Total War: ATTILA

Total War: ATTILA

Medieval Kingdoms 1212 AD Script Update 0.9 (WIP)
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Update: 19 Jan @ 10:00pm

Cleaned more debugging.
At some point the system is getting confused in elections. I'm getting closer to figuring out what's wrong.

Could really use more debug files from tests!

Update: 18 Jan @ 7:05am

Removed old debugging added new debugging around election incident event trigger and whether it is working or not.
Fixed CTD on Replace_emperor with Faction_name Change issue.

Update: 18 Jan @ 6:42am

Fixed the excommunication being removed issue.
This also fixed the issue where the pope wasn't excommunicating factions with 0 papal standing/favor.
Tidied up.

Please test.

Update: 17 Jan @ 7:32pm

Hi Everyone,

Big updates in this release! I've cleaned up a lot of code and added a debug wrapper function (courtesy of Fedacking), which allows us to catch and read bugs across various areas simultaneously.

There were issues with the pretender mechanics not functioning properly, and fixing them caused election mechanics to break. Both systems are now operating together, but please note that this may lead to unexpected results (e.g., if you win the pretender mission but don't have the most votes). I'm actively working on a fix for this.

Additionally, there's an election incident in the database that the script tries to activate. While the script shows no errors and executes as intended, the in-game popup doesn’t appear. This is likely a database-related issue, an area where I have limited experience.

Thanks for your patience, and let me know if you encounter anything unusual!

Update: 14 Jan @ 3:29am

Minor tweaks and DB changes. Attempting to implement 3 new changes.
1) Reform 1 doesn't exclude player from voting
2) Elections and pretender mechanics that trigger replace_emperor set to function seperately.
3) Election Incident Event message popup to let the player know (When they're apart of the HRE as a member state or any state, they will be notified of an emperor change through election.

Update: 13 Jan @ 4:39am

Reduced authority increase per HRE territory from 1 to 0.3. (Original is 0.2).

Testing instructions added to the description for debugging assistance!

Update: 13 Jan @ 4:38am

Removed 2 major bugs and more debugging. Things are going really well now.

Update: 12 Jan @ 3:26am

Increased Imperial Authority Gain per turn per region for HRE from 0.2 per region to 1 per region.
(Mainly to do some testing for myself) - More development and tweaks coming.

Update: 11 Jan @ 8:47pm

Here's a quick overview of the latest updates, including improvements to HRE elections and general refinements to the mod's functionality.

Neutral factions in the Holy Roman Empire now have a 50/50 chance of voting for either the Emperor or another faction. If a Pretender exists, they will vote for the Pretender, but if no Pretender exists, they will vote for the strongest faction in the Empire that is unhappy with the Emperor, such as factions in the "Malcontent," "Discontent," or "Ambitious" states. If no suitable strong faction is found, neutral factions will now vote for themselves instead of defaulting to the Emperor. Discontented factions, including those in the "Malcontent," "Discontent," and "Ambitious" states, will continue to vote strategically. They will prioritize the Pretender if they are the strongest faction, or otherwise vote for the strongest faction within their group.

I’ve also removed a significant amount of debugging code that was used during development to test the election system. This cleanup makes the script more efficient and cleaner overall, though a few debugging lines remain to track minor tweaks and improvements. Additionally, I’ve tidied up parts of the code for better performance and readability. While these changes don’t directly impact gameplay, they make the mod run more smoothly behind the scenes and allow for easier future adjustments.

I’m still testing a few minor details to ensure everything runs as intended and will make further tweaks if necessary. Let me know if you notice anything unusual or if there’s something you’d like to see added or improved. Thanks for playing and supporting the mod!

Update: 11 Jan @ 4:06pm

Neutral factions have a 50/50 chance to vote for the Emperor or the anti-emperor which will be the pretender or if there's no pretender then the strongest faction out of the discontent, malcontent and ambitious factions.

Edited Lucky Nations Script in the lua files to include the following
"mk_fact_goldenhorde",
"mk_fact_ilkhanate",
"mk_fact_lithuania",
"mk_fact_mamluks",
"mk_fact_ottoman",
"mk_fact_timurids",
"mk_fact_france",
(More changes may come). I had to include this in my submod as it overrites the other lucky nations submod.

Released also released a separate Submod that fixes pesky Vassals breaking alliances when you refuse to join their wars or they refuse to join yours after you've spent so long trying to secure those alliances.