Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Qareen, I've never had a CTD myself and they do seem rare with the mod. That said, Myrran has had some issues which you can take a look at in the Bug Reports thread. Who knows, maybe the new Steam version can solve your problems!
@Strategos, I'm thinking of changing some seduction stuff still. The age issue with marriage is a pain, but I make take some time to test the mod for that. As for the graphics mod, you should be able to just add the @ path for the building image to each file in the building folder of the mod.
@all ideally all comments should be on the new page now.
Grrr... I really wish I could get your mod to work.
Again, I'm aware of the things that you describe. Surely Sud or other modders can't make compatches for every single mod out there. I merely asked if he could provide a compatch (or at least advice me if it's doable) for a specific very popular mod. That would be helpful since people won't have to chose between his mod and the other one. Ofc I never demanded anything since it was just a simple user's request. I'm not one of these kids (I'm 36 anyway lol) running around STEAM and demanding things from modders... lol.
Cheers!
I'm aware. That's why I suggested Sud to make HIS tweaks for the aforementioned issues, in a similar way or include modular rules for flexibility and compatibility and not steal other people's work. Thanks for the clarification though!
Cheers!
Could you please at least check if a compatch is possible and if you don't have the time I'll try to make it?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2262523658
Cheers!
https://imgur.com/0VrEc7x
Hey, I'm currently playing with the latest beta. It looks promising and stable! Will certainly test it more during the weekend and will continue with the official update.
I have two points to discuss, if you're in a suggestions mood xD
1) Are you planning more tweaks for seduction scheme and the adultery craziness? I think the issue is till present and still going wild, but not as much as in vanilla game.
2) If you have the time at some point, I'd also love to see more rules or tweaks, concerning AI's external wars, cadet branches, secret bastards, fabricating hooks and secrets, AI's intrigue and seduction, a cooldown for holy wars and conquest wars. Something like ''More Game Rules'' mod, but adjusted to your liking and vision, so we could use only your overhaul mod, but with more options for the user and less conflicts-compatibility issues with with other mods. I think that many user would like that.
3) Vassal's behavior and support according to distance etc
Cheers!
I've also plugged a loophole in the existing DoW system. Now anyone who's in the BYZ Empire will need a hook on their liege to declare an offensive war, not just some who's direct liege is the emperor.
In my tests, this seems to have brought BYZ back under control without making them a cakewalk to invade.
BYZ is too strong since the patch and unfortunately I've found why. In 1.1 there was a bug where Independence factions would randomly disband. It was solved in 1.2 but appears to be back in 1.3. Factions are a huge part of the BYZ nerf, so it's quite noticeable with them. I've tried to alert PDX to the issue, but since the only way to really PROVE it is with a modified file, they're not going to pay attention.
I have noticed a couple oddities in the 1.3 factions file, so maybe by cleaning it up I can squash the bug myself. If not, I'll have to look for other ways of keeping BYZ down.
I very much agree on the 2 previously discussed issues. OP knights and very early Holy Orders need your magical tweaks. Not sure about the Byzantines, haven't played much around their area of map lately. I haven't tested the BETA yet and since your next official update is close, I'll wait for the next release to play-test more.
Please, keep it up!
Cheers!
I try to keep the beta maintenance pretty light, and the Steam Workshop is really janky for me with CK3 for some reason. But not to worry, the new version of the mod should be up in a day or two. Honestly, I just need to find the time to work on logging all the changes properly for decent patch notes. The build is stable and everything's working fine.
Curious, what is this issue with being subscribed to PDX and Steam mods?
Sorry to hear you're having issues. As TheLoneWanderer said, the Paradox launcher can create a lot of issues. I would suggest one of two things:
1) Just try the version of the mod in the Paradox Mod DB. It's identical to the Steam version: https://mods.paradoxplaza.com/mods/12175/Any
2) Go through the typical "clean" reinstall process. Remove the game from Steam and delete everything in the Documents/Paradox/CK3 folder. A fresh install from there should fix any hiccups.
That said, it's not the best platform. I actually can't use the Steam version myself of this mod. Ever since I made a version for the Paradox Mod DB, the Steam version never actually turns "on" no matter what I do and blocks any other mod. I'm probably the only modder who's not subscribed to his own mod haha. Thankfully, using the Paradox Mod DB version works for me, so perhaps that'll be an easy fix for you.
Indeed :) That is why I started a new game. But now I cannot get game to start at all if I have this only this mod (Sud's Gameplay Overhaul) enabled.
As far as I can tell the game has not been updated in the last hour or so. I am very confused.
In a later patch, part of PDX's solution to AI not forming Holy Orders was to give the AI a steep discount and much easier devotion requirement. I'm not against that per se, but it's obviously led to some issues with strong HOs appearing too early.
I'm currently running simulated games with a reworked system. Some help for the AI remains, but the starting point is quite a bit higher (though it gives a big chunk of Piety now). Being a Crusader or Crusader King makes it significantly easier though, so between rulers getting wealthier and some Crusades popping off, you should start to see HOs being formed around the 1100s (primarily testing 867 start). Relatively small sample size so far, but looks promising.
I also love playing tall with knights. I always go for the extra ones from lifestyle perks, and most of my daughters are matrilineally married to the highest prowest males I can find. But in the end, it is only a way to make the game easier for me as a human player.
I'd say we should reduce both their toughness and damage to get a somewhat more realistic battle simulation. I'll leave the numbers to you. :)
That said, I'm certainly open to tweaking those numbers. Perhaps reducing damage in favour of toughness? One thing I've been thinking about is just increasing the number of knights broadly but decreasing their individual effectiveness (say doubling all knight caps but reducing their stats by ~50%). That could have knock-on effects throughout the game though with regards to things like population and I barely trust the AI to find 6 good knights, let alone 12.
It results in character knights often killing more enemies than the rest of your army, check the post battle reports.
A sub mod of Dieu et Mon Droit, Warfare Realism , changed the damage to 15 per prowess. I believe that number worked well. The character knights were still very strong individual fighters, but not demi gods (although the highest prowess characters would still be pretty super human).
A reduction is much needed, in my opinion.
Also included VIET, community flavour pack, and Norse melting pots + DLC fixes.
Thank you very much! The update looks solid! Will definitely check it during the weekend!
Cheers!
@Strategos
It is hard to say if a mod is compatible without diving into the code, but at first glance, that first Morven mod you linked should be fine, as should his Adventurer fix (though I've tested neither).
I haven't tested The Community Flavour Pack yet either, but I'd be pretty shocked if that caused problems.
Granted! That's why I'm asking Sud, evidently he knows more about his work than me. From a quick glance he'll probably understand more than the average user.
Cheers!
Hi,
Well, you can easily find it by searching ''Morven Mod Pack'' I'm using most of his mods, the fixes I guess will be compatible. I'm not sure about his mods though.
Here's one of his most known mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2265131712
Also this one won't be a problem, right?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2220098919
Thanks again for your time and suggestions.
Hi, another quick question, if I may. How compatible your mod is with Morven's Workshop various mods and fixes? Which evidently are many, but very useful IMO.
Cheers!
Thank you for the info! I'll definitely check it out along the updated beta!
Cheers!
@Strategos
Happy to hear you're enjoying the mod! Unfortunately, MGR touches so many files, they're not really compatible. That said, what makes MGR so great is it's very modular. I'd think if you ensure it loads before this mod and only enable things that aren't affected by the mod (which admittedly would be restrictive), it should work. Would be some trial and error though for sure.
As for the Unique Buildings mod, just loading it first seems to work fine for now, but I'll try to integrate it in the future. Unfortunately the author has disappeared, so I don't want to just jack it without permission. Luckily, it's very basic, so compatibility shouldn't be an issue, but eventually I may just integrate it if the author never shows up on Steam again.
Hi, I can't wait for your updated version. Actually I'm not even playing a serious game without it.
I'd also like to ask how compatible is your mod with ''More Game Rules'' since I have recently started using it. Thing is, it's a must have, since the base game's rules are lacking in so many things and I really don't want to stop using your mod. I'm also interested in your adaptation or addition to ''More Unique Buildings legacy version'' which the author abandoned and it will probably stay not updated forever.
Cheers!
I haven't tried it with More Unique Buildings yet, but before downloading the legacy version it gave me a notification that it requires COW2 so that's why I asked, but I will try it soon
I'm not sure if this is a bug related to this mod but I haven't came across this in vanilla: there were multiple occasions when I got stuck in an independence war against one of my former liege who lost the Byzantine Empire after a liberty war even if their new rank was lower than mine (the previous emperor became a count with 0 vassals and I was a duke). It's possible that this happens in vanilla too and just feels more consistent with this mod due to the increased number of faction wars.
The Byzantines are made quite weak by design. On average, they should "collapse" like they did in real life, though I've still seen games where they remain quite powerful. Their nerfs really aren't meant to be fair, but are really meant to be more of a fix as they're way too consistently powerful in the vanilla game atm.
Related to that, I am hoping to update the mod in the future, though my time is going to be tight in the near future. We'll see when 1.3 comes out. What I'd really like to see is a proper BYZ rework, which would hopefully remove/reduce the need for the somewhat clumsy nerf hammer I've had to use in this mod while also making BYZ actually fun to play. So far the 1.3 changes seem minor, but we'll see what they end up adding.
As for More Unique Buildings, the legacy version of the mod actually doesn't require COW2. I'm yet to have any issues using it, but if you do, definitely let me know!