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cnaeus
8 Sep 2008, 21:40
Hi all!
I'm only a beginner in modding and my english is also poor, so I ask you to forgive me both:)
I finally managed to make my own mod, and now I just want to hear someone else's opinion about it. I would gladly hear critics as well... you can get it from http://www.kohmod.fw.hu/

My main idea for creating a new mod of this game was to enhance the outlines between the different religions and to make the pagan religion a more playable one. I added some new buildings, but the main change is the replacement of the exotic goods with new, religion-depending ones. And yes, this is how it works: now each religion has its own Kingdom Advantage that can be gained only by kingdoms of the specific religion…

The list of changes:
Exotic goods replaced with special ones that are available only for kingdoms with the current religion, only the exotic good amber remained. It means that you can now export only 2 exotic goods: amber+the special one.
These special goods are the following:
Relics for Catholic (needs Island Monastery in the importer town)
Icons for Orthodox (needs Island Monastery –orthodox version- in the importer town)
Exotics for Muslim (needs Caravan in the importer town)
Idols for Pagans (needs Shrine of the Seagods in the importer town)

Now each of these goods are needed for the religion’s special kingdom advantage:
Relics are needed for the Great Cathedral and Glorious Conquest (+6 morale)
Icons -> Secret Order (30% success for spy actions)
Exotics -> Silk Route (tripled trade income)
Idols -> Spring Festival (+5 happiness for inns and +10 for hostels)

Keep in mind that the importing system for these special goods are the very same as it had been before, the only thing is that you need the special building (see above) built in the coastal town.

New buildings:
Island Monastery: Raises Piety and adds books (Orthodox and Catholic)
Caravan: Gives gold and books bonus (Muslim)
Shrine of the Seagods: Gives books and gold (Pagan)
Divinatory: Adds books (Pagan – note that scribe, library and university are no longer available for pagans, they have Divinatory instead for increase the amount of books written)

New Upgrades:
Temple -> Golden Temple (the same as cathedral basilica and grand mosque, but for pagans, but gives gold rather than piety)
Church -> Basilica (for Orthodox)
(Note that basilica and golden temple provides the same boni as the cathedral, but don’t bear the special –hard coded- features, that’s why grand cathedral kingdom advantage is available only for Catholics)

Lesser changes:

-Many buildings now come as an upgrade, e.g.: scribe->library->University or vineyard->winery etc. especially for the siege defence. I tried, however, not to make nonsense upgrades. You will definitely see them in the game…
-Some buildings became cheaper
-Some units have religion requirement: feudal knights->catholic, cathapracht->orthodox, ghulam cavalry->islam, steppe cavalry->pagan
-increased book and piety capacity
-increased educate costs for higher levels
-increased tax income
-taxes raise more unhappiness
-decreased town tributes, trade income and gold bonus for kingdom power
-1 food costs 5 gold now
-ranged units have a bit more chance to kill
-steppe cavalry, highlander and Viking units are now stronger in melee
-accepting new religion does no longer need provinces of the wanted religion for pagans, for other religions only one needed
-perhaps some more that I cannot remember now ;)

Map changes:
-contains the same map changes as the great Holy Rome mod (but just that-no new units etc…), but in the early period Hungary starts with pagan religion and steppe cavalry special unit, Nordic states also begins as pagans

Other
-contains the startup logo-skipper patch, but it does not disables the intro

That’s all. I hope that if you don’t like my mod as it is, you will still find some elements of it useful (e.g. the buildings or just the idea :)), perhaps for some better mod…

maks
9 Sep 2008, 07:02
-1 food costs 5 gold now

I don't get this part, could you explain, please?

As for the rest, I'm fairly intrested. I'm going to play it pretty soon.

To install this mod, do I need to extract some paks with PakMan?

Thank you for your work :)

Mephistopheles
9 Sep 2008, 09:22
I like the concept of religion-specific achievements. Well thought! :)

cnaeus
10 Sep 2008, 14:44
Oh, Im very sorry, I didnt explain the insallation and stuff... there's really not much to do, just make sure you dont use any other mods by uninstalling it or rename its files. Then open the self-extracting archive of my mod (relmod.exe), and extract all the folders to your knights of honor directory. There will be 5 new folders, namely: defs, images, maps, movies, Texts. To uninstall, simply remove these folders. Thats all.
:)
There is another thing, however, that I have forgotten to mention:
my mod also contains the so called peace patch from balance mod. With this mod you will not see little kingdoms having war with the whole world, and large kindoms torn into pieces just becouse ai cannod sign a peace threatment. It really makes things more stable, its very fun. :)

cnaeus
10 Sep 2008, 15:19
Oh my, I've also forgoten about the religion bonuses!
Caholic and Orthodox now have the least gold bonus: 10%, but catholic religion also gains 10% more books and 30%more piety. Orthodox kingdoms receive 30% more books, but have just 10% piety bonus.
Excommunicated catholic suffers -30% piety penalty and -2 morale penalty in battles, and have no other boni.
Independent Orthodox receives 10% more books than subordinated, but have no bonus to piety.
pagans receive nothing, but a 15% gold bonus and +3 morale in battles. Note that auto-conversion time for pagans also greatly increased.
muslims have the most gold bonus, as they receive 20% more gold, but have no piety bonus. They also have a little 10% bonus to books.
If u dont like it, u can cange it any time in the defs/religion/modifiers.in2 -open it witth notepad.

Altair
10 Sep 2008, 16:59
Just a question that came through my mind...I saw you made a "Unite the Romans" quest. I presume that I have to play as Byzantia, but do I have to conquer half the world or just Rome :D

maks
10 Sep 2008, 17:22
Just a question that came through my mind...I saw you made a "Unite the Romans" quest. I presume that I have to play as Byzantia, but do I have to conquer half the world or just Rome :D

You can just look into the .ini file for the quest:

periods = early, high, late
calc_for_kingdoms = Byzantia, Holy Roman Empire, France
religion_is = othodox, catholic

lands to conquer:
has_realms = Hellas, Solun, Thrace, Appulia, Napoli, Rome, Tuscany, Epyrus


Like some of the others, this quest is adopted from elvain's HR mod, I presume.



cnaeus, thanks for the answers :)

Altair
10 Sep 2008, 20:15
So I saw it. It isn,t to conquer half of Europe, you are to get it as a prize :D

Mathyas Rex
10 Sep 2008, 21:32
Great MOD!!! Thumbs up:go: The advantages were a good idea, religion influences gameplay more now (as it should). I`m planning to play a really long campaign, I want to see how economy evolves later on in the end game. I made a few tweaks though - added a new unit for hungary 'ijasz' instead of steppe cavalry, and increased the number of all squads, because I like bigger armies that make battles much more enjoyable.

Congrats on a mod well done.

Altair
11 Sep 2008, 13:43
I tried the quest I was talking about and...it's...like... let me just show you
http://store.picbg.net/pubpic/85/29/f26b441a7c628529.jpg
:eek: I didn't know catholics were so touchy about their Pope :D Just gotta wait 'till my emperor dies then :)

jediguardian
11 Sep 2008, 14:49
This happens even if the game is not modded.

elvain
11 Sep 2008, 16:34
I tried the quest I was talking about and...it's...like... let me just show you
pic
:eek: I didn't know catholics were so touchy about their Pope :D Just gotta wait 'till my emperor dies then :)
this happens to everyone who destroys papacy.
The best way is to force some of your mighty enemies to conquer it (force papacy to declare war on them?) and then "save" Rome - finally everyone loves you and you have Rome, while your enemy is hated in the entire catholic world :D

PS: if the "Roman quest" is adopted from HR mod, you have to cnoquer also parts of France and Spain IIRC

Altair
12 Sep 2008, 09:06
Heh, nice thinking :D But there are two problems.
1. Noone warred noone. It was a major world peace situation. I was actually the only one conquering provinces :eek:
2. I have no save before I conquered Rome :D
Anyway, most of the kings died trying to liberate Rome (:D) and I made White peace with everyone but the Nordic states. I finished the quest with conquering Tuscany and all hell broke loose. Even the Muslim countries began invading and it was all the world against me. Literally :bash: With only three marshals, one of them brand new, I didn't stand a chance :D
Nice mod, though, liked every minute I played :go:

PS. Can someone send me an .ini file with the "Ireland" quest? For some reason it isn't present in the mod. My e-mail is rummar@abv.bg.
Thanks :)

maks
13 Sep 2008, 13:05
To cnaeus, greetings. :)

This Religions mod of yours is definetly an interesting mod. With a whole case of concepts thrown in, pretty new buildings in curious new relations, the whole thing feels rather classy.

Sadly, its gameplay lacks balance. As for now, the major problem seems to lie in diplomacy tweaking.

my mod also contains the so called peace patch from balance mod. With this mod you will not see little kingdoms having war with the whole world, and large kindoms torn into pieces just becouse ai cannod sign a peace threatment. It really makes things more stable, its very fun. :)

I'm still much of a newbie, how exactly the original peace patch is supposed to work? I don't know. Here, in Religions mod, wars seem to occure incredibly rare. At the early stage of the game - as Altair points out - they aren't present at all. Later on only the one or two most powerful states actually start wars against neighbours, the rest of the conflicts initiated by vassals breaking off and orthodox states declaring church independance.

It's much more stable indeed, but the problem is that smaller states don't form alliances or train their marshals. As a result, they fall easy prey for the player or superpowers.

Another problem - for those who would agree on this matter - is amount of gold income. Many of us players believe that KoH in general gives us too much gold and we expect mods to have no mercy for us, sinful, in financial matters. :) Well, some people disagree and argue that the more (gold) is the merrier (gameplay, especialy for AI). poster's Gathering mod is built upon this philosophy. You decreased some incomes and increased others, so I don't know which party you belong to. :)

-increased tax income
-taxes raise more unhappiness
-decreased town tributes, trade income and gold bonus for kingdom power

At the beginning of game with little tax income and merchants being useless, player's treasury is in great danger. One must either dismiss the marshal (upkeep cost's increased!) or run around, frantically trying to meet the ends. Sometimes the only option is declaring war and raiding an unfortunate neighbour for a pillage or two. Cool! :))

But the times of financial crisis don't last long. With only three or four provinces and, well, a couple of merchants or a reliable vassal I seem to become virtually invincible! I can bribe everyone out of red into royal marriage, I can build up a strong army and attack whoever I want - as they don't form big alliances and have no experienced marshals... Right after the first steps in the game I'm already a superpower. :eek:

Another - relatively minor - issue is that many buildings seem to be rendered useless. Religion-only exotic goods are cool, but they leave only two exotic goods to import for any specific kingdom. With gold income from buildings reduced that much, Admiralties have little to no sense to build them. Same for all money-making buildings - compared with tax gold amounts, only Merchant guilds have some merit. The rest serve as fillers for town spaces.

Well, I guess I better wrap it up, at least for now. :) I'm yet to play a pagan state, mind you, taking my time to finish the current game.

Thank you for your work. :)

Altair
15 Sep 2008, 11:53
Heh...don't form alliances, you say? Even before I conquered Rome the western countries(Muslim too) were one big alliance. And after that the orthodox kingdoms proclaimed independence, my catholic allies broke agreements and as I said - whole world against Rome :D
And I don't agree merchants are useless - at least in the begining when every so the kingdoms are with minus income - I just hire the king and his succesor as traders, so to be at least with 0 income. By the time the king dies, the superpower thing is up :D Oh, and I always hire princes for marshals/spies (not ones who become kings later IMO). Saves a lot of gold :)

maks
15 Sep 2008, 12:53
Heh...don't form alliances, you say? Even before I conquered Rome the western countries(Muslim too) were one big alliance.
That may have happened because of your own actions. I concerned mostly about AI x AI relations :)

And I don't agree merchants are useless - at least in the begining when every so the kingdoms are with minus income - I just hire the king and his succesor as traders, so to be at least with 0 income.
Relatively useless, compared to vanilla KoH or other mods. It's not a bad thing, mind you. :)

I always hire princes for marshals/spies (not ones who become kings later IMO). Saves a lot of gold :)
Helps against enemy spies, too... by not hiring them. :))

cnaeus
15 Sep 2008, 14:42
Hi all, and thanx for the critics very much! I admit that the economic part of my mod is one of its weakest part, its becouse I thought that u will combine my mod with an economy-based one, that will fit to your tastes. I will definitely check out this gathering mod, sounds very interesting. :) The main idea for the increased taxes vs town tributes and others was that taxes are based on the population... so, the more war you have, the less money you will get from taxes (becouse u recruit men from the cities). This is much more interesting than just build many good buildings an get the money for free. If you dont want to get that mutch money, you are free to change the player income cap to 50% or lower in the difficulty.in2 at any time :)
About peace patch: it is only one file: the defs/misc/personalities.in2. If u dont like peace, just delete this file :) I think however that it comes very well with the new 1.05 patch, where neighbouring ai kingdoms are more likely attack you and form alliances together depending on your kingdoms' size. All in all, peace patch makes ai kingdoms not to wear many wars with each other, but they still declare war against player.
The only reason for enabling only one exotic from the previrous system was to increase the probability of ai exporting the special exotics. Besides, the special kingdom advandage is pretty strong, I think, so there is point to build admiralty and upkeep the exotic good. You can easily enable the old ones though, by simply open defs/economy/exotics.in2, and add to the list:
[exotics' name]
cost = 3000g
importtime = 30000
req = admiralty
you would also modify advantages.in2 in that case, its an easy thing too. But I myself cannot see any point in having that mutch exotics. It just makes ai never to have advantages.
Oh, and sorry about Rome quest, I modified it just for fun while i havent realized I had includet it to the mod :) In that case, byzantia quest is also modified (only the provinces of the high period Byzancia deeded)... :) I thought that the main issue of the Roman Empire was to unite Rome and Constantinople -the two poles of religious world- under one flag. There would be no fun in unite Rome while you almost win the game, becouse it requres so mutch provinces. Same goes to Byzantia...
Thanks for paying me attention, again :) Im avare that I have much to learn, actually its my first mod...

KnightRider
24 Dec 2008, 14:38
Hello
I've just downloaded this mod. This kingdom advantages-stuff is cool, and it was a good idea to create spec buildins for pagans either...
Looks nice, thanks! :)