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View Code? Open in Web Editor NEWA Migrational Era Mod for CK2
Home Page: https://forum.paradoxplaza.com/forum/index.php?forums/when-the-world-stopped-making-sense-mod.876/
License: Other
A Migrational Era Mod for CK2
Home Page: https://forum.paradoxplaza.com/forum/index.php?forums/when-the-world-stopped-making-sense-mod.876/
License: Other
I added always = no to restore_italia potential as it was triggering unexisting event "restoration.1", causing blank popups.
This is the issue dedicated to the Rule of Dukes Bookmark. It needs history, balancing and etc.
Issue to regroup missing or bad English localizations
TODO:
N/A
FIXED:
Updated strip from bontanel: http://www.mediafire.com/download/0ntkz2ihd4droto/NewReligionIcons.rar
I took a look to my old icons for religions and i decided to remake or tweak some of them. I also mad two new ones for kemetics(which was missing) and yazdanists(which aren't in the mod yet) so don't forget to change the number of frame in the interface files.
Also noticed some inconsistencies in heresy_icon for heresies at game start, causing issue if they become mainstream. For instance arian heresy icon is set to sanamahi one (Manipuran Paganism), rather than nicene heresy icon.
This is the issue dedicated to the buggy flags and CoA in the 0.9.3.1. Romulien made some twaeks to flags previouly, but they are still (for me atleast) bugged. We do have a "clue" that i received:
[QUOTE=Fexn]However, I was poking around the flagfiles that is created in C:\Users\Usernmame\Documents\Paradox Interactive\Crusader Kings II\WTWSMS\gfx\flags and comparing it with the actual flag files (flagfiles_0 to be precise) and noticed that if you look the c_philippopolis coat of arms is duplicated, appearing once at the end of the fifth row and once again at the beginning of the sixth row, so it then puts all the other flags off by one. I have done literally no modding work at all, but I got counting and noticed that pattern. .[/QUOTE]
This is the issue for redesigning the Oriens in the mod. It implies changing history, borders and etc in the area.
Reformed pagans (germanic_pagan_reformed, baltic_pagan_reformed, ...) see the demand conversion diplomatic action, but even with +100 opinion, the character never agrees !
There is no such issue with Nicene, character agrees if opinion > +35.
Since it's an hardcoded diplomatic action, I'm not sure what's happening here.
Also tested in vanilla 2.3 with norse_pagan_reformed, there is no such issue.
Merging of vanilla 2.3.2 changes in copied files.
Both keys are used, causing issues with missing holy sites and reformed religion.
Do you confirm the proper name should be semitic_pagan as in "Semitic religion" ?
I think it may have come from some confusion with Kemetic religion.
Issue to track the progress in reducing the number of syntax errors, especially in events/decisions, via The Validator (http://forum.paradoxplaza.com/forum/showthread.php?597480-The-Validator-Find-errors-quickly-and-with-minimal-pain!)
Using invalid types in conditions/commands is frequent cause of (random) CTDs like #22.
For instance: graphical_culture = bedouin_arabic will CTD, correct syntax being graphical_culture = arabicgfx.
There's a minor integration issue with ACR mod & LoR DLC: in earlier start dates (ex: 476), some provinces that were still fully controlled by Byzantine empire, are causing the "roman province reconquest" events to pop-up on game start (and thus free prestige gain).
There are global flags for each province (ex: syria_palaestina) to ensure events are only triggered once. I think the proper solution is for WtWSMS to set those flags on/off in province history files, based on actual dates these Roman provinces were lost.
This means:
Something completely dynamic would be better, but would also require complex events (NOT = { completly_controls = xxx } wouldn't work) to detect that such or such province has "fallen" etc. Not worth it, in my opinion.
I looked up the following dates:
What do you think ?
This is the issue dedicated to Church Councils, It is another one of the big, promised features of the mod that vis only partially implemented in 0.9.3.1.
This is the issue for the Pope and papal States on the two early startdates. There are two problems, one that he converts to Arianism (weirdly enough as nobody else can do it 😛 ) and that it disapears due to Theodorics invasion (same if Odoacer invades).
Now that I have better understanding of how vanilla loads stuff, I think there might be a way to do custom portraits using DLC assets, without using sub-mods.
It relies on the fact *.gfx files are loaded alphabetically by the engine (and last spriteType loaded overrides any previous with same name).
It needs to be tested, but the steps would be (for example for gothicgfx):
spriteType = {
name = "GFX_norse_male_base"
texturefile = "gfx\\characters\\western_male\\western_male_base_1.dds"
noOfFrames = 1
norefcount = yes
}
spriteType = {
name = "GFX_norse_male_base"
texturefile = "gfx\\characters\\norse_male\\norse_male_base_1.dds"
noOfFrames = 1
norefcount = yes
}
name = "PORTRAIT_gothicgfx_male"
layer = {
...
"GFX_norse_male_base:p2"
...
}
GFX_gothic_male_base
and similar definitions, as they are not actually used.This is a top priority issue. Hopefully it has not offended anyone...
This is the whole dynamic Rise of Islam issue; balancing, expanding and etc goes into here. Created as a beta prototype by Zusk, it is in need of a complete overhaul.
The AI reasoning tooltips are not appearing for diplomatic actions "Invite to Court", "Invite to Plot" etc. and characters never accept.
WIP of @Pseudocatfish
A lot of people across the forums have been reporting weird unit models, something that I suspect being related either to CM or an unit DLC. The description of the problem is the following: all of the units are the arabic ones/early eastern. If anyone would like to investigate further into this, feel free to do so, as I personally won't go too far with this due to lack of knowledge and prioritisation.
I've noticed that the size of gfx\loadingscreens\load_1.dds is 7,91 Mo, while the other screens are 1,75 Mo.
I think it has to do with the dds export compression/minimaps, I'm not sure what format should be used. Also possibly the black bar at the bottom might reduce compression.
This issue is about the pagans in the far and dark reaches of the world of whom we know very little about(Most of north-eastern Europe and west Siberia). Currently they are 2-5 province tribes. After starting the game, they usually start subjugating left and right and within less than a decade there are vast powerhouses in places where large polities should arise centuries in future. As I see it, this kind of behavior should not be a "normal" behavior, but rather a rarity - sorta like ambitious rulers doing their thing rather than normal one's.
The pilgrimage decision is available for catholic group, but does not trigger any event for the new religions.
I'll attach the SoA event chain with following pilgrimage sites:
This is the issue dedicated to achieving WoL compatibility, in order to make focuses usable.
This is the issue dedicated to the portrait packs and what cultures that correspond to them. Romulien separated the portraits from the main mod, so this will have to be done in submods.
Integrating: http://forum.paradoxplaza.com/forum/showthread.php?800391-MOD-Early-Saxon-Portraits by Isnifier is also on the todolist, once he fxes the issues it has and updates it for 2.3.
This is the issue dedicated to the dynamic province/title naming in the British Isles. Mr. Repwoc has sent me files that completes the localisation already in, and I will slowly implement them into landed_titles. It will feature roman, old_saxon, anglo, romano_british and briton localisation.
This is the issue for migration. Major feature of the mod, it is currently a bit unbalanced, especially the troops. It was implemented by Zusk.
There is currently an issue with provinces completely withou holdings in Arabia, an issue that I do not really understand as the province files have baronies defined. Is it due to an issue with the landed_titles? Not sure, but I believe that all the titles were added by Zusk in his Arabia overhaul.
Currently there is CTD when selecting an era (because obviously vanilla eras history is not covered by the mod).
I've started modding the window in the same way as AGoT mod:
I still reproduce the issue with adopt_feudalism, the allow tooltip shows:
even when there is a Stone Hilfort in the capital !
Issue is systematic for all tribal rulers, so it's not an issue with barony badly linked to county.
Decision code is identical to vanilla and in vanilla barony name displays fine in place of ---.
Any ideas welcomed !
The aformentioned Scandinavian Overhaul. Link to discussion: http://forum.paradoxplaza.com/forum/group.php?discussionid=1013&do=discuss. I will work on this slowly but surely.
Currently:
Is this WAD ?
CoA patterns for some religions(jewish, hypsistarians, expanded zoro, all those of the size of vanilla indian, also edited christians ones to remove period inappropriate elements) courtesy of bontanel
http://www.mediafire.com/download/jdbe4a71yro6jvo/CoAPattern.rar
Can someone please move Samarobriva to Noviodunum and Lugdunensis? Thanks. (In fact, we probably should move all of the Norther part of soissons to lugdunensis to facilitate Clovis' invasion. What do you guys think?)
This is the issue dedicated for the melting-pots in the mod. The focus will be on historical and plausible melting-pots. Actual content dicussion can be made on the PDS thread for it, while code issues/ideas can be done here or in the group.
This is the issue dedicated to the legions and everything related to them. Balancing, tweaking and etc goes into this. It is integrated but not fully complete in the 0.9.3.1 version.
I've seen complaints that the mod was unplayable in some areas, due to constant see raids from pagans (cf https://www.youtube.com/watch?v=0VgIP3SKIgI)
Had a quick look at what would be causing that, and realized that no technology was actually applied.
(in defines.lua DONT_EXECUTE_TECH_BEFORE = 700)
Trying to change this to 400 crashes the mod on processing flags (or if set to 500, when switching to a later bookmark), so CTD is most certainly related to history files, but don't have a clue !
Also, would that be a viable solution to limit sea raiding via low shipbuilding technology, until the Viking age starts ?
Some holy sites are missing for some religions, breaking their gameplay. Currently we have:
georgian_pagan (1/5)
scythian_pagan / scythian_pagan_reformed (4/5)
bosporan_faith (0/5)
DONE:
docetic (1/5)
kemetic_pagan (1/5)
manichean (2/5)
semetic_pagan / semetic_pagan_reformed (3/5)
This is the issue dedicated to the dynamic dejure planned in the mod. It was partially started by Enlil earlier, but still needs to be completely implemented. The system used is from the Winter King mod of the forums.
This isue is for fixing the Danube and Pannonia in the mod. Currently, it is not integrated.
Whenever vanilla loads from a directory and no file in this directory needs to be removed from vanilla:
This would:
This is a known conflict since 0.9.0, not sure if any other mod had a similar issue, but if anyone ha an idea on solving it, your welcome!
The issue for reworking Egypt. Currently not implemented, it is a planned change for the future.
This is the issue dedicated to Justinian and the bookmark regarding him. History, province ownership, a bookmark, everything goes into here. It is partially implemented, but could still use some tweaking and balancing as well as play testing.
Simply put, its far too common to see massive, sprawling Neo-Egyptian empires. This is partially because its too easy for the Garamantes to convert their provinces.
We could use them being given Central African Pagan Vassals and the Kemetic religion itself becoming unreformed.
This is the issue dedicated to the other mods integrated. What we have in WtWSMS is: Mazdayasna Zarathushtrish, Ancient Religions, Patron Deities and VIET. These mod needs to be adapted in order to fit the new setting. Two of them are based on restoration (Ancient Religions and Mazdayasna), while two others is general flavour, inmmersion (Patron Deities and VIET). I will post info about each of them here. If any other mods were to be integrated, explicit permission is needed.
This is the issue dedicated to looking at what mercenaries are appropriate or not, balancing them and filling them out. Complete holy orders for every single religion/tweaks to the apparition of them is also on the todolist.
Is there any reason for duplicated gfx assets from vanilla (interface, traits, event_pictures, ambitions) in the mod ?
Their respective folders (gfx/interface, gfx/event_pictures, gfx/traits, gfx/ambitions) are not "replace_path", so I think there is no need to duplicate.
It should reduce the mod size significantly.
d_danube = {
jute = Ðyenau
}
etc.
These names are also broken in game.
c_santiago = {
visigothic = Aúrahji
}
There is, in the current version, a completely random CTD that fires occasionally. It is an important priority to get it fixed ASAP.
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