On it's thread, it says:
Using the work of: "..., Byg, Santiago de Pola, agart (strat model castles), Soupdragon (watchtower), Loose Cannon (beta tester), Point Blank (rr/rc),..."
I've read about each of them and also, on some thread, I think Caesar Clivus said that SS already has RC only incorporated into it from some versions (well, I noticed that the battles are different, but don't know for sure). So, I wonder..
1.what is included and not from Byg's and Point Blank's work in the current 6.2 RC4 + the 2 bug fixes. (I don't want a very detailed answer if you don't have it, just the important aspects).
2. Why would I like the entire RR/RC mod ? also, can the AI make effective use of them ? They are somewhat hard even for a human player tbh.. ?
3. Is it currently 6.2RC4 the most fun way to play kingdoms or not ? So far, it's very enjoyable as it is, but I noticed the foraging/supply system which I guess is from Byg and RC which is included, also very interesting ancilliaries or titles.. which I don't know from where they came. The point is, is there somewhere a complete guide/description for 6.2RC4 or you just have to search 1 zillion threads of different versions and changelogs of different mods to really know the new 'mechanics/content'.
I know that you can learn by play and observation, but I was just wondering if all this is documented in a centralized way (e.g. 1 big readme file with anything)Since I just started to use mods for kingdoms, it seems like a missed very much and don't know from where to begin. Ofc, the game totally rocks know, a different game almost.. Thanks.




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