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Zerg

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Posts posted by Zerg

  1. Hello everyone & Hello Devs,

    This is a request from me to the developers to take steps to allow us (the users/players) to mod the games audio. I've now spent two evenings trying to mod the games audio and did partially succeed but in order to continue I would need to break copyright laws, which I'm not willing to do. Therefore I ask you, the developers to implement a safe and legal way to let us add new audio to your game.

    Could you please take a look at this guide: https://fmod.com/docs/2.00/studio/supporting-downloadable-and-user-generated-content.html#ugc

    I'm happily willing to cooperate with you and support any testing you may need to ensure a clean solution, not only for modders but all users/players.

    Thanks!

  2. Hey guys, I certainly did not expect an update on modding that fast after release but I am not one to complain :classic_biggrin:

    As a modder I was wondering how you plan to communicate with the modding community regarding technical requests? As an example, I'm planning to add a building/upgrade called 'Imperial Roads', which should only increase the speed of armies in the province with that building. There is currently no variable in the definitions with which I could accomplish that as speed_modifications cannot be changed for roads only.

    As for tools I'd like to see, I'm personally already happy if we get command line tools to generate the binaries for maps and assets. Doesn't need to have fancy UI.

    • Like 1
  3. Hello everyone,

    I've created a discord server for people who want to mod KoH2:S. If you are interested in modding the game yourself, you may want to join. The server aims to be a place where modders can exchange tips and help each other out.

    Link to join: https://discord.gg/5fKw6BAs

    (I've asked for permission to post this message once. The server and I are in no way affiliated with THQ or BlackSeaGames)

  4. On 2/23/2022 at 4:45 AM, William Blake said:

    Slight problem - the game is feature complete, or so we heard. 

    We don't know what features are included yet. So it may very well be that seasons are one of the features that are complete (and included).

    On 2/23/2022 at 4:45 AM, William Blake said:

    Bigger problems:

    • Time in KoH2 is abstract. Meaning that you don't see years or months going by in game. And if you have a king lifespan say 20 minutes  (I don't know, taking numbers out of the blue). This would mean that in order to make it in proportion you will need winter to summer change every 30 seconds or so.
    • If you make seasons change much slower, your kings would die after ~3 winters which would be awkward.
    • If you make seasons just a visual candy people would rant about "how come these kings are so out of sync from seasons is this a fantasy middle earth"?
    • Economy is not season dependent. In order to make economy change with seasons you need fundamental change to game mechanics and balancing hell all over again.
    • If you make economy season dependent it would be really awkward not to have seasons affect military gameplay. Especially considering things like "how come its winter but in a tactical battle there is no snow", Or  "it is winter, but how come there is snow while I'm fighting in Africa" and so on. So you need seasons in all military aspects. That would be even more effort.

    All these points made by you build up onto the assumption that realism is more important than fun gameplay. This, of course, is not true, as in the very first dev diary the devs did state that "Fun gameplay is our top priority, even above historical accuracy". Also, why do we need economy that is dependent on seasons? Like you yourself statet in another thread, that "This is pointless complexity. I don't understand why would you do that. As a player do I have any effect on this? No. Can I "invest" or "improve" or "cut costs" on that? No. So basically some random modifiers.".

    I would love to have northern regions to be in either a constant state of winter or change season every 10-15 minutes of gameplay-time. Would be cool if some units could handle different climates better, like arabian archers having no movement penalty in deserts.

  5. I know the feature well from the first game, so there is not much new for me. Still, I've noticed some things and have some questions and suggestions. 

    How many children can a king have? (Sorry if this was already asked/answered in a previous diary) 

    Are there mechanics to increase a princes abilities? Maybe every university in the realm increases the chance for a "The prince learned something"-event or something like that? Also, are there events/mechanics, which would decrease abilities? 

    Also some suggestions:

    Maybe change the text from Empire of Latin Empire to just Latin Empire? 

    Changing the text when a prince is born so that 'class' is not mentioned would increase immersion. Somethin like "What profession should he be tutored in?" 

    Greetings

    • Like 2
  6. 5 hours ago, TheLastTank said:

    if there's already Crusader kings 3 as the main big medieval grand strategy game without rts battles why shoul i move on this one?

    I played the original Knights of Honor. I played Crusader Kings II and Crusader Kings III. I played Total War: Three Kingdoms, Total War: Shogun 2 and Total War: Rome 2. Knights of Honor is so much more fun than all the others (to me). Don't get me wrong, having real-time battles in multiplayer would've been nice, but even without it I think that Knights of Honor II: Sovereign will be a more fun game (to me) than all the others.

    Did you play the first Knights of Honor? How did you like it?

    • Like 4
  7. 4 hours ago, William Blake said:

    1) Change siege mechanics.

    Exactly this was already implemented in the first game and I doubtn it will be missing from the second game. I looked up the footage for a minute and found at least the possibility for the defender to break out of the fortifications. I'm sure it will be possible for the attacker, to start an all-out assault (just like in the first game).

    image.png.a7873b22611b3db2f107d5e4492e984f.png

     

    4 hours ago, William Blake said:

    2) During siege phase allow attacker to target city buildings instead of fortifications

    I don't like the idea because it is unrealistic. Even thought trebuchets were fear-inducing they still were hard to aim, especially when the attacker doesn't know where the town stores their grain. Also look at my answert to 1) for the 'break siege' stuff.

     

    5 hours ago, William Blake said:

    3) Make food to be the main limiting strategic resource

    Sounds good. I think that food will already be a limiting resource, but it can't hurt to add depth with rationing.

     

    5) and 6) => These I don't like at all. I think that they are just limiting my fun of playing the game. I know that some people want to have a well-balanced game and want to be every strategy a viable option, but that just sound tedious.

     

    5 hours ago, William Blake said:

    7) Change upgrade system of the barracks from global to localized.

    Yes, I fully agree. I don't know why they made the decision. Did they explain it on the dev-stream? Personally, I loved the decision-making involved in developing provinces and having to decide if I will focus mainly on military or economic buildings.

     

    8 & 9) I have no opinion on them.

     

    Some additional notes about the things you mentioned:

    5 hours ago, William Blake said:

    Combat is extremely repetitive and bland. You can practically 100% see the result before armies even engage.

    I don't think it is. You can see if the enemy army is made up of infantry or cavalry. But if you try to attack a 2000-strength army with your 4000-strength cavalry and it turns out the army is completly made of halberdiers you're going to have a bad time. I think that's also a nice historically accurate implementation since most scouts only could estimate what weapons an enemy army carried with them.

     

    5 hours ago, William Blake said:

    Maneuvering is practically non existent,

    We already saw that the second game has new pathing implemented. This means, that when an army marches along a road, it will increase its speed (about 30%, i guess). So there will be strategic possibilities to block of important roads. Of course this can only be utilized in mountainious or forest regions but then again we understand why the hordes in the steppes had a way larger proportion of cavalry in their army composition. So, in conclusion: terrain will be important to block of armies from entering regions. Also, as soon as you have 2 provinces you are also targetable on 2 positions.

    • Like 2
  8. Can you join a game only as a spectator? 

    Can you stay in a game as a spectator after being defeated? 

    Is there a setting to limit how often you can start a holy war against another kingdom? Being the target of a holy war every 2 minutes because another player controls the pope could be quite frustrating. 

    How are pacts between human players handled? Can I defame a friend after he agrees to an alliance but doesn't send any actual troops? 

    Could we have a setting to deactivate only pillaging between human players (for a set amount of time/kings)?

     

    • Like 3
  9. As far as I can tell there is not much difference to the first game (which isn't bad in my opinion). I just wanted to ask how hard it will be to let one of your clerics become the next pope? In the first game it was fairly easy. 

    Also, please make sure that there is a timer to start crusades with your puppet-pope. It was fun to start 6 simultaneous crusades in the first game but it probably would suck when one player is non-christian and gets spammed with crusades. 

    • Like 2
  10. I share that feeling with you.

    I've pasted screenshots from both the old and the new game at the end of my post for everyone else to compare aswell. As far as I can tell I see three big problems.

    1. Used space is smaller
    The new game uses less space, which forces the portraits to be smaller. This combined with the 3D-faces makes it harder to notice features of the face (wrinkles, mimic, etc.).

    2. Bad background
    I think the strange white/black background also takes away focus from the portrait. The black inner-shadow doesn't help at all. If its removed I am sure it would help a lot.

    3. Faces are zoomed out
    The first game just shows more face. If you compare both games, the first game just nearly had no background-space because the faces would take it all up.

    Knights of Honor
    image.thumb.png.9dc1d782aac362831c6b542a936a5d9a.png

    Knights of Honor II: Sovereign
    image.thumb.png.943ab8f4b35a959b4dd2b10c2b92f4d6.png

    • Like 3
  11. 2 hours ago, Bosnian Knight said:

    More specifically will there be Kingdom of Bosnia again as it was in the first game?

    It is 99% confirmed to be a playable faction. In the gameplay-video at1:46 you can see that the player is in a relation with a country called 'Bosnia'. Also they will cover roughly the same time-frame as in the first game, so if the kingdom/country existed back then it will most likely be a playable faction like in the first game. I'll link the gameplay-video down below.

    2 hours ago, Bosnian Knight said:

    Are hidden quests going to be in the KoH2:S, like uniting Holy Roman Empire (Camelot, easter egg quest) and such similar quests?

    There is currently no information if this feature will return with the second installment.

    2 hours ago, Bosnian Knight said:

    Are we going to see some new types of knights in your court in addition to the ones from the first game?

    There are already multiple dev-diarys covering what knights will be able to be recruitet into your royal court. Short overview: They removed some rarely used ones (landlord and builder) and added a new one, the diplomat. They also said, that all knights of the court will be able to lead an army (but with a varying size).

    2 hours ago, Bosnian Knight said:

    Is there any hint of release date?

    They currently aim to release this year, but stated that it is not set in stone. At the beginning everyone believed that the game will be released in 2020 since they published that date on their website and steam. But they did not release in 2020 and had to clarify that they never intented to mark 2020 as the fixed release-year. This error in clear communications lead some folks to being a little disgruntled.

     

    Link to gameplay-video: 

     

     

    Link to dev-diarys talking about roles of royal court members: 

     

     

     

    • Like 1
  12. 13 minutes ago, William Blake said:

    f mods are allowed in multiplayer it would be a huge problem. Imagine host player with a mod which changes stats and all other people without.

    There are technical solutions to that, like hashes for every differnet mod of the game. (Crusader Kings does it and its industry staandard to differentiate modified games)

    13 minutes ago, William Blake said:

    So far we heard nothing about any other maps, but full Europe. The blog never mentioned a map selection of variable map sizes to be an option.

    Game will most certainly will only have 1 map, europe, as did the first game. Id expect to be able to see in multiplayer lobbys if someone has a game open with a different mod.

  13. A nice read as always. I can't really add much to the conversation but I can at least say how I will play the game 99% of the time. No time limit, full sandbox mode without any intermediate targets, always free for all and I will never play with randoms but with family members and friends.

    I'm also really happy to read how much time went into finetuning and technically improving the multiplayer-expierience. As a fellow programmer who worked on some network code for my company some years ago I can only imagine how complex it can get to have 6 players smoothly connected and synced all the time. I actually expected you to support 4 players maximum but thats a nice surprise. And I'd like to double-down on Sh0ppo's question, since you did not mention, how you will resolve waiting times.

    • Like 1
  14. From the gamplay-perspective I totally understand why a king can be a spy. No one would ever make their king a spy if some of the actions (like infiltrating another kingdom) would be simply unavailable. Historically it makes near to no sense, but as long as the gameplay is fun, I can live with it. They could maybe change it, that the king can never be captured since it is not him personally infiltrating but just him "commanding" an army of spies. There defintely were monarchs who focues on controlling courts (mostly their own) through intrigue.

    Also, since Brad loves to boast about how extensive the modding tools will be, I am sure that it should be rather easy to disable specific professions or actions for the king altogether.

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