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Thread: KGCM + HHB Frequently Asked Questions

  1. #21
    Bob the Insane's Avatar Semisalis
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    Default Re: FAQ: Frequently Asked Questions

    The King needs to spend a turn in his capital to get this...

    Not having it has a negative effect on the loyalty of generals I beleive...

  2. #22

    Default Re: FAQ: Frequently Asked Questions

    i think this rule of spending a turn in the capital does not apply to all factions. At least as TO, I get the headmaster title anywhere i have my faction leader

  3. #23

    Default Re: FAQ: Frequently Asked Questions

    do i need to have the retrofit mod installed for this mod to work properly

  4. #24
    Loha4's Avatar Foederatus
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    Default Re: FAQ: Frequently Asked Questions

    Quote Originally Posted by Azrael00 View Post
    do i need to have the retrofit mod installed for this mod to work properly
    No. I don't use retrofit and this mod works perfectly fine.

  5. #25

    Default Re: FAQ: Frequently Asked Questions

    2 more questions if you dont mind
    1. will this work with the gold version
    2. if so will i need to activate the mod in a mod menu or will it always be active

  6. #26

    Default Re: FAQ: Frequently Asked Questions

    About the loading problems, we've figured it out. You must save the game before a turn starts on the scroll that says what players turn it is.

  7. #27

    Default Re: FAQ: Frequently Asked Questions

    Azrael00,

    1. Providing you have the right patch for your Kingdoms gold version KGCM should work fine with this.
    2. Activate the mod from the desktop shortcut or in the start menu.

    Dave

  8. #28

    Default Re: FAQ: Frequently Asked Questions

    stupid question but can i get the link to 3.1 i cant find it >.<

  9. #29

  10. #30

    Default Re: FAQ: Frequently Asked Questions

    All you need is 3.0 + 3.2.

    Dave

  11. #31

    Default Re: FAQ: Frequently Asked Questions

    okay i was thinkin that after but now that i kno for sure thanks!

  12. #32

    Default Re: FAQ: Frequently Asked Questions

    I was just reading through this and methinks that some of the content needs updating.

  13. #33

    Default Re: FAQ: Frequently Asked Questions

    Just wondering, Lithuania has the chance to become catholic playing KGCM or remain pagan?
    Shogun was chess, vi was chequers rome was tiddlywinks and mtw2 musical chairs." - Swoosh So

  14. #34
    Incontinenta Buttox's Avatar Protector Domesticus
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    Default Re: FAQ: Frequently Asked Questions

    Am I right in thinking that titles can be transferred?

    Because I have one general with five or six titles. So he can give some of them to other generals?

    There doesn't seem to be a title for Exeter. Should there be a title for this region? Duke of Cornwall?

  15. #35
    Stylix's Avatar MOS Team Member
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    Default Re: FAQ: Frequently Asked Questions

    Quote Originally Posted by CeltiberoMordred View Post
    Just wondering, Lithuania has the chance to become catholic playing KGCM or remain pagan?
    No, they remain pagan through the entire game. I am sure that this applies to the Mongols as well.

  16. #36

    Default Re: FAQ: Frequently Asked Questions

    What's the ''No Garrison script'' mean?

  17. #37

    Default Re: FAQ: Frequently Asked Questions

    Quote Originally Posted by Anmonaus View Post
    What's the ''No Garrison script'' mean?

    The only way to explain this is to first say what the garrison script is. The garrison script gives the AI automatic reinforcements whenever a key city is seiged. This usually applies to their capital or another large, strategic city. When the AI or a human seiges this key city, the script automatically gives them a preset amount of reinforcements inside to the city to boost the garrison. This helps combat the stupid AI that would leave kkey cities like London or Venice or Paris undefended and thus make them easy targets. However, now, with the garrison script, the campaign becomes much harder since cities that should be well defended but usually aren't now will be. IMO it greatly improves gameplay. It also prevents factions from being wiped out within the first 100 turns.

    So basically, no garrison script removes this feature, which is gives you a game much closer to vanilla and much easier to play.

  18. #38
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: FAQ: Frequently Asked Questions

    Hi @ all (sorry for bad english)

    First thing @ Dave thanks for the best nearest possible vanilla-MTW2-kingdoms mixed mod!!! Hope you understand what i mean!?!

    Second: i have some type of following errors in my log-file. Here only 3 examples:
    (1)->[script.err] [error] Script Error in mods/kingdoms_grand_campaign_mod/data/export_descr_buildings.txt, at line 5428, column 243
    unit(Knights Hospitaller) does not match up to the ownership for faction(norway)
    (2)->23:35:27.587 [script.err] [error] Script Error in mods/kingdoms_grand_campaign_mod/data/export_descr_buildings.txt, at line 5850, column 2
    Building DB error - faction mongols has gap in building prior to giltine_sanctuary (unavailable at level zero)
    (3)->data.invalid] [error] Target building level not allowed: Mongolen, wooden_castle -> town, temple_giltine_castle[0](c_giltine_altar) -> temple_giltine[0](giltine_altar)

    what does they exactly mean?
    Last edited by Userpro; July 14, 2008 at 12:21 PM. Reason: bad english

  19. #39

    Default Re: FAQ: Frequently Asked Questions

    @userprobe,

    Thank you for your report I appreciate it, those are indeed bugs from patch 3.2, but I'm glad to say that I already have them both fixed. The mongols were missing a temple building and Norway did not have ownership of Templar Knights and knights Hospitaller in the EDU. And yes I have kept my KGCM as close to Kingdoms (not vanilla) as possible. It is the grand campaign mod for Kingdoms, except for the absense of Wales of course.

    Dave

  20. #40
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: FAQ: Frequently Asked Questions

    Dave- please it is possible that you can upload those fixes, for your 3.2 patch, earlier possible? Its hard to follow up on what is buggy in 3.2 ...

    I will post this in the "Bug reports thread (Version 3.0)" Forum too. Think i am wrong here...
    Last edited by Userpro; July 14, 2008 at 03:54 PM. Reason: bad english

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