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unless they used old event files, in which case the new events/changes are completely missing if they updated a file I have modified.
particularly the military universities is a problem if wanting to use a mod that already adds and changes buildings
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Sounds like I might have implemented that building incorrectly as it should be compatible with other buildings that other mods can add.
Even then, there are still some mistakes here and there in my mod with .desc and .titles showing their data names instead of the intended ones.
does the cost scaling apply for other governments such as feudals?
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All event based and decision based cost scaling has been removed. Regardless of who they may be used for though there may be oversights or bugs. It took two people about 6 hours to manually do this, and play testing has only been light. (It's easy. but incredibly slow and boring to make this change)
General Profit
Any would you consider making the mod more modular?
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Ideally I would use the rule system in the game, though due to my lack of interest in CK II for the past months, I haven't worked on the mod at all. If anyone else wants to upload parts of this mod as modules, or unofficially update/work on it then they are free to do so.
Even then, this isn't personally high on my priority list as it is mainly meant for myself and some close friends, though it is frequently requested which has moved it up quite a bit.
Though I personally see the lack of high crown authority and vice royalties as central parts of the downsides of republics.
Fixed being unable to upgrade officer trainning grounds.
Fixed being able to fire the decision version of prosperity events on every county and not just ones own demesne.
Fixed the prices in a couple of events most notably the bribing of laboratory guards doing the infiltrate laboratory event as a hermetic society member. (This one was mistakenly without a max AKA vanilla)
So now you can write books again and some other stuff.
While this is something I can fix myself, and the events are few enough to actually bother doing so, you may want to get them fixed yourself for completeness's sake.
So any new events added by other mods are unaffected by this mod,
and this mod's version of vanilla events and decisions will conflict/overwrite/be overwritten by any other mod that has edited the same event and decision files.
A good friend of mine helped out a LOT.
Personally, I also don't play without my mod, I just haven't played in a while, the next time I play CK II I will update it and add a CK II version number in the title.
1) Make you own generic mod (Check the wiki for a guide on how to do this)
2) The actual modding goes as follows
Look through every single event and decision for the following:
scaled_wealth
Normally, it will look something like this
scaled_wealth = -1
If it says -1, then that means it costs 1 year of income. -0.5 costs half a year of income and -2 would cost 2 years of income ect.
If there isn't any minus in front of the number, then it means the person would gain gold.
(Say the tax collector event, where high income realms can make 0.5K to 2K gold )
This mod is made with the idea that scaled wealth should cap at 100 gold income per year, both for good and bad things.
So something that requires 1 year of income should at most cost/grant 100 gold, 2 years of income would be 200 gold ect.
scaled_wealth = { value = -1 max = -100 }
To fix a positive event that grants 1 year of income do this
scaled_wealth = { value = 1 max = 100 }
Here is the 2 aforementioned examples written as a formula, I usually follow this formula when I am modding scaled_wealth myself. I make the calculations and substitutions of x in my head.
BEFORE FIX: scaled_wealth = x
AFTER FIX: scaled_wealth = { value = x max = x*100 }
So if x=-2.5 then it would be like this:
BEFORE FIX: scaled_wealth = -2.5
AFTER FIX: scaled_wealth = { value = -2.5 max = -250 }
and I would not expect the mod to work to an acceptable degree with all updates that has come with/since holy fury.
I am unaware how good CK II is at relaying when a mod is out of date, if it is incredibly bad at it, I will attempt to warn people in the future. (By changing the mod title in the launcher)
I also desperately need to add a cooldown for my decision versions of prosperity events.
As being able to buy them all as soon as you reach prosperity 3 for double the cost with no cooldown is pretty OP.
Good news everyone, Me and a good friend of mine have fixed the events, and they are now working as intended once again. Say goodbye to overpriced events.
Also, the smith is working as intended again, so time to massproduce fine jewelry and sending it to china.
Hmhmhmhmhmhmhmhmhmhmh.....
Checking for myself now.
This is due to how decisions and CB modding works, this will never change until the devs change this aspect. I might do some slight improvements and workarounds in the future, but thats all I can do.
Essentially, when i deleted all the events i hadn't changed from my mod, the game didn't load
any those events.
This was also the reason for the missing tooltip for council job events. They didn't exist.
I thought the game would load the original events, because the wiki says "events merge", but i have since learned by reading the wiki properly that it is the "events FOLDER" that merges and the files themselves are overwritten. So, for around 6 days, people using my mod has been playing without 70 % of the events in the game... Ups.....
I have changed all of this. My files are now named something unqie to my mod. This means the mod compatibility fix i did was not wasted and that all events function properly again (Essentially what every modder always does, the reason I didn't do it is because I am not a modder but a fucking noob)