Closed RowanMaBoot closed 6 years ago
Entirely up to you, so long as the link isn't publicly available. Avoid posting on the workshop, for example, as we've had people pestering who are steam level 0 and/or 1 and have little to no games (and non-private profiles) and don't own CK2.
Which is silly, given the base game is so cheap and was free to keep forever a few weeks ago...
Ok. I will be sure to avoid workshop.
@Altemio - this guy made a bug report, and I checked it out (everything seemed fine). Do you mind checking it though? Since you built the core buildings... It might just be he doesnt know much about ck2 buildings, but doesn't hurt to check.
"i found a building bug in the game there are the mines and sustance farming type buildings that need the small outlying settlement to be built a problem with that is that if ive built past the small outlying settlement it means that i cant build any of those type of buildings which while not save destroying certainly throws out alot of the buildings anyone know how to fix this?
edit:i messed about in the files a bit and i think just removing the prerequistie or adding in the higher levels as a enabled building type might fix it"
That report doesn't make a whole lot of sense.
So you have a resource building - say farms. Farms requires building 'Small Hamlet' which is say, the second building in the chain.
If you upgrade the 'Small Hamlet' to a 'Hamlet' and your farms require a 'Small Hamlet' when you've got a 'Hamlet' (higher level) built, you can still build those farms - because upgrades_from is a form of foldered prerequisite system that compacts buildings into a single chain.
Which means when you have, for example, a 'Town' built - Outlying Huts, Small Hamlet, Hamlet, Village, Large Village and Town are all actually built.
So as long as you have built the building 'Small Hamlet' you will be able to build farms.
Ok. I wanted to make sure it didnt sound crazy just to me lol.
I will write a report back to this guy and explain this to him, and tell him we fixed those duped buildings, which might be throwing him off as well.
We got one tester on Discord, so i'll be interested to see what he says.
Next thing: getting a lot of reports that the "House of " trait does not work very well. Usually it just says house . which doesn't seem helpful. Should we just make traits for each of the major houses ? Dynamic house trait doesn't seem to be easy to work with...
The house trait is a bit rough, since it relies on there being a great grandfather (so many characters will not have a fully working character due to there not being enough history) - I'll have to look and see if there is a better way of doing it.
Making individual traits for each house is something I sort of want to avoid, because no particular house should have an inherent advantage over another. And indeed any house should be able to acquire such a trait.
Might be able to create a custom localisation scope. Maybe, if that is possible, to try and find a characters 'original' dynasty, if that is even a possible lol.
Yeah I understand. I agree that it should be a general thing that anyone could get. If people ask, I'll just say we are tweaking with it.
So, our tester is saying it crashes for him about 15-20 years in. He handed over an error log, and here it is: error.log
Also, he says the tributary cbs are being used quite a lot. And his crashes seem to be related to plots/plotting, and has heard from others its doing the same with them.
Getting this line a TON in the error log:
[triggerimplementation.cpp:8901]: Script Assert! assert: "false && "CIsWithinDiploRangeTrigger has the wrong Scope!"", type: "none", location: " file: common/scripted_triggers/00_scripted_triggers.txt line: 4180"
It is this piece of code:
#Found in the 00_offmap_powers file... and the conditions for the force open freehold decision
freehold_offmap_hostile_decisions_enabled_trigger = {
offmap_freehold = {
custom_tooltip = {
text = freehold_offmap_decisions_enabled_trigger_war_tt #"Is at peace with §Y[From.GetTitledFirstName]§!"
NOT = { governor = { war_with = FROM } }
}
governor = {
show_scope_change = no
is_within_diplo_range = FROM
hidden_trigger = { NOT = { character = FROM } } #Governor cannot use boon/tributes decisions
}
offmap_ruler = {
NOT = { dynasty = FROM }
}
}
hidden_trigger = { has_dlc = "Jade Dragon" }
}
the is_within_diplo_range = FROM is the line that keeps popping up, as well as this:
is_within_diplo_range = PREVPREV
Ran an observe this morning from 4 am to 7 am. It looked good, and was in 6770s when I ended it to get ready for work. There were a lot of tributes, but it kinda makes sense to me. Some things I noticed though:
@Vierwood the Ghiscari portraits are messed up, and since they took over Valyria around 6600 in this game, they had a lot of ethnicity in everywhere so definitely needs fixed. Orphans of the Greenblood need fixed too, I think.
There are snippets of the game.log showing "Khans" with wildling names, which needs fixed
Here is the error log so you guys can take a look at it. The observe was run after my last bugfixing commit from last night. error.log
Only a few errors...
4/27 update: One of our testers said he went through 100+ years in observe, so thats good. But he said plots are really buggy, some going through fine, some crashing right on clicking the button (he even re-tried it 4-5 times in a row). My observations from playing a bit last night: Revolts are still not working correctly ... it spawns a peasant revolt for "province name here" but war never happens. Wildling revolters are being called khans. And reports from Steam keep saying they are getting crashes with the Starks, ... weird. I dont know what would make them crash like that on one family.
Tester also said cb's are really messed up. only thing available is establish tributary cb.
That event where it says you've castrated a boy still appears sometimes for no reason.
Bug reported by one of our testers.
Have a request made by a friendly tester who edited Yronwood terrain a bit on her own copy. She would like to know if @Altemio would be ok with letting her edit it and send the files to me.
Yep, that is no problem!
@Altemio -
BladedQueen would like access to the github, and a folder for her work. She would also like to edit parts of the map's topology and heightmap for certain islands and such, and would like to know how you did this for the map when we first started.
@tannerflick4
Very carefully, with a lot of GIMP and extensive trial & error, lol! Plus a bunch of custom brushes, some I made myself and others I grabbed online. So I'm not joking when I say extensive trial & error.
She'll need to provide her GIT username so I can added her as a contrib.
Cheers - I've added her - just pop her this link: https://github.com/Altemio/SevenKingdoms-master/invitations
@Altemio Thanks! The Seven Kingdoms is already one of my favorite mods for CKII and I see so much further potential with it. Happy to help in whatever small ways I can. I have a basic grasp of map modding and have added bits of greenery to Dornish rivers. Contributions will revolve around minor lore-friendly terrain edits and polishing, and around 100 unique buildings + descriptions for review by @tannerflick4 once finished - current descriptions viewable here.
Also, if you could share your normal height map settings, I would appreciate it. Can't quite reproduce the original, and I don't want to touch that unless it meets your quality standards. This was my attempt, and this is a work-in-progress version of Estermont only editing topology/terrain/rivers. Even for a small island, it really does take a lot of trial and error. So far I've been converting terrain pixels to grey, pasting into topology, and smudging for slopes, followed by light Gaussian blur. It's a little flat without the normal map.
Update: Managed a MUCH closer approximation with Nvidia normal map filter in Photoshop, it's practically identical. I'll use this method if your exact GIMP filter settings don't work for whatever reason. Estermont now.
@BladedQueen Welcome to the team! We all appreciate whatever is contributed to this project - it wouldn't exist otherwise. Small details are often the most important, I think! ;)
100 Unique buildings on the other hand is no small task, just skimmed through and so far it looks pretty impressive. Can't wait to see what you do with them!
As for the normal map settings, your configuration seems more than close enough - I honestly can't tell the difference between either. Mind, mine is hardly perfect (you can actually see a lot of the contours because of it's strength), so if you want to play around with it (or anything else, really) to find something better, feel more than free.
And yeah, editing the topology is an absolute pain to get right. And @Vierwood wonders why I don't add rivers and islands willy-nilly... ;D
Plus side, having to deal with all that trouble gives one a huge amount of respect for all the map modders in the community!
(from work)
Agreed about the small details, they add to the sense of place. I'm excited about the unique buildings and hope the team and most users feel they fit in nicely after seeing them implemented. Besides plausible embellishment of description detail when it's missing, the vast majority should be quite consistent with the lore, as the wikis and official sources have been scoured through for every scrap.
The freedom to experiment is appreciated, I'll tinker around with the normal map settings to see if I can find something better, perhaps a bit softer, though I personally like how you did it. The shadowing is well-defined and does strongly accentuate landscape contours. I had it too soft on Estermont at first and it was a fat blobby hump. ;P
Status update on my end of things:
@tannerflick4 Awesome! You've been blitzing out changes like a madman! ;)
Sorry that I've not been too active in regards to development. Free time is scant due to work and I've actually been pretty ill the last few days, so I've not really made much progress with anything. However, given the general state of the mod we should be good to make a release this month.
In addition, I really need to get some time set aside to test Zara's stuff - I'd love to get some sort of duel system integrated, and that guy is a whizz with scripting. Might have to hook the systems up to a game-rule though, in case it has MP related issues.
Well, if MP even works with our base mod in the first place. Shrugs
Zara's script is horrifying :joy:
I'd call it crazy, and I'm surprised some of it works without completely breaking the game. On the other hand, I'm not sure if it does actually work on MP (without desyncing) and if it does work, how well.
--
@Vierwood @tannerflick4
I'm considering a major change to events - that we strip the mod of virtually all of them, keep the base bare-bones ones and then get all of the errors we've got going on fixed. The mod is a mess, and though tanner has cleaned the hell out of it, we've still got a gargantuan task ahead of us.
Since we've got permission for EMF mechanics and the sort, first thing we might do is try to bring in some of their stuff - so though we'll be lacking flavour and the sort, we'll have some 'base' mechanics to work with / from.
I am okay with that. EMF is definitely a good start/base, and we could go through events and make sure what we add back is for sure something which can be used in our mod's world/lore.
There is plenty of stuff you could make without just taking stuff from other mods as well, doesn't just have to be a pull of EMF stuff. Mod specific content would be good!
Think at the moment all @Vierwood wants to use is the faction system, surveying and some sort of coronation system from EMF. I'd prefer that he at least approach us with further propositions though, so we can actually discuss if the addition would be worthwhile (or not).
Mod specific content wise, proper adaptation of vanilla content so it works properly without 10 - 15,000 errors is higher priority in my books, especially given that I have little time to mod (what is worse is that I haven't even played CK2 in over a month) - so we have, at the very least, a smooth experience to be built upon over time rather than what it currently is - a crashfest.
I too would like to hear about systems being added before we actually do so. EMF was a surprise for me.
I'm OK with using any mechanic from EMF at some point, especially the Imperial Decay system.
@Vierwood We've gathered as much, but it'd be good to know exactly what those features do and what exactly they will add to the mod if integrated. Like you're suggesting the Imperial Decay System - mind elaborating as to what it is and why we need it?
Basically I'm not all too OK with adding random stuff for the sake of it, unless it will enhance the experience (like I don't want the mod to just turn into HIP on a Westeros map, y'know?). And if we can adjust or adapt a mechanic to make it a little more TSK tailored, suggestions would be welcome in that regard.
In short HIP and AGOT are my favourite CK2 mods, but I don't want TSK to end up being either - otherwise why wouldn't I/we just play either?
@Altemio what kind of events would we remove for now? All of the events I've done are very basic and shouldn't be causing any issues.
Vanilla events mostly. Not for the next release mind, but will probably do it for the next major expansion/release, since we're going to have to merge changes and adapt events from that DLC anyway.
@Vierwood @tannerflick4
So what is our TODO list for our patch this month? Want to get a release out tomorrow ideally, so any ideas of what is broke? I know economy is completely shite right now, but I'll eventually get that sorted.
I haven't got everything updated yet. Got all the way through the common folder, but thats it. If one of you guys would want to update the rest (most likely just events and decisions) you can. I am not sure when I'll get to it.
I don't think anything is horribly broken right now, but haven't had much time to play the game though.
So, I guess first thing on the to-do list is finish updating to 2.8.2. Then I hope to keep working on my usual stuff.
Yeah I'm not sure what to update so I'll leave that to you @Altemio. In the meantime I'll start working on the next bookmark.
What is our next bookmark? the age of heroes? I will start working on it too once I get the main one all set vassal wise.
Yeah the Age of Heroes is the next one. It won't be hard to do.
Yeah. No rush please. But it will be fun 👍
:P
I updated decisions, although events I cannot - I am primarily using merging tools, and with the different way we have apparently coded events (or something with spaces/tabs) it doesnt find any specific differences, just says the whole file is "different".
The forum post here: https://forum.paradoxplaza.com/forum/index.php?threads/relz-the-seven-kingdoms.1023743/page-23#post-24306239
has some good insight. The rebellions in the Stepstones, Wildlings need to have some way of being curbed or stopped by a strong ruler. Do we have culture conversion in the mod?
The uprisings should have largely been nerfed, but I’d like to give them a little overhaul down the line.
Ideally we have two types - one spawns from minor clans, testing the ruler. The more powerful the more frequent, with title level being the biggest factor.
To avoid draining levy to nothing though, war and recent revolts block it. So does a weakened levy, since faction revolts should kick in at that point.
Then anti-foreigner revolts. Small, frequent and easy to cull. They’ll take any occupied provinces on victory - however, I’d like to add a regional capital building for suppression, or to directly tap into revolt risk.
As for culture conversion, we don’t have any at all in the mod. Ideally we should add some region or title restricted melting pot conversion, but for the most part culture is there for flavour. Maybe add a stepstone settlement chain for Andals, where they convert the culture over time through settlement. Means all the pirate shipyards will cease over time, making it a normal (playable) region.
Thoughts?
Sent from my iPhone
On May 30, 2018, at 08:04, Tanner Flick notifications@github.com wrote:
The forum post here: https://forum.paradoxplaza.com/forum/index.php?threads/relz-the-seven-kingdoms.1023743/page-23#post-24306239
has some good insight. The rebellions in the Stepstones, Wildlings need to have some way of being curbed or stopped by a strong ruler. Do we have culture conversion in the mod?
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub, or mute the thread.
Yes I remember we worked on them early on with reports from people playing.
I would prefer a way of "liberation" like you see in vanilla, where the rebel just takes everything he captures.
But those do sound good, as well. I think we definitely need a way to make it so that if you rule those areas long, they get rid of their "uppity"-ness. (long days at work make that the word I came up with lol)
Could tie it with the pirate ships and wildling barracks.
It'd be tied into another building, since we don't want to give foreign invaders those buildings ever.
Oh and as for vanilla events, I'm going to gut them and start them afresh. Too much is broken and was hacked in a while back just to get the mod ""working"" and unfortunately as a result we have a gargantuan task ahead of us if we want to fix them.
Ok. Sounds good with me!
@Altemio - for the cultural buildings, I have tied the castle ones into the ca_castle_town chain, where each level of cultural building requires a level in the castle town. Which ones should I tie with the city ones though?
@tannerflick4 how much more do you think needs to be updated?
Please dump known issues or TODOs here - steam isn't really an efficient place, as I use steam on my phone and therefore am unable to usually keep track of reports made to me directly.
Will add more in a bit. Please contribute whatever needs to be done for this month's release.
Ruler Designer Crash: