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  1. #1
    Magefsx's Avatar Campidoctor
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    Default A Nice Few Mini-mods

    Having finally figured out how to add family members without causing a crash, I have decided to upload some of my File modifications! These include:
    -Given Caffa (now stone castle) to Milan, along with a new Family member in garrison. Have also modified descr_region in to make Caffa_region 20% catholic
    -Given Caffa small garisson script, albeit not tested
    -General rebalancing of units which is compatible with KGCM 4.2 plus Christmas present ONLY! Examples are:
    French calvary are much stronger, as they were and as "advertised" in discriptions
    -
    Near all Artillery units have 3 engines, with the anti personell ones having 4. Now they are more devastating in battle!!! (except rocket launchers and monster ribaults, which have an increase in ammo instead).
    -
    More infantry-such as Norman Knights- have frighten_foot attribute. More realistic: what would you do if a very big and vicious man came over the hill with a big sword?
    -
    Longbowmen now more effective agaist lighter troops
    -
    Shield_wall attribute given to some norse units. As to actuall point... Basically, just looks cool!
    +more

    All in all, faction units are more unique, which to me is a good thing.
    Enjoy!

    PS. soundtrack on the way as well, depending on how good i think it is.

    (If you dont know where anything goes, just ask)

    VERY IMPORTANT: Unless you want a screwed up game, DO NOT implement these changes (apart from the EDU) halfway through a campaign!
    Last edited by Magefsx; January 21, 2010 at 03:53 PM.

  2. #2

    Default Re: A Nice Few Mini-mods

    You increased the number of artillary units ?? did you by chance increase the strength of walls to compensate this extension or can i now with my boosted siege gear smash a hole through a citadal or huge city wall with just 1 unit of catapult i see no probs in increasing the number for field battles it will be more spectacular but if walls have not been boosted then balance will be lost .

    I admire your enthusiasim though and am sure there are some great changes amongst these although posting it in the submod section would have been more appropriate.

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

  3. #3
    Magefsx's Avatar Campidoctor
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    Default Re: A Nice Few Mini-mods

    Well, as far as i know you can only just about make 2 holes in a castle wall with a unit of catapults. And i suppose by the stage of Huge walls, catapults have been phased out. And anyway, I suppose they would be able to make a hole in reality (albeit after a very long time), as there would be more or less unlimited ammo. I was contemplating the idea of putting it in the submod section. Oh well
    Last edited by Magefsx; January 21, 2010 at 03:23 PM.

  4. #4

    Default Re: A Nice Few Mini-mods

    Post them up in the submod section mate ,variety is always good personally run 6 different versions of KGCM for testing, playing heck ill give some of your changes a twirl you never Know when a simple change mapping or otherwise will tip the game balance for good or for bad play testing is the only way to find out .

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

  5. #5
    Magefsx's Avatar Campidoctor
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    Default Re: A Nice Few Mini-mods

    Now i think its my turn to say thankyou for your enthusiasm. I havn't actually played with any of the changes as i was mid-campaign as Hungary. Hope it works...

    Have moved to Submods
    Now I just need to delete this thread
    Last edited by Magefsx; January 21, 2010 at 04:08 PM.

  6. #6

    Default Re: A Nice Few Mini-mods

    Ah and if i was still a mod of this forum i would do it for you

    hope you get some good feed back on your changes Oh and changing the resources that are in the region on the strat map wll go a long way to increasing its wealth there are other things to though such as increae population (more people more tax) no need to make the walls bigger although squalor becomes issue then . how ever you try to increae the wealth of the area (oh putting a govenor in with good taxing style traits will help ) the distance to capital will mean corruption will be through the roof.
    Last edited by Soul Firez; January 21, 2010 at 11:53 PM.

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

  7. #7

    Default Re: A Nice Few Mini-mods

    If you increase the number of seige equipment but lower the amount of ammo per unit you will end up with the same overall ammo. Which means the same damage total to walls, they will just fire faster and run out of ammo faster:

    eg. 4 catapults, half ammo per unit equal one hole in wall, just twice as fast. For field battles ballistas for example will have 4 units fire 4 bolts at a time and run out of ammo half as fast, which is ok because by then the armies have closed in on each other and you risk hitting your own men anyway.

  8. #8

    Default Re: A Nice Few Mini-mods

    Quote Originally Posted by Soul Firez View Post
    Ah and if i was still a mod of this forum i would do it for you
    We'll soon have that fixed mate

    CLOSED

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