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Thread: Heroes Hordes & beyond [KGCMv4.2]

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  1. #1
    Stylix's Avatar MOS Team Member
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    Default Re: Heroes Hordes & beyond

    While playing as the pagan Lithuanians in HHB I captured Arhus, a large city with a Militia Barracks. I only seem to be able to recruit archers there, no infantry at all. I am also unable to build any other type of barracks. Should I destroy the existing barracks and try to build a different one?

    Thanks for any assistance.
    Last edited by Stylix; November 10, 2012 at 12:27 PM.

  2. #2

    Default Re: Heroes Hordes & beyond

    Quote Originally Posted by Stylix View Post
    While playing as the pagan Lithuanians in HHB I captured Arhus, a large city with a Militia Barracks. I only seem to be able to recruit archers there, no infantry at all. I am also unable to build any other type of barracks. Should I destroy the existing barracks and try to build a different one?

    Thanks for any assistance.
    Hmmm that sounds strange indeed could you by chance upload a save game of this here so i can try it and see what may be happening. You should be able to build beyond militia barracks in a large city the not recruiting men i recall the pagan troops requiring a certain level of religion in the area but again this may be linked to what is not allowing you to upgrade a barracks

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

  3. #3
    Stylix's Avatar MOS Team Member
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    Default Re: Heroes Hordes & beyond

    Lithuanian save game

    Here is a copy of my save game as requested. I am also having trouble upgrading armor. I am unable to obtain plate of any type, even in a citadel.
    Thank you for your assistance.

    Finally got link to work. Sorry for delay.

    My religion level in the province is 73%. I dismantled the militia barracks and then it would allow me to build a city watch. Even in a large city there are only three levels of barracks for the pagan Liths.
    Last edited by Stylix; May 08, 2010 at 03:57 PM. Reason: Trouble with FTP

  4. #4

    Default Re: Heroes Hordes & beyond

    No feedback from my campaign

  5. #5
    vietanh797's Avatar Domesticus
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    Default Re: Heroes Hordes & beyond

    what kind of feedback do you expect or want?
    Empire II and Medieval III pls

  6. #6
    Stylix's Avatar MOS Team Member
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    Default Re: Heroes Hordes & beyond

    I have noticed in my campaign that there appears to be a limit to the size that a city or castle may obtain. Is this based on the specific city/castle or is based on the faction being played?

  7. #7
    Stylix's Avatar MOS Team Member
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    Default Re: Heroes Hordes & beyond

    No Castle Tab in Building Browser

    I noticed that there is no castle tab in the building browser. I have been playing the pagan Lithuanians and was wondering if this is faction related or universal.

    I was able to correct the problems of not being able to build anything but archers in captured cities and cavalry in castles by dismantling the existing buildings and starting over from the first level. This is a major pain and I hope that it will be corrected. I must point out that this is my first campaign in HHB and cannot say if this occurs with other factions.

    Thanks again for your attention and I have enjoyed playing this mod greatly.
    Last edited by Stylix; May 09, 2010 at 09:36 PM.

  8. #8
    Stylix's Avatar MOS Team Member
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    Default Re: Heroes Hordes & beyond

    To vietanh797:

    Thanks for the info on the castle building browser. I have been away for a while and have not had a chance to go through all the posts yet. I will make this change before my next campaign. Have you encountered the city/castle size restriction in your experience in HBB?

  9. #9

    Default Re: Heroes Hordes & beyond

    Coming back to this mod again, having a break from my usual games. I've decided to mod the Aztecs to make them a bit more playable (in my opinion - I didn't like that they lacked upkeep for certain units, and so on...I even gave them paved roads and merchants). While I've upped upkeep and recruitment costs for all units (well...the Aztec Spear Throwers would be the only unit I've lowered the upkeep on, by about 10 florins), I've also tweaked some of the attack/defense values. But, I'm torn between whether that was right or not...

    I gave Coyote Priests (700 recruitment, 180 upkeep) Jaguar Warriors (750 recruitment, 200 upkeep) and Eagle Warriors (825 recruitment, 225 upkeep) 2 extra defense skill, alongside the usual 2 armour and 5 shield, making it 7 defense skill total (Eagle Warriors have 12 defense skill, up from 10, because they only have 2 armour and no shield). Aztec Bodyguard now have 14 attack and 9 defense skill (1200 recruitment, 250 upkeep), plus the usual 2 armour and 5 shield. I also allowed Jaguar Warriors to frighten nearby foot troops as an extra ability. Is this all massively unbalanced, or does it look fine considering even the lower tier troops in Europe are cheaper to recruit and upkeep, and in general have better stats for what they are?

    I look forward to a fun VH/VH game as the Aztecs, but I just want to pass this by people here to see if I'm making it *TOO* easy or anything. Granted, I've looked at the stats of Apachean units and they do leave a bit to be desired, so I shall try to be friends with them the best I can, protecting them - preserving New World cultures .
    Last edited by Kaidonni; May 12, 2010 at 03:31 PM.

  10. #10
    vietanh797's Avatar Domesticus
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    Default Re: Heroes Hordes & beyond

    Quote Originally Posted by Stylix View Post
    To vietanh797:

    Thanks for the info on the castle building browser. I have been away for a while and have not had a chance to go through all the posts yet. I will make this change before my next campaign. Have you encountered the city/castle size restriction in your experience in HBB?
    only meet invisible reaper and that problem with building browser

    invisible reaper is really a pain if he against y
    he wipe out about 400 enemy troops when I siege a castle(oh yeah so nice)

    and it seem that reaper kill a player's group of knight in another siege from someone's camp(a few page ago I can't quite remember)
    Empire II and Medieval III pls

  11. #11
    Magefsx's Avatar Campidoctor
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    Default Re: Heroes Hordes & beyond

    Sounds fair to me- I added various stats to french knights (more attack) to just to name a few of the changes made in my mini sub-mod . And I still use them, and to date it works fine
    And I completely forgot about the aztecs while doing it....

  12. #12

    Default Re: Heroes Hordes & beyond

    Still no answer about the problem of some units stats?(gendarmes are less strong than feodal cavalry!!)???

  13. #13
    vietanh797's Avatar Domesticus
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    Default Re: Heroes Hordes & beyond

    Quote Originally Posted by Mac-Picsou View Post
    Still no answer about the problem of some units stats?(gendarmes are less strong than feodal cavalry!!)???
    I think that is to make sure that in late game gunpowder unit will be the main unit in battlefield
    Empire II and Medieval III pls

  14. #14

    Default Re: Heroes Hordes & beyond

    I was looking at the descr_strat file and it says that the Normans and Saxons are in this game yet i dont see them on the faction select screen? Is this supposed to happen?

    It appears as if flanders and apachean tribes are in there place on the faction select screen.

  15. #15

    Default Re: Heroes Hordes & beyond

    sorry for the double post but i also noticed that you said the timurids are now playable but when i put them into the playable factions in descr_strat file and then trying to select them it puts me back to the main menu.

    In their faction description it says something about them not being playable. Have i missed an update or something i followed the instructions perfectly in the 1st post of this thread

  16. #16

    Default Re: Heroes Hordes & beyond

    JayBernard, the normans and saxons are the Apacheans and Flanders, respectively. In M2TW, there are bits and pieces left in using the highlighted names, and instead of going around changing the names in every file, SF has decided to stick with them. They're just reference tags in the text files. In the data\text folder, expanded.txt determines the actual names of the factions. Go, check it out for yourself - use the find function in notepad, search for the highlighted names.

    Also, the Timurids are an emergent faction later in the game, so unless you mod the game to make it so that they are on the map from the first turn, you cannot play as them.

    Finally, there are only so many slots for factions on both the Grand Campaign faction selection screen and on the Custom Battle faction selection screen. If I recall, on a fresh install of the mod you need to make at least one faction unplayable if you want to have another playable. You go into descr_strat.txt (data\world\maps\campaign\imperial_campaign), and swap a faction in the playable section with one in the unplayable section. So, let's say you want to play as the Timurids (and you've modded it so that they have a settlement on the first turn, and a family tree, etc), this is what it *might* look like before the switch:

    HTML Code:
    playable
    	england
    	france
    	wales
    	spain
    	venice
    	sicily
    	milan
    	scotland
    	ireland
    	byzantium
    	russia
    	denmark
    	norway
    	portugal
    	poland
    	hungary
    	teutonic_order
    	lithuania
    	jerusalem
    	moors
    	turks
    	egypt
    	aztecs
    	saxons
    	normans
    end
    unlockable
    end
    nonplayable
    	hre
    	antioch
    	mongols
    	papal_states
    	timurids
    	slave
    end
    With the correct tweak, it will look like this:

    HTML Code:
    playable
    	france
    	wales
    	spain
    	venice
    	sicily
    	milan
    	scotland
    	ireland
    	byzantium
    	russia
    	denmark
    	norway
    	portugal
    	poland
    	hungary
    	teutonic_order
    	lithuania
    	jerusalem
    	moors
    	turks
    	egypt
    	aztecs
    	saxons
    	normans
    	timurids
    end
    unlockable
    end
    nonplayable
    	hre
    	antioch
    	mongols
    	papal_states
    	england
    	slave
    end
    If you can't see it immediately, I swapped the Timurids and England. Timurids in the playable section, England in the unplayable section. I would like to point out, though, that when you first open your descr_strat.txt, you won't see exactly the same as in the excerpts I've posted above. I have modded my own version of this mod, and swapped factions over myself, so in fact I've posted something a little different to the unmodded version of the mod. But, it doesn't make much difference - it's just to give a guide to how to make the change (correctly, I might add - I don't know what mistakes are possible with such changes, but this is a computer we are talking about, and they have an innate talent to blow up if you miss out so much as a semi-colon ).

    PS: I probably shouldn't have added that laughing smiley, I may have got you blown up...
    Last edited by Kaidonni; May 15, 2010 at 05:25 AM.

  17. #17
    vietanh797's Avatar Domesticus
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    Default Re: Heroes Hordes & beyond

    sometimes horde spawn really make a long delay
    I have to wait for 10 mins once before
    but not always long
    Empire II and Medieval III pls

  18. #18

    Default Re: Heroes Hordes & beyond

    hmmm i tried clearing the cache a few times and it doesnt seem to fix the problem . I know it cant be my pc i have recently bought a monster of a pc which is more than capable of handling the game and loading times are usually very short.

    I hope i dont have to install it all again.

  19. #19

    Default Re: Heroes Hordes & beyond

    Again, hordes can be a tax. It probably doesn't matter that your PC is a monster, the game has limits too. How long are you being forced to wait, exactly? There might be a standard duration that everyone has to endure *shudders at the thought he'll likely be on the receiving end of the same issue sooner rather than later*.

    EDIT: Erm, could someone toss me the unmodified HHB export_descr_unit.txt please? Only I didn't back it up before I made my changes, and the download is huge (plus Megaupload seems to not want to work for me at the moment, it's not responding fast enough and refuses to start the download).
    Last edited by Kaidonni; May 19, 2010 at 09:04 AM.

  20. #20

    Default Re: Heroes Hordes & beyond

    I left it for about 20-25 mins at another attempt and nothing seems to change. If i open task manager the programme says its not responding and then i cant maximize the window again so i guess its something to do with hordes not being able to load and crashing the game

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