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-Knights errant dont have weapons in their hands on the battlefield (dont know if this is your mod or a conflict with dryrains)
-If i read the peasant economy ui correctly (not 100% sure as it switches back and forth) the tech, which gives you 1 peasant unit cap per owned city, hasn't given me an increase at all.
Knights Errant weapon seems like a conflict, I'll patch in a second once I figure out a fix.
Peasant Economy has a minimum of 10. The formula is 6 plus the sum of your settlement tier levels, so if you start off with a tier 2 and tier 1 settlement, you have 6 + 2 + 1 = 9, with a minimum of 10, meaning you have 10. If you take a level 1 settlement you have 6 + 2 + 1 + 1 = 10.
I don't touch the vanilla peasant economy script, only the initial numbers it uses. By default it has 6 base peasants and 2 for every settlement. I changed it to 6 base and 0 for every settlement, then added my own custom code that adds to the 6 base. This allows the CA script to handle the techs for adding additional peasants without interference.
The problem is a UI one, when you research those techs the actual value is higher than the UI shows. I can fix it by adding duplicate listeners but I never really got passed the peasant economy cap after researching that tech anyways. Again this would all be easily solvable if the ui wasn't hard coded into the engine (which is astonishingly stupid for a AAA developer to do considering the actual calculations are done elsewhere).
I'll patch for those techs soon, in the meantime just know that the techs do work its just the UI hasnt been updated to listen for those techs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1886218904
I dont know if its due to the animation incopability or something but yeah there it is.
hmmm, yeah a table called culture_to_battle_animations was missing. Not sure why, but its fixed now.
-The Lady campaign perk that add 5 population looks bugged (for example when you start a campaign you're supposed to be a 15 with her, but sometimes it shows 10 even tho it really is 15 because you'll have no malus even tho you're 14/10)
-The Blessing Line (that start from living saint) you added is bugged on the second part : Only the "Blessing of the Righteous Fury" block the access to the other blessings. You can pick the 3 other blessing first and get Righteous Fury last so you can have all 4 Blessings on your Lord/Hero
Here's a small montage i did of this :
http://image.noelshack.com/fichiers/2019/52/4/1577356575-blessingbug.jpg (safe link, it's a popular french picture host)
-Also the Living Saint Skill is bugged for heroes : It can be picked by a Hero who hasn't accomplished his grail vow as long as he is in the army of a Lord who accomplished it.
On the other hand, the Living Saint Skill can't be learned by a Hero who has accomplished the Grail vow if he isn't in the army of a Lord who accomplished it, so a hero in The Lady army can't learn it (even if she has her 3 troth accomplished), but if you make him change army and go into a "Grail" Lord, he will be able to unlock it.
Here are a few bugs i noticed !
Thankyou for reporting these
-It happens on all lords/heroes, i made the screen from a "Virtue of ideal" Paladin hero who i actually let get a few levels just for the purpose of picking multiple blessings to screenshot them and show them here.
-Okay thanks for the heads up ! Well since we can make it work by switching lord/leaving army then no problem.
Thanks again for the answers !
Knight’s Vow is a trait now, I don’t mess around with theme beyond adding effects. I touched the skill mode sets but o lily to add additions. Starting traits are startpossed, meaning I can’t really change them without making the mod incompatible with everything else. It’s gotta be another mod changing it
This mod doesn't touch anything related to lords being disbanded, probably another mod