Page 5 of 92 FirstFirst 1234567891011121314153055 ... LastLast
Results 81 to 100 of 1837

Thread: RegionMod 3.0 - Kingdoms Version

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    The campagin map within the Imperial campagin menu looks like its been made by paint. Also its very hard to destingwish between faction and rebel regions. (I dont know if this is just a temporary thing... but yer).
    Are you referring to the map when you choose your factions? If so:
    1. It is certainly not made by satellite
    2. Anything pastel green is rebel territory
    3. If you click on the various faction symbols you will see how it works
    - Sicily has some of its unit cards displaying pesants. Early in the game (exact starting units), I think the units were archers and somthing else.
    I thougth I had gotten them all. Must be a non faction unit. Will fix that
    - Italy, southern Calabris, has no trees. It looks very bland, much like plain grass lands except with surrounding water.
    - Sardinia (West of italy) has to many trees (imo). Some of the trees are also in the water.
    - Corsica (settlement, west of italy) is pratically in the water. (imo) its to close to the sea.
    These are graphic glitches, some are easy to fix, like tree\town in the water. Haven't noticed the floating city. Is that on the campaign or battlemap? The forest cover is a matter of personal preference- I for one have got no idea whether they had trees there during this period.










  2. #2
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Sorry I should have been more specific
    Quote Originally Posted by gigantus View Post
    Are you referring to the map when you choose your factions? If so:
    1. It is certainly not made by satellite
    2. Anything pastel green is rebel territory
    3. If you click on the various faction symbols you will see how it works
    Im talking about both maps, within the campagin game and when selecting a faction to play. I dont mind that it has/hasnt been made accordingly to satellite images. The problem is that the map is just ugly (to put it in simple terms). When looking at the origional map and this one, you know which one looks better and is easier to locate the factions (without having to selecte the faction first). Im sure many players look over the map and consider faction neighbours befor playing the faction first.

    Quote Originally Posted by gigantus View Post
    I thougth I had gotten them all. Must be a non faction unit. Will fix that
    These are graphic glitches, some are easy to fix, like tree\town in the water. Haven't noticed the floating city. Is that on the campaign or battlemap? The forest cover is a matter of personal preference- I for one have got no idea whether they had trees there during this period.
    I havnt seen a floating city/castle in the battle mode yet, Only in the campagin map are some visiable signs of floating towns.

    About the trees, you have a point. I dont know what it looked like back then either. But theres a difference between being accuratly correct for realistic sake and being game perfect (in this case, visually) for the games sake. I would rather a fun game then a realistic game (to a extent). Likewise, I would prefure a more 'colorfull' army instead of a dull historical army (just as an example).

    I also have some more feedback (while I was playing sicily still).

    - England made some interesting enemies early in the game: Byzanrine empire & Armanian. Which was abit weird, since they are all very spread appart. (note there was a crusade called around this time but it was against Egypt- cairo).
    - There was a crusade called against Egypt cairo (turn 5), which turned out to be succesfull. France, poland (the victor), england and sweeden all joined in. Was the first time a crusade has been called against cairo for me.
    - Retinue expands. Alot of my faction leaders keep getting RE's but they are empty. When i click the tabs along the left of the campagin screen (to view the current news) most of the Retinue expands are empty with no benfits. The Retinue expands are also empty when looking at the info cards of the generals. All the empty Retinue expands have a shild or a horse as a image.
    - Tunis (North africa, south italy). When building crops in Tunis, a huge ammount of farm land appears in the campagin map accros all over tunis. Pretty much, all the grass land turns to farm land. imo I think its a bit excessive especially when tunis has a small population over such a huge area and also since building the cheaper farm structures first you wouldnt think it would cover all of tunis instantly.
    - Tunis also looks to close to the water.

    Sorry for being a pest
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Thanks for the feed back.
    1. I agree: the faction selection map(s) could be made better.
    2. The Retinue is most likely billydilly's department
    3. Excessive farmland needs adjusting, I agree. Sometimes not that easy, but 'doable'.
    4. Funne wars - must be wrong settings in the faction standings file. Needs a closer look










  4. #4
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    funny wars indeede
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  5. #5
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Early funny wars? With BBB included some things haven't changed. I still have Portugal, Spain and the Moors trading alliances and broken alliances followed by battles over control of Iberia. England and France at war in northern France, and Ireland and Scotland at war in northeastern Ireland spreading into Scotland and Wales.
    Things that have changed. Right now I have Novgorod and Mongols at war. I haven't sent a spy to check it out nor have I turned off the fog of war. I am having too much fun in Rome with a Crusade called against me and every Catholic faction gunning for it. HRE hsa sent three Crusade armies at the same time and Venice two by itself. I don't think the vanilla ai got this smart.

  6. #6
    billydilly's Avatar Senator
    Join Date
    Mar 2005
    Location
    Copenhagen
    Posts
    1,056

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I have experenced the same as the same as irishron, only as Egypt. Xeryx's XAI has been added to the mod, right?
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  7. #7
    billydilly's Avatar Senator
    Join Date
    Mar 2005
    Location
    Copenhagen
    Posts
    1,056

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    @ IZob

    sounds like something is wrong with your installation if you can't see any ancillary text.

    Try this:
    http://www.twcenter.net/forums/showthread.php?t=91919
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  8. #8
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    It says to extract the files into "PRM data folder". Were/what is that?!

    Also, I havnt seen any trade ships/trade routes to ports within the campagin map. Year 1115 and still havnt seen any trade ships. This isnt just sicily, I havnt seen any trade ships from any factions.
    Last edited by IZob; September 19, 2009 at 07:01 AM.
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  9. #9
    billydilly's Avatar Senator
    Join Date
    Mar 2005
    Location
    Copenhagen
    Posts
    1,056

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    .. \mods\RegionMod_Kings\data

    I have trade routes and I can see all text.

    I would re-install the mod if got that many problems..
    Last edited by billydilly; September 19, 2009 at 07:56 AM.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I second that.
    First the full 3.3 version and then the two patches, in sequence please!










  11. #11
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    All the text shows up for these old eyes. Do Gigantus' install.

    How much do you about computers and file structures?

  12. #12
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by irishron View Post
    All the text shows up for these old eyes. Do Gigantus' install.

    How much do you about computers and file structures?
    Reinstalling...

    About computers and files, I get the basic jest of file structure and how it all interconnects. But making a script or adding new files to a game is something I wouldn’t have any real clue on how to do, unless I could look back onto something, see how its done, and go from there.

    Not saying though that I haven’t already tried
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  13. #13
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Did a full reinstall of the mod (deleted all old files), ancillary text is now showing. But still not seeing any trade ships.

    Just wondering, is kingdoms patch 1.5 neccessary for this mod? Because I currently dont have it installed.
    Last edited by IZob; September 19, 2009 at 08:39 PM.
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    1. It is for the basic kingdoms version and later.
    2. At the beginning of the there are not enough developed ports to enable sea trade. Please remember that land trade has precedence over sea trade. Meaning that sea trade will not happen with neighbouring regions if they share a land border.










  15. #15
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    To get sea trade to work decent, you need trade agreements with the other port owners or there won't be enough trade to generate those ships. Shipwright level with the warehouses built on both ports is when you get to see some action.

  16. #16
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    So if I build some merchant warehouses buildings I should see some trade ships? So far the water is always empty, even when there are well developed ports, with trade rights and merchant warehouses.

    Also I’m finding loyalty and getting command skills, a real pain. Currently I’m playing England (but I also had the same problem when I was playing Sicily, I just didn’t realise it was their traits that was the problem, because back then the traits were not showing for me). I have 1 general (Henry the mean) who constantly loses loyalty from traits. Atm he has no loyalty and now I cant move him from the settlement. His impact on the town he is in is defiantly not good and so I have to keep another general in the settlement to keep a revolt from no happening. When generals are further away from the capital they slowly lose their loyalty, but this is counter attacked when you give them a big responsibility like looking after a large army (I dont alwyas have a large army hanging aroud for them to use!!!!). Generals also lose their loyalty when not used in battles. I find this has been increased allot more then the original game, since I never use all my generals constantly in battle, so I constantly have to keep switching generals around for battles. Once a generals loyalty is below average its just a constant downward spiral. My king isn’t perfect either, since I never wanted him to be the faction heir for the previous King (I had no choice), his impact being disloyal, a terrible commander, low authority and low petty. No doubt its having a really bad impact on my kingdom. There’s also some traits that speak of civil war because of the generals/kings low loyalty. Pretty much, the hole loyalty part I’m finding very hard to control. Sometimes I rather leaving all my generals outside my bases, because of the fear that the will make a revolt on my settlement.

    Ive also noticed in two different campaigns that France easily dominates all over western Europe, taking practically all the rebel settlements and is then easily able to fund huge armies and lots of construction. While England and the scoots fight each other and eventually get destroyed (well that’s the outcome I’m expecting). Maybe the rebel settlements are to hard for the English to take over early in the game, and so for France who start with 3 more settlements then England, they get the upper hand because they don’t get challenged by anyone in the game (not until when many of the rebel settlements are taken and one of the neighbouring factions decides to make a hit). I would recommend that England start off with 4 settlements (instead of 3) so that they can: 1. hold against France 2. hold against the scoots 3. have enough power to fully combine all of (or most of) Englands rebel settlements before being overwhelmed by the French. All of Englands west rebel settlements have tough units inside (soem with heavy mail armour) and its really hard for england to take them, especially in the early stage when their own units are weak (town spearmen, milita forces).

    OH! and also I think the Byzantine empire should be at war with the Turks at the start of the game, instead of being neutral. I got to year 1147 and still neither of the factions were fighting. The Turks had no enemies (after annihiliating Georgia) and the Byzantine were having a skirmish war with venice (venice so far are winning).

    And thats todays feedback
    Last edited by IZob; September 20, 2009 at 04:37 AM.
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  17. #17
    irishron's Avatar Cura Palatii
    Moderator Emeritus

    Join Date
    Feb 2005
    Location
    Cirith Ungol
    Posts
    47,023

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by IZob View Post
    So if I build some merchant warehouses buildings I should see some trade ships? So far the water is always empty, even when there are well developed ports, with trade rights and merchant warehouses.

    Also I’m finding loyalty and getting command skills, a real pain. Currently I’m playing England (but I also had the same problem when I was playing Sicily, I just didn’t realise it was their traits that was the problem, because back then the traits were not showing for me). I have 1 general (Henry the mean) who constantly loses loyalty from traits. Atm he has no loyalty and now I cant move him from the settlement. His impact on the town he is in is defiantly not good and so I have to keep another general in the settlement to keep a revolt from no happening. When generals are further away from the capital they slowly lose their loyalty, but this is counter attacked when you give them a big responsibility like looking after a large army (I dont alwyas have a large army hanging aroud for them to use!!!!). Generals also lose their loyalty when not used in battles. I find this has been increased allot more then the original game, since I never use all my generals constantly in battle, so I constantly have to keep switching generals around for battles. Once a generals loyalty is below average its just a constant downward spiral. My king isn’t perfect either, since I never wanted him to be the faction heir for the previous King (I had no choice), his impact being disloyal, a terrible commander, low authority and low petty. No doubt its having a really bad impact on my kingdom. There’s also some traits that speak of civil war because of the generals/kings low loyalty. Pretty much, the hole loyalty part I’m finding very hard to control. Sometimes I rather leaving all my generals outside my bases, because of the fear that the will make a revolt on my settlement.

    Ive also noticed in two different campaigns that France easily dominates all over western Europe, taking practically all the rebel settlements and is then easily able to fund huge armies and lots of construction. While England and the scoots fight each other and eventually get destroyed (well that’s the outcome I’m expecting). Maybe the rebel settlements are to hard for the English to take over early in the game, and so for France who start with 3 more settlements then England, they get the upper hand because they don’t get challenged by anyone in the game (not until when many of the rebel settlements are taken and one of the neighbouring factions decides to make a hit). I would recommend that England start off with 4 settlements (instead of 3) so that they can: 1. hold against France 2. hold against the scoots 3. have enough power to fully combine all of (or most of) Englands rebel settlements before being overwhelmed by the French. All of Englands west rebel settlements have tough units inside (soem with heavy mail armour) and its really hard for england to take them, especially in the early stage when their own units are weak (town spearmen, milita forces).

    OH! and also I think the Byzantine empire should be at war with the Turks at the start of the game, instead of being neutral. I got to year 1147 and still neither of the factions were fighting. The Turks had no enemies (after annihiliating Georgia) and the Byzantine were having a skirmish war with venice (venice so far are winning).

    And thats todays feedback
    The points you make now are personal choices. I like it fine the way it is. You do have my permission to mod it for your personal preferences in your personal copy. If you think yhis mod is bad, you should have been here when it got abandoned two years ago.

  18. #18

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Small walls or big ladders?
    Not sure if this is error or bug, but I'm playing 3.5. Armenia attacking Antioch.

    Spoiler Alert, click show to read: 



  19. #19
    IZob's Avatar Citizen
    Join Date
    Aug 2009
    Location
    Australia
    Posts
    9,829

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Dam Armenia look ugly. Its like a faction made out of rebel units and Its all brown lol...
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  20. #20
    billydilly's Avatar Senator
    Join Date
    Mar 2005
    Location
    Copenhagen
    Posts
    1,056

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    @IZob

    the loyalty issues are caused by BBBv4. You HAVE to move your Faction Leader to the Capital in order to get crowned, if he isn't crowned your general might/will become disloyal.
    A crowned Faction Leader gets higher Authority. Higher Authority = More loyal generals.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

Posting Permissions

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