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18th November 2004

- Savegames are now transferring properly in the Multiplayer lobby again.
- 1066: Fixed a few provinces marked as controlled by multiple countries.
- 1066: Fixed some guys that was marked as their own father, causing fun little crashes.
- 1066: Removed a double marriage.
- Fixed a few syntax errors with the pagan_events which made them not work properly.
 

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3 February 2005

- Fixed a crashbug.
- Fixed the problem with St.Gallen :)
- The AI will no longer grab titles and focus on fighting other christians when there are moslems nearby.
- The AI will no longer pledge allegiance to a ruler with less prestige than themselves, nor to anyone they have fought a war with.
- The AI will now give out ducal titles as well.
- The AI is less likely to revoke titles when vassals are disloyal.
- Losses are now displayed in the combat-result window.
- Revised characternames alot, and added alot of names.
- New "Knight" target documented in the event-effects file.
- Re-balance previous changes in courtier_events.
- Heresy should be easier to get rid of as Orthodox/Byzantium.
- Non Heretic province revolting shouldn't make empire collapse that easily.
- Miracle workers now cost you money (as it should).
- Removed Finland from Sweden, Pagan areas from Russia, Brittany from France and the Islands from Norway/Scotland as their "default kingdom areas."
 

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1st of April

Hi folks.

Here's this week's progress for CK. There are quite a few major changes that you will want to pay careful attention to, and we'd appreciate it if you could provide as much feedback on these changes to us as possible. In particular we are interested in what you're seeing happening in the crusades, the Byzantine Empire, the Moslem Kingdoms, and how you feel about some of the changes in the way that the AI is behaving.

Read the change log!

Also...

We have been diligently trying to track down the few remain bugs - and in particular the elusive VFC crash bug. We haven't suceeded in trapping yet - although I think you'll be happy with the reduction in overall issues - so we would like to solicit the assistance of anyone who is very patient and has some extra free hard drive space. Here's what you can do:

  • This week's exe has been enabled for a limited debug mode. To use this, install the beta patch as per normal. Create a shortcut on your desktop (if you don't have one already). Now make a copy of that shortcut. Right click on your copy and choose the "Properties" option from the menu. The target will probably be something like:
    Code:
    "C:\Program Files\Paradox Entertainment\Crusader Kings\Crusaders.exe"
    (the exact path will depend on where you've installed your game and what version you have, but it should look soething like that).

    Change that line to add the word DEBUG immediately after the existing path (there MUST be a space between the closing quotation mark and the word DEBUG) so the line will now read something like:
    Code:
    "C:\Program Files\Paradox Entertainment\Crusader Kings\Crusaders.exe" DEBUG
    Click the "okay" button to save that change, and then rename the shortcut to remind you that this is the DEBUG version. Now double-click this to start the game.

  • You will notice a performance hit - not a major one - when you run under debug, and you will need LOTS of hard drive space. When you start the game, a new file will be created in your CK root directory called "savedebug.txt" where all behind-the-scenes activity will be recorded. This file will get very big very fast! We recomend setting your autosave to yearly and then after every autosave or two, surrender, exit the game, go to your CK root directoory and delete the file. Then restart and load up the autosave and resume the game. This will keep the file size down to something reasonable if (or when) you need to later open it.

  • IF you get a crash of any type immediately go to this file. Rename it to "debug_crash_yourname_whoyouwereplaying_yearifyounowit.txt" (example: debug_crash_MrT_King_of_France_1106.txt". This will avoid accidentally overwriting or deleting it. Now open the file with any text editor (Word/WordPerfect/Notepad/NotepadPlus/etc.) and when it finishes loading go to the end of the file (I use the ctrl+end keyboard shortcut). Copy the last 10-20 lines of the file and then post it in a thread that we will be creating on the forum for reporting purposes. ALSO please go to your ...\CK\sceanrios\save games\ directory and rename your most recent autosave using the same format (example: save_crash_MrT_King_of_France_1106.eug) just in case we need that save game. Now start up again (under debug) and load your save game and resume. If you have a reporducable crash from a save game then you've hit the jackpot and we'll want your save, but even a large sample of debug log crashes may suffice to track the few remaining bugs down and squish them.

  • Reminder: this will hurt your CK game performance (it will run more slowly and may seem to respond sluggishly at times) and if you keep running for a long time without exiting and deleting the debug file then it will get immensely large (so large that many text editors will simply refuse to try opening it!).

  • For those who feel up to the task, this extra effort will be greatly appreciated by everyone! For those who don't feel up to it, remember to thank those who do. It's an annoyingly time-consuming un-fun way to play.
So without further ado...

Change Log

  • Vassals are now sorted in the order of their loyalty on the character details screen.
  • Laws of the liege is now taken into account on the loyalty effect instead of the characters own law.
  • Intrigue instead of stewardship is now determining the demesne size.
  • Byzantine bonus on max-demense size is now x2 instead of +10.
  • Martial stat of the ruler now affects the speed with which troops are recruited. (5 is the base value.)
  • AI: Rewrote assignment of ducal titles, to only give duchies to vassals with a province in that area already.
  • AI: Learned to offer peaces in some instances when it had completely locked up.
  • AI: Fixed one major reason which caused the AI to freeze with its troops.
  • Added 5 new character event effects that will appoint the character for whom the event is trigger to a specific court position.
    format is: effect = { type = [spymaster/chaplain/marshal/chancellor/steward] }
  • Updated event effects.txt to reflect these 5 additions
  • Illusive Shadow trait attributes tweaked to reflect new realm importance of intrigue and remove martial penalty
  • cultural conversion event has been fixed and updated
  • naval movement takes a little longer and costs a bit more now
  • water bodies have been remapped in the province csv to three types (ocean/sea/river) depending on location and size
  • transport time and cost for each type is now somewhat different (3/2/1)
  • religious conversion of captured provinces in the crusade area have been toned down significantly
  • tweaked chance of independent Catholics DOWing crusade target owner downwards somewhat
  • reduced the rate at which vassals will jump into their liege's crusade
  • major balance tweaks made to rate that moslem realms self-destruct
  • made major tweaks to reduce spawn rate of possible heirs during moslem self-destruction periods
  • made major regional tweaks to the degree to which the moslem realms will fracture during the self-destruct periods
  • made major regional tweaks to the rate at which moslem vassals will be interested in declaring independence during self-destruct periods
  • adjusted a few event options in the law series to prevent the same vassal receiving multiple identical effects (although it's possible that slight duplication could still happen on occasion)
  • provincial religious conversions (generic ones) have been toned down quite a bit unless as a result of spread from an adjacent province (which has been toned up a little)
  • the religious orders (TEMP, HOSP, TEUT) will now convert their subjects to Catholicism much more rapidly than anyone else during non-crusade periods
  • religious orders (HOSP, TEMP, TEUT) will no longer want to pledge allegience when they are created. Nor will the papacy if it is re-created via event.
  • added some intrigue modifiers to the random events giving claims
  • coutier_events have now been updated to allow you to appoint a "better court officer" directly from the event (though you'll still pay a bit of gold to him as well so it pays to manage your court without event prompting)
  • evil events tweaked somewhat to reflect change to intrigue as a determining factor for max demesne size
  • powerful vassals of a generic liege with elective law may decide to get a bit feisty (intrigue events)
  • the intrigue events for Byzantine Empire rewritten with new logic chain and (we hope) less spam (note that in worst case there might be moments of event spam if things are going very badly)
  • Beware! At higher difficulty settings, the Byzantine Emperor may periodically find a knife in his back
  • vassals that are a considerable distance from their liege's demesne capital now have a chance of declaring independence (via intrigue event) unless liege has excellent stats or vassal has poor stats.
  • there is now an event that will tend to try to form crusader states from Catholic gains made in the Holy Land.
  • Moslem vassals located in ahistoric regions are very likely to declare independence unless their liege is in the same region as they are.
  • large Moslem empires are likely to lose satelite vassals but should fracture somewhat less than they did with the previous patch
  • Moslem demesne breakup series now reflects intrigue as demesne max determining factor and will break up less if ruler intrigue is high
  • Trigger conditions of recreating papacy (if it ceases to exist) have been reorganised to somewhat reduce CPU load
  • Added an event to help replenish the papal court if it gets low on bishops
  • Added a new siege event to make it possible for a siege could end a little earlier...or get ugly.
  • All English provinces changed to Saxon. Cornwall changed to Welsh, York to Danish and Isle of Man, Galloway and Cumberland to Norwegian.
  • 1066 Scenario: Northumberland is now a part of England
  • English "melting pot" event updated to handle some culture changes, plus the mtth is now increased (changes should now happen in 20 to 75 years time).
  • New melting pot event added to handle conversion of Norwegian provinces in Scotland
  • 1066 scenario: Álmos now has the correct father and can inherit County of Abauj
  • 1066 scenario: Duke of Champagne is intentionally married to two women (lucky guy!) so no change made
  • 1187: Fixed all scripting errors.

This patch should be applied over a clean 1.04a installation or on top of the previous patch.

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

Thanks!


Johan & Your beta team
 

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Change Log - April 8

  • Expanded debug-output.
  • Fixed a random crash.
  • Fixed the bug which caused AI and event-changed courts to have multiple chars at the same position.
  • Increased the male ratio of random courtiers severly.
  • The marshals martial stat now helps with the recruit speed as well.
  • Rather major reworking and tweaking done to heresy events to greatly reduce CPU load and also to assist AI in coping with them
  • You should be able to build fishing_wharfs, harbours, etc. once more
  • Tweaked cost and speed of sea movement a little
  • Sacrificed a virgin and a few beers and made one more fix to cultural conversion event (9007). Hopefully the Gods will be appeased by this offering and will allow the event to finally WAD.
  • further tweaking to make Jerusalem crusade a little more probable.
  • further tweaking to make Antioch crusade a little more probable.
  • further tweaking to make Iberian crusades a little less quick to trigger during reconquista era, but extended the era by an extra 50 years
  • Tweaked religious conversion events during crusades to make them happen less often
  • During a crusade, if your court runs out of males you are *much* more likely to have a semi-suitable random marshal wander by and offer his services
  • Further tweaks made to the crusade "dog pile" rate and regional/national preferences thereof
  • Certain moslem realms are now quite a bit less likely to break up during specific eras when they were historically strong; and are more likely to pull themselves back together if/when they do
  • Trouble for Byzantium made more common and harsher
  • All vassals breaking free from the Empire will now give a notification
  • North African and Middle East vassals breaking free should not be revasallized immidiately
  • Updated all character development events to take mother into consideration as well as father (HUGE thanks to richvh for his excellent work on this!)
  • revised triggers in steward, chancellor and chaplain events to be somewhat less CPU-intensive
  • Added a couple events that give Golden Horde and Ilkhanate neighbours something new (extra) to worry about.
  • Some moslem rulers will now receive periodic offers of assistance from regional warlords with archer_cav at their disposal.
  • Fixed some typos in the more recent event texts
  • Added Silk Road, Nile Road and "Varangian Road" to spreadneighbors, added some spread up the Danube, created a spread link for the otherwise-isolated island of Bahrein, fixed incorrect link intended for Canaries, and tweaked various other spreadneighbour stuff (big thanks to Gratianus for some great suggestions!)
  • Tweaked a few country colours in the country.csv
  • 1066 scenario: Göttingen now has german culture
  • 1066 Scenario: Vsevolod Rurikovich's marriage is now properly ended
  • 1066 Scenario: Added scores for starting rulers missing them
  • 1066 Scenario: "of Bulgaria" dynasty members (even dead ones) now orthodox
  • 1066 Scenario: Friedrich von Hohenzollern is now german
  • 1066 scenario: al-Mustansir stats tweaked a little to reduce likelihood of FATI imploding too rapidly
  • 1066 Scenario: County of Gent is now part of the demesne of the Duke of Flanders (blame BiB!)
  • 1066 Scenario: Duchy of Flanders remains a vasal of the King of France (in spite of gaining Gent) (blame BiB!)
  • 1066 scenario: Robert de Flandre and all his courtiers moved to beomce part of the court of the Duke of Flanders (blame BiB!)
  • 1066 scenario: Flandern demesne province power settings adjusted to weight them towards burghers (blame B!B) :eek:
  • 1066 Scenario: Konstantinos Dukas became ill and hole in the pocket
  • 1066 scenario: to simulate Konstantinos X Doukas' horrendous problems at the time, many wealthy provinces in Byzantine Empire will now start the scenario with all three levels of "thieves guild" type "province improvements". This should reduce the Empire's starting manpower and give incentive for the Emperor to avoid raising many regiments.
  • 1066 scenario: the kingdom of Spanish Galicia has re-emerged out of the ashes of previous balancing efforts to resume its rightful place.
  • 1066 scenario: tweaked Spanish Catholics tech setup a bit (only duke and king demesne capitals now have the extra leather armour instead of it being the global change we gave to them last week)

Edit (MrT): REMINDER

This patch should be applied over a clean 1.04a installation or on top of the previous patch.
It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

The debug mode remains active in this beta - and has actually been extended somewhat to provide more detailed reporting. Please see this thread for details on how to enable the debug log and how to report results.

Thanks!

C.
 

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15th of April

Change log
  • Added more bugtracking code to the saving of games, and fixed a way which may have caused VFC's.
  • Fixed another crash.
  • The liege of a vassal who declares independence as a result of an event will now get a claim on all titles held by the departing vassal (just as he would if it happened via regular game code mechanics)
  • Fixed the revoke title message.
  • Fixed a broken progress bar that was clipped (province improvement building completion status).
  • Difficulty no longer affects max-size of regiment, but instead the speed of recruitment.
  • Removed tax-rate effect on regiment sizes.
  • A character may now only have one alliance (same rules as before as to who may ally, etc.).
  • Full name+title is now always used for event messages.
  • Fixed the problem with peace being forced on you if someone else at same level in your realm signs peace with an enemy.
  • Changed the 'click-area' of units to make it easier to select a province with a unit in it.
  • Fixed a couple names that cause province search function to fail (public bug report)
  • Tweaked MTTH of advance discovery events to allow many low level techs to be discovered a little more rapidly but higher level techs to be a little slower
  • Tweaked MTTH of advance spread events to allow somewhat more rapid spread of some low level techs
  • Bankruptcy events now reduce fortifications by one level instead of removing them entirely (reflects general reduction in state of repair rather than having a huge castle simply crumble into dust)
  • fixed a trigger in the illness events
  • fixed rather big scripting logic error in the intrigue vassal independence events (and Byakhiam has been slapped around a bit with a large wet salmon)
  • Tweaked AI chances a bit in Civil War series
  • Added new event to end revolts (thanks to The Phoenix for idea)
  • Fixed an issue with the new Horde raiding events
  • Tweaked start dates and mtth a little for the Hordes to expand the range a little
  • Added modifiers to tame down the Hordes a bit towards the end of the game
  • Added modifiers to avoid Horde breakup/internal nastiness towards the end of the game.
  • Made a few additional tweaks to the moslem breakup events
  • Surprise surprise...made some more tweaks to the Crusade events mtth values and modifiers
  • The "war veteran wants to join your cause" event is now scaled to income instead of having a fixed ccost
  • With some considerable trepidation I have scripted a corresponding event for moslems to aggressively attack Christian who captures a crusade target (as long as the crusade hasn't ended yet). This will almost certainly need quite a bit of additional tweaking and balancing and could end up causing some problems with even more moslem armies trecking across Europe...Let's try it for a bit and see how it goes.
  • Bastards now have their own unique event to start off their education
  • Bastards have some special modifiers added to the finish education events if they possess an additional "tag trait"
  • You will see somewhat more bastards created during the game (apologies if they happen a little too often now and the mtth needs to be tweaked a bit)
  • Bastards will now play a somewhat more active role in court life - in some cases this will be good and in other cases... Once in a while a bastard event will trigger that branches out into several event chains. Resist the urge to look at them in advance and have some fun role-playing them. The event chains might result in a little bit of spam once in a while, but it's all in a good game-play cause. :) This is the first instalment of a larger planned set. Enjoy!
  • Event 6609 (vasal unhappy with your ruling laws) now has two possible actions for a liege to choose between
  • Applied a major rewrite to provincial cultural conversion event (9007) with kind thanks to richvh who wrote it :cool:
  • Updated the definition of "ruler_child" in the event effects.txt file
  • Updated the definition of "independence" in the event effects.txt file
  • Some new events to alter provincial power balance (idea from WanV)
  • Added new court flavour events, mainly to entertain human players without vassals
  • 1066 scenario: Bob the Younger (son of former Count Bob of Gent and apparently idolised by B!B :eek: ) now begins the scenario in same court as daddy (where he's supposed to be)
  • 1066 scenario: ID 6533 gender now corrected for Beatrix
  • 1066 scenario: County of Kaisereia vassal to archbishopric of Galatia
  • 1066 scenario: Counties of Philippopolis, Tyrnovo & Dorostrum vassal to duke of Adrianapolis
  • 1066 scenario: County of Nikopolis vassal to duke of Dorostrum
  • 1066 scenario: Duchies of Dorostrum & Peloponnesos adopted laws of Semi-Salic Consanguinity, Royal Preorgatory & Regal Supremacy
  • 1066 scenario: Duchy of Butrinto adopted laws of Elective Law, Royal Preorgatory & Regal Supremacy
  • 1066 scenario: The starting setup (tech, etc.) has been somewhat revised for Byzantine Empire as per the thread in the public beta forum. This seems to reduce their power in the region so they have a harder time making much headway if they're agressive but hasn't seems to make them much more suceptible to being attacked (probably because the AI looks at their overall strength and decides to give it a miss). Feedback on this should go in the Byzantium thread.
  • 1066 scenario: Sigelgaita is now sleeping with her husband once more.

Edit (MrT): REMINDER

This patch should be applied over a clean 1.04a installation or on top of the previous patch.
It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

The debug mode remains active in this beta - and has been even further extended for more detailed reporting. Please see this thread for details on how to enable the debug log and how to report results.

Thanks!

C.
 

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28th April 2005

  • Fixed a crashbug where usurps happened while someone lost the title at the same time.
  • Added a 'type = pregnant' condition for character events.
  • Fixed the cost tooltip for usurping a title.
  • Fixed another reason for crashing while saving.
  • AI learned to mobilize more of its realms troops at need.
  • AI is now more likely to honor mobilization requests, especially from other ai rulers.
  • Improved some aspects of the military AI for it to fight some battles more focused.
  • The Crusades won/lost message should now appear when a crusade ends depending if its new ruler is catholic or not.
  • Added debug-messages for script-errors for modders. (written to savedebug.txt)
  • Fixed some event-effects that showed the wrong target.
  • Regiment commanders of another religion that its ruler will no longer become vassals of the ruler when taking a province, but the province becomes the rulers directly.
  • the effect type = set_to_realm_religion can now be used on non-rulers.
  • Vassals of a human ruler will not jump into the crusades automatically (via event) any longer.
  • Vassals who renounce liege as a result of being called to join a crusade now get the chance of receiving several unfavourable traits but are no longer turned into bastards.
  • Made some tweaks to the Muslim counter-dogpile events
  • Vassals of a Muslim ruler will be a little slower than before in jumping to their liege's defense during a crusade
  • Muslim breakup events will now happen for vassals as well as rulers
  • Religious conversions during crusades tweaked alot
  • Made lots more tweaks to the crusades (yeah...again...)
  • Another large batch of new events added to the bastard event series. No peeking! Some very good effects may now occur if you have bastard children - particularly if you appoint them to court offices - although there are some new nastier ones too. You should be careful about promoting bastards to court positions (even though they're going to demand it!) if you have other sons who are legitimate and old enough to hold a position themselves...even if the bastard has better stats. Generally, your legitimate and illegitimate children will probably not like each other very much and this could lead to one or the other leaving court (whichever ones you neglect). ;)
  • Some tweaks made to the existing bastard events
  • Some papal indulgence-peddling events have been added for unbelievers. Bankruptcy might be worth it...
  • Some new events added to help in situations where courts become excessively depleted
  • Childhood events completely revised
  • AI uses different childhood event than player
  • Others than ruler's children get childhood traits now
  • There is now a chance of inbreeding being discovered in children after their birth.
  • Some new flavour events added
  • Rebelling vassals get claims now in Byzantine Civil War
  • The "win siege" event is now limited only to rulers to prevent other regimental leaders (courtiers) from accidentally stealing sieges from their lieges and gaining the provinces for themselves.
  • Fixed a bug with event 8615 having an extra closing brace.
  • REM-ed out parts of 8625, 8651 and 8652 and their sub-trigger events, and adjusted %chance on ruler effects for the time being.
  • With some trepidation, the mtth for cultural conversion has been reduced. It would be really nice to have more than 4 or 5 people respond with their in-game observations this week.
  • Tweaked a few modifiers and conditions in flavour events
  • Knight Orders now have some more punches to deal out (thanks to Jools for idea)
  • Orders no longer ask you for land if you have negative piety
  • You now actually can get people sainted, though only your father
  • The Pope will probably now spam you a lot less about allowing him to set up shop in Rome again...but there are some nasty consequences to this decision.
  • Fixed an error in the civil war events
  • Tweaked triggers in the "I could be a better xxxxx" events a bit
  • The "I could be a better xxxxxx" events (for promoting court officials) are now scripted in two sets - a basic set for the AI and a more interesting set for the player. The AI will simply promote or reassign based on highest stats, but a player will now need to give careful consideration to the court/hereditary standing of the character in order to try to keep people happy. A ruler's son will want a decent job even if he has inferior stats to the person currently in the post unless that person is his brother. Males will also be more pushy about getting a job and be insulted if you elect to stick with a woman instead. This should create a bit more of a fractious situation in (human) courts. (Note: this is too complex a consideration to teach to the AI, hence the different event set for them).
  • Corrected a bunch of text/grammar errors in the extra_text.csv file, though there are undoubtedly many more to do.
  • Fixed a couple minor glitches in the spreadneighbor matrix
  • Added 263;264 to spreadneighbours
  • Colour of Toledo changed on kingdoms map to make it easier to distinguish from Leon
  • Sent home some roving Finnish dynasties that were masquerading as gypsies in Hungary
  • The "of Horthhampton" dynasty (#753) has had its name legally changed to "of Northampton"
  • 1066 scenario: Kingdom of Spanish Galicia is now once again the duchy of Galicia instead, but it's independent this time.
  • 1066 scenario: Braganza is now an independent duchy and begins the scenario allied to Galicia
  • 1066 scenario: Garcia has a claim on king of Leon and Castile
  • 1066 scenario: Some guys in county of Léon have discovered they are Tough Soldiers
  • 1066 scenario: Byzantium and Seljuk Turks now start at war <---for now at least...this may change in the future since it's something we really don't like doing in scenario set-ups. Feedback would be appreciated!

Edit (MrT): REMINDER

This patch should be applied over a clean 1.04a installation or on top of the previous patch.
It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

The debug mode remains active in this beta - and has been even further extended for more detailed reporting for modders. Please see this thread for details on how to enable the debug log and how to report results.

Thanks!

C.
 

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May 13th Beta Patch

Change Log

From Johan
  • Expanded debug-message logging to track down further crashes.
  • Fixed an event effect which could cause some crashes.
  • Added the can-inheritance-pass-through function to all aspects of the law code. This should resolve the reported tracing bugs.
  • Should no longer be possible to get multiple claims on the same title.
  • Reduced the piety/prestige gain from crusading.
  • Only rulers can be excommunicated by the Pope now (by the papal controller...events can still excommunicate a non-ruler).
  • Reduced the frequency of females being generated as random courtiers.
  • Reduced probability of lieges involving themselves in inter vassal wars, to depend much more on reputation and loyalty.
  • A liege with royal prerogatory law will always involve himself in vassal wars.
  • Fixed an exploit which allowed a vassal to drop his loyalty to 0 at will.
  • Tweaked capital allocation algoritm, introducing some inertia in it.
  • Added a system for terrain restrictions on buildings (was part of original design but finally found time to code it).
  • Bastards from events are now created as sons of the character getting the event, instead of the ruler of the country.
  • Found and purged the source of a nasty VFC relating to combat resolution!
From last week's mini-patch
  • Some small adjustments made to the province improvements effects (May 5th mini-patch)
  • Many province improvements now take longer to build - particularly advanced structures which will tend to bring all other construction to a halt unless you have other structures that speed up the build rate. (May 5th mini-patch)
  • Many of the courtier events have been tweaked in their trigger conditions, modifiers and effects. (May 5th mini-patch)
  • The recently-added "free courtier" events have been hugely re-worked. Trigger conditions are now if less than C3/D4/K5 in your court OR you lack someone in a court office and have no eligible (and reasonable) unemployed courtier is available (i.e. you will no longer be able to exploit the event by not appointing someone as long as they have a 5 or more in the primary stat). Refusing the services still isn't free, but should be more palettable than before. The cost of them is also a little less extravagent. (May 5th mini-patch)
  • Naval travel will now be a lot slower except on seas (i.e. zones identified as "sea" in the province.csv - which isn't many) (May 5th mini-patch)
  • Naval travel will now be rather ruinously expensive unless you possess advanced harbour structures (civilian harbour, etc.) (May 5th mini-patch)
New stuff from your beta team
  • Fixed a grammar error in the text.csv (is now "...too loyal to pledge...")
  • Duchies now discover new advances somewhat more quickly, and kingdoms even a little faster than that
  • Trigger conditions of advances discovery re-optimized for reduced CPU load
  • Discovery of new advances now quicker if you have capital with one of the more advanced harbours (i.e. bonus increased and scaled for them)
  • Discovery of military technology now quicker if ruler has one of the military educations or is a martial cleric
  • Discovery of new armour and weapons technology now quite a bit quicker if you are at war
  • Discovery of new military tactics and improved castles is somewhat quicker when you are at war
  • Discovery of infrastructure technology now quicker if ruler has one of the stewardship-type educations or is a scholarly theologian
  • Discovery of most infrastructure technologies will now be impeded if you are at war
  • Discovery of most infrastructure technologies will now be affected by the province conditions (plague/disease, etc. is very bad, a high level of prosperity is good for structural advances but now impedes farming and livestock - and visa versa)
  • Discovery of church structures also more likely if you have a ruler with a religious vocation and quite unlikely if at war. Your laws regarding regal/church supremacy are also quite important in the likelihood of such dicoveries (generally more likely if strongly religious)
  • Discovery of almost all cultural advances will stagnate unless the realm is at peace
  • Discovery of most cultural advances now takes ruler education type and ruler laws into account (which traits/laws are good/bad varies depending on the area of inquiry)
  • Spread of technology will tend to be a bit faster when either the "to" or "from" province has larger harbours (and even faster if both do)
  • Spread of technology from a vassal to a liege will tend to be a little faster now
  • Spread of military technology will be quite a bit faster within a realm when the "to" owner is as war
  • Spread of military technology will come to a near standstill if the "from" province is at war and not part of the same realm as the "to" province
  • Spread of military technology will be a little faster if the "to" province is at war and the "from" province is not part of the same realm and is not at war
  • Spread of production technology will be very slow if the "to" province is at war
  • Spread of production technology will be extremely slow if the "from" province is at war and not part of the same realm as the "to" province
  • Spread of cultural advances will be extremely slow if the "to" province is at war
  • Spread of advances (in general) is now somewhat influenced by the ruler's education path (generally it shows his preference/knack towards certain areas of realm improvement)
  • Spread of advances will tend to be a little faster when the "to" province is a demesne capital
  • Tweaked effects of some of the sale and closure of buildings due to bankruptcy
  • When bakrupt, you can no longer sieze land from a Holy Order unless you have a templar improvement in your demesne (and chance of being excommunicated for doing so has been reduced, although you may also be branded a heretic)
  • When bankrupt, you can only sieze a monastery if you have one somewhere in your demesne
  • A few bankruptcy events that forced the closure of a "service" building will now allow you to recoup at least some of your original investment (sale of assets)
  • Bankruptcy will now result in the degradation of defenses (castles) rather than having them fall completely apart - and you recoup a bit of their building materials
  • If you are bankrupt and have moneylenders in your demesne you can "borrow" a rather large sum of money if you wish...but be aware that the chuch tends to frown on usary. The more heavily you are in debt, the more rapidly and the more often you are likely to be offered this money (unless you are zealous).
  • Your ruling law now determines the likelihood that you will be able to demand some cash from your vassals when bankrupt
  • You now have a choice of how much gold to demand from your vassals (and the amounts are now scaled) but these demands will have a rather dangerous effect on your relationship...particularly if you go to the well too often. A large demand now has the chance of the vassal declaring independence and getting a claim on you for your greed and fiscal mismanagement.
  • Made a ton of revisions in the bastard events (adjusted trigger conditions, mtth values, etc.)
  • Revised a couple of bastard events (or event texts) to accomodate the change to the way bastards spawn now.
  • Fixed absurd prestige cost from one event (was { type = prestige scale = 150 } instead of { type = prestige value = 150 }!)...oops :eek:o
  • Fixed a couple logic errors in the long-chain Bastard event triggers/connections
  • Made a couple text adjustments to make bastard events make slightly more sense
  • Accusations of legitimate children actually being a bastard are now highly unlikely unless you are away on campaign when the kid is <2
  • It is no longer possible for women who are already pregnant to give miracle births to bastards (i.e. spawning a bastard while remaining pregnant)
  • Bastards will wait a little longer before deciding whether to be complacent or not.
  • Added a bunch of commented conditions that are simply waiting for a test to be coded to check if a character is actually alive. Once coded, a global replace for #condition = { type = is_alive } will active them.
  • Tweaked a few battle events
  • Disabled a few of the annoying battle events that allows an enemy to somehow loot your provinces or burn your buildings to the ground even though his closest regiment is 20,000km away. They will be re-activated if we can get a "is_besieged" or a "enemy_present" condition.
  • Fixed a trigger error in the chancellor events
  • Fixed a couple triggers and adjusted a couple mtths and modifiers in the chaplain events
  • The bad childhood events series (relating mostly to characters with birth traits) has been removed and merged with/incorporated into the new set of childhood development events (see below)
  • Rewrote a few triggers in the character_health events and added a few exclusions to prevent them from interfering with the new trait series.
  • Stress will now not occur "randomly" for children under 10 (i.e. through the "generic" stress symptom event). They can still become stressed from a few other events.
  • Rulers will recover more slowly from stress and depression if they are currently at war or have over-sized demesnes.
  • Some claims event triggers have been rewritten for better load optimization.
  • Most claims events now have minimum age restrictions (so infant rulers won't participate in tourneys or other such unlikely ventures)
  • You will no longer be able to accuse your wife of adultry if she is currently pregnant
  • Some other claims events had their modifiers and/or effects tweaked
  • The "nobles will accept naturalise bastard" event has been removed since this is now handled within the bastard event series
  • Many (most!) of the court_events have had slight revisions to triggers, modifiers, mtth, and/or effects to optimise load and remove or adjust a few oddities.
  • The Pope is now likely to disapprove of players exploiting the recent changes to the rules about conquering non-coreligionist territories with regiments led by heathens. Now you wouldn't want the Pope to get angry with you now, would you?
  • The Pope will also now object should a player decide to place a heathen scum in any position of authority in his/her court.
  • The Patriarch will also mow be less than impressed...although he is somewhat less forceful about such things.
  • The Pope will now be somewhat displeased if an Orthodox courtier is allowed to lead a regiment or hold a court office.
  • Made a large number of changes to the advance_names.csv text to improve grammar, etc. - HUGE thanks to King of Men for his hard work on this!
  • Made some text corrections/changes to the existing extra_text.csv per a number of people's feedback/suggestions.
  • Based on player feedback and continued interal testing, Byakhiam has made another massive set of changes to the development of characters throughout their youth. There are roughly three sets of events now and each child is likely to be the recipient of one event from each set (one during early childhood, one during middle childhood, and one during late childhood). Most kids will now have 3-5 traits by the time they finish their education and in some cases the early traits will be influential on later traits (in many cases in an off-setting way). Both AI and player sets have been completely revised.
  • Most of the childhood and "mentor" events have been overhauled/removed/replaced/etc. so as not to cause problems with the new character development events (due to trait exclusion triggers).
  • Changed the claimable kingdom in province.csv as follows: - RUSS to CUMA: Olvia (542), Oleshye (543), Chortitza (556), Lukomorie (557), Lower Dniepr (558), Crimea (559), Korchev (562), Lower Don (563), Desht-i-Kipchak (564), Sharukan (565), Sugrov (566), Khopyor (593), Sarkel (594), Don Portage (595)
  • Changed income in British Isles provinces in provinces.csv as follows: Norfolk to 5 (was 4), Suffolk to 5 (was 4), Hampshire to 4 (was 3), York to 6 (was 3), Lincoln to 4 (was 3), Sussex to 4 (was 3), Oxford to 4 (was 3), Northampton to 3 (was 2), Surrey to 3 (was 4), Salisbury to 3 (was 4), Dorset to 3 (was 2), Northumberland to 3 (was 4), Atholl to 3 (was 2), Berwick to 3 (was 2), Lancaster to 2 (was 6), Durham to 2 (was 3), Dyfed to 2 (was 1), Mar to 2 (was 1), Devon to 1 (was 2), Cumberland to 1 (was 3), Argyll to 1 (was 2).
  • Various events that might accidentally give the Pope or one of the three Orders (TEMP, TEUT, HOSP) either the excommunicated or heretic traits have been rewritten with trigger exclusions, ai chance modifiers, or whatever is necessary to make this rather unlikely to happen.
  • As a precautionary measure, someone who shouldn't be the Pope or the Grandmaster of an Order will now be quickly struck by lightning.
  • As will come as no surprise...the crusades events have been tweaked in many various small ways yet again.
  • Crusades will now be slightly faster to initiate in non-peak crusaading times than they were.
  • Religious conversions will be somewhat slower during the crusades.
  • Tweaked dogpile to be slightly slower for Christians and slightly more responsive from Muslims.
  • Religious orders (and the Pope) are a lot more likely to get free troops if they are actively crusading
  • Roving bands of volunteer Seljuks are now more likely to sign on for a campaign with Muslims defending themselves against crusaders, and the size of them is now somewhat larger than before.
  • Some trigger optimizations made to the csc_events.txt file
  • Some trigger optimizations made to the evil_events.txt file as well as one event's trigger has had an exclusion check added to avoid trying to kill the son of a ruler who doesn't have a son.
  • Bubonic plague appearance is no longer restricted to its short 10 year historic period -- although it is far more likely to occur at that time than any other.
  • Pneumonic plague appearance is no longer restricted to its short 10 year historic period -- although it is far more likely to occur at that time than any other.
  • Both plagues will now spread somewhat more rapidly than before - particularly within realms and between provinces that have more advanced improvements.
  • Now, as soon as a province has dairy farms it can get cattle disease - although it is far more likely to manifast during the late part of the game (after the date that was the previous trigger condition ).
  • Added trigger exclusions that were missing (and would allow a type of plague to re-trigger for a province that already had the plague).
  • A character who is ill is now somewhat less likely to contract leprosy
  • A character who is ill is now somewhat more likely to contract pneumonia
  • In an effort to address some player concerns, it is now possible for plague to be contracted by a character in a court if any province in the realm is experiencing the plague and the demesne is at less than 100% efficiency or have fairly large courts (relative to realm tier). Making it a global test is simply too heavy a load for slower processors but players who have fast machines could edit the event trigger to remove these restrictions. Do so at your own risk.
  • Children are now considerably less likely to develop more severe forms of mental illness
  • Event triggers completely rewritten and many modifiers adjusted and rewritten for the "Masque of the Red Death" series for better load optimisation and a little more challenge
  • Further tweaks (mostly mtth and modifier) were made to the "free courtiers" events for understaffed courts (based on min-patch feedback).
  • Further tweaks made to the cost of naval travel (now lower than mini-patch value) and the speed of naval travel (now faster) based on feedback from the May 5th mini-patch values (but these are still noticably higher than the previous April 28th values). This is still in the experimental phase and is likely to change again in the next patch.
  • Some minor adjustments made to the provinceimprovment.txt file based on feedback from the May 5th mini-patch and to readjust for the new changes made to the ocean travel values.
  • A few bonus effects added to province improvements to compensate for them taking a little longer to build and/or costing more.
  • Implemented a whole new set of terrain restrictions to many of the province improvements so that they can't be built in places which would be unlikely to support them. Since this was just added I am quite open to additions/changes/revisions to this based on feedback.
  • A few tweaks made to the mtth values and scales of the province_improvement events.
  • Heresy will now be a little less likely to materialise in realms
  • Heresy will spread a little less rapidly
  • Heretical courtiers will only cause trouble with one another when they are in a realm of the same religion as they are
  • Massive overhaul and optimization of triggers in the herery_events file
  • Many mtth values and modifiers adjusted (and in a couple places fixed) for the heresy events.
  • some of the heresy event effects have been changed or scaled.
  • The Pope and the three Holy Orders are mow largely immune to heresy and are rather virulent about stamping it out whenever they find it.
  • Catholic crusader states are now quite a bit more likely to form
  • The former liege of a break-away crusader state is now rewarded for the state's formation instead of being penalised for it.
  • Muslim vassals with very distant holdings will tend to break away from their lieges quite a bit more rapidly.
  • Muslim rulers will tend to get more free troops than before.
  • Muslim rulers will only get free troops when at war with non-coreligionists.
  • Tweaked some other triggers, mtth values, and modifiers in the general events in the intrigue_events file.
  • Oversized Muslim realms are now somewhat slower to fracture than before.
  • All Lordship events are now scaled
  • Some event triggers adjusted or added to the lorship events, and many have had changes to modifiers and a few to effects.
  • Made a few fairly minor tweaks to the marshal events
  • Adjusted a few trigger conditions in the Horde events to optimise load
  • Tweaked many of the Horde event modifiers and a few of the effects to make them a bit nastier again (no one has been complaining about them at all and that's a bad sign :p)
  • An endless loop caused by a missing trigger condition in the pagan events was fixed (should reduce load a bit)
  • Removed events 9105-9110 from Papacy_events which were massively CPU intensive and achieved the same thing by adjusting the trigger conditions of the advance discovery files to allow the Pope to make the discoveries even if he wasn't focussing reseach on them. (er...and CS can't help but wonder why they weren't originally scripted that way...)
  • Some precautionary trigger exclusions and/or ai_chance on actions were added to many of the Papal events
  • Religious conversion via spread is now a bit slower
  • Religious conversion of a province due simply to the ruler's religion is now quite a bit slower.
  • Religious conversion by the "zealous chaplain" events is now quite a bit faster (thus having a martial cleric or - if you're Catholic - a mastermind theologian as your chaplain is highly desirable)
  • The cost and effects of the "zealous chaplain" events have been tweaked somewhat to compensate a bit for this change.
  • Cultural conversion spread is now a somewhat faster (largely compensating for overall slower religious conversion rates...you won't see as much earlier in the game but you should see more later in the game).
  • Pagan cultural and religious spread is now quite a bit slower (and more in line with other cultural conversions)
  • Thieves/smugglers/highway robbers will now be more likely to establish themselves in a province if your regiment is otherwise preoccupied.
  • The chances of a province becoming poorer is reduced if it is already poor, and is slightly increased if it is prosperous or rich - and visa versa - which will have a tendency to push provinces towards a "normal" condition.
  • The realm's steward will now contribute significantly to a province recovering from being looted, and if you don't have a steward appointed then the province will likely remain looted for a very long time.
  • The realm's chancellor will now contribute significantly to a province revolt coming to an end, and if you don't have a chancellor appointed then the province will likely remain in revolt for a very long time.
  • Regecy embezzlement effects changed slightly and also can now only happen to human players (AI has enough trouble with its finances and the load reduction is worthwhile)
  • Made some other minor tweaks (mostly in consolidating effects of multiple calls to random_vassal within the same action) to the regency events.
  • Some trigger conditions and effects tweaked in the steward_events file.
  • A few benficial steward events that were previously excluded from firing for the AI will now do so.
  • Size of free Templar troops for other Catholic rulers has been increased a bit - but so has the prestige hit for accepting them
  • Refusing to grant a province to form one of the religious Orders will now have a chance to cause that province to be considered heretical. This has dual purpose: (1) to let the player know which province is being asked for (since it will now show up in the action_b effects) and (2) once a province has the heretic effect the Order will stop spamming your to hand it over. The AI will almost always grant land.
  • Tweaked/optimized a few other trigger conditions and modifiers in the Templar events.
  • A new trio of events added to the Templar events to cause the creation of the Kingdom of Jerusalem to form if Catholics capture provinces in the region and the KoJ doesn't already exist. The KoK (if AI) will gain a bit of free prestige to help attract vassals and will get some free troops if attacked. Thanks to Grell77 for the idea!
  • Tweaked the trigger conditions for "a [pretty wench/strapping young man] catches your eye" events
  • Also made about 1000 other small changes to various event triggers/modifiers/ai_chances/effects and such that were too minor to bother documenting thoroughly.
  • Corrected some spelling and minor errors in Greek, Dutch, Norman, and Ugricbaltic names (thanks to Solmyr!)
  • 1066 scenario: Tribe of Ugric has realized how they are actually tribe of Mordvins
  • 1066 scenario: Garcia Jimenez of Galicia has been given the "my_brother_has_me_rotting_away_in_one_of_his_prison_cells" trait (but we used the short name for it)
  • 1187 scenario: Raymond Saint-Gilles of Tolouse was revised a bit
  • 1187 scenario: added Neuchatel dynasty in Neuchatel
  • 1187 scenario: made Valais a bishopry (bishops of Stitten ruled Valais)
  • 1187 scenario: added Hohenzollern dynasty as courtiers in Nürnberg, likely to inherit
  • 1187 scenario: added Habsburg dynasty in Schwyz
  • 1187 scenario: duchy of Milan created
  • 1187 scenario: Grisons(Ticino) to Milan
  • 1187 scenario: added Zähringen dynasty in Bern
  • 1187 scenario: expanded and connected the Zähringen branches
  • 1187 scenario: added Kyburgs in Aargau
  • 1187 scenario: made Chur a bishopry
  • 1187 scenario: Free Country of Burgundy (Besancon) directly under the emperor
  • 1187 scenario: made Köln a bishopry
  • 1187 scenario: Zeeland to Holland
  • 1187 scenario: Friesland independent
  • 1187 scenario: count of holland claim on Westfriesland (granted by Barbarossa in 1168)
  • 1187 scenario: made Sticht a bishopry (utrecht)
  • 1187 scenario: expanded and fixed dynasties in Holland, Kleve and Loon
  • 1187 scenario: added Adolf von Schauenberg count of Hamburg&Lübeck (Holstein)
  • 1187 scenario: added Querfurts in Plauen(burggrafs of Magdeburg)
  • 1187 scenario: fixed and expanded dynasties of Macon, Capet, Coucy, Nevers
  • 1187 scenario: Etienne no longer count of Nevers (he ruled a county on the border of Dijon and Besancon provinces)
  • 1187 scenario: Nevers transfered to Agnes de Nevers, cts of Nevers&Auxerre
  • 1187 scenario: Sens now Royal demesne
  • 1187 scenario: created Angouleme dynasty
  • 1187 scenario: added count and dynasty of Auvergne
  • 1187 scenario: expanded Montcade dynasty
  • 1187 scenario: expanded Comminges dynasty in Bearn
  • 1187 scenario: Armagnac's marriage fixed
  • 1187 scenario: connected Blois branches
  • 1187 scenario: removed duplicates 13113, 12860, 12861, 6856, 5962, 6010, 5594, 5870, 5544, 6880, 12971 & 12972

REMINDER

This patch should be applied over a clean 1.04a installation or on top of the previous patch.
It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

The debug mode remains active in this beta - and has been even further extended for more detailed reporting for modders. Please see this thread for details on how to enable the debug log and how to report results.

Thanks!
 

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Change Log

  • Added a province condition called 'is_besieged'.
  • Added the 'papacy_csc' and 'controller_csc' csc conditions for character conditions.
  • 'papacy' and 'controller' are now valid targets for character event effects.
  • Added an 'any_enemy' csc condition for characters.
  • Added an 'is_alive' condition.
  • Added a 'primary_heir' which is true if first heir to his fathers primary title.
  • Added a 'other_heir' which is true if a heir but not the first heir to his fathers primary title.
  • Added a 'primary_heir' csc for characters.
  • Added a 'primary_heir' target for character effects.
  • Added a 'other_heir' target for character effects, which picks a random heir which is not the primary heir of current char.
  • Added a 'badboy' event effect for characters.
  • Sieges and occupations are no longer reset if a ruler dies in a war.
  • Fixed a major bug with the 'this' character target which did not work at all before.
  • Added more debug-code to track down faulty event-effect targets.
  • Cleaned up several typo'ed effect targets.
  • Adjusted some of the effects for traits.
  • Made some revisions to the trait names (as displayed in game...and yes, this includes the oft-requested correct religious terminology for beatified and sanctified)
  • Fixed some typos/grammar/descriptions in the trait_text.csv file and added a parenthetical summary of each one's effects to the end of the descriptions)
  • Vassal break-away event for Catholics now checks that liege is also catholic in the trigger. (Non-coreligionist vassal break-away is handled by a different event.)
  • Fixed an error I made in the calculations to set the base mtth values for plague events (and executed myself for the stupid error in not noticing that the trigger is for area, not province, and was thus 82 times more likely to trigger than I had originally expected)
  • Tweaked recovery rate from plague to be a little lower
  • Plague will spread a little more slowly into and out of certain terrains.
  • Pneumonic plague will now not break out unless Bubonic plague has already run its course.
  • Tweaked a few of the health and fertility reducing events to be a little less severe
  • Several illnesses (plague, pneumonia, leprousy) now have a perminent, lasting effect even if your character manages to recover from them.
  • For load-reduction reasons, rewrote triggers for the character catching the plague event. Only rulers and court officers will now get plague if any demesne province has the plagu-- as long as they aren't commanding an army. All other courtiers and children will only be at risk if the demesne capital has the plague, or if another character at court has the plague.
  • Characters who are commanding active regiments will now be at significant risk of contracting the plague if they are located in a province that is suffering from this affliction.
  • Characters who are commanding active regiments and are located in provinces that are experiencing various diseases (typhoid, malaria, etc.) now stand a very good chance of contracting illness from being there.
  • Characters who are commanding active regiments will no longer spread any diseases they have to anyone else in court, nor will they be able to contract a disease from another courtier.
  • Rewrote many of the triggers for the Masque of the Red Death series of events to be less CPU intensive (plus the above changes to make sure spread doesn't happen to or from someone who isn't at home)
  • Characters who have contracted the plague will have a much better chance of recovering if they are located in a province with either bubonic or pneumonic plague immunity (which is the demesne capital if they aren't currently commanding a regiment).
  • Added a few more spread neighbours in the Holy Land (thanks to Jinnai for the reminder and leg work :))
  • The KoJ formation event will now only trigger for the province of Jerusalem
  • The KoJ event will now be far less likely to trigger if one of the local duchies - TYRE, SINA, PALE, OULT, ASCA - is in existence (but it still could) and it will not trigger if Jerusalem is directly part of one of those duchy's demesne AND the duchy is independent (but it could happen if the duchy is a vassal).
  • If you avail yourself of the "free courtier" events you now have a chance of gaining the "trusting" trait, and if you decline them then you may gain the "suspicious" trait. Rulers who are trusting will now be more likely to be visited by the fleeing nobles and rulers who are suspicious are quite a bit less likely.
  • New ultracomplex event for distant vassals to break free has been added (which is really just Byakhiam shooting for the Guiness World Record for "the longest event ever scripted for CK" award :p)
  • Crusader state breakfree event tweaked (liege and vassal must be the same religion for this particular event to fire now)
  • Byzantine Civil War events should work a little better now.
  • A set of new even more ultracomplex events added to make it rather difficult to maintain law, order, and loyalty in demesne provinces that are distant from the demesne capital (i.e. are not in the same area or an adjacent area). For further challenge, the player will also be at some risk of two of these events whenever the demesne's ruler is far away at war (an approximation of Prince John's treachery when Richard was off on crusade). The ai isn't suject to this latter case since it could be too hard for it to manage. (Oh...and these make Byak's aforementioned world record event-length attempt all for naught :D)
  • All childhood events can now fire until age 16 so a child that begins life in another (AI) court can still get some interesting traits if he or his dad inherit and become the player's principal dynastic line)
  • Large courts (15+ adults) will have only ruler and ruler's children receiving the "special" childhood trait events. All others will revert to the "generic" set of childhood traits.
  • Few areas and regions tweaked slightly in the province.csv, and the base income values of a few provinces in Sicily were adjusted. Also fixed two province area assignments where the area name was incorrect (Syrian Desert instead of Syrian_Desert).
  • The Kingdom of Navarra is now non-recreatable if it falls. Prov 152 now treated as "naturally" part of CAstile and prov 201 now treated as "naturally" part of Aragon. Yes, historically it managed to endure throughout the era but it's a rather big exploit that needed to be at least partially removed.
  • Tweaked the Mongol Invasion events a bit. Political choas leading to gavelkind is now less likely to happen. Settlement less likely to happen. Reinforcement events are now double-scaled -- playing at higher difficulty levels will spawn reinforcements when number of realm regiments is below X (with "X" varying by difficulty from 6 to 10).
  • Temporarily de-randomized the Horde troop events so we can get a better handle on them via consistent testing. They will be re-randomised once overall balance level is better known. (Good idea Pode!)
  • It is now extremely unlikely that plague will continue to spread within a court once the demesne capital has developed an immunity to the plague (mtthx10 for each immunity so if capital has both then event would have mtth of 3600 months sintead of 36 months)
  • Fixed a frighteningly large number of event errors where culture = moslem or religion = muslim were used in error (should be the reverse)
  • Found and fixed a potential situation that could be created by an event and might cause save corruption or a possible crash.
  • Made some tweaks to the terrain restrictions for province improvements. Huge castle restrictions remain (the terrain effect on attrition in those regions at least has some similar impact). Also tweaked a couple ai build priorities.
  • It should now be impossible to have two educations (all are now treated as the antithesis of each other).
  • Fixed an error in the law events that changed a vassal's law to the wrong one.
  • New random courtier dynasties added in Georgia & Rus
  • Italian random dynasties expanded and made more historical
  • To make it a little easier to keep track of, the various large realm disruption events have been removed from their previous assorted files and assembled together in a new file called "realm_disruption_events.txt" and a new ID range has been assigned for future events of this type.
  • A ruler will no longer get the "you're a coward for not leading your troops" event unless at least one regiment in the realm is active.
  • Fixed some misleading event text.
  • Chaplain now has positive modifier effect on the "plays chess" event.
  • Some minor tweaks to low class power events to make action A a little more appealing in the level 2 and level 3 versions of the event.
  • Slightly tweaked the effects of the "reward for investment" class events.
  • Scholarly theologians and mastermind theologians will have a significantly better chance of converting an orthodox province to Catholicism and visa versa.
  • Some other tweaks made to modifiers on the mass scale conversions events.
  • The mtth for province cultural conversion has been temporarily dropped rather a lot until I have time to thoroughly review this again and figure out why it isn't happening as expected. All cultural modifiers also remmed out for now.
  • Made a lot of other tweaks to province_version events.
  • The heresy event series is under review but no changes have been implemented to this patch since they are not yet fully ready and tested.
  • English metling pot events will now happen somewhat more slowly than before.
  • Papal controller will now get a little more benefit from the position by hvaing indulgences trickle his way more often than before.
  • The Pope and Patriarch will now no longer get upset if you have a non-Christian regimental commander but will continue to be pissed off if you grant them one of the main court offices.
  • The foreign claim-holder event now allows an option to reject the courtier if you wish.
  • Court religious purges during crusades will no longer kill (or be otherwise nasty) towards a Catholic ruler's children (if they are living at home and not Catholic). Instead, they will immediately convert to Catholicism.
  • Vassals with extremely low loyalty may now receive an event to allow them to break free from theier liege (but must declare war when doing so, even without a claim) or attempt to reconcile. They are far more likely to do this if they are not at war at the same time that their liege is. This will give players (and the AI) a chance for freedom without pledging to another liege, however they do not receive a claim when they become independent so they will need to either manufacture one or force their liege to peace by demanding cash and/or recognition of their titles.
  • Demesne provinces that have a different religion than their owners are now far more likely to cause problems and become rebellious...although this now offers a new chance to convert them (bloodily) to the realm religion.
  • Added a set of very nasty disruption events for rulers holding multiple kingdom titles.
  • Removed them again...needs a couple bits of coding before it will work properly. :(
  • Byznatine Civil war events reworked a bit. It will tend to lead to internal wars instead of the ping-pong independent/vassal behaviour we've had in previous patches.
  • Young adults with somewhat conflicting traits may epxerience events that allow them to reconcile these by focussing on one or another trait. They may also have the opportunity to remove the lazy trait or lose the energetic trait.
  • Regency events have been given a major revision/overhaul.
  • Nubia now has its own random courtier dynasties separate from the Muslim world
  • 1066 scenario: Mathilda of Canossa now Duchess of Toscana and Papal controller
  • 1066 scenario: Savoie dynasty now called de Savoie and is fully Italian
  • 1066 scenario: historical dynasties/rulers in Sardinia, Corsica, Urbino, Ancona, Orvieto, Trent
  • 1066 scenario: Hildebrand (Gregory VII) now bishop of Orbetello and is likely to become the next Pope
  • 1066 scenario: other historical future Popes now have their historical names/dynasties and traits
  • 1066 scenario: all of Bohemia now Bohemian instead of German
  • 1066 scenario: Franche-Comte now Frankish instead of German
  • 1066 scenario: Lorraine now German instead of Frankish
  • 1066 scenario: Milano now elective with Fulco d'Este as first heir
  • 1066 scenario: many northern Italian domains now direct vassals of the HRE
  • 1066 scenario: Sardinia and Corsica now independent
  • 1066 scenario: added claims: Pope on Benevento, bishop of Parma (antipope) on Papal State, Pisa and Genoa on Corsica and Sardinia, Apulia on Napoli and Capua
  • 1066 scenario: Zachlumia, Ragusa, Hum, Rama now catholic
  • 1066 scenario: Ansbach now represents bishopric of Bamberg
  • 1066 scenario: Von Lenzburg dynasty in Bern
  • 1066 scenario: D'Ardennes/de Bar/de Luxembourg dynasties expanded and connected
  • 1066 scenario: County of Holand expanded its territory
  • 1066 scenario: Mecklenburg and Pommerania now Western Slavic
  • 1066 scenario: Estonia now Ugric Baltic
  • 1066 scenario: Amida, Aleppo, Palmyra now Arab Muslim
  • 1066 scenario: Kiev and Novgorod now allied (father and son)
  • 1187 scenario: tweaked stats of Queen Thamar the Great of Georgia
  • 1187 scenario: Queen Thamar now some month prematurely married to David Soslan of the same dynasty, in order to make the country playable
  • 1187 scenario: Abkhazia to Georgia
  • 1187 scenario: connected the various Rurikid branches
  • 1187 scenario: removed duplicate 22688
  • 1187 scenario: made Rurik Rurikovich count of Belgorod
  • 1187 scenario: Kujavia now a vassal of Wielkopolska
  • 1187 scenario: added historical figures in Italy: future popes and consuls
  • 1187 scenario: historical ruler in Senj, Subic dynasty
  • 1187 scenario: added Frangepans in Veglia
  • 1187 scenario: added Komnenos dynasty, rulers of Cyprus
  • 1187 scenario: added Rubenid dynasty in Cilicia
  • 1187 scenario: added Laskaris dynasty
  • 1187 scenario: added Hetumi dynasties in Adana and Lykandos
  • 1187 scenario: added Basileos Batatzes, prince of Thrake
  • 1187 scenario: added Kantakouzenos dynasty, princes of Lydia
  • 1187 scenario: added Alexios Banas, ruler of Adrinopolis
  • 1187 scenario: upgraded the techs of the Rûm sultanate
  • 1187 scenario: added de Preuilly dynasty in Vendome
  • 1187 scenario: gave Philippe of France claims on the areas he conquered right after gamestart
  • 1187 scenario: Richard the Lionhearted now start at low loyalty
  • 1187 scenario: Rastko Nemanjic's stats tweaked
  • 1187 scenario: added Thouars dynasty
  • 1187 scenario: fixed minor issues with dynasties of Forez & Perigord
  • 1187 scenario: expanded dynasty in Limoges
  • 1187 scenario: added Saladin
  • 1187 scenario: added de Clare dynasty, likely to inherit Gloucester
  • 1187 scenario: added/expanded de Redvers dynasty
  • 1187 scenario: expanded Gwynedd dynasty
  • 1187 scenario: added counts of Powys
  • 1187 scenario: added Montfort dynasty in Evreux
  • 1187 scenario: kingdom of Sicily changed to Naples, due to tier problems
  • 1187 scenario: principality of Cilicia upgraged to kingdom, due to tier problems
  • 1187 scenario: changed CROA tag to DCRO

REMINDER

This patch should be applied over a clean 1.04a installation or on top of the previous patch.
It will crash on a new installation that hasn't been patched to 1.04a since the official patch contains necessary files that are not included in this public beta patch (to help keep file size down).

If you’ve edited any of your own files or are using any mods, please remove them and revert to a vanilla copy if you want to give feedback (else your feedback will be either worthless or potentially detrimental to the process).

The debug mode remains active in this beta. Please see this thread for details on how to enable the debug log and how to report results.

Thanks!
 

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- The AI will now pledge allegiance to the default duchy first if he is a count.
- You may now choose to not take part in Byzantine Civil War
- Primary heir to the imperial throne is likely to stay loyal as well
- Changed all event_combat picture entries to event_battle, as there is no event_combat picture
- Revised Scottish names
- Inquisition only targets heathens of 10+ years and overlooks people with ecclestical educations
- War academies give slight boost to weapon & armour tech spread
- Heretics now insists on being better chaplains in courts of heretic rulers, while non-heretics do not
- Being locked up for schizofrenia is now immidiate death
- Mentors again cheapened, now 12 months and 4 months
- Unnecessary OR removed from scottish melting pot
- Unnecessary create tag commands removed from Samarkhand reinforcements


IMPORTANT REMINDER: if you gain a new title that is a higher rank than any title you own then you must pause the game, save, and then reload in order for it to take effect.

So if you're a count and become a duke or king, or if you're a duke and become a king, then you should save and reload. Failure to do so will cause all sorts of possible bugs or crashes.
 

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