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Please let me know if it's working for you now or still causing a CTD on campaign load when you find out.
It will work with any that don't affect confederation/vassalization/client state likelihood of acceptance. If you are running it with something like Fudging Vassals, load my mod higher in your load order so it overwrites any relevant tables in Fudging Vassals (which would only be a few tables, so you get 100% of my mod and 99% of FV. If you run FV above my mod you may get 100% of FV and 0% of my mod).
Forgive my ignorance oh powerful MOD LORD ... but does this work with other AI mods?
Please try unsubscribing and resubscribing. I had only changed one value, and it wouldn't cause the crashing. My best guess is that since this mod was so old and I never needed to update the tables for new faction adds or other changes, it wasn't stable and changing it in any way broke something. I've rebuilt the mod with fresh tables from the most recent CA database and added the values back manually. It should work as normal now. Please let me know if it doesn't.
SFO on 5.3.1
If you can't load in with or without the mod then your issue is almost certainly not caused by my mod. It can safely be removed mid game (as it just changes some numbers). Even when it was causing a CTD for me after the change turning it off solved the problem.
It should be fixed to load into a current campaign. Are you able to load into your campaign with this mod off and when you turn it on you get the CTD?
It doesn't change who you can vassalize, only the point at which you can vassalize.
No, it does not force the AI to do anything. It only changes the likelihood that the AI will do something.
This doesn't necessarily force the AI to make peace correct? Thank you for clarification :)
Thanks that makes sense, I was negotiating with a different race so that's likely the issue. Thanks!
This mod doesn't change what factions are able to vassalize, it just changes the likelihood of success. It's possible that you are playing as a faction that can't do that. If you are playing as a faction that can normally vassalize (and if you are also unable to offer military/defensive alliances) that issue would have to be caused by another mod as this one wouldn't affect that.
Unless they've dropped Update 3.0 it will still work (I haven't checked their update/patch status lately)
Likely. The way the mod works is that it reads the "how close to death" value the faction considers itself, and affects confederation/vassalization values based on that determination. A faction with only one or two provinces that loses its only army will be "closer to death" than a later game faction with 10 provinces that loses several armies.
Mod has received a critical update. Not sure for how long, but several major factions were not receiving the "last stand" bonus to confederation. For many races, only minor factions received the buff. This has been corrected. Major factions are still less likely than minor ones to agree to confederation in general (this is how CA has always had things), BUT this has been offset by a higher Last Stand Bonus to make them just as likely as minor factions to confederate when about to die as a minor faction would be. You will now see a massive boost to the Confederation diplomacy option when a major faction is extremely close to death as originally intended.
The mod should work fine. I have covid and am quite out of it. I will check all mods and update them in a week or so once I feel better and have caught up on work
This mod doesn't add any options, it just changes the likelihood of acceptance. Client State is (I believe) for Tomb Kings, Vassalage is for Chaos/WOC (I don't know if anyone else gets it). If you want all the options and this mod, I'd recommend finding a mod that adds more diplomacy options, load it higher in your steam load order than this one (so if this mod is 10, that mod should be anywhere 1-9).
If you are using a mod that unlocks diplomacy for them, then yes. It just changes values for already available options, it doesn't make new options available on its own. But if you have a different mod that opens those options, this mod will work for those factions.
Unfortunately, there's not much I can do about that if it's caused by the game not recognizing bad relations yet
It is possible. If a faction hates yours enough, sometimes they would rather die. What is their attitude number towards your faction?
This mod does not change who can confederate who, only how likely a nation is to accept if they are about to be destroyed. I don't know if you can do that in the base game or not, but whatever is allowed or not by the base game isn't effected by this mod.