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Some thing is strange with your install. Bowmen are numbered at 50 in Dark Ages. Basically I halved all the MaA numbers. If it was 100, now is 50, if it was 50, now it is 25 and if it was 25, now it is 13.
I was just wondering if this is intended, or if some other mod is overwriting some changes here, which really shouldn't be the case since dark ages is at the bottom of my load order.
Good catch! An event with improved effect description is always a better event. Was not aware of the syntax. Thx!
Check file \common\activities\activity_types\hunt.txt . You'll see the only difference between vanilla and Dark Ages is the parameter "chance_of_no_event". The same goes for every other activity implemented by Paradox.
I did reduce the number of events by the same amount for all activities. Also edited out bonus for them. But funerals seemed to me quite unbalanced, even by Paradox standards.
@Dr.Vaфе!ь
Investing on grandeur is one of the many strategies available to you. Pick another path if it is far from good for your case. You can also avoid assembling the "Estates of the Realm"... for a "price" of course. As for vassal taxes, their nerf was done because they were so abusable by Admin Govs.
Thank you for reply, I understand playing wide is very difficult task. What the point then to play as admin gov. if the whole point of admin is low individual power but high amount of vassals.
All Kings spend almost zero gold to sustain required minimum grandeur, they simply cannot afford it. Even the Byzantine empire falling apart because dukes breaking up, leading count rank vassals ending.
I can still play as duke, spend almost none on grandeur and get my 1-2gold from 1-3 vassals, I don't have to deal with powerful whiny vassals because all of them are counts and I get full levy.
As Emperor I deal with very powerful factions, sinking a lot of gold on "Estates of Realm" and grandeur, no levy contribution, no tax contribution. Maybe vassal taxes game rule has to be somewhat relaxed for admin govs.
1 - Done. Thx!
2 - Is not going to fly as besides exhausting the limited number of events pretty quickly, I don't like at all the frequency of them in vanilla. I am pretty confortable with the present odds. I just nerfed the effects of the funeral events.
3 - I was not aware of that bonus. Yes, the bonus will be lowered. Thx!
As for your other comments about Dread, just imagine what you can accomplish intimidating everyone around with 100 Dread... cash cow, prestige cow, piety cow, renown cow, intimidating into never joining factions...you name it... but yes, it is a risky way of life!
@Riaman
Yes, you are very good deleting that decision. That's a clean and neat procedure.
I dont think dread is underpowered or anything, or at least i dont have enough experience to conclude if it is or isnt, but i think i can say that those 2 things need to be re-checked with "new" dread in mind....
im also starting to regret not starting a discussion out of my thoughts and just dumping it all in the comments
1. Un-named outcome got fixed, but you need to remove the /n in the end of success/failure loc strings, if i could send a picture i would, but you can just trigger any of the events where you use it via debug console and see that that line break causes funkiness with colon being in its own line alone... it's weird
2. You nuked chances of events on funerals way too hard. I get 1-2 events per funeral and it's really sad. I see you are overwriting funeral events too, why not just nerf whatever you think is too powerful in the events themsevles and keep the chances of them happening the same? Regardless, i think chance_to_happen in ce1_funeral_on_actions.txt should be semireverted to at least 50%. Ideally you would just nerf OP events themselves and revert the chance back to 100, but keeping things as they are rn is just nasty, getting no events on funerals is just not fun IMO, they're also just not worth it now at all.
Yep.
Sure. Exactly like the other "flavour titles" have been so far. Check culture_titles_l_english, lines 1209 and below.
- Now the AI only checks for Forging Heir once every 10 years (was 5 years)
- Landless Contracts Schemes now have a maximum success chance of 95% (is 100% in vanilla)
- Talented Courtiers can only be generated at game start if playing with a Landed Character
- Fixed 14 modifiers to the "Call Ally" interaction that were not showing their values(#)
- Fixed 28 instances where hidden probabilities in random lists were not given descriptions(#)
- Fixed color problem of Marquess title(#)
- Seeking Higher Education through decision now works(#)
- Updated all language files (*)
(#) - Thanks to @Captain Smollett for these well reported and better spotted long standing bugs
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Pure Blooded appears immediately because it is not considered a genetic trait in Dark Ages, otherwise it would be hidden too. If you experienced immediate genetic traits upon birth before with Dark Ages, you had the "Delayed Genetics" game rule disabled (it is enabled by default).
@ Kalashnikov
Nobody stated it is incompatible yet. Try loading Dark Ages last in order (thus after FE and everything else) and if it doesn't work, try loading it before FE.
Sure, Dark Ages curbs unmanegeable polities from existing. I am pretty sure you can streamline your Realm in terms fo vassals, mostly having Kings, some Dukes and some counts as vassals. My sugestion is for you to organize your Realm and distribute vassals among the your dejure polities, instead of centralizing everything on yourself. If you are an empreor you should have Kingdom titles mostly as vassals. If you are a King your vassals should be based on your Dukes and if you are a Duke based on your Counts. Having direct vassals half a world away is not good planning and should noit be rewarded.
Thank you for your opinions. There are some that I find to the point (cutting long tooltips in decisions, fe) and other less so (removing the effects on options that are dependent on different variables, fe). They are there for the player to gauge his/her chances of being successful.
@ HenriSerra
I didn't change Pure Blooded in any way or form. Now as you have played the mod for some time and if using standard rules, you are probably aware inheritable traits don't show up immediately, instead manifesting themselves along childhood.
ive already test and it is the dark ages mod causing this problem.
Also did u read through the 2 part big comment? you didnt say anything about that
And while im here - alliances are still extremely abusable (especially ones through betrothals). "Desires alliance" specifically i think has to be nerfed because why would random indian ruler 3 times my size (both realm and army wise) want an alliance with a duke on an island across the ocean (socotra)? And maybe some penalty for calling in an ally and then breaking betrothal through which the alliance was attained has to be added? Or just acceptance of betrothals with alliances from player specifically should be lowered or smth, because that's just nasty.
Fixed all instances (where 28) where hidden probabilities were not given descriptions. Many thanks!
Colour encoding: Fixed the Marquess... I think. Thanks!
Higher Education: Indeed, there was a problem with the central event. Thank you!
Bodyguards are working. They might get killed but improve your chances of survival in the events that include provision for them. The chances are 25% lower than base for 1 bodyguard and 40% lower than base for 2 bodyguards. Notice the same event has different base chances of survival each time it fires.
AI struggling... it already has enough crutches. Dark Ages doesn't implement anything special for any timeline.
I am not a fan of putting actual effect info into flavour text which you seem to be doing a lot of. Putting actual relevant info into decisions description just messes with my brain. Vanilla game never does that, it would opt for a custom tooltip in the effects summary instead, which is why the way you do it feels kind of wonky. I understand if you dont want to disclose all the effects of decisions, but you already mention them in the flavour text - i would rather see that be mentioned in the effects, and flavor text being left for flavor only.
split due to 1000 characters limit, see the comment below.
I would also suggest being less verbose in explaining what influences outcomes, especially since you're not showing chances anyways, so why would i need to know what influences them in such detail if i dont know the chances in the first place? I think a simple "Outcome is influenced by your %STAT%, education and relevant/kind/evil/greedy/whatever traits" would do just fine for most of the instances.
Most of those are, however, opinions, and you are free to reject them, especially since changing all that would require you to rewrite a good chunk of the loc, but i think a lot of people would appreciate clearer distinction between effects and flavor at least.
Error log seems to complain about darkages_higher_education.txt a lot, seems like you missed a bracket somewhere
Council positions give a very little lifestyle XP mult (+15% for being a steward of a king). Considering skills themselves give +5% per point, it's extremely low. Same with dynastic legacies. Same with education (except it gives skills too so maybe it's fine that way?)
Bodyguards.... might not do anything in your death events? Like... i get 30% chance to die and then also my bodyguard gets 50% chance to die.... that might not be intentional? Shouldnt he be dying first at the very least? And the chances didnt seem to be massively lowered either, so idk if it just doesnt work or if it just doesnt communicate that it works much
And lastly AI seems to struggle a lot on 867 start.....
Another buggy thing i want to report on is that some events with random_list's and hidden chances display "un-named outcome" in purple. I saw at least two, but i dont remember what the second one was. The first one is Reverse of the Coin, second option (smth about theological discussions) displays "un-named outcome" for both of the effects.
And another thing, this is probably some color encoding missing closing, but being a Marquess made concil invitation unreadable coz it painted all the text starting with Marquess light blue (you can guess how readable it is on a light-yellow background)
You are absolutely right on the allies' calling. Solved 14 such instances for tomorrow's version. Sorry for the misinformation and thanks for the report.
As for the "Strange Lack of Vigour" event, I prefer other way to implement how potentially critical events should be presented.
And for the illness event - i think a toast is attention-catching enough, and it's not like you can do anything about said illness anyways, so euhhh.. you do you i guess.
- "Your Ally is Greedy" has nothing to do with Dark Ages.
- "Strange lack of vigour", No. It happens once every 10 years on average, so, not that common. Besides, I would never bury an event that potencially might lead to death under notifications.
I'll delete both, then.
Again, thank you and keep up with the amazing work!
There's no way to code a game rule for that. You can however edit the Dark Ages mod files for that. It is very simple.
1) Open the folder gui. Delete the only file there (titleformatting.gui). You can delete the folder.
2) Open the folder localization\[LANGUAGE]. Delete the file culture_titles_[LANGUAGE].yml.
3) Done.
Glad you are enjoying Dark Ages!
That said, there is one thing I don't like about this mod, which is the colored text for titles. And the biggest issue for me is that I sometimes struggle to read some of the text because of the poor contrast with the background. Is there a way to remove those colors from the text? Can a game rule be introduced or can I edit a file to get vanilla text colors back?
Again, thank you so much for all the work put into this great mod!
CE needs a compatch, yes. Otherwise you either forfeit the changes made to traditions and innovations from one of the mods. I strongly suggest you keep the innovations from Dark Ages as a few of them are totally unbalanced in vanilla.
I have no idea about the effectiveness or accuracy of the third party compatch you mention but I would say it is a very easy one to pull off.
Can't be defined by game rule.
One of my mods does exactly that. Just load it after Dark Ages, so it should come last in your mod's list.
Get it here
Glad you are enjoying!
- Nerfed Smithies (!)
- Nerfed Barracks (!)
- Now the Just trait subtracts 25% from the chance of the AI to enact the Forge Heir decision
- Now the Arbitrary trait adds 25% to the chance of the AI to enact the Forge Heir decision
- Small changes of maximum and minimum duration of Mercenary contracts
- Now players can hire Mercenaries if they are at most in debt of 36 months
- Adopted the new vanilla value of Damage for Knights of 50. Was 70, down from the 100 in previous vanilla versions
- Updated all language files (*)
(!) - Addressed specifically the senseless, unbalanced bonuses to maximum MAA regiments
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
I recommend Dark Ages to be loaded last in that case as it is the most complex mod and needs to overwrite any other stuff that might be conflicting.