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Thread: Kingdoms Grand Campaign Mod Feedback

  1. #61

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Hi Marcus,

    Five minute turns is longer than I am getting. Since I upgraded my PC with 2.00 GB of RAM its closer to three minutes for me. I dont know why its taking that long for you at the start of the game. Normally the first few turns change quite quick but then after about 5 turns it starts to get slower. Like I mention in the FAQ this is due to the epic size map and the amount of regions. The scripts my mod uses are all very small so that they do not make this problem any worse. If your still used to playing vanilla a lot then this mod will seem very slow at first, if you play other great mods like DLV it will not. And besides its good to giving your eyes a break for a few minutes when your playing a campaign for hours on end

  2. #62

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Marcus

    Check the following:
    1. "Follow AI moves" must be turned off...
    2. "Space" (keyboard key) must be turned on...

  3. #63
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    is there any change in the "jihad" in the med2 i think there are too little Jihad i want too see more Jihad to trouble me when i take their town their target i think that not to any city not belong to muslim so could you change this to when i take a town there will be a Jihad against me extracly to this town and all muslim will join it
    sorry about my bad English
    Empire II and Medieval III pls

  4. #64

    Default Re: Kingdoms Grand Campaign Mod Feedback

    At the moment Jihad targets in the descr_regions.txt are:

    Krak_de_Chavaliers
    Constantinople
    Baghdad
    Cordoba
    Iconium
    Adana
    Attalia
    Edessa
    Antioch
    Granada
    Mekka
    Medina
    Marrakesh
    Fez
    Damascus
    Algiers
    Tunis
    Acre
    Jerusalem
    Tyre
    Ascalon
    Tripoli
    Alexandria
    Dumyat
    Cairo
    Thebes

    So thats a lot more Jihad targets than are in vanilla. if you want to make Jihads more likely then you need to edit the descr_campaign_db.XML in my mods data floder. Find this under crusades entry:

    <crusades>
    <required_jihad_piety int="4"/>
    <max_disband_progress float="20.0"/>
    <near_target_no_disband_distance float="4.0"/>
    <disband_progress_window float="3"/>
    <crusade_called_start_turn float="20"/>
    <jihad_called_start_turn float="20"/>
    <movement_points_modifier float="2.0"/>
    </crusades>

    Change <required_jihad_piety int="4"/> to <required_jihad_piety int="3"/>

    And change <jihad_called_start_turn float="20"/> to <jihad_called_start_turn float="10"/> (this means jihads will be called a lot more frequently).

    Other than those there is nothink else you can mod to make the AI call Jihads more.

    Dave

  5. #65

    Default Re: Kingdoms Grand Campaign Mod Feedback

    d
    Last edited by OSDEA7; January 27, 2008 at 09:13 AM.

  6. #66
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    i like your computer but in my country it is very hard to have a computer like you this is too expensive with us only you VGAcard could buy 5 normal computer in my country(with us this is normal but is may be very weak with you)
    anyway do you play any battle have more than 8000 troops i like large battle very much but my VGA card is only the Nvidia 6200LE TC
    20 of this card not valueable as your card
    Empire II and Medieval III pls

  7. #67

    Default Re: Kingdoms Grand Campaign Mod Feedback

    d
    Last edited by OSDEA7; January 27, 2008 at 09:13 AM.

  8. #68

    Default Re: Kingdoms Grand Campaign Mod Feedback

    @OSDEA7,

    Completely agreed with you about the graphics requirements of this game.. I have two PC's one runs the game slow as hell, but my main one is now performing well with the new graphics card I bought a few months ago (ASUS EAH3850). Over the last few years Ive had to shell out a lot of cash on the lastest hardware. My older PC was MSI and hence why I needed to start all over again with a new build for PCI Express. PC gaming is a very, very expensive hobby these days.

  9. #69
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    do you know how to add the army's banner back after install the land to conquer mod i lost all banner(just don't know why) it not trouble me too much but i can't know what tower are firing on me to recognise enemy if you could help please tell me
    Last edited by vietanh797; January 18, 2008 at 06:06 AM.
    Empire II and Medieval III pls

  10. #70

    Default Re: Kingdoms Grand Campaign Mod Feedback

    d
    Last edited by OSDEA7; January 27, 2008 at 09:13 AM.

  11. #71

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Here is a link and I got Company of Heroes free with it as well

    http://www.asus.com/products.aspx?mo...=8&l3=602&l4=0

  12. #72
    Libertus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    many thanks for your mod. I like it very much.

  13. #73

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Update: I have just fixed two very small bugs in my mod and am now going to update the patch again this weekend. You will hardly notice these bugs however and its up to you whether you want to bother downloading the patch again for this. People downloading my mod for the first time will get these fixes anyway. I will be continuing to update the final patch as and when I find any bugs. So make sure you keep an eye on this forum for latest updates.

    1) I made a few unit stat changes previously and the unit description did not match these new changes. Now fixed!

    2) A few events were not ocurring in the correct places on the map i.e earthquakes, and the blackdeath. But since the black death does not occur until around 180 turns in you will have hardly noticed this, Now fixed! I also added coordinates for every new region for these events as well.

    thanks
    Dave
    Last edited by Dave Scarface; January 19, 2008 at 05:44 PM.

  14. #74

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Quote Originally Posted by dave scarface View Post
    2) A few events were not ocurring in the correct places on the map i.e earthquakes, and the blackdeath. But since the black death does not occur until around 180 turns in you will have hardly noticed this, Now fixed! I also added coordinates for every new region for these events as well.
    Glad to read this!

  15. #75

    Default Re: Kingdoms Grand Campaign Mod Feedback

    @Rodrigo

    As Im going to be doing another update tommorow would you like to see anythink else? I may add another two regions to north america as you suggested to me earlier. I could do this easily in 30 minutes.. Anymore of your ideas would be very welcome. Btw I was just looking over the crusades campaign mod folder and am thinking about adding the mamluk uprising event. What do you think?

  16. #76

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Of course, Dave!
    Excellent! Also there're few events in descr_events in the period 1300-1500...
    Two regions in North America - sounds good... I prefer to play Spain, that's why Conquest America is so important for me, exactly...

    And I'd like to offer You some features:
    1. Castle buildings for Poland, Russia and Hungary looking like in Teutonic campaing
    Spoiler Alert, click show to read: 

    descr_cultures.txt
    culture eastern_european
    portrait_mapping eastern_european
    rebel_standard_index 4
    {
    village
    {
    normal data/models_strat/residences/northern_european_village.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    normal data/models_strat/residences/eastern_european_wooden_castle.CAS, settlement_eastern_level_1
    card data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    normal data/models_strat/residences/northern_european_town.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    normal data/models_strat/residences/eastern_european_stone_keep.CAS, settlement_eastern_level_2
    card data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    normal data/models_strat/residences/northern_european_large_town.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    normal data/models_strat/residences/eastern_european_castle.CAS, settlement_eastern_level_3
    card data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    normal data/models_strat/residences/northern_european_city.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    normal data/models_strat/residences/eastern_european_large_castle.CAS, settlement_eastern_level_4
    card data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    normal data/models_strat/residences/northern_european_large_city.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    normal data/models_strat/residences/eastern_european_fortress.CAS, settlement_eastern_level_5
    card data/ui/southern_european/cities/graeco-roman_large_city.tga
    }

    Put .cas models and textures...
    take .cas models from teutonic\data\models_strat\residences\faction_variants\teutonic_order
    and textures from teutonic\data\models_strat\residences\faction_variants\teutonic_order\textures

    Rename .cas models (change nothern to southern)... That's all....


    2. I've corrected diplomatic relations in descr_strat.txt. Also I've put Antioch and Jerusalem forts in proper places (more strategically correct ) Look here:
    Spoiler Alert, click show to read: 
    ; >>>> start of diplomacy section <<<<

    faction_standings england, -0.8 scotland, slave
    faction_standings england, -0.6 france, denmark
    faction_standings england, -0.2 moors, turks
    faction_standings england, 0.2 papal_states, jerusalem, hre
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings scotland, -0.8 england, slave
    faction_standings scotland, -0.2 moors
    faction_standings scotland, 0.4 denmark
    faction_standings scotland, 0.8 france
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings france, -0.6 england, slave
    faction_standings france, -0.4 moors, egypt, turks
    faction_standings france, -0.2 byzantium, hre, spain, portugal
    faction_standings france, 0.2 milan, denmark
    faction_standings france, 0.6 papal_states
    faction_standings france, 0.8 scotland, antioch
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings venice, -0.8 hre
    faction_standings venice, -0.6 byzantium, slave
    faction_standings venice, 0.4 hungary, turks
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings milan, -0.8 slave
    faction_standings milan, -0.4 hre, venice, moors
    faction_standings milan, 0.2 france, portugal
    faction_standings milan, 0.4 sicily, spain
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings hre, -0.8 denmark, venice, slave
    faction_standings hre, -0.6 poland, papal_states
    faction_standings hre, -0.4 turks, egypt, hungary
    faction_standings hre, -0.2 milan
    faction_standings hre, 0.2 england
    faction_standings hre, 0.6 byzantium, jerusalem
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings poland, -0.8 russia, slave
    faction_standings poland, -0.6 denmark, byzantium, hre, turks
    faction_standings poland, 0.6 hungary
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings hungary, -0.8 slave, byzantium
    faction_standings hungary, -0.4 turks, egypt, russia, hre
    faction_standings hungary, 0.8 poland
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings spain, -0.8 moors, slave
    faction_standings spain, -0.2 france, sicily, egypt
    faction_standings spain, 0.4 milan
    faction_standings spain, 0.8 portugal, papal_states
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings sicily, -0.8 slave, turks, moors
    faction_standings sicily, -0.4 egypt
    faction_standings sicily, -0.2 spain, byzantium
    faction_standings sicily, 0.2 portugal, hre
    faction_standings sicily, 0.4 milan
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings denmark, -0.8 hre, slave
    faction_standings denmark, -0.6 england
    faction_standings denmark, -0.2 russia
    faction_standings denmark, 0.2 france
    faction_standings denmark, 0.4 scotland
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings portugal, -0.8 moors, slave
    faction_standings portugal, -0.2 france
    faction_standings portugal, 0.2 milan, sicily, papal_states
    faction_standings portugal, 0.8 spain
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings papal_states, -0.8 egypt, slave, turks, moors
    faction_standings papal_states, -0.6 hre
    faction_standings papal_states, -0.2 russia, byzantium
    faction_standings papal_states, 0.2 england, portugal
    faction_standings papal_states, 0.6 france
    faction_standings papal_states, 0.8 spain, jerusalem, antioch
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings jerusalem, -0.8 slave, egypt, moors
    faction_standings jerusalem, -0.6 turks
    faction_standings jerusalem, 0.2 byzantium, england
    faction_standings jerusalem, 0.6 hre
    faction_standings jerusalem, 0.8 papal_states, antioch
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings antioch, -0.8 slave, turks, egypt, moors
    faction_standings antioch, -0.6 mongols
    faction_standings antioch, 0.4 byzantium
    faction_standings antioch, 0.6 russia
    faction_standings antioch, 0.8 jerusalem, papal_states, france
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings moors, -0.8 spain, portugal, slave, papal_states, antioch, jerusalem, sicily
    faction_standings moors, -0.4 france, milan
    faction_standings moors, -0.2 england, scotland
    faction_standings moors, 0.8 turks, egypt, mongols
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings byzantium, -0.8 slave, turks, hungary
    faction_standings byzantium, -0.6 venice, poland
    faction_standings byzantium, -0.2 france, sicily, papal_states
    faction_standings byzantium, 0.2 antioch, hre, jerusalem, egypt
    faction_standings byzantium, 0.4 antioch
    faction_standings byzantium, 0.6 hre
    faction_standings byzantium, 0.8 russia
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings russia, -0.8 slave, poland, mongols
    faction_standings russia, -0.6 turks
    faction_standings russia, -0.4 hungary
    faction_standings russia, -0.2 denmark, papal_states
    faction_standings russia, 0.6 antioch
    faction_standings russia, 0.8 byzantium
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings turks, -0.8 slave, sicily, papal_states, antioch, byzantium, mongols
    faction_standings turks, -0.6 russia, poland, jerusalem
    faction_standings turks, -0.4 france, hungary, hre
    faction_standings turks, -0.2 england
    faction_standings turks, 0.4 venice
    faction_standings turks, 0.8 egypt, moors
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings egypt, -0.8 jerusalem
    faction_standings egypt, -0.6 slave, papal_states, jerusalem, france, antioch
    faction_standings egypt, -0.4 sicily, hre
    faction_standings egypt, 0.4 turks, moors
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_standings mongols, -0.8 russia, turks
    faction_standings mongols, -0.6 antioch
    faction_standings mongols, 0.8 moors
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;RELATIONSHIPs;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    faction_relationships england, at_war_with slave, scotland, france
    faction_relationships france, at_war_with slave, england
    faction_relationships france, allied_to antioch
    faction_relationships hre, at_war_with slave, venice, denmark
    faction_relationships hre, allied_to jerusalem
    faction_relationships spain, at_war_with slave, moors
    faction_relationships spain, allied_to portugal, papal_states
    faction_relationships venice, at_war_with slave, hre
    faction_relationships sicily, at_war_with slave
    faction_relationships milan, at_war_with slave
    faction_relationships scotland, at_war_with slave, england
    faction_relationships byzantium, at_war_with slave, turks, hungary
    faction_relationships byzantium, allied_to russia
    faction_relationships russia, at_war_with slave, poland, mongols
    faction_relationships russia, allied_to byzantium
    faction_relationships moors, at_war_with slave, spain, portugal
    faction_relationships moors, allied_to egypt
    faction_relationships turks, at_war_with slave, byzantium, antioch, mongols
    faction_relationships turks, allied_to egypt
    faction_relationships egypt, at_war_with slave, jerusalem
    faction_relationships egypt, allied_to turks, moors
    faction_relationships denmark, at_war_with slave, hre
    faction_relationships portugal, at_war_with slave, moors
    faction_relationships portugal, allied_to spain
    faction_relationships poland, at_war_with slave, russia
    faction_relationships papal_states, at_war_with slave
    faction_relationships papal_states, allied_to spain, antioch, jerusalem
    faction_relationships jerusalem, at_war_with slave, egypt
    faction_relationships jerusalem, allied_to antioch, papal_states
    faction_relationships antioch, at_war_with slave, turks
    faction_relationships antioch, allied_to jerusalem, papal_states
    faction_relationships aztecs, at_war_with slave
    faction_relationships mongols, at_war_with slave, russia, turks
    faction_relationships slave, at_war_with england, france, hre, spain, venice, sicily, milan, scotland, byzantium, russia, moors, turks, egypt, denmark, portugal, poland, hungary, papal_states, jerusalem, antioch, aztecs
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of regions section <<<<

    region Antioch_Province

    farming_level 0
    famine_threat 0
    ;fort 431 133 knightly_order_fort_b culture northern_european
    fort 431 135 knightly_order_fort_b culture northern_european

    region Edessa_Province

    farming_level 0
    famine_threat 0
    ;fort 477 143 knightly_order_fort_b culture northern_european
    fort 473 142 knightly_order_fort_b culture northern_european

    region Jerusalem_Province

    farming_level 0
    famine_threat 0
    ;fort 434 92 knightly_order_fort_b culture northern_european
    fort 447 92 knightly_order_fort_b culture northern_european

    region Ascalon_Province

    farming_level 0
    famine_threat 0
    ;fort 436 77 knightly_order_fort_b culture northern_european
    fort 422 73 knightly_order_fort_b culture northern_european
    Last edited by Rodrigo The Scarred; January 19, 2008 at 06:40 PM.

  17. #77

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Thanks, Im going to have a look at both of these and give you my feedback tommorow, its a bit late now. I think I should try to introduce somethink new to the campaigns in the Iberian Peninsula as well I agree. Because most other areas on the map have somethink in them from the campaigns in Kingdoms. Spain is largely unchanged (apart from making the world is round event occur around 200 turns in).

  18. #78

    Default Re: Kingdoms Grand Campaign Mod Feedback

    @Rodrigo

    1. Excellent work on the castle buildings this will be included in the next patch, thanks for this.

    2. Though you have done a good job with the descr_star.txt. Some of it unbalanaces the campaign Im afraid. For example as Grandviz or any other leading modder in the community would tell you. Making the Papal states allied to anybody at the start is a very bad idea. Because the Papal states must be a neutral faction at the start. Your changes mean the Papal states will almost certainly go to war against France and anyone else who attacked its allies. I prefer some factions to start off not at war in their campaigns as well. For instance at the time of the campaign start the Lombard cities have just gained their independence from the HRE. And they are not at war. I have tried to make the campaign have a very historical feel to it.

    About forts, the fort you repositioned at Antioch in the choke point is a disaster for the AI. It is very easy playing as the Turks to jump in their and defend it against Antioch all day long. You can effectively halt the movement west of Antioch with this fort. Also the AI is terrible at using forts and would never take advantage of it. Forts are just in my mod for show and have not been placed strategically. I will not change them.
    Last edited by Dave Scarface; January 20, 2008 at 04:05 AM.

  19. #79

    Default Re: Kingdoms Grand Campaign Mod Feedback

    dave scarface
    About forts, the fort you repositioned at Antioch in the choke point is a disaster for the AI....
    Also the AI is terrible at using forts and would never take advantage of it.
    I think it's AI's problem (fault)... This was done for real player... and for logical adequacy... But it's Your right to decide whether include that or not...

  20. #80

    Default Re: Kingdoms Grand Campaign Mod Feedback

    The problem is that them forts I put in at the start are stone forts. The AI builds a lot of forts itself when it goes defensive. BUT they are all crappy wooden forts. And the AI cannot tell the difference between a wooden fort and a stone fort (humans can a clear advantage). So it could just ignore a stone fort on the map and build a new fort close by instead. I have tested forts out in the campaign and they are very, very strong positions of defense. Ive even seen some modders choose to leave them out completely from their mods for this reason. They unbalance the campaign totally. Until CA release the patch to fix all forts to be stone on the battlemap this will remain so.

    Dave

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