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  1. #1

    Default mod seems much harder than vanilla

    I've must say after playing for a bit as England this mod feels way harder than Vanilla, and i'm only on M/M. It seems like countries such as wales, and ireland, who should have limited resources can pump out full stacks faster than I can, both in terms of income, and actual recruitment time. what kind of changes to the AI were done in this mod and does anyone have some tips for a semi noob for how to be successful in KGCM as england?
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    - Alexander the Great

  2. #2

    Default Re: mod seems much harder than vanilla

    Get an ally on the isles. Fight well. Don't underestimate the AI. Beware the garrison script. Congratulations, you found the best mod.

  3. #3

    Default Re: mod seems much harder than vanilla

    I'm downloading this mod right now... I hope it will be as hard as you mention

  4. #4
    Magefsx's Avatar Campidoctor
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    Default Re: mod seems much harder than vanilla

    Quote Originally Posted by fainez View Post
    I've must say after playing for a bit as England this mod feels way harder than Vanilla, and i'm only on M/M. It seems like countries such as wales, and ireland, who should have limited resources can pump out full stacks faster than I can, both in terms of income, and actual recruitment time. what kind of changes to the AI were done in this mod and does anyone have some tips for a semi noob for how to be successful in KGCM as england?
    a)take wales out asap-I did this on VH/VH in about 10 turns, but make sure you take all your troops from surrounding cities to prevent the magic garrision becoming too much. If you can lay seige succesfully, you're laughing.
    The AI has HUGE money scripts e.g. Ireland on VH has +10,000! which explains the unnaturally huge armies

  5. #5

    Default Re: mod seems much harder than vanilla

    ah so the AI does get extra money for troops and such?

    I actually do have wales down to only one city, and made them my vassel. but now i'm thinking that wasnt the best idea and i will prolly wipe them out since they only seem to be sitting around waiting to be able to attack me again
    Last edited by fainez; May 17, 2010 at 03:05 PM.
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    - Alexander the Great

  6. #6

    Default Re: mod seems much harder than vanilla

    this is something that annoyed me during my first campain, playing as Jerusalem (M/M) the Turks would have full stacks everywhere

    is there a way to remove all these kinds of bonus introduced by the mod? deleting some files maybe?

  7. #7

    Default Re: mod seems much harder than vanilla

    there's a file called campaign_script.txt located in Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\world\maps\campaign\imperial_campaign

    at the end of the file are two parts :


    ;------------------- AI KINGS PURSE BONUS -------------------;
    extra income the AI is being granted every turn (on H/VH)


    ;------------------- AI DEBT -------------------------------;
    money the AI is being given when in debt




    and in descr_strat.txt is defined, for each faction, both the starting treasury and the king's purse



    so if you wanna mess with these, now you know how

  8. #8

    Default Re: mod seems much harder than vanilla

    More gold in your enemies' treasuries == more gold they can pay you in ransoms and tribute if you defeat them!

    Based on tales of this mod's difficulty, I'm downloading and trying it.

  9. #9

    Default Re: mod seems much harder than vanilla

    It's just annoying that I siege an irish city, with maybe 2 units inside. and suddenly they have a full stack
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    - Alexander the Great

  10. #10

    Default Re: mod seems much harder than vanilla

    Quote Originally Posted by fainez View Post
    It's just annoying that I siege an irish city, with maybe 2 units inside. and suddenly they have a full stack
    Download the no-garrison script than if you don't like a challenge.


  11. #11

    Default Re: mod seems much harder than vanilla

    its not that i dislike a challenge, I just don't like how unrealistic is it.
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    - Alexander the Great

  12. #12

    Default Re: mod seems much harder than vanilla

    Quote Originally Posted by fainez View Post
    its not that i dislike a challenge, I just don't like how unrealistic is it.
    How is the garrison script unrealistic exactly? please do explain more. Firstly, the only reason it needs to be their is because the strategic AI sucks so much in all of CA's games that the AI needs cheats. Even ETW had to have garrison scripts because otherwise that game would have been an even bigger joke.

    Secondly most of the settlements with a garrison script defending it only get half a stack and these are certainly not all elite troops. Also each settlement can only spawn a garrison to defend itself once every 10 turns. Finally if you prefer to play with the no garrison script then I wish you fun cus you will need it.

    Dave

  13. #13

    Default Re: mod seems much harder than vanilla

    first, i'd like to thank you for creating this mod. it's basicly taken MD2 and made it my fav game of all time. I'm sorry if I offended you in some way.

    After playing some with, and without the garrison script I can see why it's important since without it the AI doesn't even seem to build armies.

    I guess my problem was I was unaware of how the script worked, so therefore I would end up screwing myself over by spawning tons of enemies.

    Also, if you disabled the Garrison Script how do you enable it again?
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    - Alexander the Great

  14. #14
    Magefsx's Avatar Campidoctor
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    Default Re: mod seems much harder than vanilla

    just find+replace this file...

  15. #15

    Default Re: mod seems much harder than vanilla

    I'm back with KGCM... And I must say that some factions are much much harder than others. Try Jerusalem, don't rush the first 5 turns, and you will fight endless epic battles against Egyptians. Every city taken will cost men and cunning plans. On the other hand, I have a very quiet campaign with HRE: nobody is attacking me, I must send assassins to have some wars declared on me.

  16. #16
    Magefsx's Avatar Campidoctor
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    Default Re: mod seems much harder than vanilla

    I must send assassins to have some wars declared on me.
    Does this actually happen?

  17. #17

    Default Re: mod seems much harder than vanilla

    Yes, if your assassin is caught. Send one against a faction heir or a king, he will be executed, and you will be at war against your target.

  18. #18

    Default Re: mod seems much harder than vanilla

    I noticed that the AI factions spawn too many assassins, at least thats my opinion. Is there a way to turn it down?

  19. #19
    newt's Avatar Primicerius
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    Default Re: mod seems much harder than vanilla

    Open export_descr_buildings.txt. Search for assassin and add the red line.
    Spoiler Alert, click show to read: 

    capability
    {
    agent spy 0 requires factions { northern_european, }
    agent assassin 0 requires factions { northern_european, }
    agent spy 0 requires factions { middle_eastern, }
    agent assassin 0 requires factions { middle_eastern, }
    agent spy 0 requires factions { eastern_european, }
    agent assassin 0 requires factions { eastern_european, }
    agent spy 0 requires factions { greek, }
    agent assassin 0 requires factions { greek, }
    agent spy 0 requires factions { southern_european, }
    agent assassin 0 requires factions { southern_european, }
    happiness_bonus bonus 3
    agent_limit spy 1
    agent_limit assassin 1
    }


    Add this line for all buildings capable of recruiting them. Everyone can now only get 1 per town. Change the # to how many you want. I do this for diplomats too, I get tired of half the AI's turns being diplomat movement

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