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Orinsul

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I usually get well over a hundred years, thats about as much as the forums suggest the average CK2 game runs before people start over as someone else.
Even if the mod only currently runs for 60-100 yers thats still 60-100 years of complete awesomeness
 

riknap

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Currently 200 years in when using 1.091 with the cff explorer large address aware fix. No crashes, usual slowdown (it's running about on par with how Lux Invicta did last time I played it a month or so ago).
well, if EK doesn't use v1.092-dependent scopes and triggers, then you might as well hot-link the instructions on how to downgrade to v1.091 (for steam) on your OP (ie. the post-58 in that Bug Reports thread).
Granted, you'll probably need to post a "patch" of sorts that overwrites v1.092-files with v1.091 files (unless of course the extraneous lines in patrician buildings and the defines.lua will simply be ignored, then it's just plug and play :laugh: )
 

Sol Dram

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Currently 200 years in when using 1.091 with the cff explorer large address aware fix. No crashes, usual slowdown (it's running about on par with how Lux Invicta did last time I played it a month or so ago).

I remember early AGOT mod did the same(or atleast for me it did). Plus did you get the mapobject's failing to load error figured out?
 

Korbah

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I remember early AGOT mod did the same(or atleast for me it did). Plus did you get the mapobject's failing to load error figured out?

Nope, not at all, but it's not causing a crash, and AGOT has the same errors in it's own log too. I suppose it's one of those errors where we'll never know what's causing it.
 

Orinsul

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If its two mods doing it, independently of each other, then maybe that takes it out of mod bug territory and so make it something you'd be able to ask paradox about.
As while youre not supposed to ask after mod related bugs, if two mods that dont share constituent parts [as im assuming these dont.] are having the same issue then maybe that would be enough.
 

Abnwtwtud

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Might I suggest that the icarus metaphor could suit well? I would mention that story only ended badly because he refused to fly lower. Personally I'd suggest scaling back some of the processes that are currently done by the mod. Using the vanilla education submod, I've noticed, actually seems to improve stability dramatically. In fact, I've made a few changes to my game, and have made it 300 years with only one crash, and without a slowdown. Here's what I've done that seems to dramatically improve performance:

1. Used the vanilla education over the established type.

2. Removed all Hold-attached (decision made) mercenary groups and decisions.

3. Restored vanilla assassination methods.

4. Removed all "Strategist" related modifiers.

5. Removed the TelevanniRelations.txt.


Doing these five changes has made an incredible improvement to my game, and seems to be working fantastically. I know that removal of some of these things is not probably what you want to hear, but the results speak for themselves, my game is infinitely more stable and reliable with these fairly slight changes made. It also still feels like the Elder Scrolls world, while being returned ot the mechanics of the initial game, rather than the decision based events that exist now. There's other changes I'd suggest that you could remove that may improve stability that I have not been able to do:

1. Remove Atmora. I know you're planning on colonization, but it's not in now, so all it's doing is making the map bigger than it should be.

2. Restore the bestowment of Honorary Titles to vanilla methods, and remove the "Appointed" modifiers, as they seem highly buggy as it is.
 

Korbah

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2. Restore the bestowment of Honorary Titles to vanilla methods, and remove the "Appointed" modifiers, as they seem highly buggy as it is.

Just to pick on this one point; They're not buggy at all. The vanilla method is still there, I don't know why people assumed the "Assistant" decision is necessary, it merely helps you find suitable candidates so you don't have to go scrolling through your vassals and courtiers, but that's still a perfectly valid option.

If it comes down to it that I have to strip this mod back to being just a map mod, I'm afraid it would be my last act as a member of this mod team, and I would no longer be supporting the mod in any way shape or form. After working on this mod since June of last year, so almost a year, I don't much feel motivated to continue after having to scrap 2/3s of it. I guess we'll wait and see what happens with the next CK2 patch.
 

Abnwtwtud

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It's not just stripping it down to a map mod. The other things, like the racial stuff, the many many events, the religion, and so forth, all fit well, and seem to function well. I'm just including stuff that either don't seem to function as intended, or slow it down. At the time, I'm merely suggesting stripping some stuff back, getting it working, and then introducing one new element at a time, making sure it all functions properly. And I stand corrected on the Honorary Titles thing, I honestly don't use them enough to make much of a difference in my game either way. Not to mention, if the crashing issues are actually linked to the vanilla patch, scaling back some elements of the mod until Paradox fixes the base game seems reasonable.
 

Sol Dram

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Just to pick on this one point; They're not buggy at all. The vanilla method is still there, I don't know why people assumed the "Assistant" decision is necessary, it merely helps you find suitable candidates so you don't have to go scrolling through your vassals and courtiers, but that's still a perfectly valid option.

If it comes down to it that I have to strip this mod back to being just a map mod, I'm afraid it would be my last act as a member of this mod team, and I would no longer be supporting the mod in any way shape or form. After working on this mod since June of last year, so almost a year, I don't much feel motivated to continue after having to scrap 2/3s of it. I guess we'll wait and see what happens with the next CK2 patch.

Please no!!! I just want to say and I hope I speak for everyone else thats the last thing we would want to happen...

And I would also like to add that this mod as left me and others completely floored at how great this mod IS. You and your team have done an excellent job!!!

And to this point what ever happens I fully support you and your teams decisions.
 
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spyker92

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2. Removed all Hold-attached (decision made) mercenary groups and decisions.
.

If you're worried about performance, buy a better computer.
But as to your points, this is the only one I agree with. Currently the mercenary group thing is incredibly messy, and are seemingly designed to act more like retainers then actual mercenary orders. Within a few hundred years, you have 100s of mercenary orders, and 70% of them arn't even hirable! May i suggest actually making them retainer units, OR perhaps having a building spawn in the traditional hold capital that would increase the levy size by the same amount?
 

Abnwtwtud

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I'll try to avoid hating you for providing the single worst response a person can ever give to anyone else's complaint on the internet. I have a very good computer, thank you very much.

Beyond that, I'm not saying they should permanently enact what I recommended. I just said what I've done to make things run more smoothly. My sole suggestion is that they shouldn't give up their ambitions, but rather scale back to what they know works, and then build upon it one section at a time, so they can iron out bugs as they go. Slow and steady wins the race.

If you're worried about performance, buy a better computer.
But as to your points, this is the only one I agree with. Currently the mercenary group thing is incredibly messy, and are seemingly designed to act more like retainers then actual mercenary orders. Within a few hundred years, you have 100s of mercenary orders, and 70% of them arn't even hirable! May i suggest actually making them retainer units, OR perhaps having a building spawn in the traditional hold capital that would increase the levy size by the same amount?
 

Novacat

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If you're worried about performance, buy a better computer.

It is not the computer that cannot handle it, its the engine. At the moment, the engine is crashing after ~50 years or so, which is completely unacceptable.
 

Rakonas

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I've heard the vanilla game deletes unnecessary characters (ie: dead characters with no living relatives?) somehow though I've never seen it. Perhaps this can be expanded drastically? Whenever a province is conquered, the original court is displaced and there's typically an automatic 8 character court when a new lord is appointed. What if this was changed to kill the entire court that would be displaced, and if they had no more relevance in terms of living relatives they would be culled from the files?
 

lelyanra

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I've heard the vanilla game deletes unnecessary characters (ie: dead characters with no living relatives?) somehow though I've never seen it. Perhaps this can be expanded drastically? Whenever a province is conquered, the original court is displaced and there's typically an automatic 8 character court when a new lord is appointed. What if this was changed to kill the entire court that would be displaced, and if they had no more relevance in terms of living relatives they would be culled from the files?

If a character has no living relatives and his dynasty never manage to aquire any titles I think he's deleted.
 
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