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Crown Authority requirements are WAD. It is now HARD to centralize basicaly. Getting Crown Authority up (or maxed) should be a TREMENDOUS achievement.
Religious Wars work - it's just they have rather steep requirements,(you need a lot of piety, prestige, money 200+ or so, and zealous or ambitious trait I think) I'm unsure what exactly in 0.2B because I've been changing the CB file for 0.2C and I don't remember the exact requirements I had before... I can tell you that in 0.2C atm they need 200 piety 180 prestige and zealous or ambitious trait.
I won't be releasing an update tonight, I'm too busy playing ... given some ongoing tweaking, I find 0.2C to be quite fun to play! Hopefully I will post an update tomorrow, depending on how things go though.
I have found a possible bug, I cannot declare Religious Wars against people who aren't of my religion.
Also, I cannot change the Crown Authority to high, I did hover it and it told me one trait that was necessary was ambitious, is this working as intended?
Hmmm, should have posted a new post - I didn't see the 3rd edit - so you're saying the war ended when you lost the zealous trait - or that you can no longer declare war? Because if you can't declare religious war without that trait - that is WAD...on the other hand if you were fighting a religious war and in the middle of the war lost the zealous trait and the war ended...well that's another thing altogether - and I would need to look into it.
Why is building so slow? I have amassed 1000 ducats but I have to wait more than a year for some village elders? Does it take that long to round up a few old guys?
Hmmm, should have posted a new post - I didn't see the 3rd edit - so you're saying the war ended when you lost the zealous trait - or that you can no longer declare war? Because if you can't declare religious war without that trait - that is WAD...on the other hand if you were fighting a religious war and in the middle of the war lost the zealous trait and the war ended...well that's another thing altogether - and I would need to look into it.
I won't lie, one of the main reasons I play this mod is to see how far I can go in terms of building upgrades. I'm in absolute love with the new system! (No more waiting for the economic/military techs!) It's like a personal objective of mine
Why is building so slow? I have amassed 1000 ducats but I have to wait more than a year for some village elders? Does it take that long to round up a few old guys?
If I have additional money to spend, I tend to create/upgrade holdings in my demesne counties (cities/baronies). It's a good money sink in most cases. (Also, it boosts their development ten-fold seeing my direct vassals only bother to build stuff once in 3 years or so.)
Apparently! Building is slow for many reasons (although it's a lot faster on average than vanilla...425 days is pretty standard I don't go into higher figures much -and will become faster with TECH gains - you can also send your steward to speed up building), from the fact the game does not end in 1453 and I wanted people to be able to improve their lands for a long time... so maybe when you're hitting the 1800s there's still something to build hehehe.
@KaTiON
The building system will be adjusted, I need to rework some aspects of it most specifically for the Temple and City regions. In any case as it is right now, a highly developed county is miilesssssss better than one that's not - it really makes holding on to developed counties worthwhile rather than just change them without a care...for example as the Seleukidai a well developed Antiocheia for example, with its legendary military tradition to boot is a real powerhouse and might be better to hold than some newly conquered county that happens to have more holding slots.
In anycase my AAR was useful, I've been balancing things a bit...maybe I should continue it some more, because actually playing the game shows me how my stuff works in practice - theory is good and fine but it's another thing alltogether to see the actual flow of things. Hopefully next mod update will feature a better gameplay experience.
The thing with making such a long building chain is that it discourages building new settlements because it takes so long to develop.
Also, I completely forgot about that Steward's ability. I always to default to collecting taxes. I feel dumb.
Another thing: It's way too easy to become a Lunatic and Stressed. The latter wouldn't be as much of a problem if there was an event that got rid of it.
The thing with making such a long building chain is that it discourages building new settlements because it takes so long to develop.
Also, I completely forgot about that Steward's ability. I always to default to collecting taxes. I feel dumb.
Another thing: It's way too easy to become a Lunatic and Stressed. The latter wouldn't be as much of a problem if there was an event that got rid of it.
Well, I love the building chain, and this system also makes you WANT to give away counties to governors/vassals rather than administer them directly. It makes you feel like a stressed ruler in a roundabout way. (you can also rage that those underlings don't develop things properly too!) I also like rulers being stressed, but the reason they are so stressed right now is simple - I have many more events to implement and they will be put on the same pulse with the stress events - so when they are there the chance of getting lunatic or stressed traits will be much less.
I like the mod in general, but I have a few issues.
1. Jihads/Crusades are a bit screwed, as de jure kingdoms are split up massively, while there's a requirement of any kingdom being of more than 6 provinces for a crusade to be called. Reducing the county requirement from 6 to 3 made it so that I could actually jihad against kingdoms other than the big ones.
2. Some changes to the trait events really don't work at all nor make sense. Take the Hafiz event at the bottom of personality_traits_events.txt for instance, where a trigger of having less than 5 traits is required. This makes it literally impossible for anyone to get the trait, as everyone has 2 traits by default (personality type and education) and I don't think it's possible to not get at least 2 traits out of childhood. Then there's the added problem of all the remove traits events being made to fire so long as you have 6 or more traits, which in my opinion should be doubled so that the traits added by the mod can actually be seen.
3. The events which make you a lunatic or possessed occur too often and/or make too little sense, same thing with the events that have a chance of making you stressed. I think there are two different events where one of the choices is deciding to punish someone for a crime, where there's a 50% chance of getting the just trait and a 50% chance of becoming stressed, while the other choice was a 70% chance of getting arbitrary. I'm not getting why my kind-hearted ruler would be stressed by punishing a cruel magistrate instead of by letting him go unpunished. All of my rulers thus far have ended up either stressed, a lunatic, or both.
So. I'll just post here about my experiences of about 200 yearish's as a viking of York.
Starting out as a viking is HARD. You need to get your prestige up to 1000-2000 as fast as possible or you can't do anything against anything.
Going on viking will make you rich. Super rich. Who needs cheats when you can just go on viking?
Basically. Go on viking, hire mercs. Expand.
This mod is out to kill you. Stressfull, lunatic, insane, depressed. These traits will come to you nearly every year it seems. I found it rather irritating at first. But then I found out that if you get the lunatic or possessed trait your character can start believing he is Loke, Thor or Freya. Which makes it so a bad ruler suddenly becomes a good ruler. So I started to try and get those negative things. ^^
Espansion is easy, if you have enough piety. Seriously. What viking needed piety to take land? Oh whell I guess it's just to keep things balanced. Not that expanding too quickly doesn't already do that. With useless, easily conquered provinces lying around for a couple of years.
Most of the traits in the character creator you'll never see again. No idea why. A lot of them seemed cool, but I never saw them again in any character. I suggest removing them. They also were a lot of dubbles.
Blood of Freya/Thor/loke should be the same as that muslim trait. Wouldn't that be easier?
Graphics disapear. But that's prolly just because my prossesor sucks. And a restart fixes it.
Oh. Negative events. Too often. Really. Give the players choice. Don't force bad traits. Make events like.. Longer events where you decide things in your empire. And that then gives you negative or positive traits. Random negative events or stressfullness is just.. Boring.. Really.
PS: Love the mod! Best viking experience I've had in a game so far! Just wish there were more viking related events. But! I'm sure they're coming. ^^
Can you give an example of missing localisation? Are you playing in English? I would not say that there's a _ton_ of missing localisation, in fact there's almost none if you play in English. This mod has 0 localisation for the other languages. In any case I have localized everything I have added but there are some mods integrated that did have some missing localisation - I fixed some of that stuff.
@Rakonas
Great feedback!
1)I am looking into it now, will very likely change this as you say.
2)Fixed Hafiz trait. That trait limitation approach is a result of one of the implemented mods. I am unsure about other specific examples that would need adjustment there is simply too much stuff I'm doing all over if someone wants to help with fixing this (actual coding) I would greatly appreciate it.
3)By design. It simulates the fact that good kind hearted people care, and there's plenty of things to put them down in a horrifically violent and evil world like that of Lux + actual working for justice = effort = work = stress.
@Amethia
Thank you for the Viking feedback! I think I need to put a disclaimer on first page about the events, because I repeat myself every 3 posts or so heheheheh: The current events system is in its infancy I am not using a "implement everything when everything is done" approach - you'd see this mod next year that way - so I'm just adding batches of events and that fucks it up because I go with a theme per batch - so for example a lot of lunatic events and stressed ones etc - new events will come as I continue to update and they will counterbalance them- for now people have to live with stressed rulers etc.
@Zhangku
If you mean religious I think it's too fast...in my current Seleukidai game by 1100 something all the provinces I had had converted to Alexandros-Ammon... if you mean culture then that is meant to be hard. You see Romans there still in 1066, things convert harder around here.
Well, I guess there's a lot of stuff like that - sadly not on my priority to fix atm - I am QUITE overwhelmed by the billion things that need doing, so well eventually everything might get polished (I've already spent HUNDREDS of hours working on this mod to get it in this state so you can imagine how long it might take to get it polished to everyone's satisfaction...) - but right now I'm trying to fix the absolute priority stuff - like better balance, tech rate, cbs, event balance etc.
Help is needed really - so until I can get some people to help out with actual implementation there's only so much I can do as I go. :sad: So...next update will address some things and improve the mod overall, but it's an ongoing evolving process...
Anything...from coding new decisions, plots and ambitions, to flavor events, to looking into issues like the ones mentioned on this thread like new implementation stuff conflicting with some paradox vanilla event triggers etc...to additional localisation, renaming things like baronies etc etc. Also additional graphics can be useful of many kinds - from religious icons (although I still hope Cesar de Quart will finish those in the future) to settlement pictures (the holding pictures I think can be modded)
If you think you can do anything to help and can do the actual work/coding, I am open to integrating that work if it improves the mod in some fashion... anything at all from just renaming the baronies in a county more in line to the mod to some new ambition etc... to fixing stuff that seems to be oviously wrong - like that Hafiz trait not triggering.
@Rakonas
2)Fixed Hafiz trait. That trait limitation approach is a result of one of the implemented mods. I am unsure about other specific examples that would need adjustment there is simply too much stuff I'm doing all over if someone wants to help with fixing this (actual coding) I would greatly appreciate it.
I'd be willing to code a fix. Personally I just removed the whole event bloc because I figured it would take too long to be worth it, but if it'd be implemented in future versions then I'd think it worthwhile.
Here's an example of the kinds of events I'm referring to.
Code:
### THESE EVENTS REMOVES TRAITS ###
# Remove Lustful - male
character_event = {
id = 1028
desc = "EVTDESC1028"
picture = "GFX_evt_lovers"
min_age = 16
only_men = yes
is_triggered_only = yes
trigger = {
trait = lustful
num_traits = 7 ####### BY ASH
}
mean_time_to_happen = {
days = 1
modifier = {
factor = 4 ###### inscreased from 2 ### BY ASH
num_traits = 8 ####### BY ASH
}
modifier = {
factor = 6 ###### inscreased from 2 ### BY ASH
num_traits = 9 ####### BY ASH
}
}
option = {
name = "EVTOPTA1028"
remove_trait = lustful
}
}
# Remove Chaste
character_event = {
id = 1029
desc = "EVTDESC1029"
picture = "GFX_evt_lovers"
min_age = 16
is_triggered_only = yes
trigger = {
trait = chaste
personality_traits = 6
}
mean_time_to_happen = {
days = 1
modifier = {
factor = 4 ###### inscreased from 2 ### BY ASH
num_traits = 8 ####### BY ASH
}
modifier = {
factor = 6 ###### inscreased from 2 ### BY ASH
num_traits = 9 ####### BY ASH
}
}
option = {
name = "EVTOPTA1000"
remove_trait = chaste
}
}
Just tell me how you'd best like them changed and I'll take some time to do it across the whole file. Personally I'm for doubling it, as you generally have 6 traits very easily. After ruling for a decent period of time you'll almost always have an education trait, a personality type, a lifestyle trait, champion/veteran and scarred, giving room for a single trait before the game starts throwing them out, which I'm 99% sure includes any health traits you'll get. So you could potentially end up completely void of traits describing your personality other than the personality type one if you're stressed or lunatic. Would be the same thing with a bloodline trait, I think.
Note that I'm completely unsure what the personality_traits = 6 line actually checks for. If it refers only to the vanilla personality traits then I think it's feasible, here's the vanilla version for the same events for comparison.
Comparing the two, I think it may actually be a simple fix of replacing the #Remove events with their vanilla counterparts. Actually, it's an easier fix to just delete the entire file, as all the changes within were made along similar lines, namely changing a ton of lines from being personality_traits to num_traits. I'll delete the file and see how it plays out in-game, as I'm not certain what exactly the personality_traits tag checks for.
The trait removal system that's in place now is implemented from Ash's mod. I decided to use it because it was my opinion that it helps with lag - the more traits in the world - the more things to calculate, opinion modifiers, event factors etc -> potential for performance decrease can go off the scale - have you tried playing in the 1300s? The game is laggggggggy - at least it is so for me. :sad:
You can easily find Ash's work in there and the ff_stuff...and see if you find fault with it. I sort of thought that the current implementation was fine overall (not perfect but from my limited gameplay experience - fine). If you can experiment a bit and find a system you think is better and does NOT add a lot of lag, I will be quite willing to implement it! So you could try doubling it or just adding +1 or something, it's just that everything needs to be done with lag in mind.