Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But dwarves don't normally engage in civil wars among races.
The last few months there's been more comments saying it doesn't work, so I've hidden it till I can test it - and I've been lacking the time, motivation, and energy to do that :/
But I am almost certain those comments are from people using this with incompatible mods.
So let me know if it does for you?
And it doesn't interfere with the setting to enable diplomacy with crisis factions.
It has been a long time since I tested it though, and the mentions of script errors make me worry that something has happened since then.
Not entirely sure how to check whether a faction is a crisis faction, presumably those are stored somewhere since you have to check that option during new game creation, but I couldn't find it when I did a brief search
This would help keep the AI to a manageable amount of active wars so it doesnt put extra burden on the AI logic, but still keep the crisis actively fighting others.
since making this mod I've realised why CA did it the way they did, as much as I don't like the default, it slows the game down a lot less than me forcing diplomacy between several hundred factions.
if the first i have never had that happen to me and think it's a mod conflict.
if the 2nd I know why, and have that as a warning in the mod description. on my computer it takes around 10 minutes (most recent test was 12m. with no other mods at all) to get through every crisis faction's war declaration on around 200-300 factions
"@goka9696 it's not you, the problem is that I had an outdated version of Nat's mod. I didn't realize when they updated they changed the name of the script file, so the method of detecting the mod (core:is_mod_loaded) didn't work.
I just updated again using the correct filename, so please use force download and try again. This time it'll definitely work, but it'll stop working if they change the filename again."
So it seems as long as filenames don't change this mod should now be compatible with Fudging Vassals. I'll do some more testing on my own, but so far it all seems to work well. Thanks again for your help yesterday.
Thanks for the help. I'll ask on the Fudging Vassals page to see if anything can be done about it not working properly with this mod anymore.
beyond that i dont know what to say, it's working for me. you just need to not use mods that touch the script or function i mentioned, and it's possible that other mods in that list you shared are doing that, not just fudging vassals.
I'll try disabling Fudging Vassals and testing again, I'll let you know how it goes.
All the same mods, they still don't declare war on everyone. Overlords here declared war on me and a few other factions, some seeming outright random (Clar Karond? I'm near them, maybe that's why? Barrow Legion however is nowhere near them unless Kemmler just bumrushed over there for no reason)
I don't see how any of the mods you listed would do it goka
If it helps, here are the mods I'm currently using:
Remove Character Traits Limit
Dynamic World
Aranessa Ogre Pirates Expansion
Actually Auto Resolve All Quest Battles (Immortal Empires!)
Trade Any Settlement
All Diplomatic Options - Vassalize, Liberate, Confederate
Nat's Endgame Crisis Factions Declare War On Everyone
Fudging Vassals
Recruit Defeated Legendary Lords
I've also had some weird bugs with endgame crisis just not triggering at all if the faction required for it is wiped out, I'm not sure if this mod could be affecting something or if it's a different mod / bug / just a change CA implemented that I didn't know about.
currently not updated, this is just me saying on testing it works.
you were likely using either one of those campaigns, or another mod that overwrites the function "function endgame:declare_war_on_adjacent_region_owners" or the "endgames.lua" script file.
I've just been quite busy with irl stuff and haven't had time to test it yet
Tzeentch faction (Oracles of Tzeentch) is also right next to him and while they hate each other they're not at war.
Thanks for testing, and I'm sorry about your campaign
though some comments say it might not work on chaosrobie's the old world map mod.
still want to test it there before updating it