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MorlanV

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Abnwtwtud

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Well, it's been a while, and without reading the rest of the posts, I'm prepared to add my new two cents into the development of the mod:

1. First of all, good work on the diseases, much better now, not nearly as devastating.

2. I'm curious about the removal of the de jure creation of counties, I'm not complaining, as I actually prefer the vanilla de jure shifts of waiting 100 years. Plus it gives me more to do, by smacking down cities that try to become republics within my borders. I would like to see the return of de jure events for empires though, immediately putting kingdoms under the empire, it seems to make more sense, and would be substantially less aggravating to deal with.

3. Speaking about republics, I'm going to say, you REALLY need to look into randomly generating last names for the various cultures. Otherwise, the trade map looks ridiculous, because everything is being competed for by a bunch of different Smiths of different colors. Gives me Matrix flashbacks. That alone would substantially improve most of the problems I have with the mod.


Other than that, I'm pretty well content with what you've got, and the only thing I'd want more is new maps. I really think you should see if you can get the Western Hemisphere map (with names changed to reflect OTL naming) or the Elder Kings map. Just populate either the way you have now, and they'd be fun with building our own empires. I saw a suggestion a while back about making duchies have the same starting culture/religion. I think this is probably a good idea, as it may save you a lot of aggravation, as well as simplfying things a bit for the rest of the map. It may make things a little more predictable, but at the very least, it'd make the actual processes of modding this WAY easier.

Once again, awesome work, and I hope this helps some!
 

Gladdig_kaga

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When it gets to Loading Sounds i get the runtime error and a CTD, tried to disbale alot of DLC's but nothing.
I haven't modified the sounds, and all dlcs I have should be working. I have all the major ones except sunset invasion.

Well, it's been a while, and without reading the rest of the posts, I'm prepared to add my new two cents into the development of the mod:

1. First of all, good work on the diseases, much better now, not nearly as devastating.

2. I'm curious about the removal of the de jure creation of counties, I'm not complaining, as I actually prefer the vanilla de jure shifts of waiting 100 years. Plus it gives me more to do, by smacking down cities that try to become republics within my borders. I would like to see the return of de jure events for empires though, immediately putting kingdoms under the empire, it seems to make more sense, and would be substantially less aggravating to deal with.

3. Speaking about republics, I'm going to say, you REALLY need to look into randomly generating last names for the various cultures. Otherwise, the trade map looks ridiculous, because everything is being competed for by a bunch of different Smiths of different colors. Gives me Matrix flashbacks. That alone would substantially improve most of the problems I have with the mod.


Other than that, I'm pretty well content with what you've got, and the only thing I'd want more is new maps. I really think you should see if you can get the Western Hemisphere map (with names changed to reflect OTL naming) or the Elder Kings map. Just populate either the way you have now, and they'd be fun with building our own empires. I saw a suggestion a while back about making duchies have the same starting culture/religion. I think this is probably a good idea, as it may save you a lot of aggravation, as well as simplfying things a bit for the rest of the map. It may make things a little more predictable, but at the very least, it'd make the actual processes of modding this WAY easier.

Once again, awesome work, and I hope this helps some!
Actually the removal was due to that it didn't work as I wanted it to. The de jure kingdoms were far to split up to be logical. Perhaps I will readd it one day if I come up with a better way of doing it.
The adding of empires is there, but only for the kingdoms you owned when you formed it. The rest come as in vanilla.
I didn't know one needed to make last names for cultures. Is that from the new patch or something?
Hacing unique cultures for every duchy would not make it easier for me, since I program tools to mod that stuff automaticly. It would free up alot of memory though, among other things.
 

Abnwtwtud

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Well I mean for republics, when they're formed, they're populated by random last names, and at the moment, it's always Smith.
 

stars2heaven

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Yeah so I noticed. It's just that I don't know how to fix it. Haven't seen anything about adding last names.

This is because dynasty names for patrician families come from the dynasties.txt file. When they are formed they get a random dynasty name that belongs to their culture. Since you only have a single dynasty name for every culture, they all get the same names. Why that name is "smith", I don't know. It should be the names you have inside the dynasties.txt file. In anycase, adding in more dynasties for each culture should fix it.
 
Last edited:

Abnwtwtud

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I've been looking into it and experimenting with it myself, personally I think this goes back to the idea that you should focus on Duchy cultures, since that'd cut down the amount of dynasty names substantially that you'd need to fill in the blanks. My next experiment will be to see if it is possible to do this with culture groups, rather than each individual culture. If so, that would also make things much easier.
 

coando

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I think I broke your mod. Started off in Venice in 91; conquered Afro-Eurasia before 100. Settled down to wait out the remaining time until civilizing became an option. When it didn't automatically trigger the civilizing event in 111 I dug up the game files and found the event name, saw that it might take another (very boring) 30 years, and just used the console to trigger it myself. Then when it got to the "People don't listen to me any more, dammit" event, the game froze up and eventually crashed with an error message after being locked up for about half an hour. I think it was something to do with creating about 870 new rulers and realms all at once.
 

Gladdig_kaga

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Yeah, the point was kind of never to conquer the world like that =P. Idk what to do about it.
It's not actually 30 years. there are 13 different even'ts with a mean time to happen of 30. Just one of them will be enough.
 

Thanezz

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I'd love to test this game although I like the some others are getting a runtime error for visualc++ despite the fact that I have said program installed, any reason as to why this is happening?
 

Gladdig_kaga

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I'd love to test this game although I like the some others are getting a runtime error for visualc++ despite the fact that I have said program installed, any reason as to why this is happening?
I have no idea why it would do that. My mod certainly don't run on visualc++ anymore then the original game. =P

Reporting a bug: when i save the game, and later on when I load that save and continue playing ,my succession laws are getting reset back to nomination. any solutions?
I have't experienced it, what succession law did you have?