@@@@@
This mod is NOT compatible with the latest patch of Knights of Honor - only install this mod using KoH version 1.03, otherwise crashes or loss of data might occur!
Name of the Rose - a modification for Knights of Honor by Doux
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~
@@@@@@@@@@@@@@@@@ NOTE @@@@@@@@@@@@@@@@
This mod is NOT compatible with the latest patch of Knights of Honor - only install this mod using KoH version 1.03, otherwise crashes or loss of data might occur!
The files were last updated on sunday 26 februari 2006.
Here is the latest update, version 0.9.
__________________________
1. Responsibility
Installing, removing or modifying this modification or Knights of Honor goes at your own risk.
__________________________
2. How to install
I recommend unistalling any previous mods. Version 0.9 contains new files that previous versions did not, so delete the defs, images, texts, maps folders in your KoH folder before starting the install process.
Download the two files, NotR0.9.part1.ZIP, NotR0.9.part2.ZIP to the same folder. Part 2 is attached to the second post!
Then, extract the files from the two ZIP archives to the same directory and then run the .exe to start the install sequence.
Just run the .exe (self-extracting WinRaR file) and check if the right path for Knights of Honor is selected (Default: C:\Program Files\Black Sea Studios\Knights of Honor\). Check the driveletter, please! Also be aware that overwriting previous files is enabled, though the install process will ask for confirmation. However, if you get such a notification, this is a sign that previous mods may not have been properly uninstalled.
The installation is finished now. Please read on ;)
__________________________
3. Bugs and suggestions
Post them here. There are no known bugs so far. I've tested and tweaked so that this almost final stage of the project is reached.
__________________________
3.5. The general purpose of the modification the Name of the Rose
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.
__________________________
4. Changes in 0.9 (in short)
* 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.
*Removal of several textual bugs
*Tweaking of several building prices to be more senseful, also swapping of attrition/siege defence boni from e.g. Gate Towers (+10 siege defence) and Cauldrons (+500 siege attrition).
*Minor AI behaviour changes
*Addition of 2 new units: Byzantian Spearmen (armoured spearmen, for Byzantia and surroundings) and Mameluk Infantry (very strong melee attack, fearsome foes, for Arabia and Africa)
*Camels and Ghulam Cavalry slightly more widely available
*Attack of horses vs. Camels reduced
*Stengthening of Crusader units (all 25 defence rating)
Already since 0.8:
Intro scenes are no longer displayed (remove the /movies/ directory in order to see them again if you don't like this).
Also, major changes (not a complete list):
Rebalancing AI vs. Player
-Kingdom Advantages were weakened
-AI building behaviour is greatly improved - the AI will now build basic buildings with priority
-Almost all AI's use spies now, evil personalities were made more evil
-Cathedral, University, Merchants Guild are now more easily built by the AI by requiring only basic assets. There are over 7 of each in every game.
-Removal of War exhaustion, nostalgia.
-Removal of Learner, Maneouvre and Engineering skills - siege equipment now available with a siege workshop
-The AI is now more honourable
-The AI starts with +5 kingdompower advantage to player
-Rebels are weaker and less common which is in favour of big AI kingdoms
-Removal of peasants from training perspectives
-Town Guards are now Heavy Archer look-a-likes with ranged attack and armour, but also have a modified picture (*new)
-Weapons/Armour buildings reduced to 4 - 2 upgrades (Armoury->Advanced Armoury & Weapons Smith->Heavy Weapons Smith). Simplifying was good for the AI.
Several gameplay changes, balance issues
-Removal of Scribe, Horse Breed (horses moved to stable)
-Addition of Hospital, Fortified Guard (*new picture), Temple (pagan) (*new picture in 1.8!)
-Many buildings now upgrade e.g. bee hives->wax maker
-Starting conditions of towns improved, palisade is now more common, Rome more fortified
-Prices, strengths, food costs and experience costs greatly changed of all units, to be more senseful and according to strength.
-Reduction of the effects of trading, overall income down to make the game more of a challenge
-Strengthening of Builder and Farmer
-Reduced upkeep for first Knights
-More senseful AI claiming and claim actions
-Changing religion is now impossible
-Pagans were strengthened
-Inflation at lower income levels is much lower
-Overall morale went up, many units have a morale bonus, muslim warriors get a boost
-Addition of several in-game texts/thoughts of rebels/armies, answers of AI in dimplomacy. (More of these in 1.0)
Implementation of Elvain's Holy Rome mapchanges; improved kingdom names, vassals etcetera.
Minor gameplay fixes I did on the run, which will be documented for version 1.0 more extensively again.
Many files were relisted by me in alphabetical or other logical order (Units.txt/.xls, trainunits.txt/.xls, many .tsv files).
__________________________
5. I hope you'll enjoy it!
This thread can be used for commenting, reporting bugs & suggestions. Versions < 0.9 (0.6; 0.5 and 0.8) are now deemed *old* and no longer supported.
__________________________
6. Special thanks
To: Angryminer, Elvain, Nerfboy, Patricius for their ideas, modding files and suggestions! Also to the Webmaster and Sunflowers/Black Sea studios. And of course everybody I forgot and helped me some way.
__________________________
7. Future releases
1.0 will feature some more text changes and additions and especially a complete list of changes. The date of release will and does depend on the latest patch that is in progress/waiting to be confirmed.
__________________________
8. By the way
As a last note, I can advise everybody who's interested in the Middle Ages, in abbeys and in serendipity to read The Name of the Rose, written by Umberto Eco, the book that gave this mod its name.
__________________________
9. Regarding the latest patch
As a later last note, I can add that the mod will probably be updated to work with the second (latest) patch of KoH, but also that no specific completion time has been thought of.
@@@@@@@@@@@@@@@@@ NOTE @@@@@@@@@@@@@@@@
This mod is NOT compatible with the latest patch of Knights of Honor - only install this mod using KoH version 1.03, otherwise crashes or loss of data might occur!