1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice


Discussion in 'All Other Games' started by KillCarneyKlansmen, Jun 7, 2010.

  1. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    A Mod for Knights of Honor

    Ok, here is the last version of KCKultimateKoH. I can't guarantee it's total without error, there maybe a few slight ... I haven't fully tested it. But it is a very stable version. There will probably be 1 patch - KCKultimateKoH_v2.1. To Find and fix any errors. This will be the last of my Mods for Knights of Honor. If anyone wants to Pick up where I left off or use my mod as a base mod, your more than welcome to. The Texts and Quests certainly can be expanded. I'm Leaving the Previous Version Attempts up , plus my work with CAB files. [For Modding Purposes]

    KCKultimateKoH_v1f -> http://www.box.net/shared/i0n074kc9a 2.49 MBs

    KCKultimateKoH_v2 -> http://www.box.net/shared/0b0b7aa3os5h8cqkae0g 17.8 MBs

    Defs folder size 6.01 MBs, pack size 6.29, CABpack size 423 KBs
    Texts folder size 2.45 MBs, pack size 2.54, CABpack size 276 KBs
    Just delete the Defs & Text Folder, Delete the Texts.pak. Rename
    the Texts.pak.bak to Texts.pak. Extract Cabs to your KoH Folder.
    [New Pagan Quests and Pagan Temple, Updated to KCKultimate_v1g]

    KCKultimateKoH_v2b [Attached File Below]
    Created a CABpack for "defs" folder and Formated Kingdom Quests Text

    NEW KCK- Texts&defs.CABs -KoH_v1g -> http://forums.civfanatics.com/attachment.php?attachmentid=322274&stc=1&d=1338320042[

    KCKmovies-introsKoH - Better Intros Movies, almost 30 MB's in 2 RAR's, was 173 MB's in 2 packs
    KCKcutsKoH_v1e ----> http://www.box.net/shared/foum5rtfay 8.7 MBs
    KCKlogosKoH_v1e ---> http://www.box.net/shared/4aoujmbc9v 20.9 MBs

    KCKaudioKoH_v1e !! Is Finally Here !! -> http://www.box.net/shared/ebq2g84nnv 13.9 MBs
    1st pack of 2 - Contains UI sounds & Hired Knight Voices. [No Ambients, this version] Split 15 different Personalities Folders and added back to what was already there, with there own Voices for Marshals, Merchants, Spies, Clerics, Builders, Prisoners, Patriarchs & Popes. Also grouped 27 Unit squads into 15 Personalities, with similar & matching Voice Types in voice.pak/Voice/Confirmation/squads for over 60 New, Altered, Updated, Added or Changed Royal Court Voice Greetings. For an exhaustive mix Of KoH Sounds, plus a few others, very amusing, very funny, very entertaining, a must have!

    KCKaudioKoH_v1c : Demo Audio Version : -> http://www.box.net/shared/zkuhitpxd5 1.7 MBs
    The Original Audio Pack with KCKaudioKoH_v1e Messages (UI). [Picard Voice]

    KCKultimateKoH_v2.0a -> BASE DEMO FOR NEW KOH MODDING CONCEPT. [By the end of the summer - All Kingdoms Quests]
    This will be the Base Version for any other KCKultimateKoH Mods, so it maybe as large as 25 MBs. It will Contain Everything I've Done and More. [Except expanded Intros] But, all new versions of KCKultimateKoH_v2.0a will be batched patches through KCKpatchKoH_v2.9z. Hopefully by version 3 we will have pack support !?!

    I'm pushing back the date to the end of the summer possibly, to make more changes. I'm just ain't in the modding mood right now! More Pagan Kingdoms will be added. I'll add the Quests and Cheat Command Info to the Royal Library. Definite UI Changes will occur. Possibly some Fortification, Noble Pict Changes and Unit Changes. More Info Later ...

    Added back deleted SP units for MP. Sorry! But, now I can look into adding other quick battles, historical and multiplayer maps ... Added Temple and Stonehenge for Pagans as a Church and Cathedral equivalent. Pagans can Build only Temples, but inherit Churches and Mosques. They can also be Upgraded to Cathedrals and Holy Mosques. Added Cheat Commands, Kingdom Quests, and Text Codes to Royal library. Added more Fortification Bonuses. Added a slightly edited Voice Pack. Created all new Kingdom Quests on top of the few originals, then added kingdom quests for all kingdoms early, high & late. I did not change times, it was to much trouble after all this work. I can always flip quests later or create another age. All preceding KCKultimateKoH_v2+ will be smaller patch upgrades.

    For More Info See Here ->

    This maybe be my last KoH Mod, I may start trying to develop my own games now!

    TO-DO's: KCKdemoKoH_v2 - Partial Demo Hack Adds a little more usability to it ??

    (Only defs will be cabbed, Text files named with semicolons prevent this)

    Extract KCKultimateKOH.rar to your Default Knights of Honor folder. There should be 5 new folders: "defs, images, maps, movies & Voices", and 1 new D:\KoH\packs\texts.pak & its backup texts.pak.bak. That's it, Ready to Build!. Do not use Old saved games, start a new one. Difficulty Level settings are Easy, Normal & "Hard".

    Remove the "defs, images, maps, movies & Voices" directories from your KoH-folder. Delete D:\KoH\packs\texts.pak.
    Rename D:\KoH\packs\texts.pak.bak to texts.pak. That's it, you can play a STD Version of KoH, now.

    For my CIV3 Mod --> http://forums.civfanatics.com/showthread.php?t=231085
    GC2Uupd197to203 -> http://forums.civfanatics.com/showthread.php?p=10042556
    Galactic Civilizations II Ultimate version update 197 to 203 (GC2Uupd197to203.RAR)

  2. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Short Description

    Game is much tougher now, No more waiting to build good units, AI can no longer use peasant militas.Rebels are much tougher now. Prepare troops for any early War with a 5 city-state Kingdom. Clerk, Builder & Landlord abilities Doubled. Building Upgrades, meaning more Slots in City Build Queue !! PLUS! 37 Individual Unite Event Quests, for 1 or 2 kingdom states, except Portugal (high & late periods) & Trezibond (high period). No 3+ realm kingdoms, except Russia (early period) & Scandia (all periods).

    REMEMBER SAVE OFTEN. Beware of early wars with 5+ city states. Build basic improvements first. Use cheaper units to defend, while you upgrade to better units you can attack with.

    As soon as you have started a new game, press the pause-key quickly, and while still paused ... View the kingdom cities and assign & or hire 2 or 3 merchants. Assign & or hire 1 or 2 clerks & spies. Plant spy (enemy), Clerk to Govern, chose distant trade partners, break close alliances, if possible. STARTS VARY depending on friends, foes & trading partners and their relative size, disposition and distance from you. Build cheap cities structures early. Prepare troops for any early War with a 5 city-state Kingdom. Shoot for the closet cities, get horses, find trade goods (WWI), get kingdom advantages (WWII), To Battle & Victory! BSNOREBELS, if you dare all now 2WW3!

    AI can no longer use peasant militia's. Rebels are much tougher but less frequent. Prepare troops for any early War with a 5 city-state Kingdom. Clerk, Builder & Landlord abilities Doubled. Building Upgrades, meaning more Slots in City Build Queue !! PLUS! 37 Individual Unite Event Quests, for 1 or 2 kingdom states, except Portugal (high & late periods) & Trezibond (high period). No 3+ realm kingdoms, except Russia (early period) & Scandia (all periods). Movies folder contains a brief splash of each logo: BSS, Sunflowers & KoH.

    Changed the Difficulty Levels, AI is about as tough as it can get! Cut Most Military Unit BLDG Costs in Half. Re-Ordered Unit Costs to Trick AI into building better UNITS (AI responds much better now!). The cheapest units cost more gold & food, better more expensive units cost less for food & gold, military unit buildings are cheaper and can be built more quickly. Eliminated swordsmen & spearmen replaced them with (various units) & halberdiers. Eliminated archers replaced them with heavy archers. You now start game with axemen & heavy archers.

    Altered Rebels, 2 Rebels per Kingdom, 1 per Realm, 1 Loyalist 34% of the time and 2 Ordinary Rebel 66% of the time. AI kingdoms are more of a threat than Rebels. Balanced Units for Battleview. Loyalist Rebels, Tweeked Difficulty, As Hard As It Can Get! No Tax on Earnings, AI Income is now just 2X, 3X, 4X's harder. Removed Book Bonus from Armory. Tweeked Unit Squad Size, Morale, Defense & Attrition. Initial GAME STARTS VARY depending on friends, foes & trading partners and their relative size, disposition and distance from you.

    Janisarries and Men at Arms now require an armory to build. Added a few more text changes. Substantially Lowered Province Conversion Costs! Lowered Orthodox Switch To Independence Costs! Changed Desert Cavalry Requirements to Stable, Horses & Armory. Dropped Halberd Maker as a Requirement. Decreased Jihad Gold, Piety, Times & Doubled Distance, Since the Vast Kingdom Power Decrease Cannot Be Changed. Tweeked Rebel Spawn Thoughts Time. Slighty redistributed units (mostly horse units) back to original locations in maps\europe\map\TrainUnits.txt & defs\Units\Military\Units.txt. I replaced Halberdiers with fast moving Akyndjia for Muslim nations comparable to Saracens & Janisarries in speed & Halberdiers in strength. Tweeked All MP Unit Costs! Removed All Non-Used Units, only best units available now for SP & MP. Added Text Changes, original texts.pak renamed to texts.pak.BAK.

    Added back Palisades and Stone Walls for Variety. May or May Not Make Game Easier or Harder at times Early, not applicable late. Adjusted build fortification costs and economic\ai_build.in2, buildings.in2 & town templates.ini texts. Allowed Pagans to Build Temples for more Book Production like Churches and Mosques. Added images for pagan temple [Stonehenge] from Cnaeas Religion Mod [3 files in images\screens\PlayWnd\economy\icons\buildings]. Added Texts/economy/buildings.ini changes. Added UI Voices.

    All Changes are Commented in defs & maps, except Units & TrainUnits xls & csv .txts ...

  3. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    IMPORTANT KoH Links !!

    :cool: Looks like some development is going on here _iiii :king:
    :scan: Some Other KoH Mods That Are Available Here ... :goodjob:

    http://forums.blackseastudios.com/ Just Google It, Links never seem to Work!


    KoH Mods, Maps & Editing Tools

    Elvain's Holy Roman Mod & Holy Land Mod

    Papiczky's erdelymod2.4 HRE-Balkan Mod + KoHmapConv

    wroads.zip ?? Removes Roads from going into the Sea from Maps
    http://www.gamefront.com/files/17054933/wroads.zip [Broken Link]

    PakMan By Tempest

    ImgView by Frujin ?? [ImgView tool - Post]

    KoH RLE Viewer Convertor v3.12-vc by Elwin Dijck

    KoH Map Convertor by Mephistopheles

    GoGoT's koH_new_look_modv1.exe [UI-Screens]

    Knights of Honor Total Conversions ->

    MOD HARD Invasion Economic Final English by Laudan 33 MBs

    World Scenario by Laudan 38 MBs

    Britannia Scenario by Laudan 39 MBs

    Armageddon Scenario by Laudan 40 MBs

    Holy Roman Empire Scenario by Laudan 46 MBs

    Crusader Scenario by Laudan 47 MBs

    Reconquista Scenario by Laudan 51 MBs

    Middle East Scenario by Laudan
    http://www.badongo.com/file/13529863 [Broken Link]

    Shogun mod by soko 237 MBs

    Tiger and Dragon mod by soko 324 MBs

    Europa Barbarorum by Bulgaroktonos 314 MBs
    http://www.gamefront.com/files/16589651/Europa Barbarorum 1.0.exe

    Rome Mod - Invasio Barbarorum by Bulgaroktonos 295 MBs

    Balkans Mod by Bulgaroktonos 23 MBs
  4. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    ! NOTES !

    May Have to Add Piety to Pagan or Create Another Religion or Increase Kingdom Power ??


    <L:list advantages>Kingdom Advantages</L>
    <L:list exotics>Exotic Goods</L>
    <L:list valuables>Trade Goods</L>
    <L:list assets>Province Features</L>
    <L:list army>Military Units</L>
    <L:list buildings>Town Improvements</L>

    ; May 07, 2011
    ; Good Search Engine KoH, need to develop one for _DEV_ , To add so to speak "On the Fly" modding, Pacman needs the ability to
    ; make it's own Pack files of the same Koh format, to run any added files to a pack, like a pk1. Detanking whole packs to run mods is
    ; archaic, this should be do-able. This would allow KoH to be tanked into mykohmod.pak 's. It'd would be a Great Idea if Tempest could
    ; do this. I'll attempt it after mapping & _DEV_ . I've tried previously to hack the packs using a hex editor with limited success. So, I
    ; just added the Kingdom. Quests info instead of the KoH engine searching for it. (Which would be Ideal, Great for Debug & _DEV_ too !)
    ; May 10, 2011
    ; Attention Knights of Honor Modders ! I've stumbled upon a revolutional Koh modding concept, that'll change the way mods are packed.
    ; I noticed that LZX compressed cabs for defs, and Texts can be read and be run outside of the pack folder and can be substitued for
    ; packs. This makes any conventional modding not limited to just what can be tanked and untanked. But, totally new and separate
    ; messages, defs, Texts, and a few other things like searching, possibly even calling more advanced functions and more Robust editors
    ; and programs for Knights of Honor. This seems to only work outside the pack folder with text based folders and files. I haven't tryed it
    ; with cabs replacing packs in the pack folder yet. Pictures, Audio and Video need to remain in the pack folders and be attached to a
    ; pk1 file preferably. It just might, be possible to, substitue the cab for the pk1 file. This would be impressive. Anyways, I'll tell you that
    ; before KCKultimateKoH_v2a. This version is just a base for later more user friendly mods and interfaces, and eventually development
    ; tools for Knights of Honor and the some essentials for the Demo.

    change_flag numbers, change_politcolor OK. For Event Quests. May be Combo flag types #'s. [HEX #'s]
    pack.cab 's work as packs in main KoH dir. Works for pure text [ASCII][possible Ascii uses as bitmap? rle? interface?]
    [No Mixed ASCII cabs as packs containing propiritory, bin, or picture files seem to work, although ttf fonts, I'm guessing would][
    Koh packs just contain data, no sublang C+ skrits, (impossible to combine Builder & Landlord)[Interface yes][exe no][dll_process_patch_?]
    Map Editor only Interface it seems between UI & Defs. No Script based language [need more info - create list <vars>. for tests and def]
    Map Editor Additions - AutoIt's, Tools, Widgets, Plugins ?? EXE'ed, DLL'ed, NoCD'ed, Patched ?? Tools or Wizards to Editor??.
    ( Tweak AI, may need API calls? patch executable? hopefully not :/. , I don't know )
    Tutorial could be modified to become a Single Person Singleplayer Scripted Multi-Quest-to-Quest Adventure!

    I've tried to pass variables to text in the Help Library, the program crashed. It is unlikely any variable buildng, DLL calling, or exe hack will be useful. Standard template editing and mapping only possibilities. Map Editor is last possibility. Just exploit whats there better. EOF

    KCKultimateKoH_v2.0a.exe {VER-RAR]
    Image, Text, UI, Cosmetic Changes, etc ...
    Redo Quests change some nations to pagan. Add Cheat Commands and Kingdom Quests to the Help Library. Create PICTs Pack (Change Young, Old & Ugly Pics for the Nobility). Maybe a few UI Changes.

    TO-DO's: KCKpatchKoH_v2.0b.exe [PATCH] - Add some of this info to Help LIB [Create Table [Origin] of Nations KoH - 170 Towns, 106 Nations ?? from Precursor Nations to -800 - 1200+ AD & Timeline]

    TO-DO's:KCKpatchKoH_v2.0c.exe [PATCH] - Contains Additional UI & Hired Knight Voices, plus Ambients. [Talk Pig, who is your Master!]

    TO-DO's: KCKpatchKoH_v2.0d-z Look at re-constructing left out quest-like events. Or Unit Work. Or a little of both. UI plus xtras. Add More Ages? Possibly add Baltic or en[Gog] like map changes?

    TO-DO's: KCKmusicKoH_v2.0 - [ADDON] 3 Tracks, 1st 2 are Re-Mixes of the SP & MP Tracks, 3rd Track contains segments of Knights in White Satin (Moody Blues), Oh What a Lucky He Was (ELP), In the Court of the Crimson King (King Crimson), Led Zepplin, Pink Floyd & A Few Others Artists ...

    TO-DO's: KCKpatchKoH_v2.1a-z Look at re-constructing left out quest-like events. Or Unit Work. Or a little of both. UI plus xtras. Add More Ages? Possibly add Baltic or en[Gog] like map changes?

    TO-DO's: KCKultimateKoH_v2.2a-z Start Map/Editor Work. Ocean as Rivers (with Ports) for Major European Tributaries. Add More Ages? UI plus xtras.Possibly add Baltic or en[Gog] like map changes.

    TO-DO's: KCKultimateKoH_v2.3a-z
    Quick Battles/Hotseat _DEV_. Add AI to Historical Maps and Maybe eventually Multiplayer, to play as SP, may need UI Changes. @ 7 MBs each, hopefully just folder mod on top, may have to repack, full mod maybe doubled ?? Change, Hack Tutorial Map, Add as Single Player, UI Changes. Maps - Create &or Add UI & Defs for Menu Loading. Probably have to use Editor at 1st to Load.

    Add in Game Unit Entries for Damage, Defense, Morale, Attrition as well as DESCRIPTIONS for Squad Size and Speed. [Its in Royal Library]
    Possibly ?!? Line up Personalities with Pictures and Voices as close to Possiible ???

    Hack Tutorial, Load Ireland Map W/O Tutorial or better yet Modify Map to British Isles.
    YES THIS MIGHT BE POSSIBLE - maybe a Monty Python quest for the Holy Grail ?!?
    Tutorial could be modified to become a Single Person Singleplayer Scripted Multi-Quest-to-Quest Adventure!

    Separate World Maps that spans Europe, Middle East, and the Far East. Possibly Meso-Amer. World map is to Big. Un-necessary

    Change map & units to Expand European map Periods to Myth, Regular & Early Gunpowder Eras.
    Make maps & units to go with Europe (Japan & East China Sea Areas, Middle East centered one).
    Create Future Era (some map changes) and/or Space (Terrain Tiled) Map.

    Combine Builder & Landlord Abilities into one Unit.
    Map Editor Additions - AutoIt's, Tools, Widgets, Plugins ?? EXE'ed, DLL'ed, NoCD'ed, Patched ??
    Add Endpacks.scr.pak from DEMO ?? ( Tweak AI, may need API calls? patch executable? hopefully not :/. , I don't know )

    Need new calls from exe or dll api's plus std edit. Tools or Wizards to Editor, maybe, not likely.
  5. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Long Description


    The game takes place in Medieval Europe, spanning the early centuries of the second millennium in three historical time periods. The player can choose to play as one of over 100 playable kingdoms.

    Knights of Honor is played on a large map of Europe spanning from Ireland to Georgia and from Scandinavia to the northern coast of Africa. The map is divided into parcels of land called provinces. Each province is governed by a city and contains several "Rural Areas" which can be towns, farms, monasteries and coast towns. These rural areas can't be altered and are placed randomly across the map before each game. The city, however has room for several buildings which can give bonuses to the rural areas or the city itself, such as more piety in the monasteries when a church is built or a higher income from the towns when a market is present in the city. Other buildings are needed to recruit certain units (such as a sword smith for sword-wielding units or a fletcher for bow-wielding units) or to defend the city such as walls and towers. A city only has limited room for buildings. Thus, not all buildings can be built in a city and the player must carefully consider what to build for a particular city. Compared to other strategy games, building structures in KOH takes a rather vast amount of time.

    Goal of the Game
    The main goal of the game is to become emperor of Europe. However, you are free to do whatever you wish. There is no set time limit whatsoever. There are two ways to eventually accomplish the goal. The first is to conquer everything from Dublin to Antioch. This can be done completely by military power, but there are many other paths to go by, such as inheriting land because you married one of your princesses to the prince whose father died. However, given the fact that it is very hard to watch after an empire as it grows, the player can simply "Claim the Title" if he thinks he's powerful enough to become emperor of Europe. This means that the player will be voted for or against other major powers in Medieval Europe to become the supreme king of Europe. However, if your proposal is shot down rather fast, every major power will declare war on you for attempting to take the Supreme Throne. There is, every certain amount of time, a game induced vote for the throne of Europe, and it is possible to win this without any votes if you own enough provinces, as you vote yourself to the post. Note that it is difficult to seize the throne by war, first one must destroy all the competing kingdoms. View their military power and attack the one with the lowest first, slowly building enough power to kill the final enemy. A more peaceful method of victory involves acquiring all the Kingdom Advantages. To get all of them requires several coastal villages to bring in Rare Goods and subsequently a large kingdom.

    There are certain kingdoms which may also expand by conquering and reuniting the core provinces of a larger empire. If you are playing as Kiev, Muscovy, (also Kazan) for example, capturing the provinces of central Russia (Polotsk, Muscovy, Ryazan, Smolensk, Kiev, Chernigov, Novogorod, Tver, Voronezh, Saratov, Vladimir, Kazan) allows you to reunite the empire of Russia. Likewise, Normandy may establish the kingdom of England by capturing the key provinces of Britain (and also destroying the kingdoms of Wessex, York and East Anglia). Once the conditions for forming a new nation have been met you may choose whether or not to change the name of your kingdom; if you do so, your empire receives a one-off gold bonus, as well as receiving a number of bonus provinces. For certain kingdoms, this can offer a very quick way to expand. The flip side, of course, is that neighbouring kingdoms may unite their own nations, and some of the bonus provinces they receive may be territories that are taken away from your kingdom
  6. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
  7. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Hints, Tips & Gameplay

    Horse Archer Realms
    Austria, Burgundy, Cairo, Cappadocia, Dacia, Epirus, Estonia, Fez, Hannover
    (Mecklenburg), Mercia, Olonets, Oslo, Toledo, Tripoli, Volhynia & Voronezh.
    Steppe Calvary and Mongols, have archer support also, are scattered throughout Europe.

    Important Realms - Castle 5
    Rome, Thrace, Palestine
    Alexandria, East Anglia, Genoa, Gotland, Hellas, Krakow, Nassau, Orleans, Toledo, Tunisia, Venice & Yedisan.

    As soon as you have started a new game, press the pause-key quickly, and while still paused ... View the kingdom cities and assign & or hire 2 or 3 merchants. Assign & or hire 1 or 2 clerks & spies. Plant spy (enemy), Clerk to Govern, chose distant trade partners, break close alliances, if possible. STARTS VARY depending on friends, foes & trading partners and their relative size, disposition and distance from you. Build cheap cities structures early. Prepare troops for any early War with a 5 city-state Kingdom. Shoot for the closet cities, get horses, find trade goods (WWI), get kingdom advantages (WWII), To Battle & Victory !!

    There are 37 individual quests, for 1 or 2 kingdom states (except Portugal). No 3+ realm kingdoms (except Russia & Scandia).5 of these are Re-Unite Event Quests. 3 for Armenia, Georgia, & Trezibond. Trezibond & Galacia AI Only.The AI also has 15 additional Unite Events, that can happen randomly on the breakup of individual kingdoms.

    * See Knights Of Honor\defs\Quests for more Details & specific Cities (close to the Target Kingdom's Area)

    Knights of Honor FAQ_guide - IGN FAQs.html
  8. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007

    showspies Enemy spies shown on Knightbar
    bsnorebels Toggle between no rebels - rebels mode

    bsswitch Switch to selected nation when other nation is contacted (Hi-lited)
    ( If you wish to Switch Kingdoms, you need to change the AI Modes, for New kingdom
    OFF & Old kingdom ON if you switch permanently, in game. For example, say your spy
    succeeds becoming king. You might switch kingdoms permanently, in game. tee-hee : )
    bsai AI on for selected kingdom
    bsnoai AI off for selected kingdom

    bsnofog Toggle fog of war
    bskinti 1,000 Deity, Books, 100,000 money
    bsrai Toggle no money mode
    bsadvantages Toggle advantages mode

    bsdestroyer Toggle increased structure damage
    bscommande Toggle command enemy units
    bs007I Toggle instant spy action
    bs007f Toggle spies always fail mode
    bs007s Toggle spies always succeed

    bstashak Toggle Maitap mode !?!
  9. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Closing Comments
  10. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Final Victory
  11. Tekee

    Tekee Bahama Mama

    Apr 22, 2006
    that is my kind of Serbia :)
  12. Zack

    Zack poppin bottles

    Feb 19, 2009
    right here
    What is this?
  13. Heretic_Cata

    Heretic_Cata We're gonna live forever

    Dec 27, 2005
  14. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    I haven't been able to effectively populate & yet reduce the size of the audio files for Personalities, Ambients & the UI to a sizeable download yet. So I may just upload version D, in a few weeks. Then start over on the audio portion later, which I wanna finish before I move on to the final E version. The D version should be only about 2 MBs, & the Final Audio should be hopefully less than 12 MBs. Cross Your Fingers. X
  15. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Ah Just Bought GalCIV2 Ultimate ED. playing it now. Im Pushing Back the Date for The Audio & Version_E to the End of the Year. Look For some GC2 Mods next Year also .... !!!
  16. Tekee

    Tekee Bahama Mama

    Apr 22, 2006
    HAHA, you are so honest!
    Ok we will eagerly await your new mod :D
    You have already done many great work ;)
  17. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    Thank-you, I appreciate it! ...

    Well here goes KoH II XMAS Wish!
    5 Age World and Star Map: Myth, Bronze, Iron, Powder to Modern, Man +Machine (to Unit, Planeted, Space GCII like to'ed)
    5 Different Units: Rouges, Rangers, Melee, Good Druid-like, Dark Mage (DS'ed)
    3 Different Levels of Gameplay to Level Up in 1st Person, Multi or Team RPG, Strategic Generalship (Civ'ed)
    Oh Not Flat Terrain, But From the Mountains and Sky Above to the Hills and the Plains and the Sea Below!

    Check out my Posts On History, Religion, Mythology & Cultures!
    [There are even a few cited posts from Civfantics - Enceladus the Trumpeter being one! THANX!]


  18. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    The origins of the name Kerr are disputed as being either:

    Caer (British for &#8220;fort&#8221;)
    Ciar (Scottish Gaelic for &#8220;dusky&#8221;)
    Mac Ghiolla Cheara (Irish language)
    Kjrr (Old Norse for &#8220;marsh dweller&#8221;)
    Ceàrr (Scottish Gaelic for &#8220;left handed&#8221; - carrie handit in Lowland Scots)

    Asked how to say his name, Admiral Mark Kerr told The Literary Digest &#8220;In Scotland the name rhymes with care."

    Gaelic Name: Cearr, MacGhillechearr
    Motto: Sero sed serio (Late but in earnest)
    Kerr Clan Crest: The Sun in spledour.
    Lands: Roxburghshire
    Origin of Name: British, caer (Fort)
    Clan Chief The Most Hon. The Marquess of Lothian (Loudun)

    The vikings termed marsh dwellers "kjrr". When their descendants arrived in Britain from Normandy with William the Conqueror the term had become a name with the forms Ker and Kerr, also Carr and Carre.

    From Arran on the Celtic West Coast comes a claim that the name is derived from the Gaelic for "strength".

    ENCARTA © 1993-2003 Microsoft Corporation. All rights reserved.
    called Robert the Bruce. As earl of Carrick he paid homage to King Edward I of England, who, in 1296, defeated King John de Baliol and thereafter refused to acknowledge another king of Scotland. Bruce later abandoned Edward's cause and joined other Scottish leaders in taking up arms for the independence of his country.

    There is a legend that the Kerrs were frequently left-handed and even constructed the spiral staircases in their castles so that they could take advantage over right-handed swordsmen.

    The great Clan Kerr is well remembered in Scotland as one of the most loyal but warlike Clans of the turbulent Border territories. The Kerrs have typically been associated with left-handedness; some of their buildings, such as Ferniehirst Castle, have been explicitly designed with this in mind.[3] There is an anecdotal link between the Kerrs and left-handedness, although it is unclear whether or not present-day individuals with the surname of Kerr have a higher incidence of left-handedness than the general population. [South Paws]

    There are several Kerr badges. The most common is seen here and shows the crest of the Chief of the Name Kerr (the Marquis of Lothian) inside a strap is engraved the Chief's Motto "SERO SED SERIO" which translates as 'Late but in Earnest' and refers to the Scottish victory over the English at the Battle of Ancrum Moor (1545) at which the Kerr's played a major role.

    The Kerr's were generally understood to have come from Norman descent and settled in the Scottish Borders in the 14th Century. There were two great Kerr families in the Borders, descended from two brothers, Ralph and John who settled near Jedburgh in c1330. They were the Kerr's of Cessford (descended from Ralph), the family of the Duke of Roxburghe, and the Kerr's of Ferniehurst (descended from John), now represented by the Marquis of Lothian. The two families were always in conflict with each other.

    The Middle March frontier was wide, desolate and criss-crossed by the secret ways of the border reivers (raiders), through the mosses and bogs and twisting passes of Cheviot, the 'high craggy hills' above Teviotdale, and the bleak Northumberland valleys. This was "hot trod" country &#8211; the home of the "moss-trooper" and the origin of 'blackmail'. These Kerr's were notoriously left-handed, building the stair-cases in their peel towers anti-clockwise.

    The Kerr's were, with the possible exception of the Scott's, the leading tribe of the Scottish Middle March. The Kerr's were one of the most prominent families in the Scottish Middle March, in particular, their rivals were the Scott's, with whom they had a longstanding feud. The Kerr's, apart from differences with other clans, were sometimes at feud with each other; the branches of Cessford and Ferniehurst were frequently rivals for Warden ship of the Scottish Middle March.

    It was written of them c.1600 >Irritable and capricious by nature, the Kerr's seem to have been blood-thirsty and arrogant even above their fellows. Whether their leaders were bidding against each other for the warden ship of the Middle March, feuding with their neighbours, or crossing the border to fire the &#8216;towns&#8217; of Northumberland, they remained an enigma which neither government succeeded in solving. At one moment they would be loyal, charming servants of their king: the next they would be unpredictable bandits.

    Thomas Musgrave wrote to Lord Burghley, on the Anglo-Scottish borderers, 1583 "They are a people, that will be Scottishe when they will, and Englishe at their pleasure."

    Two branches of the [Clan Kerr] lived near Jedburgh, the Kers Of Cessford and the Kerrs of Ferniehirst, and a deadly feud existed between them. Both attained high office and both became Warden of the Scottish Middle March. Sir Thomas Kerr of Ferniehirst fought for Mary, Queen of Scots at the Battle of Langside, while Sir Water Ker of Cessford took the side of James VI. The feud was only ended after the Union of the Crowns with the marriage of Anne Ker of Cessford to William Kerr of Ferniehirst.

    Coming originally from southern Norway in the 10th C., the family settled in France before coming to Britain with the Normans in 1066 and arriving in Scotland about 100 years later.

    The Battle of Dunbar was the only significant field action in the campaign of 1296. King Edward I of England had invaded Scotland in 1296 to punish King John Balliol for his refusal to support English military action in France. After the sack of Berwick-upon-Tweed, Edward rushed to complete the conquest of Scotland, remained in the town for a month, supervising the strengthening of its defences. On 5 April, he received a message from King John renouncing his homage, to which he remarked, more in contempt than anger, O foolish knave! What folly he commits. If he will not come to us we will go to him."

    The next objective in the campaign was the Earl of March's castle at Dunbar, a few miles up the coast from Berwick. March was with the English, but his wife, Marjory Comyn, sister of the Earl of Buchan, did not share her husband's political loyalties and allowed her fellow Scots to occupy the castle. There is little evidence to suggest that Dunbar was anything other than an action between two bodies of mounted men-at-arms (armoured cavalry). The Scots occupied a strong position on some high ground to the west. According to one English source over ten thousand Scots died at the battle of Dunbar, however this is probably a confusion with the casualties incurred at the storming of Berwick.

    The battle of Dunbar effectively ended the war of 1296 with the English winning. The remainder of the campaign was little more than a grand mopping-up operation. James, the hereditary High Steward of Scotland, surrendered the important fortress at Roxburgh without attempting a defence, and others were quick to follow his example. Only Edinburgh Castle held out for a week against Edward's siege engines. A Scottish garrison sent out to help King John, who had fled north to Forfar, were told to provide for their own safety. Edward himself, true to his word, advanced into central and northern Scotland in pursuit of King John. Stirling Castle, which guarded the vital passage across the River Forth was deserted save for a janitor who stayed behind to hand the keys to the English.

    Dressed for the occasion John was ceremoniously stripped of the vestments of royalty. Antony Bek, the Bishop of Durham, ripped the red and gold arms of Scotland from his surcoat, thus bequeathing to history the nickname Toom Tabard (empty coat) by which John has been known to generations of Scottish schoolchildren. He and his son Edward were sent south into captivity. Soon after, the English king followed, carrying in his train the Stone of Scone and other relics of Scottish nationhood.

    ENCARTA © 1993-2003 Microsoft Corporation. All rights reserved.
    Wallace, Sir William (1272?-1305), Scottish national hero. The only source of information concerning his early life is a 15th-century biographical poem by the Scottish poet Henry the Minstrel, who was known as Blind Harry. According to this work Wallace was outlawed by the English because of a quarrel that resulted in the death of an Englishman. He subsequently burned an English garrison and led an attack upon the English justiciar, an officer for the king, at Scone, Scotland. In 1297 his name appeared in a treaty of submission to England that was signed by the Scottish nobles who took part in his rebellion. Wallace captured many English fortresses north of the Forth River, and on September 11, 1297, in the Battle of Stirling Bridge, he severely defeated English forces attempting to cross the Forth. He was then elected to the office of guardian of the kingdom. In 1298 Scotland was invaded by a large English force led by the English king Edward I. On July 22, 1298, Edward defeated Wallace's army in the Battle of Falkirk, and Wallace was forced into hiding. He lived in France for a time but returned and was captured near Glasgow by the Scottish knight Sir John de Menteith (died after 1329). He was brought to London, tried for treason, and executed.

    The Battle of Stirling Bridge 9/11/1297

    In Freedom's Cause by G. A. Henty - Chapter IX.

    Upon rejoining his force Sir William Wallace called the few knights and gentlemen who were with him together, and said to them:

    Methinks, gentlemen, that the woes of this contest should not fall upon one side only. Every one of you here are outlawed, and if you are taken by the English will be executed or thrown in prison for life, and your lands and all belonging to you forfeited. It is time that those who fight upon the other side should learn that they too run some risk. Besides leading his vassals in the field against us, Sir John Kerr twice in arms has attacked me, and done his best to slay me or deliver me over to the English. He fell yesterday by my hand at Stirling, and I hereby declare forfeit the land which he held. Sir John Grahame, do you proceed tomorrow with five hundred men and take possession of the hold of the Kerrs. Sir Allan Kerr is still at Stirling, and will not be there to defend it. Like enough the vassals will make no resistance, but will gladly accept the change of masters. The Kerrs have the reputation of being hard lords, and their vassals cannot like being forced to fight against the cause of their country. The hired men-at-arms may resist, but you will know how to make short work of these. I ask you to go rather than Sir Archibald Forbes, because I would not that it were said that he took the Kerr's hold on his private quarrel. When you have captured it he shall take a hundred picked men as a garrison. The place is strong.

    "If we conquer, and Scotland is freed, I doubt in no way that the king, whoever he may be, will confirm my grant. If the English win, your land is lost, be it an acre or a county. And now let me be the first to congratulate you on having won by your sword and your patriotism the lands of your father, and on having repaid upon your family's enemies the measure which they meted to you. But you will still have to beware of the Kerrs. They are a powerful family, being connected by marriage with the Comyns of Badenoch, and other noble houses. However, if Scotland win the day the good work that you have done should well outweigh all the influence which they might bring to bear against you.

    "And now, Archie, I can, for a time, release you. Ere long Edward's army will be pouring across the Border, and then I shall need every good Scotchman's sword. Till then you had best retire to your new estates, and spend the time in preparing your vassals to follow you in the field, and in putting one or other of your castles in the best state of defence you may. Methinks that the Kerr's hold may more easily be made to withstand a lengthened siege than Glen Cairn, seeing that the latter is commanded by the hill beside it. Kerr's castle, too, is much larger and more strongly fortified. I need no thanks," he continued, as Archie was about to express his warm gratitude; "it is the Warden of Scotland who rewards your services to the country; but Sir William Wallace will not forget how you have twice stood beside him against overwhelming odds, and how yesterday, in Stirling, it was your watchful care and thoughtful precaution which alone saved his life."

    Archie's friends all congratulated him warmly, and the next morning, with his own band, he started for Glen Cairn. Here the news that he was once more their lawful chief caused the greatest delight. It was evening when he reached the village, and soon great bonfires blazed in the street, and as the news spread burned up from many an outlying farm. Before night all the vassals of the estate came in, and Glen Cairn and the village was a scene of great enthusiasm. Much as Archie regretted that he could not establish himself in the hold of his father, he felt that Wallace's suggestion was the right one. Glen Cairn was a mere shell, and could in no case be made capable of a prolonged resistance by a powerful force. Whereas, the castle of the Kerrs was very strong. It was a disappointment to his retainers when they heard that he could not at once return among them; but they saw the force of his reasons, and he promised that if Scotland was freed and peace restored, he would again make Glen Cairn habitable, and pass some of his time there.

    "Should Scotland be permanently conquered, which may God forfend, it could not, of course, be held; but should we have temporary reverses we might well hold out until our party again gather head." Every man on the estate promised his aid to an extent far beyond that which Archie, as their feudal superior, had a right to demand from them. They had had a hard time under the Kerrs, who had raised all rents, and greatly increased their feudal services. They were sure of good treatment should the Forbeses make good their position as their lords, and were ready to make any sacrifices to aid them to do so.

    Next morning a messenger arrived from Sir John Grahame, saying that he had, during the night, stormed Aberfilly, and that with scarce an exception all the vassals of the Kerrs -- when upon his arrival on the previous day they had learned of his purpose in coming, and of the disposition which Wallace had made of the estate -- had accepted the change with delight, and had joined him in the assault upon the castle, which was defended only by thirty men-at-arms. These had all been killed, and Sir John invited Archie to ride over at once and take possession. This he did, and found that the vassals of the estate were all gathered at the castle to welcome him. He was introduced to them by Sir John Grahame, and they received Archie with shouts of enthusiasm, and all swore obedience to him as their feudal lord. Archie promised them to be a kind and lenient chief, to abate any unfair burdens which had been laid upon them, and to respect all their rights.

    "But," he said, "just at first I must ask for sacrifices from you. This castle is strong, but it must be made much stronger, and must be capable of standing a continued siege in case temporary reverses should enable the English to endeavour to retake it for their friend, Sir Allan Kerr. My vassals at Glen Cairn have promised an aid far beyond that which I can command, and I trust that you also will extend your time of feudal service, and promise you a relaxation in future years equivalent to the time you may now give." The demand was readily assented to, for the tenants of Aberfilly were no less delighted than those of Glen Cairn to escape from the rule of the Kerrs.

    In 1502 the barony of Oxnam became Sir Andrew Kerr of Ferniehurst&#8217;s by royal charter and he became warden of the middle marches. A few years before the Battle of Flodden Field three Englishmen killed Sir Robert Kerr, a former warden of the middle march, while he was attending a march across the Border, and his son tracked down one of the murderers and gave him what was known as &#8220;Jeddart justice&#8221;.

    Clan Kerr fought against the English at the Battle of Flodden Field during the Anglo-Scottish Warsin 1513. The Clan Kerr&#8217;s faithfulness to the Crown of Scotland continued throughout the centuries. The Kerrs fought under their chief, Sir Andrew Kerr, at the Battle of Flodden Field in 1513, standing beside King James IV of Scotland in his conflict with the English armies. Once when defending one of the Border Country Castles from an English attack, it is said that the English besiegers believed the Kerrs defending were being aided by the &#8216;devil himself&#8217;, as they fought so ferociously.

    Thirteen years after the Battle of Flodden Field, Sir Andrew died in defence of the infant King James V of Scotland when the royal procession was attacked on the way to Edinburgh Castle.

    Ferniehirst was built to hold the gate for Scotland and to serve as a base for military raids and cattle-lifting forays. It commands the road to Otterburn and Newcastle, but is itself inconspicuous, concealed by frees and by the lie of the land.[1] It is quite obviously functional, whereas bigger castles often give the impression of having been very largely built for show, and it is difficult to imagine how people could have lived there, kept the place warm, or even simply found their way around.

    Ferniehirst and its predecessors have been in the hands of the same family for over 500 years, and perhaps 700 if we are to include more temporary structures which probably existed on or near the same site before Ferniehirst itself. It is difficult to believe that a position of such strategic importance could have been left undefended for centuries, but the traces of the earlier structures are unlikely to be found; they would have been quite small (no more than two or three rooms superimposed on each other), with shallow foundations and largely built of wood: any stonework would have been cannibalised when the first castle was built in or about 1470.

    On the second Friday in July, the Jethart Callant, representing all the young men who rode out to battle from Jedburgh in days long past, but never forgotten, leads a cavalcade of 200 riders or more from the town to the Castle forecourt where he, and his Right-hand Man, Left-hand man and Herald (regrettably there is no room for all the other riders and they have to stay just out of sight with their horses) are welcomed in the name of the Family by Lord Lothian or by a Kerr kinsman, ofter but not always a close relative. Following on the speech of welcome. an older representative of the town recites the "Reprisal", a poem which recalls the capture of the Castle in 1548 by Sir John Kerr, his men and their French allies (see p 22). All present then sing a verse of "Jethart&#8217;s Here"[2], drinks are passed round and the cavalcade leaves to participate in several other ceremonies before the Callant returns the Jethart Flag to the safekeeping of the Provost for another year.

    The other Border Burghs all have similar festivals, spread out through June and July, but the Ferniehirst ceremony is unique, as none of the other towns has a family linked with it in the same way as the Kerrs are linked with Jedburgh.

    This ... Town Song ... is treated somewhat like a national anthem.
    THE REPRISAL - 1549 by Walter Laidlaw
    (Former Custodian of Jedburgh Abbey)

    The Scots and French, led on by Kerr, Courageous and well-trained to war, On horse, on foot, from far and near, With Jethart axe and Border spear, Responded to the bugle-call; Though strong the tower, a breach they made, Through which the English captain said, "My noble chief, we mercy crave." "You&#8217;ll get the mercy that you gave," Above the clang of sword and spear Was "Forward" heard and "Jethart&#8217;s Here!" So well the Kerrs their left-hands ply The dead and dying round them lie, Now trembling for his cruel deeds In vain for life the foeman pleads, Peace over all doth now preside. The days of siege and raids are o&#8217;er, The din of war resounds no more; No sound except the song of bird Within the forest glade is heard, While thistles wave and roses bloom To guard and deck the warrior&#8217;s tomb.

    .....................................Denim Like Dungaree Raiders - Kerr Like Scottish Bagpipers

    History of the Kilt in Scotland
    The kilt, or philabeg to use its older Gaelic name, that has now become the standard dress for all "Highlanders", has its origin in an older garment called the belted plaid. The Gaelic word for tartan is breacan, meaning partially colored or speckled, and every tartan today features a multicolored arrangement of stripes and checks.

    The Gaelic theory may safely be discarded as the Gaelic language was never spoken in the Kerr territory. The Gaelic word for left-hand was probably a result of an early battle involving the KERR family, (more about that at a later date), rather than the other way around.

    The British theory is just credible. The Welsh language was spoken in the upper Tweeddale, where the Kerr family first surfaced in Scotland. As an example, the Wallaces of Eldersile (rent and watch the movie &#8220;Braveheart,&#8221; The Kerr family lived right where in the middle of the wars and conflicts described in that film). Name did come from the Welsh language.

    The most likely answer is that the Kerrs were of Norwegian ancestry. According to this theory, our ancestors came as norsemen with a norse leader whose name was Rolf the Ganger or Rollo the Walker. They settled in the angle of Brittany and the Cherbourg peninsula in 910 ad. Decedents of the Norsemen then came to England in 1066 in the routine of De Bruys, the ancestors of the Robert the Bruce. They took up land near Preston where they received, in return for being gamekeepers for the landlords, a portion of the game. The Kerr families first occupation was that of a Gamekeeper.

    The Kerr's, Scotts and Douglases were the most powerful families on the Scottish side of the border. From them were usually chosen the Wardens of the Middle Marches, but they could be little trusted to dispense justice in that office, as they themselves were often raiding the English when no squabbling with each other. They were far more disposed to rely on the axe and the sword to maintain order.

    The Border Reiver Families of the Carr and Kerr families Spoke a dialect called Geordie Which, has come down to us today in the region, relativly unchanged.We were Border Reivers or Riding Families for nearly 400 years.

    The region between Scotland and England, which includes The Borders, Dumfries and Galloway on the Scottish side, and Cumbria and Northumbria in England, were wartorn and unsettled for more than three hundred years.

    The Border Reivers became so inured to the continual strife in their lives that, when they baptized their sons, they left the right hand unblessed, so that in time of feud he would be better equipped to strike unhallowed blows on his familiy's enemy's. That was when they baptized their sons at all.

    The Border Reivers were not known for their piety. It was said that they would deceive and rob Jesus himself if he rode among them. A tale is often told of how a man visiting The Borders asked why there were no churches in the town, to which his interlocutor replied, "Nae, we're all Elliotts 'n' Armstrongs here." Nor were the churchmen any fonder of the reivers. The Archbishop of Glasgow publicly cursed them with a resounding ferocity that still has the power to chill our souls.

    Riding their shaggy ponies of Norse extraction, Called "Hobby's" dressed in an assortment of helmets and homemade armor, the Kerr's and their counterparts brought sword and musket to bear against their enemies with neither rest nor mercy. Even when England and Scotland were officially at peace, the raids continued.

    According to James Leyburn, author of The Scotch-Irish, the Lowland Scots were a mixture of nine main groups - Picts, Gaelic Scotti, Brythonic Celts, Irish emigrants, Angles, Saxons, including the Frisian's, Norse and the descendants of the soldiers who manned the frontier forts ofRoman Britain.

    These, plus a smattering of Norman nobles and Flemish traders - even a few Hungarian courtiers from the entourage of Margaret Atheling, bride of Malcolm Canmore - made the people of this region one of the most diverse in the Medieval British Isles.

    http://en.wikipedia.org/wiki/Fornjót says "Fornjót (Old Norse Fornjótr) is an ancient giant in Norse mythology, the father of Kári (a personification of wind), of Logi (a personification of fire), and of Hlér or Ægir (the ruler of the sea) and a king of Finland. Fornjót is also, following a particular legendary genealogical tradition, the first-known direct paternal ancestor of William I of England and also through other supposed descendants a terminal ancestor of ascending branches of many European noble families and modern Icelandic families.

    According to the Orkneyinga Saga, "There was a king called Fornjotur who ruled over Finland and Kvenland, the countries stretching to the east of what we call the Gulf of Bothnia, which lies opposite the White Sea. Fornjotur had three sons, HLER (whom we also call AEGIR), a second called LOGI and a third, KARI,. Kari was the father of FROSTI, who was in turn the father of SNAER the OLD, the father of THORRI. Thorri had two sons, NOR and GOR and a daughter, GOI." According to legend, Fornjotur was also the father of KARL, HLESSY, and GMIR. Nor founded Norway (Nor'sway) and Gor was known as the "Sea King".

    The Bjarmians were the most eastern of the Finnic people referred to as Kvens, and thus Bjarmaland formed the most eastern edge of the area known as Kvenland.

    Earl Rognvald campaigned with King Harald Fine Hair who gave him charge of North More, SouthMore and Romsdale. Earl Rognvald married Ragnhild, the daughter of Hrolf Nose, and it was their son, Hrolf, who conquered Normandy. This Hrolf was so big that no horse could carry him, which is why he was given the name Gongu-Hrolf. The earls of Rouen and the kings of England are descended from him."

    ENCARTA © 1993-2003 Microsoft Corporation. All rights reserved.
    Edward the III began a series of wars almost directly after he had control of England. Taking advantage of civil war in Scotland in 1333, he invaded the country, defeated the Scots at Halidon Hill, England, and restored Edward de Baliol to the throne of Scotland. Baliol, however, was soon deposed, and later attempts by Edward to establish him permanently as king of Scotland were unsuccessful. In 1337 France came to the aid of Scotland. This action was the culminating point in a series of disagreements between France and England

    In Gaelic, dubh means black, and glas means grey. These are the main shades used in the tartan. The earliest recorded Douglas seems to be William of Douglas. William&#8217;s son was Archibald Douglas, who had a prosperous existence before vanishing in 1239. His son Sir Andrew founded the senior cadet branch of the Douglas family while his other son fathered &#8216;the Good Sir James&#8217;. The Good Sir James was the greatest Captain under Robert the Bruce in the War of Independence and is held as the third of Scotland&#8217;s finest patriots only after Bruce and William Wallace. [Sir Andrew Kerr and Sir John Kerr maybe the 4th and 5th most infamous Reivers]
  19. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007

    Palisaded Danes :scan::undecide: 4 Squared Caerrs need artist rendering for thumbnails ...
  20. KillCarneyKlansmen

    KillCarneyKlansmen Chieftain

    May 31, 2007
    The surname of DUNHAM was a locational name 'of Dunham' places in County Norfolk and Nottingham. Local names usually denoted where a man held land. The name was derived from the Old English word DUNHILL. There is a place in Lincolnshire, now known as Dunholme, from where the original bearer of the name may have lived. The village appears in the Domesday Book of 1086 as DUNEHAM. Early records of the name mention Richard Dunham was recorded in the year 1196 in the County of Norfolk. Joel de Dunham appears in County Lincoln, during the reign of Henry III (1216-1272).

    First found in Norfolk where they held a family seat from very ancient times. "The Dunhams of Callaway: A Genealogical History" by Ray Fields Dawson, "Fuller-Dunham Genealogy: From Edward Fuller of the Mayflower" Robert Wallace Dunham.

    The ancestry of the name Dunham dates from the ancient Anglo-Saxon culture of Britain. It comes from when the family lived in the parish of Dunham, in the county of Norfolk.

    Families began migrating abroad in enormous numbers because of the political and religious discontent in England. Often faced with persecution and starvation in England, the possibilities of the New World attracted many English people. Although the ocean trips took many lives, those who did get to North America were instrumental in building the necessary groundwork for what would become for new powerful nations. Some of the first immigrants to cross the Atlantic and come to North America bore the name Dunham, or a variant. Robert Dunham, who arrived in Virginia in 1650.

    This term was used throughout the text of the Domesday Book, where it was rendered as the Latin word caput, and the term continues to be used throughout the British Isles today. A Clan seat refers to the seat of the chief of a Scottish clan.

    http://en.wikipedia.org/wiki/Dunham [[Danes} Dunham 6,7,8 lands - Kerr 5 princes {Benjamin}]
    the father of Kári (a personification of wind), of Logi [Ludh] (a personification of fire), and of [Lear] Hlér or Ægir [Aegir, Aesir] (the ruler of the sea)

    http://en.wikipedia.org/wiki/Great_Dunham - [Great & Little Dunhams], Norfolk, England
    Great Dunham is a village situated in the Breckland District of Norfolk and covers an area of 818 hectares (3.16 square miles). It is served by St. Andrews church. The village lies 1.5 miles north of its sister village Little Dunham and 7 miles by road north east from Swaffham.

    http://en.wikipedia.org/wiki/Dunham,_Nottinghamshire - Dunham, Nottinghamshire, England [Dunham-on-Trent - The Bridge, The Crossings, The Way]

    The name "Trent" comes from a Celtic word possibly meaning "strongly flooding". More specifically, the name may be a contraction of two Celtic words, tros ("over") and hynt ("way")

    Dunham Castle, Greater Manchester, England [The Manor]
    The castle most likely belonged to Hamo de Mascy who was involved with the barons&#8217; rebellion against Henry II in 1173. Watch Hill Castle (also known as Yarwood Castle, Castle Hill, and Bowdon Watch) is an early medieval motte-and-bailey on the border of Bowdon and Dunham Massey, England. It is the only Scheduled Ancient Monument in Trafford, and so is arguably the most important archaeological site in the borough. The castle is located north of the River Bollin and south of a deep ravine.

    The castle is first referred to in 1173, in a document stating Hamo de Masci held the castles of Dunham and Ullerwood. Documentary evidence suggests the castle at Dunham was still standing in 1323. The castle fell into disuse between 1323 and 1362. The castle probably existed on a mound, or motte, near the site of where Dunham Massey Hall is today. The motte is 24 metres (79 ft) in diameter and survives 6.6 ft in height. The site was surrounded by a moat which was later turned into an ornamental lake. Dunham Castle has been confused with Watch Hill Castle in nearby Bowdon, but the two were separate castles.

    http://en.wikipedia.org/wiki/Watch_Hill_Castle [Watch Hill Castle - Bowdon & Dunham Massey]
    Watch Hill Castle (also known as Yarwood Castle, Castle Hill, and Bowdon Watch) is an early medieval motte-and-bailey on the border of Bowdon and Dunham Massey, England. It is the only Scheduled Ancient Monument in Trafford, and so is arguably the most important archaeological site in the borough. Substantial dating evidence has not been recovered from the site, but the form of the castle as a timber motte-and-bailey would date it to between the Norman Conquest and the 13th century. The castle most likely belonged to Hamo de Mascy who was involved with the barons&#8217; rebellion against Henry II in 1173.

    What remains of the motte is conical, measuring 130 ft wide at the base and 17 metres (56 ft) at the top, 6 metres (20 ft) above the base. The motte is surrounded by a 16 ft wide and 9.8 ft deep ditch. It would have been defended by an earthen bank and a palisade; some of the rampart remains as high as 1 ft in some places. The north side of the bailey was doubly protected by the terrain sloping away steeply, and the south side was protected by the river.

    http://en.wikipedia.org/wiki/Dunham_Town - [Dunham Town], Greater Manchester, England
    A Site of Special Scientific Interest (SSSI) is a conservation designation denoting a protected area in the United Kingdom.

    http://en.wikipedia.org/wiki/Dunham_Massey - [Dunham Massey], Greater Manchester, England
    There are two Sites of Special Scientific Interest in Dunham Massey: Dunham Park, located south of Dunham Town, and Brookheys Covert.
    The Chester to York Roman road passes between the settlements of Dunham Massey and Bowdon and today forms the boundary between the two places. The name Dunham is derived from the Anglo-Saxon. The manor of Dunham is recorded in the Domesday Book of 1086 as having belonged to the Saxon thegn Aelfward before the Norman Conquest and to Hamo de Masci. The importance of Dunham is further emphasised by the presence of two of de Massey&#8217;s castles: Dunham Castle and Watch Hill Castle on the border with Bowdon; a third, Ullerwood Castle, was near Hale. The Booth family inherited most of the Massey lands in 1409.

    http://en.wikipedia.org/wiki/Dunham_on_the_Hill,_Cheshire - [Dunham on the Hill], Cheshire
    The village of Dunham on the Hill is mentioned in the Doomsday Book. It is situated 120 feet above sea level, south west of Helsby Hill, and 6 miles from Chester. [near earliest equestrian track]

Share This Page