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Many mods set their city level, which may override the starting level in this mod.
Simply raze it & re-occupy => they will be at level 5, or whatever occupying level you set in MCT.
I don't have such issue with the mod.
One possibility: some settlement is specifically designed to be 4/6 slots for some race, while being 10 slots for other race. I think that is the most likely cause.
Maybe try occupy other capitals & see how it goes.
I did click the ruin & no crash happens.
Nevertheless I add your lines accordingly & tested everything is still working.
Hopefully that solves this issue for those who encounter it!
Thanks much for testing & solution!
if not region:is_abandoned() then
cm:callback(function() TLA_upgrade_region(region, capital_level_2,capital_main) end, 0.1)
end
That fixed it on my end.
Tried to disable enforcing tier on occupation and starting a new game and no crash occurs. Curiously, loading the first quicksave and turning off the option in the same turn as the raze and click will still crash. Seems to be an issue with mct not applying the option on the same turn (or the listener not disabling? not sure).
Maybe it only happens with certain factions, but it does happen.
Simple test: start as Kislev, raze it, and resettle it on turn 2. It is back to lv 5 and no crash at all.
I know this bug from another mod but cannot remember which one..
anyway I played Malakai a few days ago & it was working fine.
What other mods you have. I am playing IEE & it shows 335 factions. And I manage to end turn 1 no problem. It is possible there are some weird interactions among mods' script...but I haven't encounter any with this mod.
While I am continue playing testing, you can always disable the mod anytime without affecting saves.
You sure this is the one? It is a script mod & should never caused such freeze.
Apparently it does not affect co-op, as only host MCT setting matters.
yes it works fine on my end. If you want tier 3, just set 3/3 before campaign starts & everything is good (except those set by other mods, but that is only on campaign start anyway)
Personally I like 5/4 or 5/5, cannot bear with the same slow early game after starting game the 1000th time, and also helped me testing late-game balance.
And a more logical, more appealing name for this mod, instead of "Tier 5 capitals" would be smth like "Enforce Minimum Building Tier Levels for Settlements (MCT enabled)" <3 Anyway, I'll try to find out whether the bug is fixed. I see what you're ssaying about Sigmar's Heirs or Marienburg overwriting stuff, but when tier 1-3 settlements become tier 5, whether occupied on turn 2 by AI factions or on turn 4 by me, with settings to enforce a min level 3, something's off, no?....
With the default setting set to tier 3 and re-enforce this level = yes as default settings, this is a mod that every mod player should give a try at some point and it could become a staple in their mod list if it functions reliably... A fun way to speed up the campaign start and absolutely fine usually from a balance POV.
1. Separated starting level & occupation level to two different settings, default 5 and 4.
2. Add another toggle for this mod to only work for province capital (but who wants that?!)
Also, the MCT setting needs to be changed before campaign start, this is on-purpose to ensure fairness & co-op compatibility (honestly I never tested co-op, but I guess there could be problem when one player changes the setting mid-campaign).
Some mods like sigma heir and marienburg set their capital level in mod, so the starting level in this mod is being override for a few cities.
BTW: I strongly belive that the default value (and name of the mod) should be Tier 3, not Tier 5 <3
My setup includes: Mixer, Tier 4 or Tier 5 For All, Man The Ramparts & Resourceful Purpose (all by RagnaroK), Mixu's LL, Strat's LC, Xou's Sigmar's Heirs, Marienburg and popular custom faction mods. All mods seem to work perfectly together. No script breaks or end-of-turn crashes.
I had the same when I used Building Slots Extended instead (1 main, 3 submods).... Let me know if you need more information. Thx <3
I love this mod - my usecase #1 is that I love to give every faction tier 3 settlements at game start. But, even after the update you pushed, the tier 3 conversion doesn't work correctly for me.
Minor settlements regularly get upgraded to level 5 (I would like to turn off tier 5 entirely in the options if I could instead). The only way I can use the mod correctly is to set it up in the main menu before launching the campaign (active = yes, settlement level = 3, enforcement ier? yes) and then be happy that at least most province capitals seem to be level 3.
Modded factions like Marienburg usually get a level lower, usually level 2.
It works for all settlements from any mod.
However, some mods may set certain settlements at lower level in their scripts. Raze and re-occupy will set them to max level.
Well sounds like a conflict with some building / start-pos mods. By default, this mod just took the current settlement level, and upgrade it to max level, that is all.
So sounds like there is some other mod that changed the main settlement chain upon occupying.
I haven't played the game for a while, but last I played with expanded IE, tier 4 settlement, Mixu, more slots, everything works fine.
If you want to debug, disable all other mods, try occupy a city & see if this works as intended.
But if I go over to Cathay where Stirland is, it's just a regular minor settlement placed at Tier 4 with a total of 5 build slots.
I'm not sure how to fully describe, so, as an example: I've taken Fort Oberstyre and realised that the settlement only had 4 building slots(I have Tier 4 minor settlement mod enabled.) When I hover over the main settlement chain, it doesn't give me a description but it just says "Outpost." When I look at the upgrade, it shows that it's Altdorf(im playing as Franz.)
Furthermore, whenever a rebellion rises up in the settlement and the rebels take over, it breaks the entire province and causes a CTD whenever I click on the settlement. I'm happy to provide screenshots just not sure where to send it.
Unsure if this is a mod conflict or something with this mod, but it's very interesting.
Nevermind, when occupying settlements your mod works as expected and that was the main reason I described your mod :) keep up good work
It works. I guess there is some mod manually setting Couronne level on game start. Try demolish & re-occupy, it shall be lv 5.
unfortunately it doesn't work for Couronne faction. For other Bretonian factions it works fine. Any idea what is special to Couronne?
Thanks for the feedback. Updated coast & nakai, and added ! to filename so it precedes other mods.