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deserk

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I'm playing SWMH (HIP) and it seems mostly compatible a part from the fact it seems to screw up a bit with the native localizations for cultures and religion. Any chance for a compatch for this? Oh and quite nice mod btw, certain more interesting playing with this building system than the vanilla one :)
 
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flogi

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I'm playing SWMH (HIP) and it seems mostly compatible a part from the fact it seems to screw up a bit with the native localizations for cultures and religion. Any chance for a compatch for this? Oh and quite nice mod btw, certain more interesting playing with this building system than the vanilla one :)

Hi. Great you like the mod. As for the culture thing I'm not sure what the problem is. Does HIP add more cultures or changed the system altogether? If thats the case then its not surprising that there are issues as this mod is based on the vanilla cultural system.

Cheers
flogi
 

starwarsfan541

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Hi. Great you like the mod. As for the culture thing I'm not sure what the problem is. Does HIP add more cultures or changed the system altogether? If thats the case then its not surprising that there are issues as this mod is based on the vanilla cultural system.

Cheers
flogi
Is it decedent on culture group or cultures? Might need to modify some of it for compatibility.
 

flogi

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Is it decedent on culture group or cultures? Might need to modify some of it for compatibility.

On both actually. Concerning the buildings it's mostly relevant for the crossbow and berserker buildings. You might have to add/change the triggers there if you did great changes to the cultural system.
 

starwarsfan541

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On both actually. Concerning the buildings it's mostly relevant for the crossbow and berserker buildings. You might have to add/change the triggers there if you did great changes to the cultural system.
Added some new cultures mostly in the middle east though will have to look through it, thanks for the tip.
 

flogi

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Small update again:

################################################################################################
################################################################################################
########### Version 6.1.2 (SGWM)
################################################################################################
################################################################################################

- Tribes now cannot enact banking laws
- Hopefully fixed the back and forth changing now for feudal realms as well
 

flogi

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Another small update. Should increase the performence of the event systems.

################################################################################################
################################################################################################
########### Version 6.1.3 (WZCR)
################################################################################################
################################################################################################

- Now using weight_multiplier instead of MTTH on some events (should improve the performence a bit)
 

flogi

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And another small update, doing some rebalancing on the calculation of warscore and improving the combat system in terms of mercenary stacks.

Changelog:
################################################################################################
################################################################################################
########### Version 6.1.4 (BBWW)
################################################################################################
################################################################################################

- Mercenary now also depend on the tech level of the capitals employer when "choosing" battle tactics
- Increased warscore from occupying the capital of a realm but decreased the warscore from occupying vassal holdings
 

flogi

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Flogi's Techmod is riding into Horse Lords compatiblity. And after this extremely silly wordplay here are the patchnotes:

################################################################################################
################################################################################################
########### Version 6.2.0 (JEMI)
################################################################################################
################################################################################################

################################################
########### General
################################################

- Adjusted files to the new patch
- Removed the mod "Deutschkorrektur" until there's a new patch compatible version
- Reworked the combat tactics again due to the change to the commander system. Flanks without commanders will now have tactics 1 and 2 (of 5) available without tech requirements
- Tuned down the money lending decisions a bit (after the new patch the AI seems to love this system)

Download via Steam (there's also a direct link there)

For those using the direct download option: You'll have to delete the old "Flogis Techmod" file in your mod directory as the file structure has been changed in the last patch.

And it should be noted that I couldn't yet update the new nomad buildings to the technology system. That will follow asap.

And lastly: For those who want should be able their 2.3.6 games. They should be compatible.
 
Last edited:

flogi

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Another small update:
Its recommanded to use the Paradox Betapatch (2.4.2) The checksum down there is with the beta patch, but it works with the 2.4.1 as well of course.

################################################################################################
################################################################################################
########### Version 6.2.1 (STYV) (with Betapatch 2.4.2)
################################################################################################
################################################################################################

################################################
########### General
################################################

- Adjusted the changes made to the culture specific buildings in the patch
- Now just overriding the defines needed for the mod (should improve compatibility with other mods)
- Added techpoints for nomad buildings (may need more balancing)
- Adjusted the retinue changes as well
 

flogi

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Another update.

################################################################################################
################################################################################################
########### Version 6.2.2 (LVGS) (with Betapatch 2.4.2)
################################################################################################
################################################################################################

################################################
########### General
################################################

- Using the vanilla battle tactics again (my system really was buggy since the last patch and appears to have caused some bugs)
- Changed the way the martial points affect the holding levy size (now 2% per Skillpoint, if you have 5 martial you'll be at 100% percent levy (no bonus, no malus)
- Reduced the prestige costs of some tribal buildings
 

Haggmeister

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Really enjoyed it until i installed CK+. Like i said in the steam thread, ur mod seems to not be compatible with it anymore, does not cause any crashes, but does build all that personal skill stuff for all people on the map (even courtiers), which gives them a significant boost in skills! I am looking forward to watching this mod grow :)
 

flogi

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And here we go with another update. This time featuring trade expansion and other exciting things!

################################################################################################
################################################################################################
########### Version 6.3 (YPGH)
################################################################################################
################################################################################################

################################################
########### General
################################################

- New trade system in Europe (Horse Lords will be required to use this, however it doesn't hurt to don't have the expansion for the overall experience)
- New retinue system for the AI, AI will now use the full limit of retinues and build their culture specific retinue type
The AI can build retinue under the following conditions: a) All independent AI Characters can build retinue, Duke Vasalls with 2 Duke titles can build retinues, and King Vasalls also can build them
(decreases AI retinue, improves performence and more or less removes the annoying problems that you would run into countless retinue stacks when waging war on someone, costing warscore from battles)
- Reworked money lending for AI again, AI should now do it a bit less

################################################
########### Buildings
################################################

- Nerved the keep for castles a bit, the later versions won't give so many more troops
- Tribal buildings give some more troops
- Berserkers are now available for tribals as well (in specific regions)

2015-10-06_00001.jpg


Download via Steam (you'll find a direct dl link there as well)

Cheers
flogi
 
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New version again. Some fixes and improvements:

################################################################################################
################################################################################################
########### Version 6.3.1 (DZXF)
################################################################################################
################################################################################################

################################################
########### General
################################################

- Improved performence for some events
- Fixed: Money lending decisions now work correctly for tribes and nomads
- Nomads now have no access to banking laws
 
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flogi

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Hi guys. With the update today the trade routes have been seperated and were moved to a submod, as some of you were complaining about the problems that different government types have when playing with such a big trade route system. You can freely choose now if you want them activated or not.

Changelog:

################################################################################################
################################################################################################
########### Version 6.3.4 (QHNW)
################################################################################################
################################################################################################

################################################
########### General
################################################

- Exported the new trade routes in a seperate mod, so that it is easier to switch them on and off between games

You can find the addon mod in the steam workshop (also a direct downloadlink there).

Cheers
flogi
 
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While I in general like an extension on the trade network, doing in really large scale really cripples merchant republics since they can't build trade posts in provinces that have a route going through them if they don't own them. For instance that map prevents Venice from building trade posts anywhere (other than Venice itself) in their home waters.
 

flogi

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While I in general like an extension on the trade network, doing in really large scale really cripples merchant republics since they can't build trade posts in provinces that have a route going through them if they don't own them. For instance that map prevents Venice from building trade posts anywhere (other than Venice itself) in their home waters.

Yeah. Thats why the additional trade routes are now optional in a seperate mod file. You can activate or deactivate them to your preference.
 
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Hi guys. New update, mainly for the mod to work with the new patch. Some more fixes made it in as well :) Enjoy.

################################################################################################
################################################################################################
########### Version 6.4.0 (EQPC), with Trade Route Addon: (MSPS)
################################################################################################
################################################################################################

################################################
########### General
################################################

- Adjusted files to work with the new patch
- The magyar culture group can now recruit crossbowmen and build the corresponding buildings
- Reworked the trade post buildings connected to trade routes, now everything is working how it should
- Adjusted the new conclave mechanics to work with the laws I added, might need some balancing though
 

flogi

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Hi guys. Thanks to Blacklist3d and Napoleon V I can announce that French localisation is now supported again for the mod.

################################################################################################
################################################################################################
########### Version 6.4.1 (VHCO), with Trade Route Addon: (DJCF)
################################################################################################
################################################################################################


################################################
########### General
################################################

- Now supporting French language again

Cheers
flogi
 
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