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Thread: KGCM Patch 4.2 + KGCM Patch 4.3 Download Thread

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  1. #1
    vietanh797's Avatar Domesticus
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    Default Re: KGCM Final Open Beta (01/02/09)

    damm it I have to say this is the first time I can't avoid lose my scot heir to norway hand
    I save then fight that battle 3 times
    all 3 times my heir die
    AI army cause pretty much damage to me
    especially is their cavalry now fight very effect

    the only thing trouble me is your advance high/late recruit system
    Empire II and Medieval III pls

  2. #2
    THARN's Avatar Senator
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    Default Re: KGCM Final Open Beta (01/02/09)

    I just had my first ctd..
    playing as antioch and holding off the muslim factions.
    The Turks attacked Eddessa and while fighting the battle I had the ctd- the turks had a few units on my walls and my gates were broken in(rather quickly id say) seemed like 4 thrusts on reinforced gates..}

    anyway- while I was selecting units to shore up one of the weak sides the ctd occured. ill go and give it another try- might just be a rare thing.

    I too have seen some of the crusading armies sit idle out side of antioch- but this does hurt monetarily actually- cutting my funds in half- from 4 k to 2 k.. I usually go out and attack to shoo them away so they 've only seiged antioch 2 times out of the 10 so far.
    I have noticed alot of priests and imams..and merchants- more than the last version.. has this been changed>?

    Reloaded-and turks waited another turn before assault- this time no cd-- must of been my comp...
    Last edited by THARN; February 08, 2009 at 08:56 PM. Reason: correction

  3. #3
    Humakty's Avatar Tiro
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    Default Re: KGCM Patch 3.9 is out!!!

    This mod was already really good (and stable) in 3.8, but we can surely put the extra polish to good use. Thanks for your patience and devotion...
    Ten times more numerous, by night and backstabbing.

    Senior member of the G.L.I.N..

  4. #4

    Default Re: KGCM Patch 3.9 is out!!!

    Dear all,

    I just thought I would let you know that I updated KGCM Patch 3.9 today with a small fix. The mongols could no longer build pagan temples, so what I've done is change them back to Islam. Not only that, but I have also improved their starting position a little. With the mongols now involved in Jihads again its going to be real interesting to see what impact this has on the campaign. For example the mongols could now become involved in an attack on Constantinople or Jerusalem. Also me and my dev team felt that another Islamic faction was needed to counter the Catholic dominance in the middle east. I forgot to mention in the 3.9 patch list as well that I have now deliberately made the recruitment pools for KOJ and Antioch slightly slower The idea being that both factions will be unable to replace their knights as quickly. With this subtle change the Crusader states should find it harder to hold onto their power in the Holy Land.

    best regards,
    Dave

  5. #5
    tobi_808's Avatar Civis
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    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    I downloaded the 3.9 patch today
    (so i guess that all improvements for this mod are included, right ?)
    - is it all i need to get this mod running ?


    I will give the Great Campaign a Try (generally i don't like the Vanilla Atmosphere )
    - only to get into the joy of playing the most interesting AI-mod i noticed till that moment ...
    But do i understand rigth: i'll be able to play the whole Kingdom area on 1 map, in 1 campaign, yes ?
    that would be nice ...

    - and one further question: the 3.9 - does it use XAI/CAI or XAI/ Lusteds-CAI or what ... ?
    - are there any big issues, which can accure with the AI-beahvior or is it mostly fixed ?
    Cause thats the reason for playing this mod.

    thanks for the all work !

  6. #6

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    Quote Originally Posted by tobi_808 View Post
    I downloaded the 3.9 patch today
    (so i guess that all improvements for this mod are included, right ?)
    - is it all i need to get this mod running ?


    I will give the Great Campaign a Try (generally i don't like the Vanilla Atmosphere )
    - only to get into the joy of playing the most interesting AI-mod i noticed till that moment ...
    But do i understand rigth: i'll be able to play the whole Kingdom area on 1 map, in 1 campaign, yes ?
    that would be nice ...

    - and one further question: the 3.9 - does it use XAI/CAI or XAI/ Lusteds-CAI or what ... ?
    - are there any big issues, which can accure with the AI-beahvior or is it mostly fixed ?
    Cause thats the reason for playing this mod.

    thanks for the all work !
    XBAI and Lusteds CAI, because XCAI had pathfinding issues.

    This mod adds everything from kingdoms into one big campaign, with a great map.
    This mod doesn't have any bugs, I think, never encountered any.

  7. #7

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    Hi Dave
    Just discovered a small bug in the Garrison Script. I read through the thread and couldn't find it mentioned so:

    The city of Genoa is not allocated to Milan but to its' self i.e Genoa. I think this will stop Genoa producing a garrison (if I am correct! I'm not to good at this modding thingy ). Anyway, I haven't tested it but it does list it in the error log that I added to the .cfg

    This is my first post here, but wanted to say that this is the best mod I have tried, and I've tried a few. Thanks for all your time and effort Dave and team

    Andrew

  8. #8

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    You will need 3.0 before installing the 3.9 patch. That willl get you up and running smoothly (unless you need to install the display fix).

    KGCM is basically the vanilla M2TW game using BigMap and using the kingdoms factions of Ireland, Wales, Norway, TO, Lithuania, KoJ, and PoA. Mongols are also playable from the start if you want to take over europe

    KGCM uses a mix of CAI. The Mongol AI is XAI because they function much better under this. Everyone else's AI uses a version of Lusted's AI that dave personally modified to make more aggressive. The result is a combinatino of Lusted's AI's strategical prowess minus the extreme passiveness that the original CAI experienced. We also used Lusted's BAI, which performs pretty well. I can't remember if dave made any changes to this at all as well though.

    You should have no real issues or bugs at all in the campaign. We have tried to eliminate all the bugs and make the game as balanced as possible. We are so confident in our product that we have suspended the dev forum and declared KGCM finished. We hope you enjoy playing.

  9. #9

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    Dave is there any way to have add on zips so i don't have to reload everything?I have the previous 3.9 with the visual enhancement pack loaded and playing.I don't care if the zips would not be save game compatible.Just trying not to reload all again.I will still download revised version for future reference.

  10. #10

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    the new one wont affect any visual improvement packs so I wouldn't worry about it. 3.9 addresses things on the campaign map and not on the battle map, so you're all set.

  11. #11

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    Quote Originally Posted by pwf224 View Post
    the new one wont affect any visual improvement packs so I wouldn't worry about it. 3.9 addresses things on the campaign map and not on the battle map, so you're all set.
    Great, glad to here that.Down loading now.

  12. #12

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    hi your mod is awesome.
    i installed the 3.9 patch on 2 computers. for some reason, 1 computers KGCM isnt save game compatible with the other. they both have 3.9 version, i installed myself both (downloaded from your link). i reinstalled the patch on both reinstalled the patch 3.0 several times and each plays the game fine, but it's not save game compatible with... itself. or something like this.

    anyone have this before?

  13. #13

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    one computer might have the updated 3.9 patch if they were downloaded at different times. Try redownloading and reinstalling the 3.9 patch fresh on each machine to make sure you have the same version.

  14. #14

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    is there a way to check what version of the mod i am "really" running? i downloaded about a week apart.

  15. #15

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    The patch link isn't working for me, it just sends me back to the FileFront homepage. Is their a good reason as to why?

  16. #16

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    Quote Originally Posted by LordMalfor View Post
    The patch link isn't working for me, it just sends me back to the FileFront homepage. Is their a good reason as to why?
    Yes, I am uploading the patch again with a CTD fix. The link should be back up in about an hour.

    thanks,
    Dave

  17. #17

    Default Re: KGCM Patch 3.9 (updated 13/04/09)

    Quote Originally Posted by Dave Scarface View Post
    Yes, I am uploading the patch again with a CTD fix. The link should be back up in about an hour.

    thanks,
    Dave
    Well that explains it, thanks for the info.

  18. #18
    THARN's Avatar Senator
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    Default Re: KGCM Patch 3.9 (updated 23/04/09)


  19. #19

    Default Re: KGCM Patch 3.9 (updated 23/04/09)

    Hi Dave, could I know which files are changed since the 13/4 version? Because with my timurids submod I don't want to remake all the work, just check what is new and change old files.

  20. #20

    Default Re: KGCM Patch 3.9 (updated 23/04/09)

    @Blackader,

    I suggest you download and use a program called ExamDiff to compare the following files. export_descr_unit.txt, export_descr_buildings.txt, descr_campaign_ai_db.XML, descr_diplomacy.XML, campaign_script.txt, descr_strat.txt.

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