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Different subject, but strangely similar theme: Do you have a mod which ONLY has the arrows on trade routes? (IE: Graphical improvement only, no change in checksum.)
If not, do you mind if I pull the requisite parts out of MTR and upload it on the workshop (with credit)? (I'm not an artist! And your arrows already look really good!)
(Background: I've recently joined a long-term mp game on the ATEFF map. The directions of the trade routes are sometimes very non-obvious with base game graphics, and I think the others might also appreciate a better solution.)
I'm glad you clarified what would you like to use my mod's files for.
"iyho" meant analogically to "imho": "in your honest opinion" but it's no longer relevent.
''however you may freely work on its files if you want to add more flavour to your mod''.
Do you mean that i am allowed to use your files like adding the trade ports you have in your mod into my mod? I dont quite understand what you mean.
''Secondly I see no reason for this mod to be incorporated into yours''.
Appoligies, what i actually meant is if i perhaps can use the things in your mod for my mod. Not to merge/combine our mods together, with all due respect haha.
''If you use anything that iyho requires crediting ''
Is there a way to know what Iyho made? i can also credit you if it is required for me using your files ( if you of course give premission)
Im Archidamos, the creator of the mod Extra Decisions and Events.
I got a question if you dont mind. Is it maybe possible for me to incorperate your mod into mine? If you require getting added to my mod's credits or anything else. i would be more than willing to do so.
The reason is that our community often use your mod with mine and it would be handy to have it all in one mod. Its all cool if you prefer not to :)
Many thanks in advance for responding.
Are you playing a Jewish nation and do you have a Trade Post built on the Silk Road?
What could be the cause? I don't have any other mod that touches trade zones. The only mod about Economy i have is the "terrain affects income" one.
What I assume is some character convinced the pope to change crusade target or the target of the crusade is no longer under infidel rulership (or at holy war for the crusade target) and thus it got cancelled. Most likely it's the former because of the economic weights adjusted.
If it's *not* a hardcoded engine feature, perhaps all trade posts can be altered to be unsiegeable?
If it *is* hardcoded, it would in theory be possible to achieve the desired effect via a LOT of province flags and on_action events.
(Eg: Every trade post and every trade post building that's built would add a province flag. Then, on peace/succession, fire an event that waits until the holder is fully at peace, and then reconstruct all TPs for free according to their flags. Finally, on_loot_settlement should block TP construction, then wait for no holdings to be sacked, then wait for owner to be at peace, then fully reconstruct. Optional: Reconstruct with 1-2 fewer buildings unless the owner pays for full reconstruction.)
However, for non-MRs, the ability to create trade zones is quite situational. The only absolutely certain way is if the trade post counties are directly adjacent (this happens in a few spots). Trade zones are also sometimes possible for coastal trade posts in the same/adjacent sea zone - but this heavily relies on there being no MR tradeposts in the area. These coastal non-MR trade zones are very feasible in the North Sea and Baltic in early start dates, but they become less so as the game progresses. (Because more MRs appear and because all MRs get higher trade post limits due to tech and dynasty size.)
Well, it's still fine I guess. The mod is great :)