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loup99

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I have been using the family relations mod the whole time :) It has more relations than vanilla which is important IMO.

I just asked that because certain major mods had to remove it due to the performance drops it caused.

It took me quite a while to do FF and it was really tedious. It was built for ck2+ way back in the day and I had to untangle it. Plus it uses a lot of elements that TPTT uses so it was a lot of stuff to go through. The code needed updating and a lot of merging. But, it was the last large integration project which is good news.

But if I (for personal use of course) would like to keep the Ck2+ elements, would'nt it be a lot easier?
 
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mjohnson85

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i just asked that because certain major mods had to remove it due to the performance drops it caused.



But if I (for personal use of course) would like to keep the Ck+ elements, would'nt it be a lot easier?

Interesting, I wonder how much performance would improve if I dropped family relations, or maybe limited it a bit to rulers....

As for the CK elements, I'm not sure. I haven't actually looked at the "modern" ck2+ code so I'm not sure if it has been updated or changed. FF used a lot of mods (not just ck2+) and a lot of code from those mods was terribly outdated as well. It would be easier if only because I had to merge it with other big mods that altered the same files.
 

loup99

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As for the CK elements, I'm not sure. I haven't actually looked at the "modern" ck2+ code so I'm not sure if it has been updated or changed. FF used a lot of mods (not just ck2+) and a lot of code from those mods was terribly outdated as well. It would be easier if only because I had to merge it with other big mods that altered the same files.

Ok , I will take a look at what can be done in that case.
 

mjohnson85

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Just an update on when you guys can expect the next release - I am in the middle of the play test right now and everything looks good so far, and is running much faster. I will hopefully finish the play test later tonight after work.

Upcoming Changelog:

Many bugfixes/code updates/code errors

FF mod merger finished - I still have to add FF trait modifiers to events not originally in FF. This merger includes a lot of new events, plots, ambitions.

Removed family relations opinions (related dowry events still fire) - I didn't know how much this was slowing down the game, but it makes a massive difference. Thanks Loup99!

Edited Mega wars (including exile mechanic) and CBs - Did a lot of work here and it is much better (not 100% the way I want, but much closer).

Adjusted the MTTH for a lot of plots so that they happen on a much more realistic time frame.

Adjusted the values for Giving Gifts/bribes so they have a noticeable effect (opinion values only)

Added MTTH modifiers for AI Earl/Duke granting events (office positions/inlaws) - this was much needed.

Added a lot of decisions back into the game.

Added the Secret Bastard event chain from AGOT and incorporated FF version into it.

Enabled the tournament system once again (I previously disabled it because it causing CTDs, not sure if this is 100% good yet)

The un-clickable events should be gone.

Fixed a ton of lover events that were not working correctly

Added Sheriff events/titles

Fixed battle events (I think) - this includes duels working correctly

Significantly optimized thousands of events

Added coronation chain.

Adjusted many events to use scaled income instead of a flat treasury rate - this reflects history more IMO (higher stations spent more to show they were higher stations)
 

mjohnson85

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Is that changelog going to include correcting the errors I brought up on page 62?

No, but I will correct those the next time I work on history files. This update was primarily focused on much needed bug fixing.

Is count level title a true baron? And what does system of baron, viscount and marque do?

PS is only way to become knight is to be knighted into a order?

Vanilla count tier is not a true baron. I will be adding in true baron/viscount/marquess tiers in the immersion update, which is next on my list.

You can also be knighted on the battlefield (with the exception of KotG). I am going to be expanding on knighting flavor in the immersion update as well.

About those CB's have, you added Scottish border raids?

No, I just fixed the existing CBs. But in case anyone didn't notice, looting is already enabled.

This update has been solely on fixing what was already in the game instead of adding more. The next update is almost exclusively adding new content.
 

Joel M Bridge

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This what I maybe confusing you by. Is a count level character a lord of manor or full baron? During time period like lord of manor was not part of peerage or aristocracy, but Landowner that could still hold manor or baron court.
 

mjohnson85

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This what I maybe confusing you by. Is a count level character a lord of manor or full baron? During time period like lord of manor was not part of peerage or aristocracy, but Landowner that could still hold manor or baron court.

Not a true Peer. No true barons are in the game yet.
 

mjohnson85

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Found some bugs, I presume?

No I just didn't continue my play-test after work (I decided to sleep instead). I am playing right now and I would be very surprised if I don't release a version by 2:30 pm EST.
 

mjohnson85

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If you don't mind my asking, why did you decide to remove true barons?

Because I am adding baron, viscount, and marquess ranks in the immersion update and making the holders of a province automatically a peer did not feel right.
 

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So replacing lord of the manor, or how must Iowner it? So we get new ranks, besides King(Emperor), Duke(King) and Earl(Count)?
from what I can tell lord of manor is staying but the count level/ lord of manor character is not member of peers just land owner.

My question what right responsibilities and privileges, did lord of manor had vs the peers?
 

mjohnson85

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from what I can tell lord of manor is staying but the count level/ lord of manor character is not member of peers just land owner.

My question what right responsibilities and privileges, did lord of manor had vs the peers?

So replacing lord of the manor, or how must I see it? So we get new ranks, besides King(Emperor), Duke(King) and Earl(Count)?


Vanilla count level and vanilla baron level, for all intents and purposes, are "Lords of the Manor."

New ranks will be available in minor title form (their titles will be in the naming so it will be obvious) and will be available to vanilla count level (or higher in the case of viscount/marquess).

Final Changelog (OP has new link for download):

Many bugfixes/code updates/code errors

FF mod merger finished - I still have to add FF trait modifiers to events not originally in FF. This merger includes a lot of new events, plots, ambitions.

Removed family relations opinions (related dowry events still fire) - I didn't know how much this was slowing down the game, but it makes a massive difference. Thanks Loup99!

Edited Mega wars (including exile mechanic) and CBs - Did a lot of work here and it is much better (not 100% the way I want, but much closer).

Adjusted the MTTH for a lot of plots so that they happen on a much more realistic time frame.

Adjusted the values for Giving Gifts/bribes so they have a noticeable effect lowered cost as well as opinion, increased opinion, and decreased duration of the effect (5 years to 2 years)

Added MTTH modifiers for AI Earl/Duke granting events (office positions/inlaws) - this was much needed. slightly lowered the time it takes for the events to trigger for inlaws to the king and fixed scoping errors related to those characters. Decreased the time for friends of the king by ~50%. Added a modifier for MALE royalty. Added moddifiers for high sheriffs. Added moddifiers for minor title holders (for example, justicars, knights, comptroller, etc and only for direct vassals of the king). Added moddifiers for council positions (only for direct vassals of the king) and high level minor titles such as lord protector and earl marshal.

Added a lot of decisions back into the game.

Added the Secret Bastard event chain from AGOT and incorporated FF version into it.

Enabled the tournament system once again (I previously disabled it because it causing CTDs, not sure if this is 100% good yet) I had to cancel this for this version as a bug cropped up where the tournaments never ended!

The un-clickable events should be gone.

Fixed a ton of lover events that were not working correctly

Added Sheriff events/titles

Fixed battle events (I think) - this includes duels working correctly

Significantly optimized thousands of events

Added coronation chain.

Adjusted many events to use scaled income instead of a flat treasury rate - this reflects history more IMO (higher stations spent more to show they were higher stations)
 

loup99

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Removed family relations opinions (related dowry events still fire) - I didn't know how much this was slowing down the game, but it makes a massive difference. Thanks Loup99!

Oh, great if that actually helped you out! ;)
 

mjohnson85

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Oh, great if that actually helped you out! ;)

Made a big difference! The game speed seems 100% normal (to me).

Has the card games events been taken out of the court system, since as a Earl I dont get any?

Also've noticed the AI doesn't hand out High Sheriff titles.

Its possible I accidently disabled the card games, I will check and upload a hotfix.

I didn't add in events to force the AI to hand out the sheriff titles (that's what I did for all the other minor titles). So if they aren't using them I will do the same thing, and this is also something I can do via a hotfix that wont disrupt save games.
 
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