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flogi

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Again updating because of the new Patch/DLC.

################################################################################################
################################################################################################
########### Version 6.4.2 (XJHS), with Trade Route Addon: (FLHI)
################################################################################################
################################################################################################

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

- Adjusted files to work with the new patch
 
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flogi

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Hello guys. I'm very happy to anounce that I've started working on a bigger update for this mod. I gathered some ideas from your suggestions and from other sources and of course my personal immagination and am now ready to really start working on this again after spending almost all of my modding time on EU IV.
This is also a teaser and kinda a dev diary, revealing a bit more than that there is gonna be an update.
So what is the next version gonna do?

1) Forts
This was requested very often since forts were introduced. At first there weren't really many options, but that has changed now as recent testing and the view on some other mods showed.
So I've developed some very nice ideas I think, but as they are all still a bit up in the air I won't reveal exactly what they are and probably won't do it till release. But you should know that there are some things comming.

2) AI Improvements
I'll try to improve the AIs handling of buildings even more.

3) Compatibility with other mods
There were always huge requests for better compatibility. This version will achieve probably the highest possible compatibility at least what I can influence.

I'll show you a piece of code that I designed here. Maybe one of you can guess what this means.

map_selection = {
name = "RULE_MAP_SELECTION"
group = "RULE_GROUP_FLOGI"
option = {
name = vanilla_map
text = "vanilla_map_sel"
desc = "vanilla_map_sel_desc"
}
option = {
name = ck2plus_map
text = "ck2plus_map_sel"
desc = "ck2plus_map_sel_desc"
}
option = {
name = hip_map
text = "hip_map_sel"
desc = "hip_map_sel_desc"
}
}

4) When will this be released?
I hope in October.

Cheers
flogi
 

ngppgn

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Hello guys. I'm very happy to anounce that I've started working on a bigger update for this mod. I gathered some ideas from your suggestions and from other sources and of course my personal immagination and am now ready to really start working on this again after spending almost all of my modding time on EU IV.
This is also a teaser and kinda a dev diary, revealing a bit more than that there is gonna be an update.
So what is the next version gonna do?

1) Forts
This was requested very often since forts were introduced. At first there weren't really many options, but that has changed now as recent testing and the view on some other mods showed.
So I've developed some very nice ideas I think, but as they are all still a bit up in the air I won't reveal exactly what they are and probably won't do it till release. But you should know that there are some things comming.

2) AI Improvements
I'll try to improve the AIs handling of buildings even more.

3) Compatibility with other mods
There were always huge requests for better compatibility. This version will achieve probably the highest possible compatibility at least what I can influence.

I'll show you a piece of code that I designed here. Maybe one of you can guess what this means.

map_selection = {
name = "RULE_MAP_SELECTION"
group = "RULE_GROUP_FLOGI"
option = {
name = vanilla_map
text = "vanilla_map_sel"
desc = "vanilla_map_sel_desc"
}
option = {
name = ck2plus_map
text = "ck2plus_map_sel"
desc = "ck2plus_map_sel_desc"
}
option = {
name = hip_map
text = "hip_map_sel"
desc = "hip_map_sel_desc"
}
}

4) When will this be released?
I hope in October.

Cheers
flogi

About that snippet of code, wouldn't it be possible to detect the presence of HIP/CK2 automatically, without leaving that "responsability" to the player? Like, testing for unique titles or global flags to those mods? I kmow (some installations of) HIP have a e_hip landed title, for example.
 

flogi

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About that snippet of code, wouldn't it be possible to detect the presence of HIP/CK2 automatically, without leaving that "responsability" to the player? Like, testing for unique titles or global flags to those mods? I kmow (some installations of) HIP have a e_hip landed title, for example.

Yeah its the right direction. It has something to do with compatibility and with certain buildings using province ids.
By the way if anyone wants to help with this, you are more than welcome to do so.
 

Truewhit

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Hello guys. I'm very happy to anounce that I've started working on a bigger update for this mod. I gathered some ideas from your suggestions and from other sources and of course my personal immagination and am now ready to really start working on this again after spending almost all of my modding time on EU IV.
This is also a teaser and kinda a dev diary, revealing a bit more than that there is gonna be an update.
So what is the next version gonna do?

1) Forts
This was requested very often since forts were introduced. At first there weren't really many options, but that has changed now as recent testing and the view on some other mods showed.
So I've developed some very nice ideas I think, but as they are all still a bit up in the air I won't reveal exactly what they are and probably won't do it till release. But you should know that there are some things comming.

2) AI Improvements
I'll try to improve the AIs handling of buildings even more.

3) Compatibility with other mods
There were always huge requests for better compatibility. This version will achieve probably the highest possible compatibility at least what I can influence.

I'll show you a piece of code that I designed here. Maybe one of you can guess what this means.

map_selection = {
name = "RULE_MAP_SELECTION"
group = "RULE_GROUP_FLOGI"
option = {
name = vanilla_map
text = "vanilla_map_sel"
desc = "vanilla_map_sel_desc"
}
option = {
name = ck2plus_map
text = "ck2plus_map_sel"
desc = "ck2plus_map_sel_desc"
}
option = {
name = hip_map
text = "hip_map_sel"
desc = "hip_map_sel_desc"
}
}

4) When will this be released?
I hope in October.

Cheers
flogi
I hope you have fun modding.
 

flogi

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And the new version is finally out! Have fun!

################################################################################################
################################################################################################
########### Version 6.6.2 (XKBB) with Trade Route Addon (SCBP)
################################################################################################
################################################################################################

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

- Added 5 Game Rules: Map Selection (for CK2+ and HIP Compatibility), Retinue (Vanilla/Techmod/Ck2+), Laws (Vanilla/Techmod), Economy Decisions (Vanilla/Techmod), Revolt System (An/Aus)
- Small Fixes
- Improved Compatibility with other mods
- Removed some old code not needed anymore
- Removed tax modifiers from bank laws
- Removed higher chance for the chancellor to fabricate claims
- All mod events using namespace now
- Added Ck2+ Comppatch (seperate Mod)

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

- Ck2 Plus + HIP Compatibility for resource buildings (choose the correct map on your game options)
- Fort: 6 new building chains (Main Building, Outpost, Keep, Barracks, Range, Stables)
- Fishing Ports are now buildable on great lakes and rivers as well
- Nomad buildings have higher and more tech requirements
- Tribal buildings have higher and more tech requirements
- Hospitals have higher and more tech requirements
- Treasure Chambers (capital building) will provide some fort level
- Capital Buildings are no longer deleted when you move your capital. They are just deactivated and can be used again if the capital is moved back
- New capital Building: Garrison
- New captial Buildigns: Special Troop Training Grounds, erlaubt, allows recruiting special retinue if you are employing the correct marshal
- Improved building logic of the AI
 

UrsusAtlanticus

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Not sure if it's been reported elsewhere, but the CK2+ compatibility patch makes Rome Catholic in pre-schism dates and it introduces a whole bunch of Catholic and Orthodox characters because of the additional mercenaries (Catholic Roman Legions and Orthodox Herculian Company for instance).
 

flogi

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Not sure if it's been reported elsewhere, but the CK2+ compatibility patch makes Rome Catholic in pre-schism dates and it introduces a whole bunch of Catholic and Orthodox characters because of the additional mercenaries (Catholic Roman Legions and Orthodox Herculian Company for instance).

Was not reported yet, so thanks. I'll try to find a workaround for it when I find the time.
 

flogi

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Quick update for Holy Fury. The issues with the ck2 plus patch should be solved as well. I'm not sure if ck2 plus is playable on ck2 3.0 yet, did not load up the mod yet.

################################################################################################
################################################################################################
########### Version 6.6.3 (TJSZ) with Trade Route Addon (CJIQ)
################################################################################################
################################################################################################

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

- Adjusted files to work with the new patch
- Fixed some reported issues for the CK2 Plus Patch