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A hug!!
My mom passed away yesterday, and I would like to come back to modding soon to have some task to distract myself with, but I am not sure when I will be able to focus again. Thanks to everyone for always being so patient with me even over simple requests.
I won't burden you guys with my emotional situation, but I do want to say she was the most amazing person in my life, and she always put the needs of her family above her own, even though she lived in pain and had things a dozen times worse than anyone else because of her health issues. She was thinking and talking about her family with her last words.
There will never be a person as amazing as her in this world, at least not to me.
Thanks for listening. I want people to know she was amazing, even if you will never know the details.
That being said, a construction rule in one mod might be strategically superior to one in another mod, but the priority of the rule set in the mod determines which mod's AI rule will actually take effect.
So it's not amazing to have 5 mods effecting construction, but the game won't crash.
Thanks.
Guess based on history and patch notes: 95% chance it works fine.
Side note: My PC should be back up on Thursday but I'm going to game for a week before I look into bug reports.
No worries, though. Just throwing that out to you.
@MartialDoctor I don't really have a priority on control buildings. I generally assume people are playing on difficulties where they aren't needed, but some people play with AI PO bonuses turned off or on lower difficulties so I'll try to cook up something once I have a new mobo in.
What priority does the AI have in making control / devotion buildings? One of my Kislev neighbor's main cities fell into revolt and was conquered even though this city was not in the frontlines and should have been fine devotion wise.
My guess is that I'm using another mod which makes stabilizing control more difficult and your AI here doesn't use control stabilizing buildings as frequently as the normal AI?
If you want to play on the Realms of Chaos campaign with this mod, please disable the option under MCT to replace Bretonnian barracks with stables on turn one, as that script assumes you are playing Immortal Empires or IEE and tries to touch regions that don't exist on ROC. I'll check next week to see if I can improve the script so it is aware if you are in ROC and leaves those regions alone.
As great as settlement trading is, its just so easy to abuse. I might have to start using the Settlement Trading with allies only mod.
Opened the mod up with RPFM, and i'm not seeing anything that should effect economic value appraisal or diplomacy in any way. So theres a good chance its just a bizarre interraction with something.
Disabling Freijas reduced settlement value mod causes the value to go even higher as i would expect. So it's not that... Any ideas?
If you want the other mod to take priority, open this mod in RPFM and rename !Zero_Defence_Spending_Category to Zero_Defence_Spending_Category (get rid of the ! mark). Then the other mod's table named ultra_aggressive will take priority.
tl:dr: you may see unexpected effects.
?
I noticed my vassal is sitting on a large amount of cash and not building anything, like 15k gold
I'm running a custom backed up version of the game from several patches ago with a backed up workshop library (that's why the mod always says it is out of date even when I update it). It's a pain in the ass for me to update to the current version, test, and revert back to what I actually play. I'm semi retired from modding, and this will require a new version of the mod to be released, so I'm probably not going to move on it without a tester.
Side note: I'm probably pushing growth deconstruction to the main mod tonight. I haven't gotten any feedback with it in Experimental Features, but I did find and fix a bug today so at least there's that.