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@Martin no need to use the mod, if you don't like it. It's a game and everyone should be able to play it how it pleases the people. ;)
5 level skils is foolish too. Game is optimized to 3 level skils!
And errors in the screen is in this mod.
-Aging Knights
-Harder Difficulties
-10 skills level 5 skills
-50 ungoverned province penalty
-Aging Knights
-Names expanded
-8 more knights
-Slow knight aging
-50 percent productivity increase
-More mercenaries for hire
-immersive gold upkeep
-better tradition advantage buffs
-cheaper city expansion
-better religious leaders and pagan buffs
-more units for all-
-cheaper city expansion
ALL TURNED ON TOGETHER
But I agree I liked Vlads balance mod. I think if you could get level 5 skills and 6-8 skills instead of 10. Add a double increase to all fortifications for towns etc and decrease siege damage. Add 4-8 governors. Add better settlements. And knight aging to vlad mod it would be the best version of the game.
Don't forget, to ensure you get the updated version, to un- and resubscribe to the mod, so that the files are updated.
Again thank you very much, but i would like to adjust and test the files on my own before i upload them.
I made cleric to work at lvl50.
I took actions.def from game folder(...\steamapps\common\Knights of Honor II\Defs\Characters).
Then I put it in Characters folder in your mod(where skill.def etc are).
Opened it with notepad++ and changed multiplier for example from class_level * 40 to class_level * 12.....so max vanilla level is 15 --- 15*40=600.....mod level 50*12=600.
So when line was something like 800 - (owner.class_level * xx) result of this would be more than 0, which is for vanilla 800 - (600) = 200, same for mod in this case.
I actualy did that for every action duration involving char level multiplier, so if you want pm me on steam your discord name and I will send you actions.def file, but it is not balanced/optimalized I just made it so all actions work.
Also I forget to say that I TEST IT and IT WORKS. My lvl 50 cleric adopted population in around 1min+.
Changleog - what uploader changed vs nexus original, means no extra advantage for player
If modifier dosent work for cleric maybe only solution is to downgrade mod to standard 3star or 4star skills or upload as new mod. Other option is leave 5star skill and reduce number of skills, since lvl45looks like borderline breaking point I would stick to lvl40/30 which is still plenty I would say. You can have versions like 10x4* or 8x5* or more vanilla skill level with only more slots 10*3
NEW in v1.2 - AI have their own almost vanilla skill bonuses(some slightly modified) while the Player has enhanced skills mostly doubled then AI (see the last picture added where skills are compared for start).
OR
3. i removed the under "NEW in v1.2" mentioned differences between player and AI, means AI and the player are getting the same advantages/ skills
---------
I liked the difference between AI and player I wanted to test it, but I can't figure this out before turning on the game?
Thank you in advance for the answer.
hello! is there a possibility to make compatibile version with mod "Unit Expansion"->
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942058611&searchtext=
or meybe you could do something similar? i very enjoy using this mod, but its very sad those 2 are not compatibile :<
btw. great mod!
You can load an older save file and play it with this mod. But you shouldn't start a campaign with this mod and take it out later on, because there will be some issues (though it doesn't break the game and the first 3 main skills and the first two second skills will remain, but there can be some issues).
Thanks for the post, i will include the duration modifier into my mod (prepare_duration , prepare_duration = (120 - owner.class_level * 2)). The costs aren't a problem, since i added piety cap increase from the theology skill.
go to steamapps\common\Knights of Honor II\Defs\Characters file name action open with notepad Find section Cleric> def AdoptPopulationAction and change parameter prepare_duration , prepare_duration = (120 - owner.class_level * 2)
cost
{
piety = (400 + (500 - owner.class_level * 10))
books = (200 + (500 - owner.class_level * 10))
gold = (100 + SSum(owner.kingdom, 0.5, 50))
}
the guy solve this on this post https://www.nexusmods.com/knightsofhonor2sovereign/mods/20?tab=posts
I had a look into it, but couldn't find a solution until now. I will try to figure out how to fix, but can't say how long it will take or if i am even able to solve that issue (i am not a programmer, making those mods is more or less an hobby).
When it comes to skill effects i can't properly answer your question. Its like with the religion cost for priests/imans/shamans when you "overlevel" (more then level 15 as mentioned by The corrupted) them and the religion cost increases above 1000. I dont know how the game is capped for those things or how they are working in detail. So as said i can't properly answer your question.
@feedtheneed3 thanks for mentioning this mod, i wasnt aware of it. I will have a look into it and maybe port it over too.
@tibus @whocares? yeah, vlads mod and this one are using some overlapping files for the changes. I am trying to figure out if i can make it work with vlads mod (normally it should if the guide is correct), but until now i couldt find a way.
Try it out yourself if you maybe have some other ideas you want to realize. Therefore the recommendation get Notepad++, download one mod from nexus and look which files were altered (sort them by date and you see it directly) and then compare the vanilla file with the altered one with Notepad++ (you have to install the compare plugin before). With the modding guide and this you will be able to mod on your own, if you have the time.
@lich king i could have a look into it, but cant promise it. I dont know how the game handles the UI for this, if it behaves like the building slot system i doubt it. I will see if i can do it, but it will take a few weeks, because i have to search all the needed files and so on.