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The bookmark was the 106 Rogue Prince start, I'm not using any bookmark mods.
Also were all players using the most up to date version of Seasons? Since the update didn't change too much it may not have changed the checksum allowing everyone to still join, but then causing sync errors
I like the game rule idea, but I honestly wouldn't be sure how to implement the different modifiers with the existing mechanics to be for AI vs player, since most of the modifiers are tied to provinces now. I do like the gamerule idea, I'll see if I'm able to make it so that the AI can 'bail' itself out when in high debt in winter (more than 2000g in debt or so). I'm really glad you like the mod though! Yeah I could see how playing as a Tywin with the debt would be fun!
A possible cheaty fix could be to give an option in the game rules for the AI to not have the same penalties as we have, specifically in terms of army cost related ones. Or just not have it be a gamerule, just the state of the mod until you can figure out a better solution. I don't know what is easier to do tbh, I just know this has become one of those staple mods for a AGOT playthrough for me and it can be fun to be the Tywin of your bookmark by saving the AI realms from collapsing to debt! Since I've only been playing Robert Baratheon bookmarks, I always imagined it's just his canon ability to destroy the economy of the realm! xD
But there isn't currently a workaround that I personally know of or have integrated into the mod, but I will try to fix it relatively soon.
Also is there any performance drops when the season changes or just with the situation window?
War Effects and Season Effects are in full swing (personal effects are not).
Hope this helps!
Dunno if it's relevant but when clicking on the icon it tells me the winter will last until 1 D, whereas I'm currently in 302 on a Bobby B run, dunno if that helps.
Non-Historical Seasons (Sandbox), the season lengths are based on weighted averages of known season lengths from canon, they are semi-random in that the lengths are weighted based on how common a certain length range is for each season. It is possible to get a bunch of short seasons in a row but it's very unlikely.
In canon autumn and spring are usually shorter, usually about a year, give or take 6 months.
Or if you want to play with historical season years, you can manually trigger the sequential event chain. Since I do have an event for 1 A.C., I just haven't set it for any startdate yet. it's season_events.0811. You can also look through the file season_events.txt and find the season switch event closest to your current date, and do event season_events.XXX (replace xxx with the ID), and it'll be roughly historical.
I'll also just add in functionality for the Aegon's Conquest submod real quick, since I've been meaning to do that.
You can also manually disable it by going into the game files in agot_season_situations and setting all the modifiers to = 0.0
Yeah that's a good point, I'll prob release a hotfix that tones down the intensity soon. I plan on increasing the amount of regions significantly (and to better match what a lore accurate & geographically plausible climate system would be), and there will be more variants of the seasons so that every dry summer isn't just an intense drought, but it's on a scale. It'll probably come around the same time as the Custom GUI I plan to make so it isn't too cluttered. But I'll play around with the summer effect intensity.
For the lands of always winter, Seasons doesn't touch that area so it shouldn't be impacted but I'll see if I can figure out what's causing that
effect = { scope:seasons_situation_yay = { situation_sub_region:CHANGEtoREGION = { change_phase = seasons_YOURchosenPHASE_phase } } }
Yeah that's totally fair, I like the historical seasons personally since as divergent as the political world gets, the natural cycle would likely remain impacted, and I think it's neat. The feeling of knowing they aren't predetermined is a good point, whenever I play past 300 AC I always enjoy not knowing how long it'll all last for. I'm planning to leave the seasonal variants random atleast for the time being for that purpose, so that it isn't always predictable (also because it would be a real pain to script that, since there are well over 200 seasonal shift events that I'd need to rework and predetermine each regions variant each shift). I'll definitely make sure to keep random seasons updated better, if you've got any ideas on how to make it more fun let me know!!