Crusader Kings II

Crusader Kings II

Auto Build
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Actualizare: 11 ian. 2017 @ 20:47

* Added back gold/prestige checks for extra holding types. They should honor the reserves now.

Actualizare: 11 ian. 2017 @ 19:10

* Fixed an issue that prevented shipyards from being built in the proper places.
* Per my tests with poland / a random indian minor, landlocked provinces should not build shipyards.
* Identifed and fixed the issue that made the decision not re-enable correctly. It was because the construction completed event was firing while it was disabled, and attempting to requeue the selection event. This preventing the decision menu from restarting things as it thought things were still going. A bit tangled, but should be fixed.
* As an added precaution, disabling the event now clears nearly all AB related flags from your character and your realm provinces; this should minimize the chances of it getting stuck. If you are currently stuck, enabling, disabling, and re-enabling should get you going again.

Actualizare: 11 ian. 2017 @ 17:58

* Got the ports checks back in. Should prevent building any port only buildings (e.g. shipyards) in landlocked provinces. Sorry for the mistake.
* Also wrote code that should remove old flags (thus re-enabling the decision) if you've had them for more than a 110 days. E.g. if its not working at all for you; disable autobuilding via the intrigue menu, wait 112 days, then re-enable it. More fixes on this particular thread might follow.

Actualizare: 10 ian. 2017 @ 23:31

Lots of internal changes aimed at making the mod smaller (in terms of size) and more efficient (in terms of scope changes and if statements.)

This update shouldn't break any functionality for anyone. If it does, let me know and I'll investigate and fix.

Actualizare: 26 dec. 2016 @ 20:38

Functionality:
* Upgrading extra holdings (hospital, trade post) will no longer block other holdings in that province from building.
* Config menu reserves are now sorted by value.
* Vassal/County/All vassal filters now appear before the reserves.

Other changes (validation / cleanup related):
*Updated gold_cost to build_cost in the fake buildings. Rather belatedly. Didn't really affect anything, though.
*Changed from an impossible trigger (num_of_empty_holdings) for fake buildings to an always false one (always = no).
* Removed a couple of (uneecssary) location tags in finish building events.
* Removed redundant (and invalid, per the validator) tech condition duplicates from start building events.

Actualizare: 26 dec. 2016 @ 5:25

* Added support for Hospitals.
* Trade Posts work now.
* Family palaces should also work.

While it's possible I might have inadveratnly fixed issues, I wasn't specifically looking at nomad/city/temple/castle buildings.

Please let me know of any issues (old or new) and I'll make sure they are on the list for fixing.

Actualizare: 26 dec. 2016 @ 5:25

Actualizare: 9 mai 2016 @ 14:38

Generated script with version 2.5.2 and tested it with vanilla, seemed to work fine.

Actualizare: 9 mai 2016 @ 14:38

Actualizare: 23 iul. 2015 @ 23:23

Initial update for Horse Lords.
Limited testing indicates most things are working; auto build is not smart for nomads though in that it does not consider terrain type when selecting what to build; e.g. it will built elephant camps in non jungle terrain.