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Dunno if it's relevant but when clicking on the icon it tells me the winter will last until 1 D, whereas I'm currently in 302 on a Bobby B run, dunno if that helps.
Non-Historical Seasons (Sandbox), the season lengths are based on weighted averages of known season lengths from canon, they are semi-random in that the lengths are weighted based on how common a certain length range is for each season. It is possible to get a bunch of short seasons in a row but it's very unlikely.
In canon autumn and spring are usually shorter, usually about a year, give or take 6 months.
Or if you want to play with historical season years, you can manually trigger the sequential event chain. Since I do have an event for 1 A.C., I just haven't set it for any startdate yet. it's season_events.0811. You can also look through the file season_events.txt and find the season switch event closest to your current date, and do event season_events.XXX (replace xxx with the ID), and it'll be roughly historical.
I'll also just add in functionality for the Aegon's Conquest submod real quick, since I've been meaning to do that.
You can also manually disable it by going into the game files in agot_season_situations and setting all the modifiers to = 0.0
Yeah that's a good point, I'll prob release a hotfix that tones down the intensity soon. I plan on increasing the amount of regions significantly (and to better match what a lore accurate & geographically plausible climate system would be), and there will be more variants of the seasons so that every dry summer isn't just an intense drought, but it's on a scale. It'll probably come around the same time as the Custom GUI I plan to make so it isn't too cluttered. But I'll play around with the summer effect intensity.
For the lands of always winter, Seasons doesn't touch that area so it shouldn't be impacted but I'll see if I can figure out what's causing that
effect = { scope:seasons_situation_yay = { situation_sub_region:CHANGEtoREGION = { change_phase = seasons_YOURchosenPHASE_phase } } }
Yeah that's totally fair, I like the historical seasons personally since as divergent as the political world gets, the natural cycle would likely remain impacted, and I think it's neat. The feeling of knowing they aren't predetermined is a good point, whenever I play past 300 AC I always enjoy not knowing how long it'll all last for. I'm planning to leave the seasonal variants random atleast for the time being for that purpose, so that it isn't always predictable (also because it would be a real pain to script that, since there are well over 200 seasonal shift events that I'd need to rework and predetermine each regions variant each shift). I'll definitely make sure to keep random seasons updated better, if you've got any ideas on how to make it more fun let me know!!
Personally I prefer the random seasons since I see the entire point as being to create an alternative story to the original lore-accurate one, and while I haven't read up on the historical seasons in AGOT enough to actually notice the difference I just like the *feeling* of knowing they aren't predetermined. Same reason I turn off canon children and all that, and prefer the earlier startdates which are less railroaded and have less "story" set up with the characters and their relationships.
So when starting a game with historical seasons I get functioning seasons and the situation appearing. When I start a game with random seasons there is no situation, I've tried a couple, but not all vanilla AGOT startdates.
Although when trying out the "Reign of the concilliator" bookmark it was spring for personal effects and winter for economic ones, so you might want to look into that.
Now on to test what happens when you turn on historical seasons in the After the Doom-scenario which is set pre-1 A.C. as that was the startdate I was intending to play...
I'm going to uninstall and reinstall the entire game as my last gambit. Obviously something is wonky on my end, and I don't really know anything else I could try.
Yeah, I tried it on a fresh game with only the main AGOT-mod and yours active, and still no situation. I'll try unsubbing and subbing to AGOT now so it's not just steam not keeping my files up to date.
If you do have other submods enabled, make sure they're fully up to date, especially More Dragon Eggs since the newest update for that seems to have fixed an incompatibility with seasons (I just started a new game with it, and it so far works fine). If you can send me some info from the error log I can try to diagnose it a bit further
So I figured I'd start a new game instead, but now I just don't get the economic stuff at all. There is no "situation". I tried it both in mod-added and vanilla AGOT starts. I even tried to force-start it with the console commands, but nothing. The personal effects are still active though, so the mod is active in some manner. I tried unsubbing and re-subbing to make sure I have the most up-to-date files, still no luck.
I'll wait don't worry thanks for replying !
No worries, I'll take a look right now, my guess is it's from the new update, and I haven't had a chance to fix anything yet.
Is this a know bug or something if someone know ? Thanks (all the modifiers are very well designed so i'm a little bit sad the mod doesn't work, it seems to add so much flavors)