View Full Version : Holy Rome 1.7
Well explained Elvain! Do you still mod daily? Maybe you secretly work on HR 1.8? You seem to know the information very well, still :wink:I don't know it :wink:
I just generaly remember where it should be and it takes me 5 minutes to find it, so why couldn't I find it for him? :wink:
Miezko I Piast
03-01-2007, 22:19
Want to see a few changes I've made? Maybe you can put it in 1.8, who knows... I reached a stump in your mod when my gold went negative because I had 4 marshals. -44 negative. And when I went to trade for gold with other nations, it would be 0 or 2, not the 38,000,000 (38, just a joke) that I'm used to from vanilla. Other than that things are good. But would you like to see all my changes? I'll upload it in one folder with them all in there. This will also prevent people from unzipping it into their KoH folder because they probably don't know where they go. :lol:
This is not a mod of a mod.
There: that should hold them. :sad:
Hmm, than again, look for it at paradox ;) Can't upload anything here.
*edit* sadly, can't do it there either. I'll try once again to get into my filefront acount.
*edit edit* also made the changes because I found Germany was far too easy, money wise, even in your mod. Gotta love sourkraut on anything, blondes and a Holy, Roman, Empire :D
Debate? It wasn't centered in Italy, but was dedicated to the spread of Christianity. There's the Holy and Roman. Go advanced. Paganism was almost a national enemy. Pagans were to be baptised Christian at all costs, saving lives was not as important as saving souls. More Holy. Seeing as you were either Catholic or Orthodox back then, and they were so very very religious, (and Catholic), Rome and the Papacy being the center of Catholicism, they took on the title of almost a "new" Roman Empire. Except a Holy one, bent on conquest on the bias of religion, not territory. Conquest of foreign (pagan) peoples? That would constitute as an Empire to me. So Holy, ehh sorta Roman, medium Empire (for an empire).
To Otto! :rofl:
The file can de decoded as follows (note that the entries are separated by a |tab|):key base cap a plc
default a <base> <cap>s
Graaf graaf Graaf [a Graaf] Graven
1 2 3 4 51. = key, the key is the hardcoded tag which the executable file searches for in the file
2. = base, the standard text string, without a capital
3. = cap, the standard text string, with a capital
4. = indefinite article specification, left blank if the word has the indefinite article "a" [standard] e.g. 'a university', or specified "an" if the word has that article e.g. 'an anode'.
5. = plural form, left blank if it it has the standard form <cap>s, otherwise it is specified.
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Well explained Elvain! Do you still mod daily? Maybe you secretly work on HR 1.8? You seem to know the information very well, still :wink:
Thanks for that explanation, Doux! I thought it said pic, but it was plc, I will crawl my ignorant self back in the hole I crawled out of! :rofl: :yawn:
Only what needs a change is Texts/Economy/buildings;2.ini
[jewlery]
1 = Jewelery
[jewlery_desc]
1 = The %1Jewelry% produces jewels from silver. It gives gold bonus to the town.
I noticed that the spelling for the first, second and third line is still Jewelery, is it because it would cause the game to have a error?
Angryminer
04-01-2007, 08:17
No, but keeping the wrong internal spelling is easiest.
What you're doing is translating the fictive good "jewlery" (codenamed, you can also call it "good_8732", if you adjust the other files) into english as "Jewelery" (you could also write "Royfang's favorite good" and in the game it'd say "Royfang's favorite good", but it wouldn't say "good_8732" or "jewlery", because that is just an internal name for some good).
It's a workaround. You could go and change jewlery everywhere in the game, but it's easiest to keep the wrong spelling in the internal files and just change the spelling of the name that actually appears on the screen.
Angryminer
I reached a stump in your mod when my gold went negative because I had 4 marshals. -44 negative. And when I went to trade for gold with other nations, it would be 0 or 2, not the 38,000,000 (38, just a joke) that I'm used to from vanilla. Other than that things are good. But would you like to see all my changes? I'll upload it in one folder with them all in there. This will also prevent people from unzipping it into their KoH folder because they probably don't know where they go. :lol:
*edit edit* also made the changes because I found Germany was far too easy, money wise, even in your mod. Gotta love sourkraut on anything, blondes and a Holy, Roman, Empire :D
Debate? It wasn't centered in Italy, but was dedicated to the spread of Christianity. There's the Holy and Roman. Go advanced. Paganism was almost a national enemy. Pagans were to be baptised Christian at all costs, saving lives was not as important as saving souls. More Holy. Seeing as you were either Catholic or Orthodox back then, and they were so very very religious, (and Catholic), Rome and the Papacy being the center of Catholicism, they took on the title of almost a "new" Roman Empire. Except a Holy one, bent on conquest on the bias of religion, not territory. Conquest of foreign (pagan) peoples? That would constitute as an Empire to me. So Holy, ehh sorta Roman, medium Empire (for an empire).
To Otto! :rofl:
:confused: I don't understand what did you try to say :confused:
what's wrong with the income? and what the hell you mean in that part about HRE?
Except the uploading problems. You can use http://www.badongo.com
I know my english s.u.c.k.s, but I found myself compleately unable to understand most of things you say :confused:
Angryminer
04-01-2007, 14:13
I think he installed HR to an already existing game. Obviously his balance went down quite a bit, because usually you have quite a lot marshalls and in HR those cost a lot of money. He also said that he wondered about the goods based trading system we developed.
And the HRE bit seems like random comment about the HRE.
He seems to think the HRE was founded because everyone in today's germany felt quite religious one day and they created an empire to baptise pagans, and thus they chose the name Holy Roman Empire, because holy is good if you are religious and rome is the center of christianity, and empire is always good when you also consider military strategies to bring people to christianity.
That's how I understood him. Actually a quite funny explanation. :rofl: Though he doesn't seem to mean it as a joke.
Angryminer
Ok, the thing why I couldn't understand it was that I couldn't find any connection between the two parts :silly:
Angryminer
12-01-2007, 22:46
Originally from the patch status thread:Please excuse my margin of computer illiteracy, but actually how does it work - if I download your Holy Rome mod does that attach itself to my KOH disc automatically? Or is there something else I will need to do?this you must do to install it
Use PakMan (http://forum.sunflowers.de/showthread.php?t=3255):
1) make backup of the files: Knights of Honor/packs/defs.pak, europe.pak and texts.pak
2) run PakMan
3) open defs.pak
4a) right-click on any file in defs.pak
4b) follow: extract all files - to original directories (look at PakMan.jpg in the pack how to do it exactly)
5) do the same (step 4a and 4b) with europe.pak and texts.pak (and then close PakMan, you won't need it)
6) look that you have now new folders in your KoH directory (there shuold be following: defs, images, maps, movies, packs, system, Texts
7) decomprime HR mod
8) copy the files from HR mod to your KoH directory - files from HR/defs should replace files in your Knights of Honor/defs etc.
9) check if the files are copied in right places (for example try to open Knights of Honor/defs/Quests and there should be now much more files. First 3 (in alphabetical order) should be questinfo.ini, unite_alexandria.ini and unite_algiers.ini
10) check if there are new foldera in your KoH directory (Knights of Honor/images and Knights of Honor/movies) which were not there before you installed the mod (so now there should be following folders: defs, images, maps, movies, packs, system, Texts)
check also Installation1jpg and instalation-defs-quests.jpg if your mod is installed right - your folders should include same folders/files as are on the pics
11) run Knights of Honor and enjoy it
steps 3-5 are done in PakMan
4. Uninstallation
a) Remove the "defs", "images", "maps", "movies" and the "Texts" directories from your KoH-folder
b) In PakMan, open backup .pak files(europe.pak, defs.pak and Texts.pak) extract all files into original directories, or move all these 3 .pak files back to "Knights of Honor\paks"Angryminer
Miezko I Piast
14-01-2007, 22:33
@ Angryminer -- That's exactly what I meant.
@ Elvain - Yes, having a few marshals is FAR TOO expensive. Lower it a bit!
@ Elvain again - Playing as Germany is still too easy as far as your income goes. I edited your files a bit and I'll upload them, somewhere, where you can see the changes, and perhaps even use them.
@ Elvain once again - I think my changes are interesting. I'm definetely not saying use them, just have a look and see if you like the slight modifications to them. Other than that... looking foward to Holy Rome 1.8!!
Yes, having a few marshals is FAR TOO expensive. Lower it a bit!I know it's maybe too radical, but it is as I like it. Use more spies and less marshals :wink:
PS: it's to make the game as hard as possible once you become haegemon. You can't afford to have many marshals, you can either keep your people happy and have high expenses or high income from KP but terrible happiness.
Also AI never gets to a level when he needs so many marshals.
So thugh I generaly disagree with having lower marshal expenses I admit that 120 for 3 marshals is too expensive. I think some 80 would be fair. But no less than 200 for 4!!
Playing as Germany is still too easy as far as your income goes. I edited your files a bit and I'll upload them, somewhere, where you can see the changes, and perhaps even use them.I'm ready to look at them. But note that most of changes are not made to make the game hard for player only. They are mostly done to make the game easier to the AI! (I know that this may contradict to what I said above)
I think my changes are interesting. I'm definetely not saying use them, just have a look and see if you like the slight modifications to them. Other than that... looking foward to Holy Rome 1.8!!
I believe everyone's changes are interesting. Who knows what happens. Maybe HR 1.8 won't even be necesary and the patch will satisfy my tastes (:lol: noone knows how it is impossible as good as I :lol:)
Guys, I made some small changes in names and titles of muslim rulers and kingdoms. After I will enjoy the patch several days, I will start working on 1.8.
Changes from 1.7 I plan to do now are:
- make the mod functional with the second patch
- put back Spahias and remove either Assassins or Ghulam cavalry
- Change the map in 1350 a little again: put Karaman in and replace Rum Seljuks by more accurate state
- change Madrasa as more ordinary school (will make higher diference between muslims and other religions)
Maybe I will make 2 versions (which could stand alone or be used as upgrades of Holy Rome or just normal game, such as actual HRmapchanges)
a) Holy Jerusalem mod with boosted crusader units and Order knights(Teplars, Teutons and Hospitaliers), and if possible some advantages to crusader kingdoms
b) Holy Jihad mod where muslim units will be boosted and where assasins will be placed again
Holy Rome will remain the gameplay basis which would not be required
This is just a concept, the patch will show the direction
Good news!
Those who use Holy Rome mapchanges can reinstall them back just after they install the patch 2 (1.05)
The mapchanges run with no problems :go:
Just to inform you:
Holy Rome 1.8 has started to be developed several days ago :cheers:
Just to inform you:
Holy Rome 1.8 has started to be developed several days ago :cheers:Sounds great! Will the mapchanges also be updated?
Sounds great! Will the mapchanges also be updated?
Yes. At least a little. I will remove those starting pup up quests and some changes were made especialy in the muslim part of map.
Any ideas or wishes?
Changes from 1.7 I plan to do now are:
- make the mod functional with the second patch (some things will be used from old mod, some removed or adapted, I'll tweak Kingom power, make Ai even more agressive, enforce crusaders, etc.)
- put back Spahias and remove either Assassins or Ghulam cavalry
- Change the map in 1350 a little again: put Karaman in and replace Rum Seljuks by more accurate state
- change Madrasa as more ordinary school (will make higher diference between muslims and other religions)
Let's look how HRE is dealing with 1.05 patch and HR1.8 :wink:
http://img112.imageshack.us/img112/7185/hre28pnn7.jpg
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and here how the AI builds palisades:
http://img260.imageshack.us/img260/1579/palisadezd8.jpg
http://img520.imageshack.us/img520/671/palisade2zp1.jpg
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Stone walls (http://img522.imageshack.us/img522/4926/sronewallku8.jpg)
crusader army (http://img245.imageshack.us/img245/4206/crusadersjg1.jpg)
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I increased the number of units per crusader squad in order to make crusaders stronger.
I failed in giving crusader marshals ability to lead 10 squads yet
What file do you need to mod to add crusader units!?
Crusader units are in defs/Units/Military/Units.xls and.txt
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okay, another interesting screensots.
Nicaea at war (http://img225.imageshack.us/img225/7446/nicaeawarcd4.jpg)
Nicaea at war 2 (http://img143.imageshack.us/img143/1325/nicaeawar2nz8.jpg)
I'm now testing the mod with Nicaea. At the beggining it was kinda fine. I managed to sign fast peace with Ayyubids, build up some buildings and then start a war against Athens (My plan was to reunite Byzantia of course)
When I conquered Athens, everything seemed fine, but then...
I was naive and declared war on Latins. That made Venice angry (Latins were their vasal) there was Venetian DOW. By this I lost my most important trading partner!
Then followed DOW from Saloniki, Jerusalem (my second main trading partner) and Ayyubids.
When I managed to sign some peace treaties, Serbia, Sicily, Armenia, Bulgaria and Rum declared war on me.
I started to release all captured knights to have better relations to make them agree to my peace offers. It suceeded so Finaly Armenia became my vasal (the only victorious peace I signed) and others one after another agreed too (especialy when my emperor died)
Once my lands were more or less in peace (My only enemy at that moment were Latins) Trebizond asked me to declare war on Bulgaria and offered Paflagonia. I couldn't decline such offer, but I should.
Soon Ayyubid DOW arrived, followed by Venetian again.
No, it isn't possible to remember who and when declared war. Step by step I lost Lycia and Anatolikon to Ayyubids, reconquered them back, almost lost Hellas to Sicily (yes, I was at war also with Sicily), Lost Lycia again.. retook it. The peak of my power was when my both marshals sailed to Cyprus to stop finaly theri invasions. I conquered Cyprus, but in the meantime, Ayyubids besieged Lycia again. When my marshals landed to reinforce the battle, Lycia was lost. Jerusalem invaded Cyprus and took it from me, while all the other surrounding countries were bringing me one DOW after another.
I really love peace, you all know. I prefere diplomatic expansion and espionage, right. But in this my Nicaean game, I play almost 3 hours and not a single minute of this time was in peace.
I was trying hard not to expand my empire but to defend it.
During these 3 hours all (except Antioch which was eliminated rather soon in the game and Georgia - yet) countries in the region were at war with me including:
Tunis, Ayyubids, Jerusalem, Armenia, Rum, Trebizond, Cumans, Bulgaria, Latins, Saloniki, Athens, Serbia and Sicily.
Except Tunis, Athens and yet also Cumans they all invaded my lands at least once.
My armies were able to invade only Latins (once to plunder), Athens (once and conquered the province), Cyprus (victorious again), and several times Ayyubids, when they held Lycia and Anatolia. My furthest expedition was to Cyprus. I wasn't able to cross mediterranean sea to Africa. I mostly just reinforce Hellas or Lycia and Anatolikon
Anatolia was lost only once, Lycia 3 times (and twice reconquered)
Maybe I will make it bit easier? I really had no time to watch AI's income and how he builds fortifications. The fact is that my lands were mostly invaded by units such as desert archers, men at arms, cwossbowmen, mameluk infantry(armoured saracens), heavy archers, pronoi etc. I'm glad I was able to build chainmail workshop in Nicaea so my armies have Roman infantry, Byzantian spearmen and archers. Without these (who I can rarely fully reinforce) I'd surely already lose the game.
I should also probably mention thatthere were yet 2 spy actions against my kingdom, but that's just a side note :biggrin: I had much more serious problems
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I also learned to accept ANY trade offer from any part of map. One never knows when will my main trading partner declare war on me.
And they rarely agree to accept my offers :biggrin:
The AI hardly ever offers me to attack someone AND give me something for it. Why does it do that with you? Is that something you modded in or is it in the vanilla patched game??
And I have YET after a 5 hour HARD game to have run into an AI spy at all!?!? :nono:
And how does one go from a MINOR power to a MAJOR power!?!?
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