View Full Version : HOTSEAT - New M2TW Hotseat Game: Sign Ups/ Rules Discussion
Nightbringer
05-09-2013, 01:38
Hello everyone!
Well with a couple of new faces around here, and just two games running currently, I think this is a fine time to get something new started.
The concept is based on something I have been kicking around in my head for a while now, but is certainly not set in stone.
Essentially, Crusade mechanics are fully allowed, but all players are required to play as Catholic factions. I feel that this should give some real weight to what the Pope thinks, and possibly lead to some interesting situations of contest when crusades are called.
As to other rules, and mod choice, I think just about anything would be fine. I would probably lean towards stainless steel 6.2 for mod personally.
In any case, if you are interested please speak up, and if you have an opinion about rules o mod, please let it be known!
Here are the basic set of rules we use in almost all games for reference. Obviously, the rule against crusades would be removed, and a requirement of only playing catholic factions would be added.
Each player has 48 hours to complete his turn (not counting weekends). After that the Admin may skip his faction or he can be subbed.
Do not bypass or ignore zones of control to lift a siege (or in any other way).
Do not attack ships in ports.
Armies boarding ships in ports can't stay there for more than one turn.
Don't leave blockaded ports without beating the blockading ships first.
Don't stack merchants in armies or forts to get more than one to stand on the same resource (Merchant Fort)
No surrounding armies or agents to destroy them. (Surround&Destroy)
Don't attack units who were left next to a settlement in order to capture it on the same turn in order to cheat the garrison script. In fact don't cheat the garrison script period. (this only applies vs AI factions)
Don't use repeated offers for bribe to increase your faction leader's dread.
Enable "Unlimited men on battlefield" in order to not abuse when leading battles vs the AI (PM me for instructions, though SS has this on by default)
Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list, and thus lose all their movement points
Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.
Ballistas can't open anything, catapults can open wooden walls, trebuchets or better can open anything.
Assassins are allowed to target anyone but the players are limited to one assassination attempt per turn. It must be the first action they do, before they spend money or do anything else. Upon a successful assassination the game admin can load that player's save and attempt the assassination. If the results are different there will be penalties for cheating.
Spies are not allowed to open anything.
Crusades and Jihads cannot be called, joined or used/exploited in any way.
ONLY religious buildings can be destroyed upon the conquest of a settlement and ONLY if they are of a religion different than your own.
No trading of provinces to receive free troops. If you trade provinces, make sure they have no garrison prior to the exchange.
No deliberate deals that would put you in debt above -10,000 florins.
Why 6.2? I'm in nevertheless. Oh, and bribing the Pope should be banned - no gifts of money, land and so on (alliance should be fine).
LooseCannon1
05-14-2013, 13:12
Why 6.2? I'm in nevertheless. Oh, and bribing the Pope should be banned - no gifts of money, land and so on (alliance should be fine).
I have to second the "Why 6.2?" question. Bit of a step backwards and requires multiple installs of SS.
Also, Catholic factions allied with Papal States receive boosts to their faction's standings and prevent them from being excommunicated. That's why no alliances with PS should ever be allowed.
Oh no, the Pope can break the alliance if you annoy him enough. He just can't insta-excommunicate you, he has to break relations first.
Nightbringer
05-16-2013, 23:12
6.2 was just me forgetting what we having been using, i meant 6.4
As to gifting to the pope, I could go either way on that one. I feel like ti might actually be kind of interesting to let people do that, especially since it would give assassins plenty of work trying to kill off diplomats that are persuading the pope. Probably no land gifting still though. What if we made it so that minimum gift to the pope was 1000 florins? That way you could still bribe him, but it would come at a real cost.
Yeah but how would you enforce this rule? From my sp experience, the pope is happy to ally with any catholic nation if it isn't at war already. A gift of 100 florins for the next 999 turns works well enough, whilst obviously not as good as 5000 florins right now. 1000 florins is paltry, really. If you want to wage war vs a catholic faction AND be in good with the pope, you have to gift 5000-8000 florins every time you start dropping below the middle of the pope-o-meter.
So this is another issue - a rich HRE player can start a war with a small faction like Genoa or Denmark and wipe them out at the cost of only a couple of bribes which, to such a large faction, will be worth the cost. OTOH a faction with 2 provinces can't afford a 6000 gold bribe.
I think some sort of Casus Beli rule should be added, so that if someone plays the role of the expansionist he faces more than just theoretical excommunication, but also military action by the other catholic factions. The Crusade will be the stone that trips the wagon, because you can juggle the Pope with bribes and also fight a war with your neighbors but if you bite off more than you can chew, you start losing too much money and thus can't keep your papal relations up and presto - you get steamrolled because someone else had the money to bribe the pope and call a crusade on you.
Nightbringer
05-17-2013, 22:14
As I said, I am open to going either way on the bribing issue, and it would indeed be difficult to enforce. I would like to hear some other opinions about this. As for Casus Beli, we could set up the game to be won by points and you can only score points for legitimate wars. For example, you can get points from attacking any excommunicated faction (purging the heretics), but not from a non-excommunicated one. You can get points from attacking a non-Catholic faction that is waging war against a christian one, but not if they are neutral to all catholic factions (protecting innocent Christians). We could also set up bonus points for controlling jerusalem, and things like that.
LooseCannon1
05-19-2013, 13:29
How about this- No alliances, gifting regions, or multi-turn bribes to the PS. The admin can take control of PS to check every few turns. Changing a faction from AI to human control puts them last in turn order. The cleared save could also be posted in thread so everyone can see them at turn start. The admin then takes save and returns it to AI control and it's on to the next turn. May require a non-playing admin or could have the admin just play the PS :inquisitive: (might be interesting)
And if this game gets going I claim the Crusader States.
I suggest Casus Beli is awarded by voting by all the diplomats if the war is "legit" or not. If we wait for someone to be excommunicated to win points, no one ever will be, since the only way to get excommed is to attack a Catholic faction against the Pope's wishes.
Is this Early or Late Era? If it's SS 6.4 Late I'd try the TO or Poland or HRE... Lots of options to chose from. Is the TO a Horde Faction in Late?
Nightbringer
05-20-2013, 10:20
i don't think TO is a horde in late. And yes, I was figuring we would go for late. I like the voting method btw.
Mithridate
05-23-2013, 21:52
If horde means that they dont die once they lose all their regions, then they are horde.
Hell, even loosing all their FMs dont seem to work
Nightbringer
05-24-2013, 19:52
huh, well, we could just set them to ai if the player loses all their regions. Mithridate, are you thinking of joining in. That would bring us to 4, but I think at least 5 would be a good number for this game.
It'd be really interesting for sure. Perhaps it is best to have no gifts to the Pope at all - raise piety by making churches and priests, and doing his missions. Then even when someone gets excommed it's not a death sentence since the Pope is not too eager to call crusades, but rather gives the catholics a chance to repent.
Also, we have to account for something else - the Pope likes calling a crusade on Jerusalem or Baghdad around turns 11-20. It will be funny for everyone to buld up and wait for the Crusade to start only to immediately jump at each other's throats. Seeing as how it takes the AIs 20 turns to end a crusade, and then there is a 10 turn cooldown period before a new one can be called, the game will most probably be over in that window where everyone is safe from Crusades.
Perhaps a rule that whilst a Crusade on a non-Christian nation is called, everyone must participate and no one may attack Catholics until after the Crusade is finished?
Nightbringer
05-29-2013, 00:35
I agree, no gifts to the pope, and no warring with eachother while a crusade is called on another non-christian faction.
Also, perhaps we should switch over to base m2tw as some people are having trouble with SS, and it will be easier for new players to get involved.
I find the low MPs and sub-par rosters, not to mention the missing Catholic factions a bit disappointing in Vanilla. Is there an alternative?
Nightbringer
05-30-2013, 00:11
well, I would like Darth Feather to be able to join if he is interested, perhaps the kingdoms grand campaign mod would work? That is a pretty basic mod.
Of course, if noyl people with working SS are interested in playing I would probably go for that.
Darth Feather
05-30-2013, 08:41
well, I would like Darth Feather to be able to join if he is interested, perhaps the kingdoms grand campaign mod would work? That is a pretty basic mod.
Of course, if noyl people with working SS are interested in playing I would probably go for that.
Ok, KGCM works on my computer last time I checked. You can count me in. (loved that mod)
LooseCannon1
06-01-2013, 00:50
KGCM is fine with me.
Mithridate
06-02-2013, 01:07
Same here, id lay claim to the danes ;)
Two questions:
1. Is this to be forced AR or do we lead vs the AI?
2. Has KGCM rebalanced autoresolve? I have the version with the HS patch on (it's a bit outdated I hear). How does AR work in the most recent KGCM?
Based on that I'd choose my faction.
Mithridate
06-02-2013, 11:27
Lead vs AI is always preferable imho, AR is still pretty bad imho but it definetly works.
LooseCannon1
06-02-2013, 13:57
Two questions:
1. Is this to be forced AR or do we lead vs the AI?
2. Has KGCM rebalanced autoresolve? I have the version with the HS patch on (it's a bit outdated I hear). How does AR work in the most recent KGCM?
Based on that I'd choose my faction.
Lead vs the AI, of course.
Now the question of balance, the answer is "It depends" In a quick test I ran on 4.3, mailed knights despite a 1, 5 for stat_health were kind of useless in the one larger battle. Seven units vs eight, (a mistake-supposed to be even) both 4 star generals, HRE(mailed knight) vs France (scots quard) the only different units between them, HRE attacking on medium and HRE lost (clear defeat-lost 2x men). On replay, moved HRE to slightly higher ground (one tile) and then attacked and got a clear victory (lost 1/2 X men).
I thought the first time I had equal numbers but I checked while typing this and saw the uneven number of units.
As long as nobody gets to take Byzantium we'll be fairly even, (I think:laugh4:) in unit quality.
Lead vs AI is always preferable imho, AR is still pretty bad imho but it definetly works.
Well sorry but I haven't discovered a third option yet, it's either LB or AR :shrug:
LooseCannon1 wow those are some pretty wonky results. What abut infantry? How will Order Spearmen, Hospitallier Sergeants, Armoured Sergeants, Armoured Sworsmen or those 20 defence speamen for Wales fare?
Mana Æ Varyl
06-03-2013, 13:52
AR rebalance has been included as part of the latest patch, they also made cav units have more men to pack a punch. Infantry isn't much different from retrofit, but the spearmen cost quite more. For Example, The Morgannwg Spearmen have 300 upkeep as opposed to 155 in Brittania(note retrofit's stats/mechanics are basically the same as the kingdoms expansions, so MS would have 155 if Wales was in retrofit :laugh4: ). The rebalance patch I believe make horse archers better too, however, I haven't gotten to use them much yet in KGCM so I can't vouch for their effectiveness.
Now that I mention that, I kinda want to play around with horse archers now, too bad there are not very many catholic horse archer units. However I am interested in joining this hotseat to see how games here go. Afterall our games on TWH are pretty slow and I'm of the faster players(or just have more freetime), nigh-always finishing my turn the day I get it.
I don't really mind if we do lead battles or forced AR, with our current hotseat where we can lead battles against the AI, I have been mostly doing AR(albiet I am bad at seiges and I have good AR units as Wales so that's why). Although if I use HAs I probably will want to do lead battles(especially in the open), Hungary is the only Catholic faction with HAs I can think of, are there any others you guys know of?
Nice to have you on board! Hungary has HAs and Poland has jav-cav (general killers) and I think one unit of HA. There are also HA mercs in Eastern Europe. HAs are not recommended for autoresolve however... Well then. Also, KGCM has a garrison script. Can anyone find me a download link on the TWC?
Mithridate
06-03-2013, 21:39
Well sorry but I haven't discovered a third option yet, it's either LB or AR :shrug:We usually do both, Lead if you want vs AI and AR is a must vs humans.
As mentioned, i will not participate in a lead only HS :creep:
Nightbringer
06-04-2013, 10:35
I would be into doing KCGM with autoresolve only vs. all. I feel that allows the ai to put up much more of a fight, which I think will be good in this game to prevent just blitzing ai factions. I myself would probably go for Spain in this game.
Forced AR + garrison scripts + rebalanced AR = slooow game :laugh4:
Mithridate
06-04-2013, 19:10
I assumed we would remove the garrison script?
Nightbringer
06-05-2013, 06:37
I would say removing the garrison script would be great, if we have someone with the know how. Otherwise, I suppose it probably would be best to have lead battles ok vs ai.
Darth Feather
06-05-2013, 07:28
I seem to remeber the creator released a no-garisonscript version.
EDIT: Sorry can't check it, TWcenter is down (again)
LooseCannon1
06-05-2013, 12:45
I think the no-garrison script was for 4.2 but it's not that hard to create one. Make a copy and delete about 1500 lines of code and then test it. I may be able to do that over this weekend but more likely next weekend.
But my opinion is, that we should leave it in. It is heavily biased towards the British Isles but so is the whole mod. (Wick gets a garrison script??~:rolleyes: but not the Egyptian castle in Gaza). The AI will sally and battles during the AI turn can be fought. The last player (usually Jerusalem) just has to save on the battle screen and send to the right player. That's what I'm doing on the heavengames hotseat. It may make the pace of playing slower but the challange is greater. Otherwise you'll be attacking almost empty AI cities as it likes to take it's garrisons out for "walk-abouts":laugh4:
Which HG hotseat have you joined? I'm glad my effort bore some fruits, though I still want that HG vs ORG game :2thumbsup: I also think the garrison script is nice to have, and It'd be great if Loose would admin this game.
LooseCannon1
06-06-2013, 01:19
Which HG hotseat have you joined? I'm glad my effort bore some fruits, though I still want that HG vs ORG game :2thumbsup: I also think the garrison script is nice to have, and It'd be great if Loose would admin this game.
I'm in their M2TWH hotseat(2) game as KOJ starting on turn 9 (i think). Admin'ing games is easy as long as they're not called "Blackfrye Rebellion" or "Steel, iron and Blood":furious3::tnt: The #*&%$ things people will do to win a stupid game just amazes me sometimes.
Mithridate
06-06-2013, 17:56
I'm in their M2TWH hotseat(2) game as KOJ starting on turn 9 (i think). Admin'ing games is easy as long as they're not called "Blackfrye Rebellion" or "Steel, iron and Blood":furious3::tnt: The #*&%$ things people will do to win a stupid game just amazes me sometimes.Sorry for that Loose ^^ You are much appreciated!
believe me however... It could be worse... a lot worse actually :sweatdrop:
LooseCannon1
06-08-2013, 18:06
Alright, I need some victims correction guinea pigs correction again :laugh4: Brave Knights to try out my no-garrison script for KGCM 4.3. I suggest moving your present campaign_script file to someplace safe, like My Documents, so you reinstall it later and then unzip this file to the proper location. I only tried it for KOJ against Alexandria and Cairo and it worked fine so please try another faction and report back
Thanks Loose! You're a great help! I want just 4 more players like you and Mithridate and we'd be having a ball over here.
By the way Mithridate, are we continuing our deathmatch game?
Is recruitment for this hotseat still open? I would like to join/sign up. This would be my first time playing hotseat though xd
Nightbringer
07-29-2013, 07:08
It is, provided everyone else is still interested. Would people like to start picking factions?
Just to check on possible people, please just chime in if you are still up for this game. (I'm just pinging everyone who has posted here)
Myth Mithridate LooseCannon1 Darth Feather Kilij Æ Varyl TheCeLL
And two others who may be interested. :) Ignoramus Askthepizzaguy
I'm up for it. I hope I can download KGCM and see LooseCannon's fix.
Mithridate
07-30-2013, 18:17
Same, tho i fear im pretty much at capacity...
Then again, HSs here always have been a bit slow and forgiving on slowness :D
Darth Feather
07-30-2013, 19:26
For me also, but I have holidays the last two weeks of august and probably no internet (unless I can use some unprotected wifi. Bad Darth Feather:whip:)
I'm ups for it. I know that I'm completly free for the rest of the summer (except for some exceptions on weekends)
LooseCannon1
08-02-2013, 23:14
I'm still up for it.
We've hit turn 20 over at heavengames and the garrison script is boring people to death, i think. As Crusaders/KoJ I cannot take Cairo yet as my manpower is not enough to beat the garrison. I forgot I already made a no-garrison for 4.3 here:laugh4:
edit:Mithridate :laugh4:That's because invicta's not here. You don't want to know how many DAILY sub requests for Dome I was getting last week. For the rest of you, "Under the Dome" is our 24 player SS game we started 3 weeks ago. Five people play their turn every day. We just hit turn 5 and 3 factions are dead already
Nightbringer
08-03-2013, 03:50
okay, looks like we have a good group then. I will work on a full draft of the rules and should get it up sometime tonight.
Nightbringer
08-03-2013, 07:47
Rules
Each player has 48 hours to complete his turn (not counting weekends). After that the Admin may skip his faction or he can be subbed.
Do not bypass or ignore zones of control to lift a siege (or in any other way).
Do not attack ships in ports.
Armies boarding ships in ports can't stay there for more than one turn.
Don't leave blockaded ports without beating the blockading ships first.
Don't stack merchants in armies or forts to get more than one to stand on the same resource (Merchant Fort)
No surrounding armies or agents to destroy them. (Surround&Destroy)
Don't attack units who were left next to a settlement in order to capture it on the same turn in order to cheat the garrison script. In fact don't cheat the garrison script period. (this only applies vs AI factions)
Don't use repeated offers for bribe to increase your faction leader's dread.
Enable "Unlimited men on battlefield" in order to not abuse when leading battles vs the AI (PM me for instructions, though SS has this on by default)
Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list, and thus lose all their movement points
Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.
Ballistas can't open anything, catapults can open wooden walls, trebuchets or better can open anything.
Assassins are allowed to target anyone but the players are limited to one assassination attempt per turn. It must be the first action they do, before they spend money or do anything else. Upon a successful assassination the game admin can load that player's save and attempt the assassination. If the results are different there will be penalties for cheating.
Spies are not allowed to open anything.
ONLY religious buildings can be destroyed upon the conquest of a settlement and ONLY if they are of a religion different than your own.
No trading of provinces to receive free troops. If you trade provinces, make sure they have no garrison prior to the exchange.
No deliberate deals that would put you in debt above -10,000 florins.
New/game specific rules
Players may not engage in any kind of diplomacy with the Papal States.
Players may not request for the Pope to call crusades on any non-player factions (to prevent burning the crusade timer then getting excommunicated).
Players may not attack non-catholic factions that the papal states is not at war with, with the following exceptions. (Only the Pope gets to start "crusades" against non-believers)
-Muslim provinces in mainland Europe may be taken by anyone. (northern coast of the Mediterranean, west of the Black Sea.)
-Lithuanian provinces may be captured freely.
-Players may join crusades, and may capture any settlements owned by the faction the crusade is called upon, and any settlements owned by excommunicated factions.
Winner by Point System For consideration
Dispense with rules limiting which factions may be attacked.
The game's winner is based on a point system.
The first player to reach 50 points wins the game.
(If multiple conditions apply, points do not stack, simply take points from highest category.)
Capturing the target of a crusade is worth 10 points.
Capturing settlements owned by the target of a crusade are worth 5 points.
Capturing settlements owned by any excommunicated faction are worth 3 points.
Capturing settlements owned by a Muslim faction in mainland Europe are worth 3 points.
Capturing settlements owned by Lithuania are worth 2 points.
Capturing settlements owned by any faction at war with the pope are worth 2 points.
Capturing settlements owned by a Muslim faction not at war with the Pope are worth -1 points.
Capturing settlements owned by a Orthodox faction not at war with the Pope are worth -2 points.
Capturing settlements owned by a Catholic faction not at war with the Pope are worth -3 points.
Special Rule: Call for Crusade
Can only be done if at least 2 non-excommunicated players exist.
Any non-excommunicated player may attempt to call a crusade at the start of a turn cycle.
They select a single province owned by any faction (except non-excommunicated Catholics) to be the target of the crusade.
If done, all non-excommunicated players get single vote that must be made during that turn cycle.
If a majority (over half) of players vote that the crusade is just, then the following additional conditions apply.
-Capturing the target of this crusade is worth 8 points.
-Capturing other settlements owned by the target of this crusade is worth 4 points.
Excommunicated Crusade
Works exactly the same as the above call for crusade, except that all instances of excommunicated/non-excommunicated are switched. (the heresy has spread far enough that it has become a schism in the church, with zealots on both sides.
Battle type?
Also, what are the rules for attacking Rome? Assassinating the Pope? Killing him in battle?
Darth Feather
08-04-2013, 13:41
Tested the no-garisson-script: Props to LooseCannon1
I am still at a loss about the faction I would play.
LooseCannon1
08-04-2013, 14:40
Token expired?? I've wasted time testing something and typing a reply and the forum eats it?? I'll be back later with objections, reasons for same and possible solution.
Nightbringer
08-05-2013, 00:45
Battle type?
Also, what are the rules for attacking Rome? Assassinating the Pope? Killing him in battle?
I'm fine either way on battle type, maybe leaning towards fought battles.
As to attacking Rome and killing the Pope, I see no need for special rules regarding that. You get automatically excommunicated from the war and killing the pope doesn't end that. If you can assassinate the Pope with your one attempt per turn, so be it. I see that as a perfectly legitimate tactic. Do you think there need to be special rules regarding the Pope?
Actually if you're excommunicated and you slay the Pope in battle a new one comes up and he usually reconciles everyone. Worst case scenario is that the new Pope hates you and you get to kill him as well until one of your own Cardinals gets elected.
Nightbringer
08-06-2013, 20:44
Actually if you're excommunicated and you slay the Pope in battle a new one comes up and he usually reconciles everyone. Worst case scenario is that the new Pope hates you and you get to kill him as well until one of your own Cardinals gets elected.
Doesn't it keep you at war with the papal states though, meaning instant excommunication? That's how i remember it always going in my single player games.
LooseCannon1
08-07-2013, 22:48
Now where was I? Oh yes, the point system, I'm not in favor of it. The reason is, on KGCM, many factions start off at war withe each other-Moors vs Spain and Portugal, Turks vs Antioch, Egypt vs KOJ, Ireland vs England, and Scotland vs Norway (that i remember). And the AI is quite stupid. As KOJ I offer 10,000 florins and Tripoli for ceasefire, (a generous offer) which is soundly REJECTED. And with the highest Papal favor I cannot get a Crusade called (on turn 1). But, after hiring 4 priests and defeating one Egyptian army I can get a Crusade called on Cairo (turn 3). I simply then blitz Egypt and can accumilate almost 50 points before taking Cairo. And do this before anyone else even has a chance.
I had a solution in mind Sunday but forgot it when the forum ate my original post. I'll think of it again in a few days.
Nightbringer
08-08-2013, 00:36
Now where was I? Oh yes, the point system, I'm not in favor of it. The reason is, on KGCM, many factions start off at war withe each other-Moors vs Spain and Portugal, Turks vs Antioch, Egypt vs KOJ, Ireland vs England, and Scotland vs Norway (that i remember). And the AI is quite stupid. As KOJ I offer 10,000 florins and Tripoli for ceasefire, (a generous offer) which is soundly REJECTED. And with the highest Papal favor I cannot get a Crusade called (on turn 1). But, after hiring 4 priests and defeating one Egyptian army I can get a Crusade called on Cairo (turn 3). I simply then blitz Egypt and can accumilate almost 50 points before taking Cairo. And do this before anyone else even has a chance.
I had a solution in mind Sunday but forgot it when the forum ate my original post. I'll think of it again in a few days.
hmm, I hadn't know there were a lot of pre-existing wars in KCGM. Still, you can't request a crusade so it shouldn't go quite like that. I think it would also perhaps be best to ban KoJ simply because of their strange position. I would be interested in hearing your solution.
Have we decided what mod to play? I keep hearing on this thread either stainless steel or KGCM. Is it undecided?
Nightbringer
08-08-2013, 21:13
Well, we've been leaning towards KCGM, but there is no reason that can't be changed if most people want it to.
I installed KGCM but I can't run it out of the launcher, it crashes... Hmmm..
LooseCannon1
08-10-2013, 23:54
I installed KGCM but I can't run it out of the launcher, it crashes... Hmmm..
Straight CTD? I never thought to use the original M2TW launcher. I have a seperate desktop icon for KGCM (Both 4.2 and 4.3). When I tried the launcher on mine a message about not being able to connect to a server popped up but a version of the game was on my taskbar. It turned out to be to 4.2 Did you try going to KGCM's batch file and starting from there?
I have a shortcut but it doesn't start. I'll try reinstalling.
Nightbringer
08-27-2013, 11:36
LooseCannon, do you still remember what your suggestions were?
Also, does anyone have ideas for game name?
Sword and Cross? Or the Reach of Rome?
Nightbringer
08-28-2013, 11:49
I like Sword and Cross myself.
Well since you'll be the admin, please make a new thread with that name, and I'll start on a title image. I also need to get KGCM to work which may prove a chore.
Anyone opposed to using Stainless Steel if I can't?
Nightbringer
08-28-2013, 21:06
huh, well, I can't get KCGM to install. It claims I don't have kingdoms and closes the installer. I obviously do have kingdoms, just in a nonstandard location. Any ideas anyone?
LooseCannon1
08-29-2013, 00:42
huh, well, I can't get KCGM to install. It claims I don't have kingdoms and closes the installer. I obviously do have kingdoms, just in a nonstandard location. Any ideas anyone?
Did you re-direct the installation to your location instead of the one it tries to send it to? I have a "Games" folder outside of "Program Files" and always have to adjust any install.
Nightbringer
08-30-2013, 07:41
it gives an error message saying the above before the installer even gets started.
Darth Feather
08-31-2013, 14:22
It gave the same message with me. I uninstalled mediëval (simply moving it didn't seem to do the trick) and reinstalled it, patched up kingdoms and it worked. Problem is that I can't play TATW then (same counted for SS when it was still working).
Nightbringer
08-31-2013, 21:52
I guess I could try a re install, but that would be a major pain with all the many other mods I've got nicely installed and working now. I'll see if other people manage okay for the time being.
LooseCannon1
08-31-2013, 23:25
Nightbringer, Darth FeatherAre either of you using Steam? It has a lot of issues with mods and I think you're limited to the number of mods you can install. Here's a thread on using SS with Steam http://www.twcenter.net/forums/showthread.php?397756-Solving-problems-with-Steam-Vista-or-Windows-7 I bet you have to do the same thing for most mods. Also, look at this thread for SS install problem help. http://www.twcenter.net/forums/showthread.php?513953-Guareented-Working-Install-Guide-for-ss6-4-(with-Pictures)
The main problem, of course, is that M2TW/Kingdoms was designed to work with XP. Anything newer and you have to "play" with mod installs.
Nightbringer
08-31-2013, 23:40
nah, just have it installed in its own area outside of programs.
Darth Feather
09-01-2013, 08:57
Nope, not using steam. Actually I hate it (it takes ages to install S2TW due to the long download :wall: )
Are you still recruiting for this game? If so, I'd like to join, especially if you were using SS.
Sarkly yes we are and welcome to the Throne Room! I think we will have to use SS because I can't get KGCM to like me and be friends.
Wunderbar. This will be my first hotseat, but I have read your comprehensive guide on it, so, perchance I shall survive the first ten turns :laugh4:
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