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DrewX

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Thank you all for your but reports - we'll get these logged and try to replicate them as soon as we can.

People who are getting the interface elements the wrong size - what screen resolution are you running, please?

Thanks,

nd
2560x1440

Also, like another poster, there are provinces that have weirdly become un-selectable and are not coloured in nation colours
 

DrewX

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ck2_58.png

This is a screenshot demonstrating the large character interface and no-character counties
 

DrewX

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Also, there is this I just found
ck2_58 (2).png

As you can see, there are numerous emperors of "lowborn" that are mostly in this dynasty
 

DrewX

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Lol sorry for the constant posts, but another issue that arose is that me, as a bhaalspawn, was attacked by a monster province with "Bhaalspawn extermination" but the monsters forces doubled from ~6000 to around ~12,000 when an event fired that said they "banded together to protect themselves from my attack"
 

neutrondecay

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Lol sorry for the constant posts, but another issue that arose is that me, as a bhaalspawn, was attacked by a monster province with "Bhaalspawn extermination" but the monsters forces doubled from ~6000 to around ~12,000 when an event fired that said they "banded together to protect themselves from my attack"
Ok, monsters shouldn't have that CB. That at least is an easy bug to fix.

Thanks,

nd
 

r3xm0rt1s

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I may be wrong but I think characters who start with a class at level 0 seem to periodically gain 100000 levels in that class. I will investigate if there is a quick and easy way to ensure everybody with a class at startup has at least 1 level in it.

There appear to be 2 events by 'id = z_class_selection.3' and calls to the event 'id = z_class_selection.2' which does not exist. Is one of them supposed to be the missing event?
Code:
character_event = {
    id = z_class_selection.3
    desc = magic_learn_power.99_desc#breakthrough in magic
    picture = GFX_evt_comet
    border = GFX_event_normal_frame_religion  
    hide_window = yes
   
    is_triggered_only = yes

     weight_multiplier = {
        days = 1  
    }  
    option = {
        name = magic_learn_power.99a#gain magic xp  
        character_event = { id = z_class_selection.3 days = 100 random = 75}                      
        random = {
            chance = 25
            character_event = { id = z_class_selection.3 days = 150 random = 75}
        }
        random = {
            chance = 50
            character_event = { id = z_class_selection.2 days = 250 random = 75}
        }
    }

}

character_event = {
    id = z_class_selection.3
    desc = magic_learn_power.99_desc#breakthrough in magic
    picture = GFX_evt_comet
    border = GFX_event_normal_frame_religion  
    hide_window = yes
   
    is_triggered_only = yes

     weight_multiplier = {
        days = 1  
    }  
    option = {
        name = magic_learn_power.99a#gain magic xp
        trigger_switch = {
            on_trigger = has_focus
            focus_wizardry = {
                if = {
                    limit = {
                        z_wizard = yes
                    }
                    z_wizlvl_turnon = yes
                    change_variable = { which = wizxp value = "50"}
                }
            }
            focus_bard = {
                if = {
                    limit = {
                        z_bard = yes
                    }
                    z_bardlvl_turnon = yes
                    change_variable = { which = bardxp value = "50"}
                }
            }
            focus_warlock = {
                if = {
                    limit = {
                        z_warlock = yes
                    }
                    z_warlocklvl_turnon = yes
                    change_variable = { which = warlxp value = "50"}
                }
            }
            focus_sorcerer = {
                if = {
                    limit = {
                        z_sorcerer = yes
                    }
                    z_sorclvl_turnon = yes
                    change_variable = { which = sorcxp value = "50"}
                }
            }
            focus_paladin = {
                if = {
                    limit = {
                        z_paladin = yes
                    }
                    z_pala_turnon = yes
                    change_variable = { which = paladxp value = "50"}
                }
            }
            focus_druid = {
                if = {
                    limit = {
                        z_druid = yes
                    }
                    z_druilvl_turnon = yes
                    change_variable = { which = druixp value = "50"}
                }
            }
            focus_cleric = {
                if = {
                    limit = {
                        z_cleric = yes
                    }
                    z_clerlvl_turnon = yes
                    change_variable = { which = clerxp value = "50"}
                }
            }
            focus_fighter = {
                if = {
                    limit = {
                        z_fighter = yes
                    }
                    z_fighlvl_turnon = yes
                    change_variable = { which = fighxp value = "50"}
                }
            }
            focus_barbarian = {
                if = {
                    limit = {
                        z_barbarian = yes
                    }
                    z_barblvl_turnon = yes
                    change_variable = { which = barbxp value = "50"}
                }
            }
            focus_ranger = {
                if = {
                    limit = {
                        z_ranger = yes
                    }
                    z_ranglvl_turnon = yes
                    change_variable = { which = rangxp value = "50"}
                }
            }
            focus_assassin = {
                if = {
                    limit = {
                        z_assassin = yes
                    }
                    z_assalvl_turnon = yes
                    change_variable = { which = assaxp value = "50"}
                }
            }
            focus_rogue = {
                if = {
                    limit = {
                        z_rogue = yes
                    }
                    z_rogulvl_turnon = yes
                    change_variable = { which = roguxp value = "50"}
                }
            }
            focus_shadow = {
                if = {
                    limit = {
                        z_shadow = yes
                    }
                    z_shadlvl_turnon = yes
                    change_variable = { which = shadxp value = "50"}
                }
            }
        }  
        z_class_xp_calc = yes  
        random = {
            chance = 25
            character_event = { id = z_class_selection.2 days = 150 random = 75}
        }                      
    }
}

It seems I was wrong. Initial class level (as class levels are not included in character history files) had nothing to do with some characters getting ridiculous class levels. Class level is assigned by script based on class trait after startup. However, there are two further scripts, one for calculating level ups (and downs) and one for maintaining correct class trait, neither of which check if the class variables have been properly initialized before triggering.

Also of note is that it may take a long time to initialize classes, which may depend on your game speed. It has taken me over 7 months once.
 
Last edited:

DrewX

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Hey so I wanted to ask some questions about holdings. 1. Is it intended that cities have a much higher access to soldiers than baronies? They're is barely access to heavy cavalry for the baronies while there is tons of heavy cavalry for the cities, which seems the opposite of what you would expect.

2. Are monster provinces supposed to be able to be taken? it seems odd that I can have a monster horde for a vassal

3. Why do things like trade gathering reduce garrison? I'm assuming this was meant like guards would be taken from city protection duties to guard trade, but wouldn't they still be there in the city to protect it from invaders?
 

DrewX

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ck2_64.png

Lmao, I think you went a little overboard on the damage man



Also, just wanted to say I really like this mod!
 

tsf4

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Buildings are very WIP, with cities having more completed already than castles/temples.

The assumption is that those people would be learning/practicing trade, not military might, so would not constitute a garrison.
 

r3xm0rt1s

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Lmao, I think you went a little overboard on the damage man
Unless you've fixed the class xp system, some characters (such as Alamar) gain excessive character levels in their starting class. Level 2 million sorcerer would nuke pretty much anything in P&P rules too. It's because the level up script fires before the class has been properly initialized, so you have 0 class xp and need 0 xp to advance and the 1.1 multiplier to required experience is irrelevant as the other factor is 0. The reason the game does not freeze when that happens is because the engine does not permit while loop to run more than 100000 times.

More confusing is how Silverymoon, Ardeepsward and Sabirine Vale always become wasteland provinces after reload. I can find no cause in landed titles, province or title histories.
 
Last edited:

DrewX

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Buildings are very WIP, with cities having more completed already than castles/temples.

The assumption is that those people would be learning/practicing trade, not military might, so would not constitute a garrison.

Alright, but why don't things like localized trading, horsebreeding and shipyards reduce garrison then? Wouldn't they also be practicing things other than military might? Just seems odd to me that a larger city would have less people defending it



Unless you've fixed the class xp system, some characters (such as Alamar) gain excessive character levels in their starting class. Level 2 million sorcerer would nuke pretty much anything in P&P rules too. It's because the level up script fires before the class has been properly initialized, so you have 0 class xp and need 0 xp to advance and the 1.1 multiplier to required experience is irrelevant as the other factor is 0. The reason the game does not freeze when that happens is because the engine does not permit while loop to run more than 100000 times.

More confusing is how Silverymoon, Ardeepsward and Sabirine Vale always become wasteland provinces after reload. I can find no cause in landed titles, province or title histories.

Thanks for the info about the levels, I noticed at the begining of the game he kept jumping 10,000 levels until he reached his current 2147183.
 

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I have been adapting Lux Invicta's buildings, so thats why some of them have weird effects. reducing garrison is a common balancing effect, I guess. To be honest, I haven't thought deeply when making these, just trying to add more flavor and such than in the regular boring vanilla ones :D
 

DrewX

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I have been adapting Lux Invicta's buildings, so thats why some of them have weird effects. reducing garrison is a common balancing effect, I guess. To be honest, I haven't thought deeply when making these, just trying to add more flavor and such than in the regular boring vanilla ones :D
Well, they are pretty good so far :)
 

DeathLawlie

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Even if it's still an early alpha, the mod is very fun will all those different races around the world.
But for the bug report, i noticed that centaur and wemic spawned by the game didn't get their racial trait.
ck2_3.png ck2_4.png ck2_5.png ck2_6.png
p.s: from what I see in the "z_racial_trait.txt", it's because "creature_human" is linked to the gfx used by centaur and wemic, respectively "easternslavicgfx" and "persiangfx". Maybe they should have their own gfx, who could be just a copy with a different name of what they already used for the moment, to avoid this problem. like "centaurgfx" and "wemicgfx".
 
Last edited:

tsf4

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They probably will have their own gfx's in the future.
 

DrewX

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Okay, so a strange thing happened. Somehow silverymoon and the other no-character provinces came back
 

DrewX

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aaaand they are no- character again
 

DrewX

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I think what changes it is if you select new game and then load it, the provinces will appear normally.

Also, why can monsters spam the event troops for being at war? they can end up with half a million troops and that just seems silly