Laudan
24-03-2006, 23:28
Mod InvadeEconomic
THIS MOD make KOH playable
This comes now :
This mod InvadeEconomic have a good economic part. How does the economic part work ? Example: Spain have the valuables horces, honey and spices and have build one market. The fatamids have the valuables honey, salt and spices and have build two markets.The spanish trader becomes for the valuables horces 3 gold (for every valuable you becomes 3 gold) and for each market from the another side 3 gold ( two fatamids market = 6 gold), so the income of the spanish trader is 9 gold. The fatamid trader becomes for the valuables salt 3 gold and for the spanish market 3 gold, so the income of the fatamid trader is 6 gold. For the valuables honey and spices never of the traders become gold, because all have the same valuables.The relationship make the income of the traders up or down.
The exotics come now from followings buildings:
spice--------------market
ivory-------------harbour
gems-------------admirality
silk------------------merchant guild
ebony---------------library
sugar----------------bakery
amber-------------coast guard
For the kingdom power give it no gold more. The towntribute is reduced.
normaly taxes give for every 10 villager 3 gold
higher taxes give for every 10 villager 9 gold
difficulty:[hard]
; economy_tick = 2500
economy_tick = 12000
military_tick = 1000
min_invade_army_squads = 9
min_defend_army_squads = 9
max_invade_armies = 30
invade_levels = 1, 8, 3, 16, 5, 30
conquer_last_realm = 80
;hire
HireMarshal = 500
HireBuilder = 1000
HireFarmer = 1000
HireSpy = 1500
HireCleric = 800
HireTrader = 1000
HireMercenary = 100
The upkeep of the cleric and spy is three time higher
The boni of the trader, farmer and builder is now 3 instead 1.
The marshal and the units need for experience more time
The ability engineering have now : 1.Level = Can used laddermens
2.Level = Can used battering ram // 3.Level = can used ballista
For the trebuchets you need the siege workshop, armory and stables. Trebuchets can only build in some provinces.You can pick the trebuchets from the menue "regular" if the provinces can have trebuchets.You can used the trebuchets for the garrision.The trebuchets attacks units in the field or in the town.The combatrange of the trebuchet is very great.The trebuchet shoot with 3 up 6 bolts. The ammunition is limited. The damage zones is great, so you have perhaps luck that the bolts not hit your units.The towndamages great. Catapults need a siege workshop and armory and you can build catapults only in some provinces. They attacks units in the field or in the town.The combatrange is high.The catapult shoot with 1 up 3 bolts. The ammunition is limited. The damageszone is normal. Catapults have now moral. You can used catapults for the garrision. Laddermens attacks units in the field and in the town they go to the wall for place the ladders .Laddermens have now moral and no armour.
The AI can now recuit laddermens and battering rams from the town, if the town have the building siege workshop.
Rebels/Loyalist can used catapults and trebuchets.
But this is not all, the AI make now more alliances and NAP(NotAttackPakt))with the AI in the beginning of the game, this mean, if the AI have more then 2 alliances your troubles grow up!!! The rebells or sympathisants comes in 360/400/440/480 mens, but you see 360 mens often. Per kingdom have only two uprising. After one plunder, the rebels/sympathisants becomes one star and one elitesquad.
The AI will never have a peace with you in the war, except the AI have too much lost armys! Now, the AI play very well!!
Have a fun with these MOD! Many things i change ! The AI build all buildings. TEST IT!!! and you see big kingdoms and strong armies. Till up 30 armies can come in your kingdom! Becareful! TEST THIS MOD for one hour and you will like it. ---Bows-and crossbowattackvalues higher. New armourdefs: chain = 20; scale = 30; plate = 40. --- The moralbase is now 13 instead of 10, but if you dont like the new moralbase , so open defs/Misc and take out the moral IN2 file. Notice: The moralbase of 13 is good for the AI, if they will attack a castle. ---The AI used all kingdom advantages. --- Trench i take out from the game. The AI have more buildingsplaces. --- Farmers, traders and builders have now the bonuses of 3 , not more 1. --- The game start very quiet, but then explode the game! If you attack a kingdom look of his alliances or you die quickley. My TIP: Play the game without the pause-function. Deactivated the pause -function. Fight the battle self.
Please use in your game only 9 squads (normaly 13 squads included siegemachinery can the player used), because the AI can only used 9 squads.
You must start this MOD in the level hard!!
You must start a new game and cannot used your old saves because the mod have many new feature.
Installation:
First delete any MOD from the Knights of Honor folder.
Extract the files defs, maps, image and text in the archive to your Knights of Honor folder. If the defs,maps, images and text are there the installation should be complete. .
The Downloadlinks:
http://rapidshare.de/files/17058987/InvadeEconomicFinall.zip.html Mod InvadeEconomic
INFO-----Trebuchets and Catapults
Trebuchets and catapults attack only units.
How can i destroy walls ??
After all troops spawn on the battlefield go not to the wall, because if you do that, the AI troops go back to the middle of the castle. Catapults shoot as the crossbow and bow units automatical . Stop the shooting of the catapults. You need two or more trebuchets ( catapults a little more ) for destroying the walls to make a break-through. Mark a AI troop on the wall and shoot with all your trebuchets and/or catapults and you become your break-through.
THIS MOD make KOH playable
This comes now :
This mod InvadeEconomic have a good economic part. How does the economic part work ? Example: Spain have the valuables horces, honey and spices and have build one market. The fatamids have the valuables honey, salt and spices and have build two markets.The spanish trader becomes for the valuables horces 3 gold (for every valuable you becomes 3 gold) and for each market from the another side 3 gold ( two fatamids market = 6 gold), so the income of the spanish trader is 9 gold. The fatamid trader becomes for the valuables salt 3 gold and for the spanish market 3 gold, so the income of the fatamid trader is 6 gold. For the valuables honey and spices never of the traders become gold, because all have the same valuables.The relationship make the income of the traders up or down.
The exotics come now from followings buildings:
spice--------------market
ivory-------------harbour
gems-------------admirality
silk------------------merchant guild
ebony---------------library
sugar----------------bakery
amber-------------coast guard
For the kingdom power give it no gold more. The towntribute is reduced.
normaly taxes give for every 10 villager 3 gold
higher taxes give for every 10 villager 9 gold
difficulty:[hard]
; economy_tick = 2500
economy_tick = 12000
military_tick = 1000
min_invade_army_squads = 9
min_defend_army_squads = 9
max_invade_armies = 30
invade_levels = 1, 8, 3, 16, 5, 30
conquer_last_realm = 80
;hire
HireMarshal = 500
HireBuilder = 1000
HireFarmer = 1000
HireSpy = 1500
HireCleric = 800
HireTrader = 1000
HireMercenary = 100
The upkeep of the cleric and spy is three time higher
The boni of the trader, farmer and builder is now 3 instead 1.
The marshal and the units need for experience more time
The ability engineering have now : 1.Level = Can used laddermens
2.Level = Can used battering ram // 3.Level = can used ballista
For the trebuchets you need the siege workshop, armory and stables. Trebuchets can only build in some provinces.You can pick the trebuchets from the menue "regular" if the provinces can have trebuchets.You can used the trebuchets for the garrision.The trebuchets attacks units in the field or in the town.The combatrange of the trebuchet is very great.The trebuchet shoot with 3 up 6 bolts. The ammunition is limited. The damage zones is great, so you have perhaps luck that the bolts not hit your units.The towndamages great. Catapults need a siege workshop and armory and you can build catapults only in some provinces. They attacks units in the field or in the town.The combatrange is high.The catapult shoot with 1 up 3 bolts. The ammunition is limited. The damageszone is normal. Catapults have now moral. You can used catapults for the garrision. Laddermens attacks units in the field and in the town they go to the wall for place the ladders .Laddermens have now moral and no armour.
The AI can now recuit laddermens and battering rams from the town, if the town have the building siege workshop.
Rebels/Loyalist can used catapults and trebuchets.
But this is not all, the AI make now more alliances and NAP(NotAttackPakt))with the AI in the beginning of the game, this mean, if the AI have more then 2 alliances your troubles grow up!!! The rebells or sympathisants comes in 360/400/440/480 mens, but you see 360 mens often. Per kingdom have only two uprising. After one plunder, the rebels/sympathisants becomes one star and one elitesquad.
The AI will never have a peace with you in the war, except the AI have too much lost armys! Now, the AI play very well!!
Have a fun with these MOD! Many things i change ! The AI build all buildings. TEST IT!!! and you see big kingdoms and strong armies. Till up 30 armies can come in your kingdom! Becareful! TEST THIS MOD for one hour and you will like it. ---Bows-and crossbowattackvalues higher. New armourdefs: chain = 20; scale = 30; plate = 40. --- The moralbase is now 13 instead of 10, but if you dont like the new moralbase , so open defs/Misc and take out the moral IN2 file. Notice: The moralbase of 13 is good for the AI, if they will attack a castle. ---The AI used all kingdom advantages. --- Trench i take out from the game. The AI have more buildingsplaces. --- Farmers, traders and builders have now the bonuses of 3 , not more 1. --- The game start very quiet, but then explode the game! If you attack a kingdom look of his alliances or you die quickley. My TIP: Play the game without the pause-function. Deactivated the pause -function. Fight the battle self.
Please use in your game only 9 squads (normaly 13 squads included siegemachinery can the player used), because the AI can only used 9 squads.
You must start this MOD in the level hard!!
You must start a new game and cannot used your old saves because the mod have many new feature.
Installation:
First delete any MOD from the Knights of Honor folder.
Extract the files defs, maps, image and text in the archive to your Knights of Honor folder. If the defs,maps, images and text are there the installation should be complete. .
The Downloadlinks:
http://rapidshare.de/files/17058987/InvadeEconomicFinall.zip.html Mod InvadeEconomic
INFO-----Trebuchets and Catapults
Trebuchets and catapults attack only units.
How can i destroy walls ??
After all troops spawn on the battlefield go not to the wall, because if you do that, the AI troops go back to the middle of the castle. Catapults shoot as the crossbow and bow units automatical . Stop the shooting of the catapults. You need two or more trebuchets ( catapults a little more ) for destroying the walls to make a break-through. Mark a AI troop on the wall and shoot with all your trebuchets and/or catapults and you become your break-through.