**Suggestion thread:** What would you like to see in a patch 1.3?

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Why has this thread suddenly come alive again? Is there a new patch in the pipe?
 
Why has this thread suddenly come alive again? Is there a new patch in the pipe?
Something seems to be about to happen on the 23rd, see this thread. Although if that is the release of 1.3 it's a bit late to ask for new features now, isn't it?
 
Me and my brother played this multiplayer a lot.....but events seem to stop working after a period of time?
I'm not a multiplayer player, but I believe FtG has some issues with stability in it. I don't know if that was worked out for the new patch.

Although if that is the release of 1.3 it's a bit late to ask for new features now, isn't it?
I agree. From what I understand, 1.3 is in its finishing stage.
 
These new commands would be nice to see:


Diplomatic commands:

command = { type = alliance which = random_dynastic or random_neighbour or random_vassal }

command = { type = dynastic which = random_ally or random_neighbour or random_vassal }

command = { type = vassal which = random_ally or random_dynastic or random_neighbour }

command = { type = inherit which = random_ally or random_dynastic or random_neighbour or random_vassal }

command = { type = annex which = random_ally or random_dynastic or random_neighbour or random_vassal }

command = { type = relation which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord value = x }

command = { type = casusbelli which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord value = y }

command = { type = war which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord }

command = { type = cedeprovince which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord value = x }

command = { type = control which = x value = random_neighbour or ?random_vassal/overlord? }

command = { type = giveaccess which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord }

command = { type = cancelaccess which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord }

command = { type = revokeaccess which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord }

command = { type = givetrade which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord }

command = { type = revoketrade which = random_ally or random_dynastic or random_neighbour or random_vassal/overlord }


Commands for leaders or monarchs:

command = { type = wakemonarch which = TAG_random }

command = { type = wakeleader which = TAG_random }

command = { type = ADM/MIL/DIP which = random_(-8~+8)? value = random_(1-120)? }


Commands for countries:

command = { type = technology which = random_techgroup or random_vassal/overlord_techgroup }

command = { type = religion which = random_religion or random_vassal/overlord_religion }

command = { type = add_countryculture which = random_neighbour_culture or random_vassal/overlord_culture }

command = { type = remove_countryculture which = random_neighbour_culture or random_vassal/overlord_culture }

command = { type = manpower_percent value = x }

command = { type = badboy_percent value = x }


Commands for domestic affairs:

command = { type = domestic which = random_(aristocracy/ centralization/ innovative/ mercantilism/ land/ offensive/ quality/ serfdom) value = x }

command = { type = land/naval/trade/infra value = +/-random_percent }

command = { type = stability value = random_(-6~+6)? }

command = { type = treasury value = +/-random_percent }


Commands for provinces:

command = { type = provincemanpower_percent which = x value = y }

command = { type = provincereligion which = x value = random_religion or random_vassal/overlord_religion }

command = { type = provinceculture/cityculture which = x value = random_neighbour_culture or random_vassal/overlord_culture }

command = { type = alt_provincereligion which = x value = random_religion_name }

command = { type = goods which = x value = random_goods }

command = { type = terrain which = x value = random_terrain }

command = { type = natives which = x value = random_(0~9) }


Commands for revolts:

command = { type = revoltrisk which = x value = random_(1~20)? }


Different buildings commands:

command = { type = gainbuilding/losebuilding which = x value = random_(shipyard/ barrack/ bailiff/ courthouse/ cityrights) }

command = { type = gainmanufactory/losemanufactory which = x value = random_(navalequipment/ luxury/ goods/ refinery/ weapons) }

command = { type = fortresslevel which = x value = random_(0~6)? }


Different units commands:

command = { type = desertion_percent which = x value = y }

command = { type = pirates which = x value = random_(1~10)? }
 
trigger command

- relation/neighbour -200 y

- relation/neighbour +200 y



define file
breakvassal default is 400 years option to change the year number.................I hate to be a vassal of another for the entire game or even 10 years
 
You can cancel vassalisation any time you want.

I was looking at an auto breakvassal for the AI.............unless I missed something while being away
 
Could the following still be added?

- command for naval desertion: same as land troops, only for ships

- percent chances as triggers for commands? Like the random = %

- random countries for event triggers, e.g.

relation = { country = -6 data = 25 }

- random tags as triggers (so we can write events for the Emperor), e.g. TAG= -6
 
For some reason I think that it's too late for asking to change one thing but anyway here are my 5 cents: Does it would be possible to change the graphics of the red line which appears when you are sending your troops/ships to somewhere (like the arrow in EU3 or EU4)?

In a few hours I can post my first pictures of 1.3 (Im still too amazed to be true)... And sorry about the non stop posting in this forum guys. :happy:
 
@Basi

- random countries for event triggers, e.g.
- random tags as triggers (so we can write events for the Emperor), e.g. TAG= -6

Guess those two would allow to make auto-core events, like in EU3. Could be useful in colonies.

@Timur

Well, we actually need more people here so that's a'ight ;)
 
Would it be possible to add a value how many pop a settler adds to a province - for the AI only? Because I changed it to 250 per settler and a human player will colonize really fast with that setting.
 
Just to make it sure. The "Age of Timur" mod files have not been updated with the most important modifications introduced by the successive FTG 1.3 betas. Is such an update to be expected once errors and gameplay changes are fixed or has the Age of Timur project been definitely dropped ?
 
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