Knights of Honor II: Sovereign

Knights of Honor II: Sovereign

Prime Tweak Pack
66 kommentarer
Dwarvindoor 29 sep @ 20:27 
peak
mateo7000 23 sep @ 21:12 
Hello

Do you maybe know how to make it so that the upgrade effect applies only to that city and not to the whole kingdom?

Thank you
Foehammer 8 sep @ 19:27 
For those who want to change the base game 20 additional knight slots, go to the steam workshop folder, roughly in this location

C:\Program Files (x86)\Steam\steamapps\workshop\content

Find the game file number.

Find the mod file number.

Should look something like this,

C:\Program Files (x86)\Steam\steamapps\workshop\content\736820\3312247454

Go to the defs folder.

Open Kingdom_Prime.def

Change line 17 and 18 to this,

royal_court_slots = 9
wage_thresholds = [5, 10, 20, 40, 60, 80, 100, 130, 170]

Additionally if you want to just use vanilla settings delete the file.
AKT 5 sep @ 3:40 
I don't want to play with +20 knight feature. Is it enough for me to remove kingdom_prime folder from the mod?
Nenne. 21 aug @ 8:24 
Does the No penalty for ungoverned cities apply in this mod ?
𝕿𝖍𝖔𝖗𝖓 1 aug @ 8:21 
hi does the mod work in multiplayer?
Baloua♥ 25 jul @ 8:26 
I love the ide. But it would be nice if u somehow could make it manageble.
im thinking like, u can turn things off and on, like if u dont want the 5 level skills but u love the 10 level slots.
if u could say on/off the smugler - just played it with it all on. veryhard. what snowballing - i like the ideer. but there something I would love to be able to tweak :)
like the cost of buildings, cost of ekstra slots and so on. all these options u have in this mod, should really be the Devs job to make them. but im in love with the Mod, i just think it makes is to ez with everything on. its a good mod for new beginners :P

i have triede to find diffrent mods that is a match some of urs, but its just not the same.

I have no exsperience with modding and so on.
I just love the mod and play with it.

This is just my opinion - Love it alot and its nice u take ur time to make it and respons on comments..
BlackBurn 20 jun @ 12:34 
i have a problem with the royal family screen. I can´t change the succession when the heir is in the second row. The crown symbol to make him the heir is not visible.
eagles1972 14 jun @ 20:58 
Great Mod. Looking forward to future updates.
toxicbear 30 maj @ 8:00 
Can you force the ai to hire more than 4 Marshall knights ?. Like make the ai at least hire 10 knights
Lorabolo 12 maj @ 7:18 
As the pope the succsess chance for crusades always stays at 0% for me no idea why
Tangehoe 22 apr @ 17:43 
How do I access the other knights?
Pokesus 12 apr @ 14:23 
When i select 8 buildings maximum it gets changed to 10 automatically in-game.
Why?
Pokesus 12 apr @ 11:48 
Without Smugglers cove when?
Micky 10 apr @ 9:39 
Yeah, without smuggler’s cove it would be just perfect. It is too OP.
夜夜やや 5 apr @ 3:26 
can you come up with a version that removes the smugglers'Cove?:steamhappy:
jkgjunior 17 mar @ 8:33 
any way to add gunpowder to the smugglers cove for those religions that aren't christianity or muslim
Captain#Crunch 16 mar @ 12:10 
all of this just seems like it makes the game a lot easier
Pumpkin 3 mar @ 17:03 
sound like rylly cool mod i gonna try it !
SKEL 1 mar @ 10:07 
This works on multiplayer?
Miguel Corleone 15 feb @ 16:31 
Congratulations. You fixed the game. Now is very fun. Good work! You are GOD!
Miguel Corleone 14 feb @ 4:50 
thanks!! you are my hero!!!!
Prime  [skapare] 14 feb @ 4:28 
@Miguel Corleone: I've released a new mod version containing a significant reduction of AI military budgets together with a bonus cut for the big powers. More importantly, AI countries aren't going to increase their budget any longer in case of war. This change might have unexpected results though. Anyways, let me know if possible.
Miguel Corleone 10 feb @ 22:00 
Any news?
Miguel Corleone 31 jan @ 5:33 
thanks! you are the best!
Prime  [skapare] 30 jan @ 23:34 
@Miguel Corleone: Confirmed. in my playthroughs the biggest AIs raise, as expected, more than the usual amount of armies but they are mostly composed of weak soldiers and with no leading bonuses, which can anyway be a problem if you're engaged on multiple fronts. The AI "reacts" to strong and rich players in ways that i'm not directly controlling in the mod. This, in my opinion, means that if you develop a lot without gradually decimating your rivals, the strongest of them will invest everything they have in military areas. Let me see if i can create a special start for players focusing on early and quick development.
Miguel Corleone 30 jan @ 19:42 
I set CharacterClass.Marshal.ai_max_court_count = 1 but the AI still send you infinite armies but no with marshalls, he send you merchants and diplomats with army units. Still invincible :(
Miguel Corleone 30 jan @ 14:43 
Do you know of any other value that can be lowered to take power away from the AI?
Miguel Corleone 30 jan @ 4:54 
thanks, bro!
Prime  [skapare] 29 jan @ 22:18 
@kpd10435 : No. All limitations come from the game (eg. castle can be built only in specific places). @Miguel Corleone: if you want to try different settings, try opening the file Classes_Prime.def under Def/Characters and edit CharacterClass.Marshal.ai_max_court_count = 8. Feel free to share which value you'd suggest for a non-trivial game.
Miguel Corleone 26 jan @ 11:21 
Hello again @Prime. I've been playing with the latest update and the other nations keep putting out armies like magic. Is there any way you can limit the AI ​​marshals even more or give the player the option to limit them himself?

Thanks again for this mod!
kpd10435 25 jan @ 15:30 
hello does this mod limit amount of castles and houses in each Provence ....?
Prime  [skapare] 20 dec, 2024 @ 10:12 
@DARIUS: You can download the previous version of this mod (4 ott, 19:34), you find it in the version chronology.
DΛRIUS 19 dec, 2024 @ 21:40 
guys i cannot play my save it says my mod is outdated how do i update it
eagles1972 19 dec, 2024 @ 16:20 
Thank you for this
Miguel Corleone 19 dec, 2024 @ 14:23 
Thank you so much for info :D
Prime  [skapare] 19 dec, 2024 @ 14:18 
@Miguel Corleone. Thanks. I am not sure I can - at least by myself - release a whole new AI-priority model, due to the high amount of required testing. In the meanwhile, in order to slightly mitigate the impact of armies on AI's economies, i'm now reducing the minimum "mandatory target" number of AI marshals (its vanilla value is dependent on the number of wars).
Prime  [skapare] 19 dec, 2024 @ 14:03 
@musicisfree91: You're not wrong. I have now limited to 8 the max number of AI marshals (down from 14) and increased its max number of diplomats.
Miguel Corleone 18 dec, 2024 @ 20:03 
First of all I want to thank you and congratulations for this incredible mod, which makes the game worth playing. You have resolved many errors or shortcomings that now make the game much more entertaining.


Secondly, I would like to ask if it is possible to adjust the AI's economy in wars so that it does not take out armies when it no longer has resources. It is the aspect that irritates me the most in the game. Furthermore, allies do not usually provide support correctly.
musicisfree91 7 dec, 2024 @ 19:17 
20 knight slots is to much, it's a lot to manage, and the AI spams marshals.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 1 dec, 2024 @ 10:28 
thanks i was confused below.

just got the game its pretty fun.
Prime  [skapare] 1 dec, 2024 @ 1:34 
@Snow Ball: It looks fine to me.
Prime  [skapare] 1 dec, 2024 @ 1:28 
@Loot_Goblin Doesn't it ? provide details please
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 30 nov, 2024 @ 19:35 
does it still work?
Loot Goblin 29 nov, 2024 @ 4:38 
don´t work
Braddicus 26 nov, 2024 @ 4:06 
Does the AI build the smuggleres cove?
eagles1972 13 nov, 2024 @ 14:13 
This is excellent. Thank you so much.
Gman9090 24 okt, 2024 @ 12:45 
wow AWESOME thank you! I am really looking forward to playing with this MOD active. Cheers!
whitewolfmxc 19 sep, 2024 @ 3:06 
Sounds good
Prime  [skapare] 17 sep, 2024 @ 20:02 
@whitewolfmxc: I'm working at a new feature right now which will make particular special units available in all provinces of the same geocultural group, each of which averagely contains 190-250 provinces/epochs. It's a lot of work but at the end it will be possible not only to have more variability and immersion but also to open this mod (or a new, more historical one) to new stuff like Hospitaller Knights and Order Headquarters (buildings for recruiting and training elite units such asTemplars or Teutonics). In the vanilla version of the game, just to give you an example, you can recruit Templars just in the Holy Lands, in Latium (cause of the Pope - it makes sense) and Yazd (??). In reality, Templars were also available in Spain, France and even England so, yes, new units will appear for sure and new types as well..