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April 17, 2008, 03:54 AM
#1
Biarchus
Kingdoms compatible Custom Campaign Mod
Hi Dave,
The CA guy Unspoken Knight has released a new Kingdoms compatible Custom Campaign Mod.
Some of the stuff in there may help you tone and tune your mod, particularly with regards to the tech tree, unit upkeep, etc.
best,
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April 17, 2008, 11:41 AM
#2
Re: Kingdoms compatible Custom Campaign Mod
Thanks for the heads up DrJ, I will be downloading Custom campaign Mod version 2 and will take a look at it. But I will not be changing my own buidings tech tree. Because mine is well balanced and I am very happy with it already.
Also I have tested halving the upkeep costs to all units and I'm not in favour of this change personally. How I had it before was better balanced. You couldn't afford an army upkeep of more than 10000 florins early game and that limited the number of armies you could maintain. Now with unspoken Knights changes which is supposed to make the AI go around with larger stacks. What it does is actually make the game a whole lot easier for the human player to have more armies at the start. And if a human has more armies it will win even more battles. So in my own opinion more armies for human and AI = more wins for the human player. If you could halve the upkeep costs for the AI only then this would be a better idea. The way to make this game harder is to do exactly what DLV mod does. Make the campaign more difficult by increasing the cost to everything. And with the money script this gives the AI more of an advantage. Again the AI cannot beat you on the battlemap but it can on the campaign map.
Dave
Last edited by Dave Scarface; April 17, 2008 at 11:50 AM.
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April 18, 2008, 10:09 AM
#3
Biarchus
Re: Kingdoms compatible Custom Campaign Mod
Hmm, you may be right. My impression had always been that larger AI armies are usually more able in battle, since the AI obviously doesn't have problems controlling 15+ units and the AI is then less likely to have an imbalanced force, i.e. too many of one unit type.
Typically I've tended to find smaller skirmishes of 3-10 units easier to win because of the exact opposite, i.e.:
a) it's easier to control 3-10 units compared to 15+, and
b) the AI often has imbalanced unit composition (i.e. too many missile units, too little cav, or something else.
This is what you tend to get in the early game when upkeep is normal.
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April 18, 2008, 02:01 PM
#4
Re: Kingdoms compatible Custom Campaign Mod
In playing this mod (by this I mean the ' Kingdoms Grand Campaign Mod') I have to say I have been impressed by the balancing...
Playing as England the combined conflict against Scotland and France has seen me kicked out of France a couple of time mostly due to my inability to in raise multiple large armies. A problem the AI does not seem to share greatly in the early game....
This combined with the Garrison Script can actually make a bit of a challange for the player...
edited for clarity...
Last edited by Bob the Insane; April 19, 2008 at 05:44 AM.
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April 19, 2008, 04:16 AM
#5
Re: Kingdoms compatible Custom Campaign Mod
@Bob,
People do not realise how much time I actually put into the balancing of this campaign. Every starting position to every faction has been made as challenging as I could make it. And at the same time I've tried to make it as historical as I can. But sometimes it is not always wise to try and be to historical about campaign map starting positions. The campaign must be well balanced out first.
In the new update I have managed to make the game even more challenging on VH difficulty. Which is why I will not rush to copy Unspoken Knights changes. I have my own ideas, and if its not right for my mod and what I want to try and achieve I wont use it. Unspoken Knight works for CA and is a great modder. But that doesn't mean all of his ideas are better than everyone elses. He has his own ideas which are for his own mod, and likewise I have the same.
Dave
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