Page 8 of 32 FirstFirst 123456789101112131415161718 ... LastLast
Results 141 to 160 of 743

Thread: KGCM Patch 4.2 + KGCM Patch 4.3 Download Thread

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    hi Dave,
    first of all; thanks for the great effort for making the game - I've been playing since 3.0.

    4.1 - I'd played the Antioch faction as the 'Default' mode. It was great, but then I realize that as the game progresses (Barracks, Archery, Stable Upgraded Full), the choices of units are close to limited and the older units (like squires have to be disbanded cuz it can't be sent for retraining) - E.g. King's Stable for Antioch the knights of Eddesa removed so the same unit can't be retrained to replenish to it's original number. The 4.1 version does not seem to crash after I played till Turn 128.

    Then

    I tried to mod files like:
    kingdoms_grand_campaign_mod/data/export_descr_buildings
    kingdoms_grand_campaign_mod/data/export_descr_unit

    the buildings - to allow the 'tech trees' for every factions to still able to build their own unique units when their buildings are upgraded. e.g Mailed Knights, Chivariy Knights and even Scouts could still be trained in their own King's Stable.

    the units - mod the gun powder unit's damage to devastating +10

    After that Started a new game campaign different times with different factions, It seems that after turn 50+, the game keep crashes (game technical error and it exits to windows)
    I done a thoughtful check for possible mistakes (all were corrected) - the same error still remains.
    Then put up the original file for export_descr_unit back - same thing appears

    Is there more files required to change to allow the 'tech trees' for units to still be available when even the building (barrack, Archery, Stable) is fully upgraded?

    From what I've experienced, if there's an error in either export_units or export_buildings, the game will not even be executed

    *Below is a sample for export_buildings:

    kings_stables castle requires factions { scotland, denmark, hre, antioch, france, jerusalem, england, middle_eastern, eastern_european, greek, southern_european, ireland, teutonic_order, norway, wales, } and event_counter not_pagan_lithuania 1 and event_counter gunpowder_discovered 1
    {
    capability
    {
    recruit_pool "Demi Lancers" 1 0.4 2 0 requires factions { england, france, }
    recruit_pool "Conquistadores" 1 0.4 2 0 requires factions { spain, portugal, }
    recruit_pool "Christian Guard" 1 0.4 2 0 requires factions { moors, }
    recruit_pool "Mounted Calivermen" 1 0.4 2 0 requires factions { ireland, }
    recruit_pool "Reiters" 1 0.4 2 0 requires factions { hre, }
    recruit_pool "Condottieri" 1 0.4 2 1 requires factions { sicily, milan, }
    recruit_pool "Stradiots" 1 0.4 2 1 requires factions { venice, }
    recruit_pool "Broken Lances" 1 0.4 2 1 requires factions { papal_states, }
    recruit_pool "Teulu" 1 0.4 2 1 requires factions { wales, }
    recruit_pool "Granadine Lancers" 1 0.4 2 0 requires factions { moors, }
    recruit_pool "Archontopoulai" 1 0.4 2 0 requires factions { byzantium, }
    recruit_pool "Khassaki" 1 0.4 2 0 requires factions { egypt, }
    recruit_pool "Quapukulu" 1 0.4 2 0 requires factions { turks, }
    recruit_pool "Hussars" 1 0.4 2 0 requires factions { poland, hungary, }
    recruit_pool "Knights Templar" 1 0.34 2 1 requires factions { jerusalem, }
    recruit_pool "Knights Hospitaller" 1 0.34 2 1 requires factions { antioch, }
    recruit_pool "Mounted Crossbowmen" 1 0.4 2 0 requires factions { hre, denmark, spain, portugal, milan, venice, papal_states, sicily, teutonic_order, norway, }
    recruit_pool "Khan's Guard" 1 0.4 2 0 requires factions { mongols, timurids, }
    recruit_pool "Mongol Heavy Archers" 1 0.4 2 1 requires factions { mongols, timurids, }
    recruit_pool "Tartar Lancers" 1 0.4 2 0 requires factions { lithuania, russia, }
    recruit_pool "Svenner" 1 0.4 2 0 requires factions { denmark, norway, }
    recruit_pool "Sibyan al Khass" 1 0.4 2 0 requires factions { egypt, }
    recruit_pool "Mathrafal Horsemen" 1 0.25 2 0 requires factions { wales, }
    recruit_pool "Knechten" 1 0.25 2 0 requires factions { teutonic_order, }
    recruit_pool "Hobilars" 1 0.25 2 0 requires factions { england, }
    recruit_pool "iqta'dar" 1 0.34 2 0 requires factions { turks, }
    recruit_pool "Alan Light Cavalry" 1 0.25 2 0 requires factions { byzantium, }
    recruit_pool "Border Horse" 1 0.25 1 0 requires factions { scotland, }
    recruit_pool "Hobiguir" 1 0.25 1 0 requires factions { ireland, }
    recruit_pool "Mounted Sergeants" 1 0.25 2 0 requires factions { jerusalem, france, antioch, }
    recruit_pool "NE Late Bodyguard" 1 0.07 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, jerusalem, antioch, ireland, norway, wales, }
    recruit_pool "SE Late Bodyguard" 1 0.07 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "TO Late Bodyguard" 1 0.07 1 0 requires factions { teutonic_order, }
    recruit_pool "EE Late Bodyguard" 1 0.07 1 0 requires factions { russia, lithuania, }
    recruit_pool "Greek Bodyguard" 1 0.07 1 0 requires factions { byzantium, }
    recruit_pool "ME Late Bodyguard" 1 0.07 1 0 requires factions { moors, egypt, turks, }
    recruit_pool "Mongol Bodyguard" 1 0.07 1 0 requires factions { mongols, timurids, }
    recruit_pool "Kataphractoi" 1 0.4 2 0 requires factions { byzantium, }
    recruit_pool "Teulu Skirmishers" 1 0.4 2 1 requires factions { wales, }
    recruit_pool "Ritterbruder" 1 0.4 2 0 requires factions { teutonic_order, } and region_religion catholic 80
    recruit_pool "Chivalric Knights" 1 0.4 2 0 requires factions { france, spain, sicily, denmark, norway, }
    recruit_pool "Templar Confrere Knights" 1 0.34 1 0 requires factions { jerusalem, }
    recruit_pool "Famiglia Ducale" 1 0.4 2 0 requires factions { milan, }
    recruit_pool "Lancers" 1 0.34 2 0 requires factions { france, }
    recruit_pool "Gothic Knights" 1 0.4 2 0 requires factions { hre, }
    recruit_pool "Polish Guard" 1 0.4 2 0 requires factions { poland, }
    recruit_pool "Tsars Guard" 1 0.4 2 0 requires factions { russia, }
    recruit_pool "Vardariotai" 1 0.4 2 0 requires factions { byzantium, }
    recruit_pool "Royal Banderium" 1 0.4 2 0 requires factions { hungary, }
    recruit_pool "Royal Mamluks" 1 0.4 2 0 requires factions { egypt, }
    recruit_pool "L Chivalric Knights" 1 0.4 2 0 requires factions { lithuania, } and event_counter not_pagan_lithuania 1
    recruit_pool "English Knights" 1 0.4 2 0 requires factions { england, }
    recruit_pool "Knights of Tripoli" 1 0.34 2 0 requires factions { jerusalem, }
    recruit_pool "Knights of Edessa" 1 0.34 2 0 requires factions { antioch, }
    recruit_pool "Imperial Knights" 1 0.4 2 1 requires factions { hre, }
    recruit_pool "Feudal Knights" 1 0.4 2 1 requires factions { scotland, }
    recruit_pool "Portuguese Knights" 1 0.4 2 0 requires factions { portugal, }
    recruit_pool "Lords Retinue" 1 0.4 2 0 requires factions { ireland, }
    recruit_pool "Polish Knights" 1 0.4 2 0 requires factions { poland, }
    recruit_pool "Dvor Cavalry" 1 0.4 2 0 requires factions { russia, }
    recruit_pool "E Chivalric Knights" 1 0.4 2 0 requires factions { hungary, }
    recruit_pool "Mongol Heavy Lancers" 1 0.4 2 1 requires factions { mongols, timurids, }
    recruit_pool "Halbbruder" 1 0.4 2 1 requires factions { teutonic_order, } and region_religion catholic 70
    recruit_pool "Norman Knights" 1 0.34 2 1 requires factions { sicily, }
    recruit_pool "Druzhina" 1 0.34 2 1 requires factions { russia, }
    recruit_pool "Cossack Cavalry" 1 0.34 2 0 requires factions { russia, }
    recruit_pool "Dzukijan Horsemen" 1 0.4 2 1 requires factions { lithuania, }
    recruit_pool "Latinkon" 1 0.34 2 0 requires factions { byzantium, }
    recruit_pool "Granadine Jinetes" 1 0.4 2 0 requires factions { moors, }
    recruit_pool "Sipahis" 1 0.4 2 0 requires factions { turks, }
    recruit_pool "Ridire" 1 0.4 2 1 requires factions { ireland, }
    recruit_pool "Christ Knights" 1 0.34 2 1 requires factions { teutonic_order, } and region_religion catholic 70
    recruit_pool "Mailed Knights" 1 0.4 2 1 requires factions { wales, scotland, }
    recruit_pool "Huscarls" 1 0.34 2 1 requires factions { denmark, norway, }
    recruit_pool "Polish Nobles" 1 0.34 2 0 requires factions { poland, }
    recruit_pool "Boyar Sons" 1 0.34 2 0 requires factions { russia, }
    recruit_pool "Cuman Horse Archers" 1 0.4 2 0 requires factions { lithuania, }
    recruit_pool "Hungarian Nobles" 1 0.34 2 0 requires factions { hungary, }
    recruit_pool "Horseboys" 1 0.34 2 0 requires factions { ireland, }
    recruit_pool "Byzantine Cavalry" 1 0.34 2 0 requires factions { byzantium, }
    recruit_pool "Turkomans" 1 0.4 2 0 requires factions { timurids, }
    recruit_pool "Seljuk Auxiliary" 1 0.34 1 0 requires factions { antioch, }
    recruit_pool "Scouts" 1 0.25 1 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.25 1 0 requires factions { spain, portugal, }
    recruit_pool "Kazaks" 1 0.25 1 0 requires factions { russia, }
    recruit_pool "Magyar Cavalry" 1 0.25 1 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 1 0.25 1 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 1 0.25 1 0 requires factions { timurids, }
    recruit_pool "Mongol Horse Archers" 1 0.25 1 0 requires factions { mongols, }
    recruit_pool "Constable of Jerusalem" 1 0.1 1 0 requires factions { jerusalem, }
    recruit_pool "Marshall of the Hospitallers" 0.1 1 1 0 requires factions { antioch, }
    recruit_pool "Marshall of the Templars" 1 0.1 1 0 requires factions { jerusalem, }
    }


    Thanks
    Last edited by Nameles84; June 21, 2009 at 12:05 AM.

  2. #2

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Hi dear dave,

    I've tried to change my descr-strat with your little hotfix (due to my own changes I don't want to merely install it), but i can't build some town in northern america and Cuba. You've only changed population in descr-strat, is there another file to modify?
    Sorry for this utterly personal question...

  3. #3

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Sorry to annoy you again, but I don't find with exam diff what i can make to have town in Cuba and northern america. Could you tell what you have made in order to enable towns in those regions?

  4. #4

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Hey so every time I try to install the 4.1 patch from the alternative download site it freezes at 8%. Is this a problem with my computer or would it be an issue with the patch itself. Sorry I'm new to downloading patches and mods. Any suggestions?

  5. #5

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    have you tried to do it with your anti virus protection turned off this can cause problems some times just switch it back on after you have down loaded beyond that anyone else ideas??

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  6. #6

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Ok, I'll give it a shot. Thanks mate.

  7. #7

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Cool. Just downloaded 4.1. Will try it out soon, and hopefully be able to get back to work modding and providing feedback. I'm excited to get back to playing total war again.

  8. #8

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    I might as well go ahead and post the latest XAI 3.4 files for KGCM 4.1 here. There is no point in us keeping these files hidden away when we could be getting valuable feedback on this conversion.

    Note that this is not the final released version and has not yet been approved by xeryx.

    Dave
    Last edited by Dave Scarface; July 20, 2009 at 06:33 PM.

  9. #9

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Oh Yeah!

  10. #10

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    i already tested them i mention once before i tried them and well my first comment is the pope agression he took over all of italy i also experienced a couple of crashes on turn ends only 3 in 276 turns though so it wasnt a huge fault.

    But i have greatly enjoyed the BAI included in this probably the best i have played against for anyone who hasnt converted to 3.4BAI
    Last edited by Soul Firez; July 21, 2009 at 12:56 AM.

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  11. #11
    Koljan's Avatar Senator
    Join Date
    Jun 2008
    Location
    Israel
    Posts
    1,396

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Dave,

    I find that after the recruitment availability cutback for KoJ i never see them survive to late era.
    in fact, i have not managed to win a campaign with them since that change, as the Egyptians are simply too many and European crusaders very rarely arrive to help even when a crusade is called.
    I keep finding myself in the weird situation where i have plenty of money, and simply no men left to recruit.

    For my personal use, could you please post what is the change you have done and how could one revert it or further modify this factor?

  12. #12

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Quote Originally Posted by Koljan View Post
    Dave,

    I find that after the recruitment availability cutback for KoJ i never see them survive to late era.
    in fact, i have not managed to win a campaign with them since that change, as the Egyptians are simply too many and European crusaders very rarely arrive to help even when a crusade is called.
    I keep finding myself in the weird situation where i have plenty of money, and simply no men left to recruit.

    For my personal use, could you please post what is the change you have done and how could one revert it or further modify this factor?
    Maybe I made the unit recruitment a little too extreme for the Crusaders, I will look at this again for the coming 4.2 update. In the meantime open the kingdoms_grand_campaign_mod\data\export_descr_buildings.txt and increase the replenishment pool rates for jerusalem units. Example for Dismounted Knights Of Jerusalem" 1 0.34 2 0 you would change these numbers to 1 0.4 3 0.

    Dave

  13. #13

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    BAI is great. As I mentioned in the XAI forums, I saw the Pope going insane and trying to take over Italy. Overall though, the CAI is much improved. I am seeing smarter diplomacy and better attacks with small stacks merging into larger ones all the time. The only real fault with this CAI is that the Pope is too aggressive.

  14. #14

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Sweet.

  15. #15

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Thanks guys, there is a new thread here for discussing XAI 3.4.

    Now back on topic please. Only feedback on KGCM 4.1 in this thread

    Dave

  16. #16

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Nice mod. I would like to see Lithuania and TO map colors changed considering their neighbors colors are basically the same. Also,not sure if this is easy or complicated but....what makes Stainless Steel alot of fun to play is becuase of the different campaigns. Is it possible to create a early campaign with alot more rebel settlements? Best diplomacy and battle ai by far though with 3.4 being released. Hopefully this is the right posting section. One mopre thing I am not a fan of the Aztecs....kinda boring.

  17. #17

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Unfortunately the AI refuses to cross over at all , even with these easy requirements. If we make it even harder, it might not be worth it at all.

  18. #18

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    The patch is working great thank you guys i was just wondering.... my favorite faction is Jerusalem but they only have one good heavy infantry is it possible to make canons of holy sepulcher playable for jerusalem and if it is, how can i do it. i need good instructions otherwise i cant do it

    thanks again for the great mod

  19. #19

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    It is possible yes may unbalance things a little but if you really wish it send me a PM and ill reply with how to do it

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  20. #20
    Rhythalion's Avatar Libertus
    Join Date
    Jan 2008
    Location
    New Zealand
    Posts
    78

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    One thing I find really neat with some other mods is variation in the Merc pools, such as new units becoming available after certain dates. So after a certain date, a new type of knight or infantry is available for recruitment etc.

    This would really add to the factions unit recruitment, as with the construction of certain buildings only certain units can be made, but the recruitment option could be extended via the Mercs with some unique types.
    Team Member of LOTR:TW, Beta Tester for some others



Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •