thank you man
thank you man
Hi,
there's a mistake it should be the Grand campaign. Yes, KOJ = Kingdom of Jerusalem
Anyway back to the dire situation I'm facing , haha, I tried again just now to play as KOJ again. It's virtually impossible to scrape any decent florin.
Maybe you could consider my suggestion please coz I really like to play as this fraction. Sorry being so stuck-up, haha.
Recap:
My suggustion:
Keep everything as it is but increase the starting florins to 6000 and add a merchant, a spy and a port at least? (For KOJ on diffculty HARD/HARD )
On V.HARD/V.HARD, starting florins with 4000, a merchant and a port at least
Anyway I dont think its overboard right?
Alternatively (For KOJ on diffculty HARD/HARD and V.HARD/V.HARD ), maybe you can make conditions more favourable after 30 turns? I believe it's more than enough time to build up one's war machine.
----------------> add on:
1) Maybe you could trigger events that the council or pope to give about 1000 florins for every 5 turns till turn number 30. At least it could prevent the treasury from going deficit.
I read that you mentioned that the outfield upkeep is either 500 or 1000 right? Maybe you could reduce 100-300 from the current values?
2)Seige capability
This is being discussed before but maybe I can give some input?
a)Basillta (Up to your own opinion)
b)Trebuchets/Catapults,shots take to punch a hole in these structures;
Wood: 3-4
Small stone wall: 5-7
Huge stone wall: 8-11
c)ALL GUNPOWER UNITS, shots take to punch a hole in these structures;
Wood: 2-3
Small stone wall: 4-5
Huge stone wall: 6-8
Suggestions by others I support:
1)Increase ammo for missile units and seige weapons. If I remember correctly you mentioned that the current value for missile units is 8? Maybe 10-11 it's good enough?
2)Able to build seige weapons like Trebuchets/Catapults upon seiging. But gunpowder units must be drag across the terrain.
That's all for now, thank you for this GREAT mod!![]()
Last edited by macrick; October 13, 2008 at 01:43 PM.
BTW, one last thing, the horse model which I have no idea whether its yr mod or from CA. It looks kinda stumpy like a pony, haha. (No pun intended, could'nt resist telling you) Coz the legs kinda short. If you want I can model one for you using maya.
PM me if you are interested.
I think that economy isn't that bad as some say, all you need is to build economy stuff, disband army or build fortresses to keep 2 units in there, just in case..I'm playing at hard/very hard, and it's easy...maybe economy should be slightly stronger (f.e. double the kings purse, as someone already said and maybe greater tax and trade income for markets, so as the time goes by, you would have greater trade, and so by time greater armies would emerge..).
I'd like to suggest something else..TRAITS. Traits are not so good, because 90% of my characters are becoming - extravagant, royally extravagant, disloyal etc. It's extremly rare that a character gets better over time...So if you could do some extra self-perpetuating, it would be nice...
Also, all traits considering royal blood about all new factions, and crowns (ancillaries). I did some of this myself, but it would be nice to see the mod not lacking anything.
Also, many provinces (I mean around 30%) remain independent (rebels), and no one conquers them...maybe it should be fixed, that AI wants to conquer all the rebels around him first, before he attacks his neighbour.
By the way, concept and some aspects of the mod are almost perfect!!! All you need is some more history info, about some factions and that's all.
p.s. I only played High period, so everything I said is about that.
Hi,
In regard about yr post , I only agree if you have a town/city but if you
play as KOJ. You only get a castle and tax rate for this, is only "normal"
Also please note 1 castle on a god forsaken island aint gonna help much.
Plus, I got no diplomat, no merchant, no spy, no princess of sort.
Starting capital is only 3000 which is half of what other fractions have.
I already tried what's being mentioned, they are (not in order):
Disbanded all units except general bodyguards which cannot be disband.
put 1 unit into fort
put 2 unit into fort (Resulted in my castle turned rebel)
put 2 unit into fort (train a levy unit and put into castle)
develop farming to communal farming ( which happen to be the highest, I believe)
built a port.
build buildings which help to increase public order.
There's also events triggering to give $$$, usually from 2000 to 3000 but
its still not enough.
Guess what? I still get deficit eventually. Its almost 99.999% impossible.
Else, I wouldn't be bugging the modder to make it slightly more bearable.
Well, maybe I suck.
to macrick
well if you disband everyone, and pay none except for generals, and still go down with the money - then it sucks, and needs repairing...
Although, the crusader states (all of them) never held land for long in Holy land...neither they expanded much...but I suppose that every state should have at least the possibility to expand..
Hi Zmaj , I suppose I agree with you on the possibility to expand.
Hi SV, I agree with you on the historical point of view. Anyway, not mean to bombard you with so much stuff. I'm would label myself a experienced player since STW.
Anyway, just to update you. I tried to start a crusade but was unable to, since the popey old man dont favour me. There's another 2 ways to expand.
That is I build a ship and sail to Anitoch. I placed my army outside the city for 1st turn, seige & un-seige on the same turn. Subsequent turn, they attacked me
with 2 stacks of their army. After I won, I continued to remain outside the city but the AI refused to come. But I noticed another stack from the nearby city is
coming to my direction on the 3rd turn. 2nd way is to seige the city directly, but the AI will get reinforcements.
But I believe both ways will fail coz the outfield script has already drained
my treasury to negative. Even if I take the settlement, the yield is so low
that I never recover from deficit so I stopped on both occasions.
Anyway, able to launch a crusade would be useful in this case.
What I concluded from playing as KOJ is that you must at least take a
town/city in order to survive early in the game. Economy is useless in the
beginning or broken in my own opinon. (No pun intended)
So it's kinda not achieving what you have in mind for priority on economy.
Hence, the summary for what you & I said so far for giving some
advantages.
Military only: Give crusade ability/ crusade reinforcements
Economy: Give some agents / land clearance/ port / trade rights/ events for $$$
Balanced: Some from each side
So it's up to you, I game for anything as long as its more playable.
Well, Cheers, bye for now
Last edited by macrick; October 15, 2008 at 05:28 PM.
Regarding the Kingdom of jeusalem, this should really be one of the hardest factions to play. Historically, it was doomed from its conception, so it should be only a seasoned veteran player that can really win as KoJ.
This aside, I wonder if we con script some of the crusades, as a rinforcement from Europe? Some economic boosting at start is also in order. I will have to play a quick campaing to see for myself.
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag
helloo
please don't forget my faction The Vlachs:Ţara Românească, Moldova and Transilvania
1.Ţara Românească (1310 includes Oltenia(Craiova) and Muntenia (Targovişte or Bucureşti)
2. Moldova1359 includes Moldova de Sus (Baia or Suceava) and Moldova de Jos (Vaslui)
3. Transylvania 1174 (Cibinium or Hermannstadt or Cluj-Napoca)
and south vlachs 1185, Imperiul Vlaho-Bulgar 1185-1258 (Târnovo)
I wouldn't exactly say 'doomed'... However, its longevity relied on a number of key factors. In-fighting amoungst the Muslims (Caliphate of Aleppo, Damascus, Bagdhad, Cairo ect ect). Continuing flow of European immigrants, conversion of local populations (Muslims, Jews, Paulician Christians, Monophysite Christians and other 'outlawed' sects.. Other 'Eastern Rite' churches, Syriac, Chaldean, Maronite Christians.. Although they cannot possibly be individually represented, maybe such an action could possibly be event driven?)..
I suppose dynamic, gifted and brave leaders were also a prerequisite of an enduring KoJ, something they sorely lacked in Guy d'Lusignan.. Manpower, continuing trade & reinforcements from Europe (So to that effect, and obvious naval superiority over the various Muslim powers would be critical) would also be a definate requirement.
"We are unable to choose the circumstances of our creation, and few of us choose our demise.
However, as intelligent creatures of freewill, we are gifted, privileged, and so very fortunate; that we are able to choose the manner, in which we choose live". - Me
(If you like my quote or agree with it, you are welcome to add it to your own sig!).
Under the patronage of Bulgaroctonos - PROTECTOR of the FAITH
for england: having sherwood archers is pointless...you should improve them/add more men
dismounted feudal milites vs. dismounted english knights: again pointless to build milites, needs to be edited
I will have to give this some thought, but the first orger of business will be their economic situation. The KoJ should really be rich in trade, and inproving their infrastructure from the start should really help out.
I will try to get some of this in the patch.
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag
In 3.2 the cities in the Ren and late eras have the same bldg structure as in the dark ages. Should not these cities have the prerequisite bldgs for their size, particularlly in the ren era? Its hard to believe that after 400 years Paris has not built a city hall.
I do not know if the provinces are fixed but I guess not because I saw you will adjust provinces in Anatolia.
Anyway, in game Serbia is only one province (only in late campaign it is two) while for example Greece with about the same size have 4-6 (islands not included). Serbia in medieval times always had steady access to Adriatic coast. Before Stefan Dusan it was roughly from present day central Dalmatia to the mouth of Drim river in present day north Albania. Dubrovnik (Ragusa) on the other hand is big province while in reality it was just city state. So, it should be reduced to just surrounding (size of the province like Greeks islands) and southern part should be given to coastal Serbian province to represent historical Serbian province of Zeta - which was rival with Raška for dominance among Serbian principalities in early period.
So, move city of Dures little bit south and give southern part of Ragusa province and small northern part of Dures province for Serbian new coastal region. Capital should be city of Kotor –arc rival of Ragusa for Adriatic trade.
Just an idea for a new patch for Chivalry II: The Sicilian Vespers. There is a glitch on one of the french cities, i forgot the name. there is a unit on top of the city icon. just an idea to fix ty![]()
cool story bro.
Can you get the city name?
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag
When ever I attack a city, during the next turn it musters hundreds of units in the meantime. Whats the deal?