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The AI doesn't use that character interaction, so that is an issue of other mod or vanilla. Glad you are enjoying Dark Ages.
Glad you are enjoying the experience!
It must be said however the mod has more than 30 game rules to give the player the power to costumize their experience to match their tastes. Murder events or illnesses can be reduced or turned off.
For new players it also should be stressed that, unless they play very poorly, most of their characters will last until old age, with murders and illnesses on.
There's no lack of plans for it. For instance, in September I am going to develop an extensive event pool for landless characters to spice up that side of gameplay. And I as motivated as ever to continue delivering a different experience of gameplay.
- Event "Quarrel in the Council" now has all text working ok
- Intimidate characters to gain Prestige now works as intended
- Fixed a flag that was not reset in event "Dabbling in Politics"
- Event "Stroke!" now may happen again
- Optimized the structure of the localization files
- Updated all language files (*)
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
Sure, that's the best option.
Enjoy Dark Ages your way. :)
Not at all disrespectful, you are absolutely entitled to your particular taste.
Unfortunately, there is no way to remove the new art. I included it because it has different art for all MaA, contrary to vanilla art that reuses many of its images.
Hi!
I only change a bit the vanilla innovations, don't implement new ones. It is easier for me using DiffMerge to compare vanilla files with mine, that's why I include them wholesale. This being said, perhaps in the future I will implement something more submod friendly.
Glad you are enjoying Dark Ages!
There wasn't. But now there is. ;)
Download it HERE
Thanks. Glad you are enjoying!
Sure. Load Dark Ages last in your mod list.
Regarding Dull or any other of the traits I mentioned it is not Dark Ages related, then. Same goes for Incapable.
If your skill is not up to the murder system or you simply don't enjoy the implementation you can turn it off via game rule. Certainly having your last 5 characters murdered with the same percentage considered speaks about an occurrence once in a blue moon. Maybe betting on the lottery... ;)
This prompts me to counsel you to browse through all game rules. You can cherry pick how to play this complex mod.
@Taspher
It is done like that for every regiment in the game. The idea being to turn warfare more interesting and risky by reducing the impact of the elements monopolizing the end results: The MaA.
I think there is some sort of player bias present in your mod because I barely see dull or incapable in other characters.
Also the whole rival system pop up thing where they have a 34% chance to kill you, kills me every time, Ive lost 5 characters in a row to that thing, really annoying.
Dull, Shrewd, Strong, Weak, Loyal an Disloyal have 5% chance of appearing during childhood in Dark Ages. When you get one of them, you cannot get its contrary anymore. The base chance of getting those traits increases a bit if the mother or father have the trait. All characters, not just the player, are subject to these probabilities.
Incapable is not included in this list and certainly Dark Ages is not giving Incapable out of nowhere.
Every single one of my playthrouhs, all my characters plus children have been getting one of the following - dull, weak or incapable - and I mean every single character of mine, not AI is getting those... doesnt make sense at all what are the odds of that? It never happened for me like this in vanilla
Realistic warfare means battles are much more unpredictable, it is much harder to guess their outcomes. It should not affect at all the recovery rate of troops. Levies reinforcement speed is 2% per month (vanilla is 3%) and 5% for MaA (vanilla is 10%).
Was this intended?
- The whole line of Murex Farm buildings now gives proper Influence Bonuses
- Reverted Skill cap to 100 (!)
- Updated all language files (*)
(!) - There is a vanilla bug that appears if the cap is lowered from the vanilla 100. Basically it makes skill gain during infancy faster, turning many characters into demi gods, good (at least) at everything.
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
There is a strange issue with capping the values of skills. It seems lowering the cap turns the progress of skill gain during infancy much faster and two weeks ago I did just that: capped the skills at 25 from the vanilla 100.
This is something that is totally undocumented and most of all, strange. Why the devs decided to cause this indirect consequence is beyond my understanding.
I am going to provide in a few minutes a quick fix for this issue.
THANK YOU TO ALL THAT REPORTED THIS BUG. SORRY FOR THE TROUBLES.
There is a submod for Dark Ages that removes the skill cap. Check out Dark Ages main page for the proper link.
My bad. Will be fixed next Friday. Thx for spotting!
@glenn.clouse, Ettiene
Never experienced that on my end. Most probably a mod conflict. Maybe talking with each other singles out the incompatibilities.
To remove the cap of 25 for the basic stats, is changing the values there (screenshot) all I need to do, or is there another file that needs to be edited?
I am not sure if I follow, as so far I did not play in administrative realms.
- Improved the description of the decision "Assemble the Estates of the Realm"
- Nerfed Governor trait
- Nerfed Murex Farm buildings Influence bonus
- Updated all language files (*)
(*) - The language displayed is always English except for Spanish that has now an updated internal translation in Dark Ages. There are submods for Spanish, Polish, German, Chinese and Russian translations. I don't have a clue how update they are
At a start date everyone has less skills then next generations. so at a start date most of governors have governor efficiency about 0% what is OK. But their kids will have much more skills so almost every new kid when become governor has 50% efficiency.
Yes, Dark Ages deepens relations with new events and modifiers.
@zr777445
No, no hiding of info in Dark Ages.
@PITUH
Can you be more specific with the Governor trait problems? Yes Dark Ages does hundreds of changes to traits.
If I double the size of some units I'll throw balance out of the window.
Glad you are enjoying, thx for the kind words!
@SKIBIDI_RIZZLER123
Don't understand what you mean. There are certainly hundreds of instances where opinion modifiers are applied in Dark Ages...