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elvain
7 Jul 2007, 16:20
Hi, this is meant to help everybody who wants to mod KoH on his own

This list is made thanks to:
Angryminer aka Mephistopheles
Doux
Traveller aka Nike BG
Laudan
Xuca

Right now I'm working on diplomacy and I'm trying to make it deeper and extend it a bit (I surrendered adding new units after about 10attempts when the game didn't run even to intro :sad:)

defs.pak defs\Misc\conv_layout.in2
describes how diplomatical audience goes

defs\economy\units.xls
defs\economy\units.txt
defines unit stats (defense, attack, range, price, specials)

defs\Quests\questinfo.in2
defines peobability and effect of quests

defs\Quests\unite_england*.ini
definces kingdoms which can make quest, effect of quest etc.
*or Almohads, Aragon, Byzantia, Burgundy, France etc.
to make new quest - copy one of existing to original directory, rename it and define as you want

EDIT: most of other changes in defs.pak is added by Angryminer :go:

texts.pak
Texts\map\eu_realms.tsv
all kingdom and province names

Texts\map\eu_towns.tsv
all town names

Texts\knights\eu_knights.tsv
all king and knight names

Texts\knights\eu_titles.tsv
titles of kings and knights in game

Texts\map\kingdoms.tsv
all kingdom titles (Kingdom, Empire, Khanate, Sultanate, Republic etc.)

europe.pak
maps\europe\map\towns.ini
defines where town name differs from province name

maps\europe\map\units.xls
maps\europe\map\units.txt
holds kingdom special units, province local and province special units

maps\europe\map\vassals.ini
holds vassalage relations (vassal=overlord)

maps\europe\map\kingdoms_1000.ini
maps\europe\map\kingdoms_1200.ini
maps\europe\map\kingdoms_800.ini
Various: provinces, colours and banners, title, king title, capitals, relations among kingdoms
PS:800=early, 1000=high, 1200=late

maps\europe\map\kingdoms.ini
kingdom has to be listed here to be playable

maps\europe\politmap\kingdomnamepos0.in2
maps\europe\politmap\kingdomnamepos1.in2
maps\europe\politmap\kingdomnamepos2.in2
kingdom's name positions in starting map (kingdom selection)
PS: 0=early, 1=high, 2=late

maps\europe\kings\XXX*;YY**.txt
defines names of kings, queens princes and princesses, as well as king's and princes' skills
PS:*name of kingdom, **period: 800(early)/1000(high)/1200(late)
example: bohemia;1200.txt

when creating new kingdom - copy one of those existing files to original directory, rename it and define as you want

maps\europe\knights\regions_800.ini
maps\europe\knights\regions_1000.ini
maps\europe\knights\regions_1200.ini
religion of provinces(only if the religion is diferent than kingdom's), knight nationality of provinces

maps\europe\knights\moravian*.ini
holds names of knights, princes and princesses of certain nationality
*or also english, german, baltic, arabic etc.

when creating new nationality - copy one of those existing files to original directory, rename it and define as you want

PS: to create new kingdom you have to change all those files:
maps\europe\kings\bohemia;1200.txt - create new one
maps\europe\politmap\kingdomnamepos0.in2
maps\europe\politmap\kingdomnamepos1.in2
maps\europe\politmap\kingdomnamepos2.in2
maps\europe\map\kingdoms_1000.ini
maps\europe\map\kingdoms_1200.ini
maps\europe\map\kingdoms_800.ini
maps\europe\map\train_units.xls
maps\europe\map\train_units.txt
maps\europe\map\kingdoms.ini
Texts\knights\eu_knights.tsv
Texts\map\eu_realms.tsv
Texts\map\kingdoms.tsv
if it is somebody's vassal, then also:
maps\europe\map\vassals.ini

if you work on something, please share where you do changes...

The file extractor is called PakMan (http://forum.sunflowers.de/showthread.php?t=3255) and is made by Tempest

Hi, this is meant to help everybody who wants to mod KoH on his own

Right now I'm working on diplomacy and I'm trying to make it deeper and extend it a bit (I surrendered adding new units after about 10attempts when the game didn't run even to intro :sad:)

defs.pak defs\Misc\conv_layout.in2
describes how diplomatical audience goes

defs\economy\units.xls
defs\economy\units.txt
defines unit stats (defense, attack, range, price, specials)

defs\Quests\questinfo.in2
defines peobability and effect of quests

defs\Quests\unite_england*.ini
definces kingdoms which can make quest, effect of quest etc.
*or Almohads, Aragon, Byzantia, Burgundy, France etc.
to make new quest - copy one of existing to original directory, rename it and define as you want

EDIT: most of other changes in defs.pak is added by Angryminer :go:

texts.pak
Texts\map\eu_realms.tsv
all kingdom and province names

Texts\map\eu_towns.tsv
all town names

Texts\knights\eu_knights.tsv
all king and knight names

Texts\knights\eu_titles.tsv
titles of kings and knights in game

Texts\map\kingdoms.tsv
all kingdom titles (Kingdom, Empire, Khanate, Sultanate, Republic etc.)

europe.pak
maps\europe\map\towns.ini
defines where town name differs from province name

maps\europe\map\units.xls
maps\europe\map\units.txt
holds kingdom special units, province local and province special units

maps\europe\map\vassals.ini
holds vassalage relations (vassal=overlord)

maps\europe\map\kingdoms_1000.ini
maps\europe\map\kingdoms_1200.ini
maps\europe\map\kingdoms_800.ini
Various: provinces, colours and banners, title, king title, capitals, relations among kingdoms
PS:800=early, 1000=high, 1200=late

maps\europe\map\kingdoms.ini
kingdom has to be listed here to be playable

maps\europe\politmap\kingdomnamepos0.in2
maps\europe\politmap\kingdomnamepos1.in2
maps\europe\politmap\kingdomnamepos2.in2
kingdom's name positions in starting map (kingdom selection)
PS: 0=early, 1=high, 2=late

maps\europe\kings\XXX*;YY**.txt
defines names of kings, queens princes and princesses, as well as king's and princes' skills
PS:*name of kingdom, **period: 800(early)/1000(high)/1200(late)
example: bohemia;1200.txt

when creating new kingdom - copy one of those existing files to original directory, rename it and define as you want

maps\europe\knights\regions_800.ini
maps\europe\knights\regions_1000.ini
maps\europe\knights\regions_1200.ini
religion of provinces(only if the religion is diferent than kingdom's), knight nationality of provinces

maps\europe\knights\moravian*.ini
holds names of knights, princes and princesses of certain nationality
*or also english, german, baltic, arabic etc.

when creating new nationality - copy one of those existing files to original directory, rename it and define as you want

PS: to create new kingdom you have to change all those files:
maps\europe\kings\bohemia;1200.txt - create new one
maps\europe\politmap\kingdomnamepos0.in2
maps\europe\politmap\kingdomnamepos1.in2
maps\europe\politmap\kingdomnamepos2.in2
maps\europe\map\kingdoms_1000.ini
maps\europe\map\kingdoms_1200.ini
maps\europe\map\kingdoms_800.ini
maps\europe\map\train_units.xls
maps\europe\map\train_units.txt
maps\europe\map\kingdoms.ini
Texts\knights\eu_knights.tsv
Texts\map\eu_realms.tsv
Texts\map\kingdoms.tsv
if it is somebody's vassal, then also:
maps\europe\map\vassals.ini

if you work on something, please share where you do changes...

The file extractor is called PakMan (http://forum.sunflowers.de/showthread.php?t=3255) and is made by Tempest
-----------------
defs\economy\advantages.in2
Holds the boni for kingdom advantages.

defs\economy\ai_build.in2
Holds the list of constructions to build for the AI when at war

defs\Happiness\hconst.in2
Hold various informations about happyness. How long does nostalgy last? How high can war exhaustion raise? etc.

defs\Knights\educatecosts.in2
Holds the education cost for the knights except marshall.

defs\Knights\menu.in2
Holds the options that will be listed when a knight is clicked in the royal court.

defs\Knights\skills.in2
Holds the boni for marshallskills.

defs\Knights\spies.ini
Holds the chances of success for spy-missions.

defs\Misc\claim.in2
Holds the chances of claiming (or successfull claiming by player) when a king died.

defs\Misc\econst.in2
VARIOUS. Crusades, Excommunications, Jihads, Governor's boni, upkeep, relation changes, trade revenues, tax, kingdom-power costs and boni, ...

defs\Misc\morale.csv
Holds the morale modifiers in battle.

defs\Misc\personalities.in2
Holds the control-values for the WorldView AI.

defs\Rebels\rconst.in2
Holds information about rebels. When do rebels attack? When do local rebels become famous rebels? etc.

defs\religion\modifiers.in2
Holds the boni for religions. For example: Catholic kingdoms recieve 30% more money.

defs\difficulty.in2
Controls the possibility to attack the player at the different difficulty settings. Also controls some more AI behaviour.

Texts\economy\advantages.ini
Holds the descriptions for the advantages.

Texts\msg\ai_orders.ini
Holds the texts that appear above the AI armies when they recieve new commands by the AI.

Texts\msg\cross border.ini
Holds the texts that float above armies that cross province borders.

Texts\msg\spawn text.ini
Holds the texts that appear in a popup-windows when new rebels emerge.

Texts\msg\thoughts.ini
Holds the texts that float above rebel armies.

defs\Misc\religion.in2
Holds obsolete information about wonders. This feature is obviously not in KoH anymore and this file is useless.

elvain
7 Jul 2007, 16:21
defs\economy\buildings.in2
Holds all game's buildings. It contains settings as structure cost, requirement, what building produces and so on.

texts/economy/buildings.ini or buildings;2.ini
Holds buildings descriptions

Creating new building:
You need to modify following files: buildings.in2, buildings;2.ini and copy for example granary.bmp, granary_l.bmp, granary_s.rle
(EDIT by Elvain: you can find them in screens.pak: images\screens\PlayWnd\economy\icons\buildings\)
Rename .bmp and .rle as you want but it must be new building's name. In 'buildings.in2' create your dreamed structure and in 'building;2.ini' put description for it.

Creating new Battle Map(if someone doesn't know):
All you need to do it, is create in KoH directory 'map' folder. Then run game in debug mode, press F11, choose "Battle Map" option and have fun with editor. When work is done, save it and copy 'map' folder, for example, to 'maps\historical\'.

To load already existing map, find it 'map' folder, copy to KoH directory, run game in debug mode, go to editor and choose 'load' option twice. If you want to load europe map do the same. From now you can modify everything ;) Description for historical maps are in 'texts\historical maps\'
-------------
I spend some thoughts on units...
1. If the folder defs\Units\Military exists, all necessary files have to be in there or the game will fail to start.
2. The file defs\Units\Military\army_units.in2 does not control the costs of hiring units, though it may look like that..
3. The file defs\Units\Military\Units.txt controls the unit's stats and values (needed buildings, needed money, morale-bonus, damage, etc. etc.)
4. The file defs\Units\Military\bonuses.ini controls the bonuses of for example spear versus cavalry.
5. The file defs\Units\Military\army_units.in2 reserves some unused unit types . For example:

typeid = reserved
label = units;reserved
def_id =
add = 30
cost = 300g 200f
require =
I believe def_id to be the value that is called "UNIT ID" in defs\Units\Military\Units.txt. This should give us the possibility to add at least two own units (one with the label "reserved" and one with the label "rederved1"). Perhaps even more, but I don't know how much of this label-thing is hardcoded.
If someone tries around with this: Don't forget to mention the unit in Units.txt und give it it's own *.unit file.
It should also appear in a *.menu file to make it recruitable.
-------------------
Creating new unit - tutorial:

First copy and rename *.unit file for example 'vikings.unit' on 'my.unit'. Edit copied file and change names from 'vikings' to 'my'.

Don't touch paths from [images] section, because game will crush.

There is no need to change even path for [icons]. Next use 'search' option and find all files which contain name of unit your was based on ( in example all 'vikings*.*') without of course files from [images] and [icons] section. After that, copy, rename searched files and put them into right folders.
Also you need to edit 'TrainUnits.xls' to specify in which kingdom your unit can be recruit and 'Units.xls' for stats. In 'Units.in2' create requirements for unit. To add it's description, edit 'ui_help;01unitdescr.ini' and that should be all what must be done to play.
---------------------
[U]map of provinces in KoH
http://img193.echo.cx/img193/5025/realmsorig0bq.jpg
---------------------
I entered these values for the halbierd and sword masters:
base_bonus = -1s, -1g

but in the game I get a gold bonus! So I changed it to:
base_bonus = -1g, -1s

and got a workers bonus! So is there anything I can do, or do I have to choose between gold and workers?
------------------
no good. first option-same problem, second option-game ignored the first base_bonuse line. I tried also
base_bonus = -1g -1s without the comma, and again I get a bonus. I also checked axe smith, where I entered:
base_bonus = 1s, -1g
and again I had a gold bonus. I guess the game ignores the - if it isn't on the first place
----------------------
in kingdoms;1000.ini (and files like this kingdoms;800/1200.ini) somewhere in map/europe/... there are 3 points influencing flags:
color1, color2 and ornament.
color1 indicates color of shield
color2 color of ornament
ornament - each number means a symbol

unfortunately I don't remember numbers of colors nor symbols, except some: 18 is lion like Bohemia uses, 4 is number for red, 14 is white I guess.
------------------
so here I finally post some data for changing flags/coats

Colors:
1 - green
2 - "gold"
3 - black
4 - red
5 - purple
6 - dark blue (like French or Scotch)
7 - brown (Hungary)
8 - green
9 - yellow
10 - blue
11 - light blue (Almohads)
12 - khaki (Berbers)
13 - red
14 - yellow (Germany)
15 - white


Ornaments:
1 - ?? - (Zeta, Fez)
2 - don't know how to describe - (Lothian, Cumans)
3 - horizontal central stripe - (Munster, Almohads)
4 - don't know how to describe - (Pechnegs, Granada)
5 - big cross - (Latins, York, Teutonic Order)
6 - horizontaly divided shield - (Papacy)
7 - verticaly divided shield - (Kiev)
8 - St.Andrew's cross - (Scotland)
9 - don't know how to describe - (Khazars, Golden Horde)
10 - 3 (heraldical) leopards=lions one under each other - (England, Bulgaria, Cyprus)
11 - 3 lillies - (France)
12 - eagle - (Germany, Novgorod)
13 - small cross - (Switzerland, Jerusalem)
14 - vertical stripes - (Aragon)
15 - don't know how to describe - (Hungary, Burgundy)
16 - "chess playfield" - (Croatia, Brittany)
17 - orthodoxal cross - (Byzantia, Serbia)
18 - lion - (Bohemia, Norway)
19 - horse in jump - (Naples, Lithuania)
20 - castle - (Castille, Leinster)
21 - halfmoon - (Zirids, muslim Sicily)
22 -
23 - halfmoon with a star - (Cordoba, Ottomans)
24 - golden crown on horizontaly divided shield - (Armenia, Wessex)
25 - golden lion on verticaly divided shield - (Suzdal)
26 - central circle - (Moldavia)
27 - lion on horizontaly divided shield - (Kazan, Wales, Venice)
28 - halfmoon on divided shield* - (Abbasids, Mameluks)
29 - halfmoon on divided shield* - (Fatimids)
30 - golden crossed sabres on horizontaly divided shield - (Zenata, Karaman)

* one of those is with a star, one is without a star

elvain
7 Jul 2007, 16:24
NB. Use Ctrl + F to search this page!


NOTES

Use notepad or any neutral editor (hex/text) to edit the .INI, .IN2, .MENU, .TSV & many more.

.RLE files are not editable yet!

.BMP files are, though, but in order to have Knights of Honor (henceforth: KoH) display edited .BMP files properly, you need to rotate the file (after editing) for 180 degrees and then flip it horizontally (use a free editor like Irfanview.

.CSV & .XLS files are edited with Microsoft Excel or any similar program (notepad can read .CSV too, less easy to edit though)

for certain .TXT files, the source is a .XLS file (e.g. units.TXT / units.XLS). In order to make KoH read your changes, edit the .XLS file and then save it as a text file with TAB spacing. KoH does NOT read from .XLS files!


__LIST OF FILES__

Knights of Honor\


defs

...defs.in2
??? for KoH useful

...difficulty.in2
AI thinking speeds per difficulty level, and more

...globals.in2
??? not useful


>\Economy\

...advantages.in2
Holds the boni for kingdom advantages.

...ai_build.in2
Holds the list of constructions to build for the AI when at war separated into militairy and defensive buildings

...assets.in2
defines the used assets (fertile soil, pasture etc.)

...buildings.in2
all buildings are listed here, change overrides, requirements and costs and boni here

...exotics.in2
defines all used exotics

...tm.in2
OBSOLETE

...town templates.ini
defines the town defenses & buildings at the start of the game, in general and city specific

...townlevels.in2
defines at least what boni per town are given (100 food storage standard, 1 of each resource per town) but for the rest??

...units.in2
OBSOLETE

...valuables.in2
defines what valuables (horses, silver etc.) are used


>\Happiness\

...hconst.in2
contains all constants regarding happiness. e.g. war exhaustion, nostalgia, plundering

>\Knights\

...educatecosts.in2
defines how many books the upgrading with books of a knight costs (for builder, farmer etc.)

...menu.in2
what menus are shown for the knights is defined here. want popes to govern provinces? that's changed here.

...popes.ini
a list of pope names the game chooses from. if you edit this file, also edit \Texts\knights\popes.tsv!

...skills.in2
lists all marshal skills and the bonuses they give. remove and change them here.

...spies.ini
defines chances of succes depending on constants for spy actions


>\Menus\
all menus for units, armies, battles etc. are defined here


>\Misc\

...advantages.in2
OBSOLETE

...assets.in2
OBSOLETE

...claim.in2
defines the behaviour of the AI regarding land claiming (marriage and King dies)
"chance = 100" means that the chance that the AI says NO/YES (???)

...conv_layout.in2
how a conversation with the AI works internally, text is NOT edited here

...econst.in2
many, many constants regarding economy are defined here.
e.g. relation changes, trade incomes, knight bonuses, knight upkeeps, realm conversion speed/cost, kingdom power costs/effects, emperor voting, religion changing, much hmore

...exotics.in2
OBSOLETE (be aware that it's only obsolete in /Misc/ !, as are more files)

...inflation.in2
defines inflation (in %'s, per income level)

...morale.csv
defines morale effects of winning/losing/hunger etc.

...morale.in2
base morale (standard level) is defined here

...particles.in2
??? useful ???

...perks.in2
??? seems to define obsolete charachters

...personlaties.in2
defines AI behaviour per personality (evil, good, standard) e.g. in using spies, peacefulness

...religion.in2
OBSOLETE

...uiconst.in2
how long buildings that are finished will 'flicker'

...valuables.in2
OBSOLETE

...zonetypes.ini
??? useful ???


>\Quests\
files define the reunition of nations
definces kingdoms which can make quest, effect of quest etc.
*or Almohads, Aragon, Byzantia, Burgundy, France etc.
to make new quest - copy one of existing to original directory, rename it and define as you want

>\Rebels\

...rconst.in2
constants regarding rebels. experience gained (stars), max number of loyalists etc.


>\religion\

...modifiers.in2
defines all religion bonuses


>\Spies\
??? files determining spy thingy's?


>\Units\Militairy\

...%unitname%.in2
defines the images, sounds used for that unit

...army_units.in2
OBSOLETE as well as "army.h"

...bonuses.ini
defines e.g. bonus of Halberdiers/Spear units vs. Cavalry

...Units.txt
{units.xls}
defines unit stats (chance to kill (CTK), defense(melee,ranged), attrition (ATTR) aggressive, defensive (a,d), prizes)
---------------------------
###############
Creating a new Building
###############

In order to do this, put the name of your building into
defs/economy/buildings.in2
and copy/rename images (both .BMP (for building) and .RLE (for the help file)!) to
images/screens/PlayWnd/economy/icons/buildings
Lastly, the building needs a textual name too (which can be different from the internal name!) in:
Texts/economy/buildings.ini OR buildings;2.ini (but I prefer to merge files, since that saves processing time)

E.g. Lion's Lair in buildings.in2

[lions's lair]
cost = 1000s, 1000g ; 1000 workers, 1000 gold
require = training grounds, toolsmith ; this building needs a TG and toolsmith
; before it can be built
override = training grounds ; lion's lair is an upgrade of TG
monasteries_bonus = 1a ; bonus of building is 1 piety per monastery
base_bonus = 1w, 1s; bonus of the buildign in the town is 1 book and one worker
relreq = pagan ; this building can only be built by Pagans
group = 0 ; group number. 0=primairy resource (tab 2 - granary etc.), 1=advanced
(bakery, tab 3), 2=militairy(ballista towers, tab 1)
index = 7 ; place of the building in the list. 20 places, ranging from 0 to 19,
startingupper left going right and then down.
Other possibilities are self-explanatory.

E.g. Lion's Lair in buildings.ini

[lion's lair]
1 = Pagan Lion Training Grounds

[lions's lair_desc]
1 = The %1Pagan Lion Training Grounds% allow better militairy training schemes
in town.
; %1 -text- % makes text yellowish


###############
Creating a new Unit
###############

\defs\Units\Military\Units.XLS
Copy a existing row in Units.XLS of a unit you want to derive from to an empty row at the end of the file. Rename the unit name the one you want to give to your unit. Also, if you want, you can edit Attack, defence etc. values.

\defs\Units\Military\%unittoderivefromname%.unit
Then, copy the file of the unit that you want your unit to look and work like and then rename it to the name of your new unit. Open the file with notepad and change the name and ID. This step is essential!
Notice that in the .in2 most of the used images by KoH are mentioned - some, however, are missing, so we'll have to copy these files manually and then rename them, instead of changing just a path to a file. Also notice that some of the files are now already defined - the path is to an "old" file - namely of the unit you're deriving from! You will NOT need to copy and rename these files, thus!

But now the files that we will need to copy. The images are those of the worldview and of the training, located respectively in:
\images\units\Army\small\
\images\units\Icons\battle_view\Big_size\
\images\units\Icons\battle_view\Middle_size\
\images\units\Icons\battle_view\Small_size\

Just copy the .IMG files of the unit you derive from and rename them to your unit name.
For the battle_view directory: copy the .BMP and .RLE files and rename them. YOu can edit the .BMP files, too! (Don't forget to rotate and flip them afterwards as explained in the previous post.)

[Also see the example]

\defs\Units\Military\bonuses.ini
You might want to add a bonus for your unit vs. other units. That's done in bonuses.ini Add your unit to a group or simply create a new one.

Make your unit available by adding it into \maps\europe\map\trainunits.XLS. save also as trainunits.txt with tab spacing.

Lastly, your unit needs a textual description in
\Texts\help\ui_help;01unitdescr.ini

[Example to follow!]



###############
Creating a new kingdom
###############

When creating a new kingdom - copy one of the existing files to original directory, rename it and define as you want.

maps\europe\knights\regions_800.ini
maps\europe\knights\regions_1000.ini
maps\europe\knights\regions_1200.ini
religion of provinces(only if the religion is diferent than kingdom's), knight nationality of provinces

maps\europe\knights\moravian*.ini
holds names of knights, princes and princesses of certain nationality
*or also english, german, baltic, arabic etc.

When creating a new nationality - copy one of the existing files to original directory, rename it and define as you want.

PS: To create a new kingdom you have to change all those files:
maps\europe\kings\bohemia;1200.txt - create new one
maps\europe\politmap\kingdomnamepos0.in2
maps\europe\politmap\kingdomnamepos1.in2
maps\europe\politmap\kingdomnamepos2.in2
maps\europe\map\kingdoms_1000.ini
maps\europe\map\kingdoms_1200.ini
maps\europe\map\kingdoms_800.ini
maps\europe\map\train_units.xls
maps\europe\map\train_units.txt
maps\europe\map\kingdoms.ini
Texts\knights\eu_knights.tsv
Texts\map\eu_realms.tsv
Texts\map\kingdoms.tsv
if it is somebody's vassal, then also:
maps\europe\map\vassals.ini

elvain
7 Jul 2007, 16:26
Starting kingdom power? That's fairly easy. It's not exactly starting, but after a second it will add the kingdompower.

Look in \Program Files\Black Sea Studios\Knights Of Honor\defs\Quests\

and create a new .ini file with e.g. the name "unite_KP_Player" with the following information [NOTE that comments are given after a ";", you can remove them from the file of course]:



event_id = event_unite
affect = AI, player ;(Choose this - if you want only the player to get a + kingdompower, choose only player or vice versa)
reward = AI, player ;(same as previous comment)
periods = early, high, late ; (possible to set this too)
calc_for_kingdoms = (_here you should add all available kingdoms in the game or just the ones you select to get a kingdompower reward_) (You can find these in Elvain's other quest files, but the kingdoms differ per mod of course! With my mod, for instance, you'll have to look in unite_AI.ini, which gives all AI kingdoms +10 kingdompower at the start (max +5 of course))




; (Set no conditions)




add_power = X ; (choose how much kingdompower is added, max +10)




;//// end of file
//NB. Messages will appear at the start of the game that kingdoms united and were renamed to " " [no change], these are exactly the kingdompower rewards. Also, if enabled, the player gets a message stating that you get some gold, but this is not true. You'll just get the kingdompower.
---------------------
Doux, for now I won't bother too much with the articles. I just wanted to see if somebody already knows by some chance about it. Otherwise, I could try to deal with them only when I fully finish the whole translation, decide to make it perfect and, of course, have enough time.
As for the Cyrillic, the file "help" in the "online help" folder (in "Texts") says:
[body]
font = arial_10ab
color = 220,220,220
rollover = 220,220,220

[links]
font = arial_10ab
color = 255,255,255
rollover = 205,205,205

[keys]
font = arial_10abi
color = 230,230,180
rollover = 255,255,230

[title]
font = mon_cor_14b
color = 255,220,165
rollover = 255,220,165


I had changed the Monotype Corsive (in titles) to Arial, but it still didn't work...
-------------------

elvain
7 Jul 2007, 16:27
Here's copied Tempest's post
I have made a program for opening the game's pak-files and want to make it public today. I guess now after the first patch has been released, the urge to modify the game has decreased a little, but of course, there's still a lot of room for modding. :)

mirror:
http://download.sunflowers.de/PakMan.exe
original:
Download PakMan (zipped, 718 KB) (http://www.stud.tu-ilmenau.de/~anho-in/PakMan.zip)

The program hasn't been tested yet by anyone but me, so it's possible that it still has flaws. Please consider that (and make backups).

For more information about that issue -> readme.txt
For a short user's manual -> readme.txt
For questions -> Please see readme first, then post here or write a PM.
Praise and thanks -> post here or PM.
Rantings, flamings and harsh critics -> e-mail to Nil@Void.com :p

It's mentioned in the readme file, but to make sure that it comes to everybody's attention:
Use this program at your own risk. I can not be held responsible for any damage to your computer resulting directly or indirectly through the use of my program.

Have fun.

jediguardian
11 Jul 2007, 10:49
Nice job there

Bellum
24 Jul 2007, 14:28
hey elvian! Your a good modder, I think so I need your help:

Same problem as in Sunflower-Forum:

I've created my own kindom (Greece) but it's always called:

Greece:gen, Greece:capd, Greece:capdd etc...

Damnit whats the problem? What should I edit, to remove this f...ing problem????

Noone know an answer!

elvain
24 Jul 2007, 14:36
do you have this problem in some new map or normal Europe map?

I don't really know how to help you, I have never met anything like this so I have no idea.

Have you tried to create some other kingdom following EXACTLY the way that is described here? Doing everything what is described there but nothing more? maybe you did something more and that causes your problem. I have no idea, sorry :sad:

Bellum
24 Jul 2007, 15:09
Yeah I just create new kingdom on europe map!

No i actually edited all files, which are discribed in your thread!

I edited:

kingdoms_1200.ini
kingdoms.ini
TrainUnits.txt
TrainUnits.xls
kingdomnamepos2.in2
eu_realms.tsv and even eu_realms2.tsv

But nothing works...have you made any Mod yet? If yes, can you send me a downloadlink?

So I can look up, how you did it =)

Thx

elvain
24 Jul 2007, 15:16
You can download mapchanges for Holy Rome mod where you can see what and how I did to create new kingdoms.
http://www.rome.webz.cz/KoH_Holy_Rome_mod.htm

Maybe you just did some typo mistake that bugs it all...? I have no other idea

Bellum
24 Jul 2007, 15:19
Yeah but thx for help ;)

Your a good modder, but I got one question about the mapeditor:

How to rename provinces? I just went on Realm-Properties and write a name in.

I clicked [Enter] but the name is still: Realm.

Can you help =)

elvain
24 Jul 2007, 15:25
(I don't think I am... but nevermind)

move on the map (not to have the city in visible range) and then move back and you'll see the changed name :go:

Bellum
24 Jul 2007, 16:08
Sry, but it dont work either!

I tryed HolyRome 1.8
There is Germany:capdd, Byzantia:capdd, France:capdd...etc

So but thx for your help

elvain
24 Jul 2007, 17:31
don't you have german version?

perhaps german version have own text files which you didn't change or sometihng like this.
Coz I know error like Germany:cap but not Germany:capdd and I believe the "dd" might mean german version.

Or better reinstall the game and try it again

and btw, do you have patch 1.05 installed? from the screenshot you just showed in "ongoing campaigns" I'd guess you don't (or not installed well)

Bellum
24 Jul 2007, 21:41
Yes I'm using the German Version...

But I looked up in file Texts/map/eu_realms.tsv and I changed everythink, me was told... but the problem still exist!

I just reinstalled it yesterday, without any results...

and 1.05 I installed oce...but the problem was still there...

But I think: 1.05 is a real sucky version :P

Doux
24 Jul 2007, 22:32
Considering the German version, you might want to PM Laudan. He's a very good modder, just like Elvain is [yes, you are ;)].

Bellum
27 Jul 2007, 16:17
Hey guys I got 2 problems with "Creating a new kingdom":

1. Can anyone actually tell me, how to do the thing with troops? So I mean, what to write in files TrainUnits.txt and TrainUnits.xls.

The kingdoms, I made are Greece and Finland...so what to write in there?

2. My kings are always called: Theodores X.m...Mariame.f...etc

I edited file Texts/knights/eu_knights.tvs and wrote:

Elinus V.m Elinus V
Mariame.f Mariame
Amelia.f Amelia
Pilies IV.m Pilies IV
Patrice.m Patrice
Lisa.f Lisa
Marianne.f Marianne
Theodores X.m Theodores X

I think, it's all right, isn't?

Need help, pls. =)

Kristal
28 Jul 2007, 11:52
I have the same problem here.

elvain
28 Jul 2007, 12:14
so you seem to have serious problems with texts directory, it doesn't work for you. Did you extracted it well?

it's not Bellum's first problem with something in texts.pak so that might be the reason?
no other idae

Bellum
28 Jul 2007, 13:15
It's strange...I extract everything like it was told to me...

I used PakMan and extracted Texts to orginal dictonary...

No error-message

Kristal
27 Aug 2007, 01:09
Can anyone tell me the political colors' numbers cause I need them to create my own country and I can't only use the ones of the normal kingdoms, there are some that show up only when rebels or your spy claims indepence.

thebestintheworld
6 Sep 2007, 12:15
hi elvain, I have read your descriptions and I tried to find the files you wrote of, but I couldīnt find the file underneath( Sorry, my english isnīt very good, Iīm German, but how can I find that file??? Help me!

(EDIT by Elvain: you can find them in screens.pak: images\screens\PlayWnd\economy\icons\buildings\)

Thx thebestintheworld;)

elvain
6 Sep 2007, 12:19
hi elvain, I have read your descriptions and I tried to find the files you wrote of, but I couldīnt find the file underneath( Sorry, my english isnīt very good, Iīm German, but how can I find that file??? Help me!

Thx thebestintheworld;)

hi,

first welcome here
second, don't worry, neither my english is good, I'm from Czech republic and it is my third language ;)

and to finally answer your question. Did you use PakMan? because without unpacking .pak files you could never find them

Carbon
6 Sep 2007, 22:53
hi elvain, I have read your descriptions and I tried to find the files you wrote of, but I couldīnt find the file underneath( Sorry, my english isnīt very good, Iīm German, but how can I find that file??? Help me!

Thx thebestintheworld;)

hi,

first welcome here
second, don't worry, neither my english is good, I'm from Czech republic and it is my third language ;)

and to finally answer your question. Did you use PakMan? because without unpacking .pak files you could never find them

1. Nonesense Elvain, I am a native speaker of English and from my point of view you have fantastic English, I have no problem reading your posts. thebestintheworld, your English is also very good for someone who doesn't live in an English-speaking country.

2. Here is a post you might want to check out if you haven't done so already:

Originally Posted by Tempest
I have made a program for opening the game's pak-files and want to make it public today. I guess now after the first patch has been released, the urge to modify the game has decreased a little, but of course, there's still a lot of room for modding.

mirror:
http://download.sunflowers.de/PakMan.exe
original:
Download PakMan (zipped, 718 KB)

The program hasn't been tested yet by anyone but me, so it's possible that it still has flaws. Please consider that (and make backups).

For more information about that issue -> readme.txt
For a short user's manual -> readme.txt
For questions -> Please see readme first, then post here or write a PM.
Praise and thanks -> post here or PM.
Rantings, flamings and harsh critics -> e-mail to Nil@Void.com

It's mentioned in the readme file, but to make sure that it comes to everybody's attention:
Use this program at your own risk. I can not be held responsible for any damage to your computer resulting directly or indirectly through the use of my program.

Have fun.

Brazillian Knight
25 Sep 2007, 16:22
hi im brazillian
I need some help in this matter
I wish to know where i can edit the skill "archery mastery"
I want to do with that the level 3 comeback to didn't cause casualties from friendly fire
how i do this?

sory by the poor english lols

GogoT
24 Jan 2008, 18:06
m8s I have one question....
I haven't mod my KoH since I've intstaled HR... now I'm serching for one file... this file was in Black Sea Studios\Knights Of Honor\defs\Units\Military but i'm not sure... in this file you were able to add unit to BYZANTINE UNITS \for online gaming\ to change the money \again for online playing\
Did you understand me ?!

EDIT- I find it :D
ohhh but were can I change the money for MP ?

Laudan
24 Jan 2008, 18:29
ohhh but were can I change the money for MP ?

Perhaps here :)
open defs/Units/Military/Units editor and change the MP cost

UNIT ID HP DFNCE (m,r) CTK melee CTK ranged DMG melee DMG ranged ATTRN (d,a) SQUAD SIZE GOLD COST FOOD COST EXP COST MP COST RANGE WALK SPEED RUN SPEED STMNA MRL REQUIRE ENG. LVL SPECIAL Voice
militia 20 0 10 0 10 40 50 20 100% 100 30 60 -2 auxilary units

The MP Cost follow the % (EXP COST).

GogoT
24 Jan 2008, 18:41
Perhaps here :)
open defs/Units/Military/Units editor and change the MP cost

UNIT ID HP DFNCE (m,r) CTK melee CTK ranged DMG melee DMG ranged ATTRN (d,a) SQUAD SIZE GOLD COST FOOD COST EXP COST MP COST RANGE WALK SPEED RUN SPEED STMNA MRL REQUIRE ENG. LVL SPECIAL Voice
militia 20 0 10 0 10 40 50 20 100% 100 30 60 -2 auxilary units

The MP Cost follow the % (EXP COST).

Hmmmm no I meen tere are 5000 gold for units in MP, how can I make it 10 000 fe

Laudan
24 Jan 2008, 18:58
perhaps here:

open defs/Misc/econst.

; starting resources
StartGold = 1000
StartFaith = 0

StartGoldMP = 200



But 200??? Change this value..

GogoT
24 Jan 2008, 19:00
perhaps here:

open defs/Misc/econst.

; starting resources
StartGold = 1000
StartFaith = 0

StartGoldMP = 200



But 200??? Change this value..


Oooo 10x m8 :go: :go:
I'll see what will hapend if I change it to 500 :D

EDit- nothing at all

lodcaboose
27 Mar 2008, 22:44
I know how to fix the problem with the kingdom names. I had this problem too and if you use tabs instead of spaces to line up the text, it works just fine.

Laudan
7 Jul 2008, 10:55
Where can i fix the problem, that the archers, bowmens have on the wall unlimited arrows?
Mostly of the battles i win myself, because my bowmens on the wall have unlimited arrows, but the attackers have not.
Sure, i can give all bowmens unlimited arrows in the battle, but i dont like it.

Milos Obilic
23 Aug 2008, 02:44
Good bless you knights!
My english is bad so...
I have a problem i am editing text file eu_kingdomdescr.
I was writing history of serbs and when i finished i tryed to replase old eu_kingdomdescr. with the new one eu_kingdomdescr. but i failed when i start KoH and when you chose country i click on serbia but the window was windy,i knew what is the problem my text was to long but can i change some option so i can write a detailed history?!

Milos Obilic
23 Aug 2008, 04:40
it is ok i maneged to do this!
it was some other error.

Milos Obilic
23 Aug 2008, 16:05
ia have a new problem :bash:
i was changing king names and now when i start the game and enter the royal dinasty there is extension .f or .m in front of king or prince how to change it?

Doux
23 Aug 2008, 20:17
ia have a new problem :bash:
i was changing king names and now when i start the game and enter the royal dinasty there is extension .f or .m in front of king or prince how to change it?When you add new names you also have to add them in the text files. I think it was in Knights.in2 or .csv or .txt.

irongod
14 Sep 2008, 04:29
hi all
i have new kingdom in Middle East no body now abut it in eastern Arabia name :
Qarmatian
abut this kingdom :
http://en.wikipedia.org/wiki/Qarmatian
this kingdom have 2 big city and 1 big islands in persia golf

thanks for all

elvain
14 Sep 2008, 18:25
hi

Iˇm not sure what exactly you want, but if you check this (http://forums.blackseastudios.com/showpost.php?p=10286&postcount=143), you can see that Qarmatians are not unknown to us: they will be a playable faction in Middle East scenario

irongod
1 Oct 2008, 03:15
that's all i want thank's

Asfaloth
15 Nov 2008, 13:56
Hi,

although I am a very experienced KoH player, I do not know how to mod it with PakMan. Could somebody tell me whether it is possible to increase the birth rate? Because in my games I either get 6 children per king or none at all..

Thanks a lot!

Ljudislav
23 Nov 2008, 01:52
how do you add a lets say "Raska;800.txd" in to the .pak file when PakMan has no option for adding files :sad:

NikeBG
23 Nov 2008, 10:22
You don't, see this recent thread (http://forums.blackseastudios.com/showthread.php?t=1504) for more info.

Vlad the Impaler
24 Nov 2008, 12:06
Where can I edit which unit will appear in Mercenary Camps? Is there any file that is responsible for it or it's hardcoded?

elvain
24 Nov 2008, 18:34
Where can I edit which unit will appear in Mercenary Camps? Is there any file that is responsible for it or it's hardcoded?

AFAIK you can't

Dobber
26 Nov 2008, 23:50
Where can I edit which unit will appear in Mercenary Camps? Is there any file that is responsible for it or it's hardcoded?

The units that appear in mercenary camps are the units that were in the armies that were left behind when other kingdoms recall their Marshall's and when a kingdom is defeated the armies they had become mercenary camps.

Vlad the Impaler
27 Nov 2008, 17:30
The units that appear in mercenary camps are the units that were in the armies that were left behind when other kingdoms recall their Marshall's and when a kingdom is defeated the armies they had become mercenary camps.
Yeah, I know about that, but I was talking about this:

- Singleplayer: Mercenary camps now spawn randomly and there cannot be more than 20 simultaneous mercenary camps.

I discovered this cool game not long ago, so can someone confirm a few things about Mercenary Camps for me?

- I never noticed any peasant,
- does the crusader units appear there?
- does the units not available for any faction in Early Medieval (like Mongolian Cavalry or Spahis) will appear there?
- if I'll add a custom unit will the engine add it into "list" of units that can appear in Mercenary Camps?

Also, does the A.I. is cheating while hiring units from Mercenary Camps? I used bsswitch to check how much money they have before reaching Mercenary Camp and they couldn't hire almost all units. So, I guess there's no check how much money they have and how many units A.I. can hire.

Doux
27 Nov 2008, 17:53
- I never noticed any peasant,
- does the crusader units appear there?
- does the units not available for any faction in Early Medieval (like Mongolian Cavalry or Spahis) will appear there?
- if I'll add a custom unit will the engine add it into "list" of units that can appear in Mercenary Camps?I think only mercenary camps with a nation state can appear and the flag appears of that nation. This would exclude crusader units. Peasants are probably hardcoded not to appear. If you add a custom unit to a certain kingdom's kingdom units, it will probably appear in that kingdom's mercenary camps.

Also, does the A.I. is cheating while hiring units from Mercenary Camps? I used bsswitch to check how much money they have before reaching Mercenary Camp and they couldn't hire almost all units. So, I guess there's no check how much money they have and how many units A.I. can hire.I noticed this as well. It's the same with ransoms - the AI almost never has the money, but many times offers the ransom. It makes the AI much more challenging though.

elvain
27 Nov 2008, 18:43
- does the crusader units appear there?
- does the units not available for any faction in Early Medieval (like Mongolian Cavalry or Spahis) will appear there?
- if I'll add a custom unit will the engine add it into "list" of units that can appear in Mercenary Camps?

- crusader units can appear there only if you put them into some kingdom's kingdom units
- only units from existing nations can appear in mercenary camps. Therefore janissaries, spahis or mongolians won't appear in early period.
- yes. I have added some new units and they do appear in mercenary camps - if they are hirable somewhere.

Mathyas Rex
27 Nov 2008, 23:49
Crusader units can be available in merc camps (although they don`t spawn randomly). If you have a marshall in your court who is actually a spy from another kingdom, he can be called by the pope for a crusade. If he is caught and imprisoned while crusading, his army will become a mercenary camp. It's very rare, but there is asmall chance to it. I've never seen this happen to an AI kingdom though.

Freemen
27 Dec 2008, 23:36
Hi everyone,

I'm quite new to the mod your own game. Been at least 3 year I play the game, and in the last few week, I begin to mod some aspect of the game. I have several question concerning modding building and unit

I have read what Elvain have put in the forum. Even tough, I still have some doubt.

First, if you create a building, how to import the new file into pakman without removing an already existant building. For example. I want to enable an upgrade of the axe mastery. Firstly, I would rename the existing one as Axemanship, in buildings.in2 and buildings.ini. After, I would create a new entry into those 2 file, with the Axe Mastery, took the bmp. and .rle screen of the sword mastery and remane to Axe mastery. Now it is where I bug. How to import the new and rename Axe mastery file ?

I have the same interrogation about the unit. I have already modify the Unit.txt and Unit.xls and the trainunits.txt and trainunits.xls to the new value I want. But how to create the unit. I know how to put the name and everything in the 2 above file, but ho to create new file into pakman.

Thank you for your help

elvain
28 Dec 2008, 00:21
Welcome to the forums!

you don't need to put it back into PakMan, just have it in the right directory in Knights of Honor folder.

If you only want upgrade of a building, you don't have to remove anything. And if you want to only rename building, don't do it in buildings.in2, only edit text files from text.pak

As for units, you can add up to 6 more units without removing some of existing. The most important is Units.txt/xls (game reads txt, but edit xls and then copy/paste it to txt)

Units are little more complicated... I can only recomend you to search in this thread (you have to create little more files than just edit these few). It is in one of the first posts.

Freemen
28 Dec 2008, 01:20
Thank Elvain,

I must be quite slow, but I don't understand. I only have 2 folder, and one contain only .pak file. So, if I want to add a building, I only have to put some file into that directory ? Same for unit. Like I told you, I have read the first post, and I start from there. I'm quite new to this, and I realy don't know what to do. Changing value into .xls is quite easy. Replacing those value into pakman also. But for adding stuff to the game, well, not as easy. I have look your post for the lion Altar, that I know what to do. Mostly, it is how to integrate it to the game. How do you put the file back, so It can be use. Like I said, changing value into .txt or .xls I do it every day at work. But modding, it is my first time. Can you provide a generic step by step walkthrough for building and unit. It would help me, and probably more people, slow as me :D

Thank you

Edit: Ok, I might begin to understand, just a little bit. If I unpak every folder into my orignal derectory, I foind several new folder. So, if I want to modify something, I just leave them there, and modify it, without putting them back into pakman ? I'm right ? So, to follow the same logic, if I modify Unit.xls and Unit.txt, into those directory, I won't have to replace them into packman, right ?

elvain
28 Dec 2008, 02:23
Edit: Ok, I might begin to understand, just a little bit. If I unpak every folder into my orignal derectory, I foind several new folder. So, if I want to modify something, I just leave them there, and modify it, without putting them back into pakman ? I'm right ? So, to follow the same logic, if I modify Unit.xls and Unit.txt, into those directory, I won't have to replace them into packman, right ?

Yes, this is the way.

1) in PakMan. select the files you want to edit (you have found them somewhere above in this thread)
2) rightclick and set - extract selected files - into original directory
3) edit the files as described above (I thnk there is no problem in this, right?)
4) leave the edited file where it is
5) Run Knights of Honor and check your changes :)

If you want to create new unit, extract all required files (see post No. 3) of some other unit and rename all its files!

Don't put the files back to .pak (to be honest I don't even know if it is possible)

Freemen
28 Dec 2008, 05:18
Elvain,

I can confirm that you can put the modify file into pakman... it is how I do since I try to mod my file... and until now, I though it was the only way. But now that I see I don't have to re put new stuff into pakman, far easier.

Thank mate.

Dahaka
15 Feb 2009, 19:56
I have changed units squad size, their cost, morale, even changed that peasents require inn and granary ;) changed some flags, novgord, sweaden, norway, england, normandy, lithuanians and so on, but how to create my own flag ornament?

Bulgaroktonos
15 Feb 2009, 21:35
You have to export the .rle files of the flag file you want to change from images/Shields/Size0 and Size1 with the imgview tool .Then you can modify the .bmps. At last you have to change the .img files of the flag. Open it with text editor and change e.g. the lines image = ./shape1.rle to image = ./shape1.bmp

Doux
15 Feb 2009, 22:05
You have to export the .rle files of the flag file you want to change from images/Shields/Size0 and Size1 with the imgview tool .Then you can modify the .bmps. At last you have to change the .img files of the flag. Open it with text editor and change e.g. the lines image = ./shape1.rle to image = ./shape1.bmpYou can of course try it, but I am afraid it will not work, because the flag should be able to take on different colours. Until now, the bmp's I placed were not able to change colour. So, you would maybe succeed, but the flag would always have the same colour. But if you can find out a solution, everyone is very grateful.

Bulgaroktonos
16 Feb 2009, 00:11
Someone managed to insert a color which i aequivalent to this bright blue on the shilds and is used as 'variable color' by the game. Can't you just copy this color ?

elvain
16 Feb 2009, 11:10
if you manage to change it success, let us know :-)

Dahaka
16 Feb 2009, 15:26
I hadnt catch you mind? What do you want to do with those colors?

Dahaka
26 Feb 2009, 15:52
there are some errors with flag colors, the number doesnt mach with there discription
Colors:
1 - green
2 - "gold"
3 - black
4 - red
5 - purple
6 - dark blue (like French or Scotch)
7 - brown (Hungary)
8 - green
9 - yellow
10 - blue
11 - light blue (Almohads)
12 - khaki (Berbers)
13 - red
14 - yellow (Germany)
15 - white

elvain
26 Feb 2009, 16:46
some time ago a friend of mine made an overview of KoH heralrdy. As soon as I get home, I could post the info (if it hasn't already been posted)

cnaeus
11 Apr 2009, 23:55
PROBLEM WITH AI IN BATTLE
Hi all, could someone please tell me what can I do with a strategically totally antitalented ai? There's no problem in the political screen, it builds all buildings, gathers kingdom advantages etc... but when it comes to battle, the fool ALWAYS decides to "hunt down" my marshal... so no matter what are the circumstances, ai's troops begin to march towards my marshal, even if there is my whole army in their way... the most irritating is when it sends archers. They do not even shoot, just march in the direction where my marshal goes, the only problem is that my marshal is miles away from them... and they all got slaughtered without shooting a single arrow.
Please tell me, if you know how to solve this problem, does this have anithing to do with the difficulty.in2 file?

redsky
6 Nov 2009, 08:58
I need that program packman cause the link aint working ,can someone please re upload it ?

Mephistopheles
6 Nov 2009, 12:46
@redsky:
Click this (http://www.filefront.com/14869565/PakMan.zip) link for instant gratification! Satisfaction guaranteed!

Lloyd
26 Nov 2009, 08:08
Kind of a silly question, but...
I want to play some kind of a "multi-player" game with a friend of mine, or let`s say, a single player game on 2 PCs, to see who is a better player.

So, I know there is no way to play simultainously on Europe`s map with my friend, but is there a way to edit the Realm`s assets. I would like to set all realm assets on the map and in that way we will have the same advantages/disadvatages. We will play on 2 different PCs, but on the same map (or kind of the same, because the AI probably will behave in a different way) and the one that is the Ruler of the World first wins (may be we will think of a different objective, but I don`t think so :D). I think this is closest to a game that is equally challanging for both of us.

P.S. if there is a way to edit the aggression level of the neighbouring countries in the begining, it would be nice, too.

P.S.S. even thouhg I think it is not possible to set the realms` assets and the aggression of your neighbours, any help in the matter of a game that we can play and start with conditions, closest to equal for both of us, will be very helpful to me.

Thanks in advance!

Mephistopheles
26 Nov 2009, 19:07
The assets are always chosen randomly at the start of the campaign. Once you have chosen your starting nations you can start new games until you get a map where both nations start with the same/similar assets. That should give you similar starting positions.

And no, you can't really influence the behaviour of the AI.

What about starting with Muscovy and Bohemia in late medieval? If I remember correctly they're both one-province countries and start out far away from any harbour.
But if I were you I'd look for a start in the early scenario with one-province countries in the vicinity of large neighbours. That gives each player the problem that they have to put up strong defenses just in case the other player decides to bribe the large neighbour into attacking your country while it's under AI control.

P.S.: If you decide to start the game, please do us the favour and write an AAR. :)

Lloyd
27 Nov 2009, 03:28
Man, thanks! That is exactly what I was thinking - the assets and the aggression of the neighbours are not moddable - but I wanted to ask just to be sure :D.

As for starting country - I was thinking about both of us to start with Jerusalem - no piety and weak units, though Your suggestion is great, too. I also read the thread for the most difficult countries to start with, so we should consider all the possible options. I am still open-minded for other proposals :D.

One other thing I was thining of - if I start a game on my PC and just after it starts I save that game. Then I send the save file to my friend, so the map and the aggression would be the same. Do You think it is possible, and if it is, (kind of a noob question, but...) can You guide me where the save files are :P.

About the AAR: Definatelly :D

Mathyas Rex
27 Nov 2009, 14:14
C:\Documents and Settings\User*\Application Data\Black Sea Studios\Knights Of Honor

User = your username

You'll find the saves there. Have fun.

Lloyd
2 Dec 2009, 10:19
Thanks, it works that way!

Papiczky
11 Jan 2010, 20:53
I have some problem with the king names. I created a new nationality for my mod, and I set the kingdoms ruler in xy;800.txt .
But it not works. I don't know the problem. The game not uses the king's name what I set, but use the first name from the national name table.
Somebody know whats the problem?

Mathyas Rex
14 Jan 2010, 19:04
What files did you change when making the new nationality ???

Papiczky
15 Jan 2010, 13:34
I sent you a private maessage.

cnaeus
22 May 2010, 02:02
Does anyone know if there is some way to cange the rate of population growth? Its just that I like having fun with taxes - and now taxes depend on the numbers of population (citizens). The funny thing is, that when you wage war, you have to recruit new soldiers, so who will pay the tax? I'd like to implement taxation modifications into my mod, but it would give much of a challege if I could make the population grow more slowly, so that waging long wars would result tuly hard times upon a kingdom ;) I hope you can help me with this one - I thank you any answers I get :)

maks
22 May 2010, 16:23
Does anyone know if there is some way to cange the rate of population growth? Its just that I like having fun with taxes - and now taxes depend on the numbers of population (citizens). The funny thing is, that when you wage war, you have to recruit new soldiers, so who will pay the tax? I'd like to implement taxation modifications into my mod, but it would give much of a challege if I could make the population grow more slowly, so that waging long wars would result tuly hard times upon a kingdom ;) I hope you can help me with this one - I thank you any answers I get :)

I'm not sure, but I think it's this part of defs/misc/econst.in2:
; population
MinPop = 10
MaxPop = 10
PopConvertTime = 1800000
GrowthRate = 100
GrowthScale = 10000
MaxVillagerPerJob = 5

cnaeus
9 Jun 2010, 18:11
I experimented on those lines a little bit, but I couldnt get significant effects out of it... Thanks for your answer anyway ;)

soko
14 Nov 2010, 15:42
When I searched trough the defs files I found this fille progress_big_wnd.in2, which is for the loading screen



class = CProgressWnd
style = WL_TRANSPARENT|WL_NOMOUSETARGET
wndrectwh = 0,0,1024,768
backimage = Images/Screens/Dialogs/ProgressWnd/big/back.bmp


class = CBButton
wndrectwh = 364,75,300,36
style = WL_TRANSPARENT|BL_NOAUTOBACK|WL_NOMOUSETARGET
textcolor = 217,189,131,255
shadowcolor = 0,0,0,100
shadowoffset = 1,1
font = old_eng_22
id = 1



class = CBButton
wndrectwh = 385,79,257,26
style = WL_TRANSPARENT|BL_NOAUTOBACK|BL_DRAWSHADOW|WL_NOMO USETARGET
textcolor = 0,0,0,255
shadowcolor = 192,192,192,255
shadowoffset = 1,1
font = mon_cor_14
;text = sys2;progress_wnd_plz_wait
id = 2



class = CProgressBar
wndrectwh = 112,636,796,20
style = WL_TRANSPARENT|WL_NOMOUSETARGET
drawbackfirst = 1
backimage = Images/Screens/Dialogs/ProgressWnd/big/progress_back.rle
fullimage = Images/Screens/Dialogs/ProgressWnd/big/progress_full.rle
emptyimage = Images/Screens/Dialogs/ProgressWnd/big/progress_empty.rle
id = 3





Is it possible to change something to make everytime when we load the game to have different loading screen :crushed:

Mephistopheles
14 Nov 2010, 19:10
You could potentially start KoH.exe through a batch-file that places a different file in Images/Screens/Dialogs/ProgressWnd/big/back.bmp before starting the game-executable. Then replace the lnk-files on the desktop and in the start menu with one that points at the batch-file.

soko
8 Feb 2011, 12:36
I want to ask someone :
When make quest for unite nation, how I define the colors of the ornament.
Ther is only:

change_flag = some number like 265995 :rolleyes:

Mathyas Rex
13 Feb 2011, 23:36
That code is converted into hex, and IIRC the first digit (from left) will be the ornament color, the next two digits will be the background color, and the last two digits will be the ornament style.

So for your example, 265995=40F0B (hex), split as such: 4.0F.0B, so the color coresponding to 4(=4 in decimal) will be the ornament color, 0F or simply F(=15 in decimal) will be the background color, 0B or B(=11 in decimal) will be the type of ornament.

There's a list somewhere of all the colors and ornament codes (in decimal numbers).

So if you want to make a new code, you'll have to write down the hex digits in the proper order and convert that number into decimal.

GogoT
29 Mar 2011, 16:10
Is there a way to add more then one marshall from the start?

soko
1 Apr 2011, 13:34
If anyone knows how to disable the excommunication of catholics :rolleyes:

elvain
21 Apr 2011, 11:15
due to the fact that this forum was down for a while again, I decided to copy the first posts and create a backup thread (http://forum.paradoxplaza.com/forum/showthread.php?533032-Modding-KoH-quot-What-can-you-edit-and-where-quot-backup-thread) at Paradox KoH forum.

but those 2 posts were written before these major new modding achievements were made. Is anyone able to sum up what you guys have done in modding in the last 2 years to update this thread?

Mephistopheles
23 Apr 2011, 01:58
Good idea Elvain. :go:

Lloyd
11 Aug 2011, 00:43
Hey Guys,

Do you know if there is a way to add more goods without replacing the existing ones? I would like to add gold, wheat, vegetables, pottery, etc.

Thanks in advance