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Kingdoms and castles mods
Kingdoms and castles mods




kingdoms and castles mods

If you can’t get windmills yet leave the middle square empty so you can put it in later.It is not worth it to have random wheat plots without windmill support. When farming prioritize ahead use a 3×3 squares for wheat with a windmill in the middle. The foresters will replenish those spots constantly and give you the save value as if you put them in a dense wood area. To save space you only need a 3 square space for the trees to grow. When it comes to forester you don’t need to put them in a forest area with lost of trees. Then that’s is all you can now control your population quickly without the years. Then get a treasure room and a town square.Įvery time manor are finished building you should host a party at the town square to get people to visit. Whenever you build homes you can safely remove old homes without penalty also peasants like being in big homes.įirstly replace houses with cottages when you get enough resources. You really should not have small houses later because the houses do not give you much taxes compared to the manors. When you build you living quarters set them in a 2×2 format so you can replace them with manors for the late game. The game instantly has visitors seeing your kingdom so if you don’t build fast enough your going to miss out on a few presents. You start with 12 wood so you should be able to do this. It is very important that you do this as fast as possible. After the keep is finished building, IMMEDIATELY build 1 road and 2 small houses. All code is compiled by the game at run time and there are many rules it must follow to work.When your starting out put your keep near trees, fertile land and stone. This is where modders place their mods when creating them so it has less checks than the workshop Mods in the ~\steamapps\common\Kingdoms and Castles\KingdomsAndCastles_Data\mods folder are not checked to see if they run on the alpha. If you want the remove the errors simply unsubscribe from the mod’s workshop page though they do not matter and will not impact the game. The ones in /mods/ will load and the ones in /workshop/569480/ will not. The game is loading the mods from /workshop/569480/ and from /mods/ and cannot tell that they are the same mod. Why do mods appear twice in the mod list? If it does just remove the mod you just added by deleting it in the the /mod/ folder. There is nothing you can do unless you can code except ask the developer to update it though many are waiting until the alpha full releases before updating their mods This probably means that they do not work in the alpha. You can create it manually without issue or just launch and then exit the game If you have never run KC the /mods/ folder will not exist. Launch the game and the game will try to load the mod. You can rename it if you want though that is not needed. If your KC is not installed in the default directory follow the steps in “Getting your mod files. Locally installed mods are stored in the following folder: ~\steamapps\common\Kingdoms and Castles\KingdomsAndCastles_Data\mods For example right click the folder 2306848108 -> copy) You must find the ID of the mod you are looking for from that mod’s workshop’s page’s URLĬopy the mod folder (THE WHOLE FOLDER. These numbers are the mod’s IDs.įor example KingdomRenderer’s number is 2306848108 (It is in the URL). In this folder you will find folders with numbers for names. This will take you to: ~\steamapps\common\Kingdoms and Castlesįrom there you need to get to here: ~\steamapps\workshop\content\569480 If you have changed your download location you can find where KC is installed by right clicking it in your Library -> Local files -> Browse local files. It will be in the URL at the top KC’s steam store page. The ‘569480’ is Kingdoms and Castle’s ID number.

  • C:\Program Files\Steam\steamapps\workshop\content\569480.
  • kingdoms and castles mods kingdoms and castles mods

    Navigate to where workshop mods are downloaded. Go to Steamworkshop Downloader and copy in the link to the mod you wantĭownload the folder it gives you. How to Load any Mod in any Version of the Gameįirst you must get the mod files of the mod you want to run.

    kingdoms and castles mods

    This guide shows how to make Kingdoms and Castles load any mod even if the mod is not marked as working with the current version of the game.įor example forcing mods that work with Version 1 of the mod system load in Version 2. How to load any mod that says it is not compatible with the current version of Kingdoms and Castles.






    Kingdoms and castles mods