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riknap

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I don't think there is one anymore? You're asking for a version from over half a year ago practically. I have no idea why you would even be on 2.0.4.
while I do keep online backups of all the releases I've done so far, I honestly am not sure which LI release is compatible with 2.04 :laugh:
 

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It's taking foreverrrr to download using Tortoise SVN. But in the meantime I did some browsing of the features. I have a feeling my computer is going to blue screen when I try to load this up, but it looks... so.... good....

Edit: It loaded immediately. No bugs whatsoever yet. I do wonder if there are meant to be historical dynasties of the same name (eg House Artorious in Cornwall and Powys?)? Also is the only bookmark meant to be 1066? I have no problem with it, if that's the case. It just feels weird to be playing a Druidic King of Eire in the 11th century.
 
Last edited:

richvh

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It's taking foreverrrr to download using Tortoise SVN. But in the meantime I did some browsing of the features. I have a feeling my computer is going to blue screen when I try to load this up, but it looks... so.... good....

Edit: It loaded immediately. No bugs whatsoever yet. I do wonder if there are meant to be historical dynasties of the same name (eg House Artorious in Cornwall and Powys?)? Also is the only bookmark meant to be 1066? I have no problem with it, if that's the case. It just feels weird to be playing a Druidic King of Eire in the 11th century.

That is the way Shaytana designed it. Note that besides the two kings of House Artorius, there is also a king of House Pendragon. If you go back through the thread to shortly before he disappeared, you can read the special love he applied to Britain.
 

downer666

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No offense guys, but this new map from the SVN version looks and...feels really bad. I liked v0.6J1 map way better. Is there a way to revert back to the old map? Or perhaps to run the old version of LI on CK2 v2.2 without constant crashes?
 

DarkReborn

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Edit: It loaded immediately. No bugs whatsoever yet. I do wonder if there are meant to be historical dynasties of the same name (eg House Artorious in Cornwall and Powys?)? Also is the only bookmark meant to be 1066? I have no problem with it, if that's the case. It just feels weird to be playing a Druidic King of Eire in the 11th century.

The 2 Artorius lines and the Pendragon one all descend from Lucius Artorius Castus, who, if you believe the Sarmatian hypothesis, is King Arthur. About the weirdness of a Druidic Ireland in the 11th century... 'tis Lux Invicta, full of weird things like that, just check the rest of the map.


No offense guys, but this new map from the SVN version looks and...feels really bad. I liked v0.6J1 map way better. Is there a way to revert back to the old map? Or perhaps to run the old version of LI on CK2 v2.2 without constant crashes?

I don't think so, a lot of IDs had to be changed for the new map and a submod like that is not a thing we can divert work towards, right now. If someone else is willing to do it though...
 

richvh

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Not unless someone wants to update and maintain the vanilla map as a sub-mod, keeping landed_titles, history/titles, history_provinces, history/technology and map/climates.txt consistent between the two, bearing in mind that province IDs are completely different. Switching to the new map was a huge task, not yet complete, and we're not going to go back to the ROI map used in 6J1. (If futuregary had known ROI was in the pipeline when he started adapting the Umbra Spherae map, he probably wouldn't have started, but that's water under the bridge.)
 

richvh

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Different projections, you can't just apply the terrain or topology of one map onto the other, sorry.
 

Numahr

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@ riknap

Fully agree with the integrated holistic slider approach.

3 quick comments /suggestions:
- link the higher than balanced levels to legalism tech or another tech as on vanilla, it makes a lot of sense and prevents centralization from being too universal
- i think revolting generals should be limited to centralized realms. Can you consider increasing the mtth for decentralized realms rather than removing the feature? it is not because a realm is decentralized that ambitious state generals disappear totally, let us keep a bit of uncertainty here...
- the clan integration laws we developped should somehow reflect these new changes, to the extant relevant
 

richvh

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I just integrated the new version of the new duel engine.

I've played through the new tutorial and examining defines.lua, in order to have a fully functional tutorial, we need a realm split between 3 brothers like the Jimenas in vanilla 1066. Best to have it be coastal, and choose a single province island, distant enough that non-claim CBs can't be used and with no land connections as a target for the learn how to use fleets section. Maybe we can set up something in India, with the Maldives or an island off Africa as the target?
 

riknap

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@richvh/DarkReborn

IIRC, you guys mentioned that triggered modifiers weren't working properly right? did 2.2.0.2 fix it already? (I have yet to start a game sadly)

I just integrated the new version of the new duel engine.

I've played through the new tutorial and examining defines.lua, in order to have a fully functional tutorial, we need a realm split between 3 brothers like the Jimenas in vanilla 1066. Best to have it be coastal, and choose a single province island, distant enough that non-claim CBs can't be used and with no land connections as a target for the learn how to use fleets section. Maybe we can set up something in India, with the Maldives or an island off Africa as the target?

if it's a "realm split" we need, then Artorius/Pendragons might be a good starting point to feature the various almost-mythological dynasties our mod has.
if it's mechanics we're trying to highlight in general (ie. based on what you described), how about Madagascar? or Zanzibar? we can sort of "show off" our African setup too that way...


- link the higher than balanced levels to legalism tech or another tech as on vanilla, it makes a lot of sense and prevents centralization from being too universal
aye, this is more or less exactly what I plan to do (I think I posted it in a different thread though

- i think revolting generals should be limited to centralized realms. Can you consider increasing the mtth for decentralized realms rather than removing the feature? it is not because a realm is decentralized that ambitious state generals disappear totally, let us keep a bit of uncertainty here...

I think you meant should NOT, based on the majority of that paragraph...

but yeah, that's also one way to do it.
personally, I'd favour something around this approach:

level 1: very low chance of revolt (requires several traits like ambitious etc, 2000 authority, high MTTH). 100% chance of CB to remove 1000 authority from leader and enforce Lax Demands
level 2: low chance of revolt (still requires ambitious etc, 1000 authority, high MTTH). 95% chance of CB to remove 2000 authority from leader, enforce Lax Demands, and level 1 Centralization (Autonomous). 5% chance of usurpation
level 3: relatively low chance of revolt (requires ambitious and/or 1000 authority, high MTTH). 90% chance of CB to remove 2000 authority from leader, enforce Lax Demands, and Level 2 Centralization (Decentralized), 10% chance of usurpation
level 4: slightly low chance of revolt (requires ambitious and/or 500 authority moderate MTTH). 70% chance of CB to remove 2000 authority from leader, enforce Lax Demands, and Level 2 Centralization (Decentralized), 15% chance of usurpation, 5% chance independence
level 5: chance of revolt (requires ambitious and/or positive authority, regular MTTH). 40% chance of CB to remove 3000 authority from leader, enforce Lax Demands, and level 1 Centralization (Autonomous), 35% chance of usurpation, 25% chance independence

(I should make a unified post that'll explain this proposal as a whole more)

- the clan integration laws we developed should somehow reflect these new changes, to the extant relevant

yeah. that definitely needs to be done. I'll need to play a tribal first though in LI to have a better idea how best to do so.
 

richvh

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What's needed for the tutorial is 2 other rulers who you will inherit from if they die. I'd have to check that trio to see if it applies with the current character history. The tutorial is highlighting mechanics, with triggers in code, so we have to mostly follow that. So you're prompted to plot the assassination of your brother, and get another event when you plot to assassinate your other brother. You're also prompted to send your chancellor to fabricate a claim on a distant island (Canaries) so you can hire fleets (do we have any fleet mercenaries? Don't remember any) to transport your army to the island and conquer it.

Madagascar is 2 provinces, and Zanzibar has a strait connecting it to the mainland, so those don't really fit the pattern. Socotra could do however.
 

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Any chance of some more provinces in Africa and Madagascar? I find that it's very boring to play as any of the nations there, since it seems you're the lord of nothing but empty land and deserts and terra quasi incognita. Which is kind of true, but the big, feature-less provinces don't really add anything to the experience. To play as the colonists in Madagascar is boring, to say the least.

Some love for the Zanzibar side of Africa? I'd add four more provinces in Madagascar (after all, it's very big), and some 10-15 in the coastline between Somalia and the Zulus. It's not much, and it will enrich the game there. I'd also only add these provinces where there is (or should be) great populations or big centers of trade.
 

richvh

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I think the big problem with that is coming up with holdings (we might have to make some up.) If you want to make up a proposal, go for it. (Rough position of new provinces, holding names, religions and cultures, optionally holders)
 
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DarkReborn

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West Africa also needs a huge province overhaul... IIRC, big provinces, in vanilla at least, are meant to represent lands with a low population density, see the northern Steppes for example. Southern West Africa has (as far I know) a large population density.

In any case, there are a lot of zones that need more provinces if we open that can of worms, East Africa as Cèsar said, the Arabian coasts, and the province set-up in some parts of Spain makes me cringe; but we must be moderate when doing these and take speed into consideration. As it stands, we're barely 110-ish provinces above vanilla's numbers and I know that because of this, for some people, LI runs very slow and laggy. Just imagine if we went about redesigning every regions province layout and adding 15-something provinces in every one of them.

I do not mean with this to shoot down any province set-up remodelling suggestions, of course, and eventually most of the aforementioned zones will get a province review, but you know, I'd advise moderation.

EDIT:

To answer Riknap, yes, triggered modifiers work correctly in 2.2.0.2. Also, apparently, now if your religion can loot, you can raid everyone independently of their religion being the same as yours or not. Unfortunately, our AI still refuses to raid for some reason.
 
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richvh

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I'm going to reduce d_thrace down to the tech level of the other Byzantine splinters. As is, they're extremely OP, and with that advantage they'd never have become a 3 province (or whatever it is at game setup) minor.

Edit: Part of the problem is their target enddate was left at 1337, where everyone else's was moved to 1600. Oops.
 

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Assassination diplomatic option... vanilla has disabled it, we still have it enabled. Should we keep it? Should we maybe repurpose it for some other intrigue activity?
 

richvh

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Silk Road event file wasn't ready for prime time. I had to change cultures and religions several places to LI near-equivalents, and commented outtwo de jure kingdom references we don't have (k_khiva and k_turkestan) plus other errors.
 

Cèsar de Quart

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Assassination diplomatic option... vanilla has disabled it, we still have it enabled. Should we keep it? Should we maybe repurpose it for some other intrigue activity?

Hmmm, good question.

I had the idea of introducing "merchant spies", merchants that you could send to another province, collect some trade taxes there, but most importantly, use it as a foreign agent to speed up comms between your capital and your agents in that partcular court, thus making claim-making, assassinations or plots more likely.

This could be done "by button", by decision or by title, given to a

I also had an idea for another use for the marshal: make him the leader of a merc company abroad. This mercenaries would be a country flag or modificator that would improve their military at the cost of making them more likely to be compromised internally, either by domestic side-plots or plots by the home country of the merc company. THis is aimed at mimicking the Catalan Company's function and fate in the Byzantine Empire, as well as the White Companies in Castille; both of those cases (there are more cases yet) consist of a country in peril accepting help (or asking for it) from a country that sends a mercenary company with an illustrious, able or adventurous leader (sometines a royal, sometimes a scoundrel) and then the company stays, being used (or being, by itself) a blackmailing agent. Thanks to them, the Empire was saved, for instance, but now they ask for the hand of one of the Emperor's sisters and great, pompous titles, lands and tribute.

The Fourth Crusade also began that way in Byzantium, but things went sour so fast...

It should work in the following manner:

1- Country A is at war and asks for help // Country B offers help to country A at war (no alliance needed)
2- Country B sends the merc flag to Country A. Country A must accept first (it may decline).
3- Country A gets military boost and a good general, a bit like the Empire Improvement mod's generals.
4- CB and CA are now quite friends, but now all diplo and intrigue actions from CA to CB are much faster or easier to do.
5- CA recieves events of mercs asking for favour, tribute, bribe, lands or spouses, and it also gets a faction anti-mercs.
6- CA may decide to expell the mercs, which either triggers a civil war or a chain of intrigue events.
7- CB may decide to assist the mercs in CA and enter war with them.

It may be hard to code all this (I certainly don't know how), but I think it's a cool thing to have, both fun and historical. And most importantly, it adds two interesting things: more options and more adventure!