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  1. #1
    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: KOTF mod

    Now that I think about it though, we did retake France in less than ten turns. But that's parially because the V&V system resulting in the player faction gaining a bonus to it's income, and it may be that having to vote on expansion will also slow things down. Still, I don't think econ's suggestions could hurt us. The AI still needs all the help it can get!

  2. #2
    Member Member KnightnDay's Avatar
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    Default Re: KOTF mod

    One way to give the AI better odds is to reduce the horse-based units allowed in our stacks. We had a limit in LOTR, and it could be pared down, especially at the beginning.

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    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: KOTF mod

    That's true, but at the same time we are playing the French. Mounted knights should play a big role.

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    Default Re: KOTF mod

    Perhaps if we include RBG's as heavy cavalry, for say the first 30/40 years.

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    Member Member KnightnDay's Avatar
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    Default Re: KOTF mod

    That's a good idea. So the first conquests might involve more than one RGB in a stack. Increase the chance of someone getting off-ed early on. It also provides more opportunities for stories where multiple characters are involved.

  6. #6
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: KOTF mod

    Thanks, TinCow, that will help a lot.

    Will you need to wait util you get Kingdoms to be able to modify the file?

    So we have better French names and lowered upkeep and increased recruitability for rgbs being worked on. The age mod sounds fine. Is the general consensus that LTC already helps the AI enough? Adding a couple (or more) thousand to the King's Purse is easy enough.
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  7. #7
    Illuminated Moderator Pogo Panic Champion, Graveyard Champion, Missle Attack Champion, Ninja Kid Champion, Pop-Up Killer Champion, Ratman Ralph Champion GeneralHankerchief's Avatar
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    Default Re: KOTF mod

    I vote we give it a trial run (maybe one Chancellowship period) without any additional funds. We'll see how well we're doing and adjust accordingly.
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  8. #8
    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: KOTF mod

    That's more or less what happened with KOTR, right? That's fine, although I for one would be thrilled if the AI was actually defeating us in a war.
    Last edited by Cecil XIX; 07-03-2009 at 08:51.

  9. #9
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by Zim View Post
    Thanks, TinCow, that will help a lot.

    Will you need to wait util you get Kingdoms to be able to modify the file?
    If someone gives me the files I can modify them now, but I won't have the files myself until the game arrives, nor will I be able to test it to see if it works.

    Regarding giving the AI money, it might be worth looking for a mod. SS 4.1 used a system that gave the AI money based on the number of provinces it owned. 5,000 extra is a huge amount for a single province faction, but it's not much at all for a faction with 10 provinces. SS 4.1 scaled the AI bonus, so that the AI was always receiving enough to keep its armies strong, regardless of what size it was. I was hoping that LTC included that script as well, but if it doesn't perhaps there's a way for us to add that on as well.


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    Cthonic God of Deception Member ULC's Avatar
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    Default Re: KOTF mod

    Quote Originally Posted by TinCow View Post
    If someone gives me the files I can modify them now, but I won't have the files myself until the game arrives, nor will I be able to test it to see if it works.

    Regarding giving the AI money, it might be worth looking for a mod. SS 4.1 used a system that gave the AI money based on the number of provinces it owned. 5,000 extra is a huge amount for a single province faction, but it's not much at all for a faction with 10 provinces. SS 4.1 scaled the AI bonus, so that the AI was always receiving enough to keep its armies strong, regardless of what size it was. I was hoping that LTC included that script as well, but if it doesn't perhaps there's a way for us to add that on as well.
    Campaign Map:
    -1.5 Year per turn, and dates shown on campaign map again
    -Building construction times and cost increased so as to fit in best with 1.5 year per turn campaign.
    -Unit recruitment changed. Units now replenish slower and elite units have smaller recruitment pools. Also units no longer recruited from walls or from castle upgrade buildings.
    -AI money script added in that scales according to difficulty. Ai only gets money boosts on H and VH difficulties, and then more on VH than on H. The money boost is also subtle and helps make the ai more challenging.
    -Tweaks to Guilds which result in more varied Guilds in the campaign. There will no longer be the Thieves Guild spam the ai does in vanilla.
    -English Armoured Sergeants, Dismounted Broken Lances, Dismounted Gothic Knights and Dismounted Mongol cavalry units added into the campaign
    -AI recruits better armies. They are more balanced and have more higher tier units in them.
    -More variance in the date at which the Mongols and Timurids appear.
    -Merchants make more money.
    -Inquisitors made less powerful.
    -Increased movement distance for armies and agents.
    -More recruitment slots in castles.
    -More free upkeep slots in cities.
    -Recruitable generals(including dismounted generals for some western factions).
    -Some unused dismounted merc units added into the campaigns
    -Pirate and Rebel spawn rates reduced.
    -New population levels required for each level of settlement.
    -Distance to captial penalty increased slightly.
    -Religious Unrest increased.
    -Corruption increased.
    -Income from trade increased, and population growth from trade decreased.
    -Population growth from farms increased.

    I suggest we play on VH then

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