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I really enjoy your all of your mod as it bring much needed balance to the game. Specifically, i really like the mechanics where there are penalty for going negative on Prestige & Piety (doesn't really make sense in base game that there are no penalties regarding this).
Can i ask which of the Lightweight modules contain this feature? Or is it tied to this mod & is waiting to be revamped?
Thank you so much for your works on these amazing mods!
I'll make it lighter in the end I think, stay tuned, but I'm talking a couple months time yeah
I'd suggest using MND Rebalance in the meantime
This isn't even taking into account several cultures and regions where you will often be fighting nations with pagan buffs to advantage that can see the damage boost go up to a whopping 300%, where before it would be only 60%.
i read description no any on this but when i add mod i can't multi claim on war
else = {
value = -100
}
change to "value = 0"
This feature either need to account De Jure, or need some form of hard cap at -25.
Is this a bug?
Thanks bro, you solved what even the creator couldn't solve.
go to modfolder\common\on_action.txt open file and find:
events = {
game_rule.1000 #Autopopulate families.
game_rule.1011 #Hungarian Migration management.
historical_artifacts.0023 # Historical Artifacts Generator
}
then delete this:
historical_artifacts.0023 # Historical Artifacts Generator
@Myrran
Great job
How did you fix the duplication artifacts bug? It still happens to me
Regarding the duplicate artifacts bug. I've found an event "historical_artifacts.0023" that is run in reb_balance_on_action.txt file in the mod folder. I've commented it out and it fixed the bug.
No other mods enabled except Rebalance+.
Steps to reproduce:
1) Start as Holy Roman Empire in 1066 start;
2) Open artifacts inventory;
There will be two "Reichskrone" artifacts present instead of one.
Witch file should I peek?
As an aside, the "Develop Your Capital" decision is an odd one in my opinion. As if, just by focusing on it (with no cost of gold, prestige, happiness, or prestige, etc), a ruler can simply increase the prosperity and growth of a capital city and it's environs.
Somewhat more realistically, would be a passive bonus if the ruler is diligent, has a high stewardship, has the Education traits of Midas Touched or Golden Sovereign, and has achieved the gained the "Architect" trait. (or some variation of these values).
There have been many diligent leaders that are incompetent as well. No matter how hard they persevere it to happen, they won't achieve good things.
So if you're forgiving or generous, you may be given an event which doesn't provide a non stress gaining option.
Or if you're diligent, you cannot take the "Develop Your Capital" decision without having an aneurism over it, which to me makes no sense.
It utilizing a mechanic in the game to make the game, which is trivially easy with vanilla, a little bit more challenging. I use Some Game Rules - Core to also decrease stress loss so that gaining a lot of stress takes longer to lose. With additional stress, the player has to consider some decisions very carefully and at times actually make decisions that fit their characters personality-- which is really cool for immersion, role playing, varied outcomes, and challenge.
anyway, where in the files could i go about tweaking this to be a little higher, and would it break an ongoing save?
More Game Rules was conflicting with it, when I disabled MGR the Rebalance options were visible.
thx