Results 1 to 7 of 7

Thread: Modding Crusades back in

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Modding Crusades back in

    Hi guys. This mod seems perfect for a Hotseat game I want to start. (Details here on the .org) . The nature of the game is a contest between Catholic and Muslim factions which implies the use of both Cruades and Jihads. How can I mod the Crusade mechanic back into the KGCM? I do want the other changes of the hotseat patch, especially the rebalanced AR, starting positions and turn order. Thanks.

  2. #2
    Stylix's Avatar MOS Team Member
    Join Date
    Apr 2008
    Location
    Alabama, U.S.A.
    Posts
    2,263

    Default Re: Modding Crusades back in

    Quote Originally Posted by -Myth- View Post
    How can I mod the Crusade mechanic back into the KGCM?
    Not sure how Dave did it, but you may get some clues from this thread:
    Crusade and Jihad

    Another thread with some information that may help:
    to make crusades, hording targets, and jihad
    Last edited by Stylix; April 27, 2011 at 09:15 AM.
    MOS v1.6.2+ Bug fixer 30 Dec 2013

  3. #3

    Default Re: Modding Crusades back in

    Thank you.

  4. #4

    Default Re: Modding Crusades back in

    Hi Myth,

    In the descr_sm_factions.txt I removed special faction type from the Papal States. I also removed papal stuff from the faction_standing text. The most sensible way to go about putting the Papal States back in would be to uninstall KGCM. Reinstall KGCM + 4.2 and save the files that I removed papal entries from. Now install the KGCM hotseat patch and put these files over the ones that I changed. You should now have a perfectly working pope. Also I increased the piety rating required for jihads in HS patch, so you need to replace the 3 AI files in the data folder as well. It was in one of those forgot which one.

    Dave

  5. #5

    Default Re: Modding Crusades back in

    Thank you Dave. Do I need to make some cities Crusadeable/Jihadable targets? It actually makes sense since there are objective cities that must be taken in order for either side to win.

  6. #6

    Default Re: Modding Crusades back in

    Quote Originally Posted by -Myth- View Post
    Thank you Dave. Do I need to make some cities Crusadeable/Jihadable targets? It actually makes sense since there are objective cities that must be taken in order for either side to win.
    Yeah, though I advise you to stick closely to the Crusade/Jihads targets in KGCM patch 4.2. If you add some new targets you will get Crusades called in odd places away from the the Holy lands mostly which isn't good.

  7. #7

    Default Re: Modding Crusades back in

    All the Catholic targets are valid vanilla targets anyway. Thank you for the help!

Posting Permissions

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