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futuregary

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I'm personally more excited to see the Norse Mod fixed/tossed out the window. That shit made it not fun to play as Norsemen.

... huh?
as long as the lines are in a .csv file, they overwrite stuff from the original...

But if there are two .csvs with the same thing being described, how will it know which one to use? I know whichever comes first gets read first, but rather than putting a bunch of 0s and a 1 as a prefix, would it be more efficient (and possibly speed the mod up a bit) to delete the obsolete values? Especially so we won't stumble over them every time we need to fix something? This is why I advocated a file organization and clean up.

I get what you mean; things that define prestige aren't a part of the mod yet. :laugh: my bad.


that would be Numahr's field, since SELIN is his :D
assuming he's still a no show, richvh might be recalibrate it for him

We need to stop losing people with significant impact. People just make add-ons and then vanish.




Edit: A screenshot from my latest game. Notice the date: 18 days after the start of the game and I've already got de jure vassals demanding independence.

View attachment 76800

This KE shit is getting annoying. I'm tempted to just delete it and stick with the vanilla faction system.
 
Last edited:

mike the knight

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I have copied and pasted the file that futuregary uploaded but I continue to have the same problem .I copied it whereever I saw the original file at mod .What is going wrong ? :sad:
 

futuregary

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I have copied and pasted the file that futuregary uploaded but I continue to have the same problem .I copied it whereever I saw the original file at mod .What is going wrong ? :sad:

I can't say for certain what did it; all I know is that after I took the default defines.lua and copied over the LIBERT3 values, the thing worked with LIBERT3's stats just fine. Maybe there's an accidental thing missing or not missing when you copy-pasted it over?

At any rate, there's an actual file I uploaded for riknap here that should work fine if you delete your old defines.lua and put it in its place (I don't think I need to tell you, but just in case, make sure you replace the one for Lux Invicta, not the vanilla game).

Edit: After re-reading your post (I don't have very good attention skills, apparently), it looks like you already did that. If that didn't fix it, it might be another issue. What exactly are you running as far as the mod goes?
 

mike the knight

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I continue to have the same problem of army's movement I verified cache in order to repair whatever I may did wrong and I will re try as you say
 

riknap

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Edit: A screenshot from my latest game. Notice the date: 18 days after the start of the game and I've already got de jure vassals demanding independence.

View attachment 76800

This KE shit is getting annoying. I'm tempted to just delete it and stick with the vanilla faction system.
the 0g3 version is kludged in a sense.
the major problem is that I didn't really empirically test the modifiers and just went with... whatever.
I'll need to recompute a lot of weightings. I'm hoping to upload a new version simultaneously with v11.
the largest problem though is the "vassals with non-realm neighbours" getting too high a modifier.
 
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futuregary

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I continue to have the same problem of army's movement I verified cache in order to repair whatever I may did wrong and I will re try as you say

If you're running Lux Invicta and the movement isn't working, it sounds like Lux's defines.lua is missing it. Are you positive you put it in the right defines.lua?

the 0g3 version is kludged in a sense.
the major problem is that I didn't really empirically test the modifiers and just went with... whatever.
I'll need to recompute a lot of weightings. I'm hoping to upload a new version simultaneously with v11.
the largest problem though is the "vassals with non-realm neighbours" getting too high a modifier.

Also the 625 for vassals with a distance of 500. I know you wanted to make it so it's almost guaranteed, but if I had a modifier of 5 and had a faction form after 18 days, then 625 is like... overkill.
 
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riknap

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Also the 625 for vassals with a distance of 500. I know you wanted to make it so it's almost guaranteed, but if I had a modifier of 5 and had a faction form after 18 days, then 625 is like... overkill.
to be honest, I really have no idea how the modifier are weighted :rofl:
I mean, how exactly is a total modifier of 2 vs 30 in terms of actual empirical in-game effects (ie. how exactly does it speed up?!)
:rofl:
 

futuregary

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I had the same question as far as crusades go. DEV DIARIEZ NAO.
 

riknap

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I had the same question as far as crusades go. DEV DIARIEZ NAO.
I believe the crusade weighting is essentially like patrician shares (and shares in general)
ie if Kingdom A has 8 weight and Kingdom B has 2 weight and Kingdom C 6,
then kingdom A will get invaded 8/16 times (50%), B 1/8 (12.5%), and C 3/8 (37.5%)

I also know MTTH modifiers essentially multiply the MTTH, and MTTH as a concept is quite simple to understand.

now, what confuses me is the faction modifiers - are they multiplied to a base percentage (quite easy to set) resulting to a scale of 0~100% that is checked in some "pulse", or does it affect a hidden MTTH?
 

futuregary

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I believe the crusade weighting is essentially like patrician shares (and shares in general)
ie if Kingdom A has 8 weight and Kingdom B has 2 weight and Kingdom C 6,
then kingdom A will get invaded 8/16 times (50%), B 1/8 (12.5%), and C 3/8 (37.5%)

I also know MTTH modifiers essentially multiply the MTTH, and MTTH as a concept is quite simple to understand.

now, what confuses me is the faction modifiers - are they multiplied to a base percentage (quite easy to set) resulting to a scale of 0~100% that is checked in some "pulse", or does it affect a hidden MTTH?

I'm not sure, but I'm having doubts on your theory about crusade weights. I set every de jure kingdom to a certain weight for the four crusading religions (I took 'Ilm out because it makes absolutely no sense that a religion founded on scholarly study as a direct antithesis to Ghazi which focuses on violence should be the one crusading), simply because if all the ones with weight are conquered, that doesn't mean that there shouldn't be a jihad for Anglia or something. It's possible, but not probable. Which is why I set the less-important ones to 100, whereas c_mecca has 2000 for muslims. Now you may be right, in which case 100 is probably too high, but the Shia Caliphate just called Jihad on Lotharingia, first holy war of the game. Might need to be tweaked, we'll see how it goes.

As for factors, I'm sure that's a set value, since less than 1 scales it inversely. It could be that 1 is the default, and anything more or less than that multiplies the odds by that much (0.5 by half, 2 doubles it, etc.), in which case that's a 625x chance of it happening :laugh:
 

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I'm not sure, but I'm having doubts on your theory about crusade weights. I set every de jure kingdom to a certain weight for the four crusading religions (I took 'Ilm out because it makes absolutely no sense that a religion founded on scholarly study as a direct antithesis to Ghazi which focuses on violence should be the one crusading), simply because if all the ones with weight are conquered, that doesn't mean that there shouldn't be a jihad for Anglia or something. It's possible, but not probable. Which is why I set the less-important ones to 100, whereas c_mecca has 2000 for muslims. Now you may be right, in which case 100 is probably too high, but the Shia Caliphate just called Jihad on Lotharingia, first holy war of the game. Might need to be tweaked, we'll see how it goes.

c_mecca? You do realize that Jihads can only be kingdom scope, and thus using crusade weights on empires, duchies and counties will produce absolutly no effect.

Now, as far as weights go, if you want a Jihad/Crusade for a particular land to be extremely rare and only happen if the others are taken, you could use crusade weight of like 1, with the important ones having weights in the hundreds or thousands. Likewise, you could use restrictions that were used for other CBs like distance and having a bordering province.
 

riknap

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I can't say for certain what did it; all I know is that after I took the default defines.lua and copied over the LIBERT3 values, the thing worked with LIBERT3's stats just fine. Maybe there's an accidental thing missing or not missing when you copy-pasted it over?

At any rate, there's an actual file I uploaded for riknap here that should work fine if you delete your old defines.lua and put it in its place (I don't think I need to tell you, but just in case, make sure you replace the one for Lux Invicta, not the vanilla game).

Edit: After re-reading your post (I don't have very good attention skills, apparently), it looks like you already did that. If that didn't fix it, it might be another issue. What exactly are you running as far as the mod goes?
I only noticed a major problem just now but...

you do know that file uses tentative v11 values right?
... and that most of the players looking for a quick fix are either using v10o or v7 values?
:rofl:

btw, doesn't the forum posts only accept 50k per post right?
(my changelog - with the info and stuff removed from it, is now beyond that. v11 alone took up 15k :laugh: I guess I'll need to just double post later).

@Novacat, since I suddenly find myself strangled in terms of time as well, is the draft version of the tradition mechanics you uploaded back then mostly functional? while I doubt you're the type who makes errors, I'm not sure if it's "complete" and I thought I'd ask before spending an hour or so checking (since I'm inefficient at these stuff)
also, could I ask what changes you've made aside from the event files (since you DID upload a full folder)? That way I could spot them more easily and merge them one way or another with my current setup (if I attempted to hunt for them, I have a feeling I could easily waste a whole day what could have been done in an hour :laugh: )
 
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riknap

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After having a headache and temporarily giving up on my other project, I thought I'd work on v11 and now upload a beta oso that someone could check how it's working out.

file: View attachment 76847

the only changes from the previously uploaded beta (that I could remember) are the following:
truce breaking malus is 75% + 0 instead of 50% + 200
max prestige/authority opinion to 30 (at 3,000)
naval attrition of 2%
naval speed decreased and land speed increased by 33%
ai assaults at 15x
de jure land for duchy/kingdom/empires at 60%
kindom assimilation to empire takes 200 years, duchies to kingdoms 250
only neighbouring land assimilate
Holy War includes new vanilla restrictions on neighboring/close-by-sea territory only (the Total War of some militaristic faiths doesn't)
Replaced the "weak ruler" (ie. low diplomacy/martial) with a "low authority" effect that reduces monthly character piety (-0.5) , general opinion (-10), vassal opinion (-15), and vassal tax and levy laws (-20%).
Made the end-building of each non-martial chain for family holdings give 1 additional trade post, except the administrative centralization chain which adds 1 per level and the guild hegemony chain which adds 2 for the first five levels, 5 to the sixth, and 10 to the last.
Added in Novacat's draft version of the tradition trait mechanics
removed the "spearmen" localisation since it's both incomplete and slightly irrelevant

it's still incomplete since I still need to work on correcting localisations to reflect changes, as well as working on start-up events and the like.
but for mechanics, I'm unlikely to change much significantly for now (well, I'll still experiment on getting the AI to build more buildings, but I'll only change the actual uploaded version if I find it actually works)
 

Ardogen

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I gave a quick playthrough for about a decade or so and found no problems with any of the changes (couldn't observe/test your assimilation changes though).

On a sidenote, is the base cost to hire mercenaries supposed to be 3x higher than before (before being the LIBERT3 version in the most recent stable version of LI)? For example, Holy Orders cost about 60 piety, now they cost around 200. The maintenance costs have not changed however.
 
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riknap

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I gave a quick playthrough for about a decade or so and found no problems with any of the changes (couldn't observe/test your assimilation changes though).

On a sidenote, is the base cost to hire mercenaries supposed to be 3x higher than before (before being the LIBERT3 version in the most recent stable version of LI)? For example, Holy Orders cost about 60 piety, now they cost around 200. The maintenance costs have not changed however.
yeah, mercenary costs were revamped. they're cheaper to field but more expensive to hire (well, cheaper than previous LI values anyway). the main reason was because the generally lowered army sizes of the mod meant that the dirt-cheap mercenaries were full of customers. It also serves to nerf catholics and their uber-charged holy orders.

things I'm curious about on how you're finding include those regarding the new prestige/authority mechanics - how balanced do they feel? also, how often are wars and how bad/good are the relevant rebalances such as those regarding CB's for instance? are army sizes too fast and navies too slow?

in any case, good to know no problems so far.
I'm getting CTD's during observe games, but I feel that's because of another sub-module I also run.
 

riknap

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Lux Invicta is already compatible with the new patch? If not, there's some way to do that?
it's theoretically possible to make it compatible. download the file I posted above

the problem with this though is that the file above is a beta and incomplete update that lacks other components for the official update.
but it WILL work, and it's quite balanced already (if just slightly incomplete)

... it's essentially like cake fresh out of the oven, ie. it's edible and filling but there's no icing and it's hot as hell
:rofl:
 

futuregary

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c_mecca? You do realize that Jihads can only be kingdom scope, and thus using crusade weights on empires, duchies and counties will produce absolutly no effect.

Now, as far as weights go, if you want a Jihad/Crusade for a particular land to be extremely rare and only happen if the others are taken, you could use crusade weight of like 1, with the important ones having weights in the hundreds or thousands. Likewise, you could use restrictions that were used for other CBs like distance and having a bordering province.

I figured that, but the vanilla files have weights on d_latium, d_arabia_felix, c_mecca, and c_rome, so I figured what the hell.

Thanks, I'll come up with something. It technically is entirely possible that a caliph decides that Alba would be a great place to spread Islam, but the odds are very very very very slim. So maybe a minute value would be perfect. Maybe if it works, I can upload it for those who are tired of Rhomania being the only kingdom jihaded every 7 years.
 

Ardogen

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things I'm curious about on how you're finding include those regarding the new prestige/authority mechanics - how balanced do they feel? also, how often are wars and how bad/good are the relevant rebalances such as those regarding CB's for instance? are army sizes too fast and navies too slow?

Started another playthrough as the Cornovian Artorians. Before it'd take me about 3-5 years before Dumnonia would get tied up in a war. Right now I'm 10 years in and no one in my corner of Britannia has declared any wars yet. Looking in the ledger, I do find a decent amount of wars happening, but not nearly as much as before. The 50 prestige requirement is doing work it seems ^^.

As for the authority malus at negative prestige, I find that as a player I can usually spam Grand Hunts to get out of it and the AI has settled down and gotten their affairs in order by the time everyone starts declaring war (That said I'm avoiding negative prestige as much as possible. I'm finding it's working a lot like the stability points in Europa Universalis, by itself it isn't bad, but combined with other maluses it's a pain).

I'll provide more observations once I find the time to at least play to the mid-game/when the Mongols appear.


Edit/Update: I got a CTD. The CTD happens when I go to click my portrait after breaking a truce.

The -200 prestige for a Conquest CB is immensely efficient at preventing wars. I've never seen Britannia so stable. I feel like I'm cheating with my Expansion War CB. If you hadn't said you buffed army movement speed by 33%, I wouldn't have noticed. I imagine it'd make playing in the boondocks to the East much more bearable though.

I concur with Spacepup below as well. I've not seen anyone with congenital traits and I've had one autosave problem so far.
 
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