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  1. #1

    Default Re: Kingdoms Grand Campaign Mod Feedback

    I think Teutonic chapter available for Poland is a bad idea. Teutonic were longtime adversary of Poland. They were templars chapters, perhaps hospitallers (but I'm not sure), but teutonic, certainly not.
    Well since Teutonic knights were involved very much with things in the eastern europe. It seems logical for Teutonic knights to be available for recruitment in the east. And try to remember this is just a game. This change gives another good unit to Poland, therefore it is a good change like it or not. If you don't like it simply dont build the teutonic_knights_chapter_house.

    Will be this patch save-game compatible?
    No, saved games will crash because this update adds new regions. So the sensible thing to do would be not to download this update until you finish your current campaign.

    Dave

  2. #2

    Default Re: Kingdoms Grand Campaign Mod Feedback

    I will perhaps don't build teutonic chapter if I play Poland, but AI will certainly do... and Poland have a lot of good cavalery unit (polish guard, polish knights, hussards...). Teutonic knights are the only very good german cavalery unit in the game (gothic are now pretty but not so strong as polish knights or guards). It won't be to easy for strong-cavalery factions like Poland if they have Teutonic too?

  3. #3

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Why does this even matter when Teutonic Knights have the same unit stats as Knights Templar and Knights Hospitaller? And every catholic faction can already build a guild_st_johns_chapter_house or a guild_templars_chapter_house.


    Dave
    Last edited by Dave Scarface; January 27, 2008 at 01:54 PM.

  4. #4

    Default Re: Kingdoms Grand Campaign Mod Feedback

    This attached export_descr_character_traits.txt has no bugs with negative traits.
    Messages about them You could see after the first run of Grand campaign in log-file.

    I can't only correct errors with Crusade/Jihad history traits, because then there is need to create two new antitraits. May be someone will...

    Good Luck!
    Last edited by Dave Scarface; May 17, 2008 at 06:12 AM.

  5. #5

    Default Re: Kingdoms Grand Campaign Mod Feedback

    2dave scarface

    Mea culpa...
    They appear fine on the strat map but its kinda silly adding them if they look like nothern castles in the battle map.
    I was speaking onlu about changing how they look on a STRAT map!
    Not battle map!

    But speaking about adding them to battle map, there would be a lot of problems especially in editing 3d model of the place, where it will be placed... I've seen somewhere tutorial, but it was rather difficult for understanding and making...

  6. #6

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Here is link to this tutorial: http://www.twcenter.net/forums/showthread.php?t=91758

    P.S. something wrong - I can't edit previous post or add any tag/smile by clicking...

  7. #7

    Default Re: Kingdoms Grand Campaign Mod Feedback

    I was speaking onlu about changing how they look on a STRAT map!
    Not battle map!
    I know, but I was just saying anyway.. if I cannot make them red brick castles also on the battlemap, then this is pointless because they are not really red brick castles.. Do you see what I mean? And since you can make them red brick castles yourself on the strat map so easily, why would this upset you?

    Dave

  8. #8

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Update

    Added the mamluk uprising event to occur at about 60 turns. I also made Cairo a large city with ballista towers and many garrisons have been added or tweaked. Also the years between each mongol invasion wave is halved and another full stack added into the mix as well.




    Dave
    Last edited by Dave Scarface; January 28, 2008 at 03:09 PM.

  9. #9

    Default Re: Kingdoms Grand Campaign Mod Feedback

    I have just downloaded this mod and it looks and plays very well.The only thing i like that is missing is the fire from archers and seige equipment.Is there some way to put that back in?I also noticed that you plan to add the americas campiagn to this mod.Hope you make the natives worth fighting.They are kinda weak in the vanilla campaign. What AI are you using in this mod?It stacks well.I have this loaded now, Kingdoms_Grand_Campaign_MI.exe,Do i need anything else?I have DLV,CAE and Stainless Steel mods loaded also.Will they interfear with this mod?I do not see any problems yet,but i just started.I did not even know TW forums even existed.What a great site to make a game better.I typed in Total war downloads and ended up on this site and saw many new mods to try.Even rome totalwar mods.This forum is great.
    Last edited by razor1955; January 29, 2008 at 01:29 AM.

  10. #10

    Default Re: Kingdoms Grand Campaign Mod Feedback

    I have just downloaded this mod and it looks and plays very well.The only thing i like that is missing is the fire from archers and seige equipment.Is there some way to put that back in?
    There sure is, I just added the answer to this question in the FAQ thread because quite a few people have asked me this now.

    I also noticed that you plan to add the americas campiagn to this mod.Hope you make the natives worth fighting.They are kinda weak in the vanilla campaign.
    The americas update is only a small update which adds a few more regions to the americas, gives them the new building tree from Kingdoms, and makes the Aztecs a playable faction. I wont be adding in any new factions or anythink like that.

    What AI are you using in this mod?It stacks well.
    Yes it does attack very well, Lusteds campaign and battle AI has just won the award for being the best in the community.

    I have this loaded now, Kingdoms_Grand_Campaign_MI.exe,Do i need anything else? I have DLV,CAE and Stainless Steel mods loaded also.Will they interfear with this mod?I do not see any problems yet,but i just started.
    Did you download the patch as well? And no, as long as your other mods are installed properly and don't cause any issues this will not effect my Kingdoms Grand campaign Mod.


    I hope that answers all of your questions and good luck with my mod. I will be releasing 1 more update in a few days. So make sure you check back here for the final update!

    best
    Dave
    Last edited by Dave Scarface; January 29, 2008 at 04:45 AM.

  11. #11

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Quote Originally Posted by dave scarface View Post
    There sure is, I just added the answer to this question in the FAQ thread because quite a few people have asked me this now.



    The americas update is only a small update which adds a few more regions to the americas, gives them the new building tree from Kingdoms, and makes the Aztecs a playable faction. I wont be adding in any new factions or anythink like that.



    Yes it does attack very well, Lusteds campaign and battle AI has just won the award for being the best in the community.


    Did you download the patch as well? And no, as long as your other mods are installed properly and don't cause any issues this will not effect my Kingdoms Grand campaign Mod.


    I hope that answers all of your questions and good luck with my mod. I will be releasing 1 more update in a few days. So make sure you check back here for the final update!

    best
    Dave
    Pretty well sums it up.Thanks for the quick response.No for the patch you mentioned at the time of this post but i believe i have found it so i will add it now:Kingdoms_Grand_Campaign_Mh: Would this be the patch?
    Last edited by razor1955; January 29, 2008 at 10:15 PM. Reason: Adding

  12. #12

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Wow it's almost unbelievable how fast the enemy stacks up when you enter their land.I had to retreat back across my border fast.Definately have to build a strong army before i go in to attack.The scotts are at war with me and sent in a half army but did not attack me.Then they left.So i sent in a 2/3 stack to see what the near by scottish fortress was like and all of a sudden i had almost 3 stacks of scottish troops on me.Had no choice but to run.This is going to be a tough campaign.I'am not sure i'll be able to when this in the turns alotted.
    Last edited by razor1955; January 29, 2008 at 09:58 PM.

  13. #13

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Pretty well sums it up.Thanks for the quick response.No for the patch you mentioned at the time of this post but i believe i have found it so i will add it now:Kingdoms_Grand_Campaign_Mh: Would this be the patch?
    Yeah thats the patch, all my download threads have a smiley face by them so you can see them easier.

    Dave

  14. #14

    Default Re: Kingdoms Grand Campaign Mod Feedback

    After listening to some of you fans, I decided to take another look at all the regions on my map. Overall I am very satisfied with most regions on my map. However I have to agree that some more regions were needed around the Baltic. So here is what I have changed now.

    from this



    to this


    There is one more region that I felt was missing from the Holy Land as well.
    before



    and after


    This is the last 2 regions added to my Kingdoms Grand campaign Mod. I don't think it is necassary to slow the game down by adding any more.


    all the best
    Dave
    Last edited by Dave Scarface; January 30, 2008 at 08:15 AM.

  15. #15

    Default Re: Kingdoms Grand Campaign Mod Feedback

    i have problem why i around the wall the display tell me that they only have around about 120-240 men but when i att this castle i face about three more times about 800 enemy
    it is strange why i have it wrong in display in the flag in campain map???
    That is the garrison script firing, only faction capitals get this atm. But I am extending its use to a few more important settlements in the coming update.

    Dave

  16. #16

    Default Re: Kingdoms Grand Campaign Mod Feedback

    perfect work we are after you
    really want to see your next patch come out
    Thanks, I could release this today but I'm not going to. I will play it and make you all wait a bit longer Nah, I need to make sure everythink that is changed is working 100%. I would also like further feedback from some of you about the proposed changes I will make before I release this. Yes there is still time for people to have their say.


    Dave

  17. #17
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    i have problem why i around the wall the display tell me that they only have around about 120-240 men but when i att this castle i face about three more times about 800 enemy
    it is strange why i have it wrong in display in the flag in campain map???
    Empire II and Medieval III pls

  18. #18
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    perfect work we are after you
    really want to see your next patch come out
    Empire II and Medieval III pls

  19. #19
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    oh now i know
    before hear you i just think that my spy not work good
    i see that 1 time when my scot army att London this suprise me so much
    when i att Cairo(play KOJ) i didn't care about how many enemy because i force them open the gate and fight back me
    but could you make the garrision not this much this is impossible if i bring with me only about 500men to face this much army sudden appear
    Empire II and Medieval III pls

  20. #20

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Cairo is also now a large city from the start with ballista towers to defend its walls. The garrison at Cairo only gives 10 units, I decided to not make it any more than that. So you will need to try and recruit mercenaries in and around the area if you do not have enough men to take it. Or you could simply turn back and run home in an attempt to escape from the mamluks


    Dave

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