RowanMaBoot / SevenKingdoms-master

Repository for the Total Conversion mod "The Seven Kingdoms"
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Beta6 Issues & Roadmap #41

Closed RowanMaBoot closed 4 years ago

RowanMaBoot commented 6 years ago

This issue is for our next release, Beta3. Please comment on any bugs and I'll get them added to this list.

If you've any major changes you're working on that you want clearly stated here (you don't need to, but just in case you're working on something that may need manual merging like map changes you may want to).

Current Roadmap:

From Rowan/Altemio

From tsf4

From TitanRogue

Proposal:

Known issues to be fixed:

Vierwood commented 6 years ago

Some issues:

Provincial revolts seem too strong, most of the time however the rebel troops never spawn.

Castrated boy event spam.

Lack of good conquest CBs like a generic county conquest CB.

We also need to make MP stable.

RowanMaBoot commented 6 years ago

The Castrated event is firing repeatedly? That usually means we've got broken events... MP stability on the other hand is a longer-term project.

BladedQueen commented 6 years ago

The ship route bug at The Neck is fixed. I've also added the forested river of Karhold and polished Dreadfort and the upper Green Fork's impassible border. https://imgur.com/a/apEL3lU

Future plans are to add or extend the following rivers; Milkwater, Wendwater, Tumblestone, Red Fork, Blueburn, Cockleswhent. Plus Red Lake. Some may have impassible sections or navigability with province shape adjustment. Feel free to alter any aspect of the map without worry, I can merge my changes around it.

Besides that, 13 unique buildings to add in after finishing the descriptions.

TitanRogue commented 6 years ago

@Vierwood When does the castrated boy event spam? It desn't appear in my game.

Vierwood commented 6 years ago

@TitanRogue seems very random, but it occurs most often after deciding on an event.

RowanMaBoot commented 6 years ago

If you could get specific event examples that'd be great. Try also using debug_mode ingame so you can see event IDs. That likely means something is broken.

Vierwood commented 6 years ago

Yeah for some reason the issue only appears in some games. I restarted my single player game and the issue vanished.

tannerflick4 commented 6 years ago

I have never seen the event.

Vierwood commented 6 years ago

We've also gotten a bunch of reports about it.

TitanRogue commented 6 years ago

When did they start? A specific date would help us to figure out what is causing it.

Vierwood commented 6 years ago

It's been in the game for a long time, I'm not sure how long though.

RowanMaBoot commented 6 years ago

It was reported by players who were playing the mod with an incorrect CK2 version - I'm pretty sure it isn't so much as a problem with the event per se, since it is a totally vanilla event, but more of a problem with events being broken and for some reason that one firing when another event is FUBAR'd.

I've never actually seen it, but on the other hand I constantly crash...

Vierwood commented 6 years ago

@Altemio I uploaded some photos for the Workshop, they're a lot better than the current shitty ones.

Vierwood commented 6 years ago

Also we should upload a hotfix since I was able to finally fix the law clusterfuck.

tannerflick4 commented 6 years ago

Which commit was able to fix it?

Vierwood commented 6 years ago

The "Bishopric Fix" one. I just went through all of the succession laws and re did them.

RowanMaBoot commented 6 years ago

Awwwwesome! I'll see if I can get a release out tomorrow.

What was broken with the laws? Kinda strange since the last commit I did on it was a literal copy-pasta of the vanilla file, so would be good to know what was FUBAR'd!

TitanRogue commented 6 years ago

@Vierwood I have noticed that some events like favor events have names, description, etc. but are hidden. That doesn't look right. I am not sure, is it intended if yes I'll delete the redondant lines.

This is from 00_tsk_flavor_events.txt

Knight Minor Title

character_event = { id = tsk.0116 desc = EVTDESCtsk.0116 picture = GFX_evt_knight border = GFX_event_normal_frame_religion' hide_window = yes is_triggered_only = yes

immediate = {
    if = {
      limit = {
        OR = {
          trait = knight
          trait = hedge_knight
          trait = red_knight
          trait = dragon_knight
        }
      }   
      knight_character_effect = yes
    }

}

option = {
    name = EVTOPTAtsk.0116
}

}

There are events fired by on_action and other events and effects that don't exist, too. That could cause the Castrated Boy event spam. There are also several dynasties with at least two cultures.

RowanMaBoot commented 6 years ago

You'd have to ask @Vierwood about it, since that is his area (he's been adding virtually all of the flavour and EMF events).

There is something I'm worried about in that file tho --- GFX_event_normal_frame_religion'

That rogue ' could cause a whole host of issues.

As for missing events in on_actions, dropping them shouldn't be an issue (generally comment them out in case we bring them back, which is entirely possible as I intend to re-port all vanilla events, since it was a rough/botched job) - however, I'm fairly certain firing a non-existent event doesn't do anything. But maybe it does? Hmm.

Vierwood commented 6 years ago

I don't think the hidden events need that stuff, but it doesn't hurt to have them. As for the laws I'm not sure what was broken, but I re did them to fit AGOT rather than Europe.

TitanRogue commented 6 years ago

And what about the dynasties? 801076 = { name = Greatstar culture = bronzeman } ...... 801076 = { name = Greatstar culture = valeman } I know they overwrite each other and are unlikely to cause trouble but we should delete the overwritten lines in order to clean up our code.

BladedQueen commented 6 years ago

Red Lake with some farmland and green bog has been added, in addition to a normal height map matching TitanRogue's non-flickering topology map. Red Lake's town position was also changed to be lore-friendly (NE of lake).

Backups of the old topology map and normal height map are in my personal subfolder. I've been experimenting to see if a balance can be struck between preservation of topological detail and reduced flickering.

TitanRogue commented 6 years ago

@BladedQueen I don't understand why an experimental topology map is necessary. Since my edits actually didn't change anything in the game. I simply recolored all (95 95 95) to (96 96 96). That's it. You don't notice it in-game and there is no loss of detail. If I didn't get your point please explain it to me.

RowanMaBoot commented 6 years ago

the transition between the old 95 95 95 and 96 96 96 generated a slope which was visible - with all 95 95 95 set to 96 96 96, the transitional regions have been flattened out, resulting in large/(r) 'flat' zones on the map.

BladedQueen provided some screenshots that show a difference and it can be seen, but personally I don't think it is a huge deal.

I'll go over the current topology and will make some tweaks to reduce it.

RowanMaBoot commented 6 years ago

@BladedQueen I don't have my normal map tools - only just got GIMP installed, even, so you will want to try to generate a new normal map. It's based on TitanRogue's edits, just with some tweaks to avoid flat-landing.

Very quick, rough and dirty.

TitanRogue commented 6 years ago

@BladedQueen @Altemio Ok, I somehow missed it.

With your latest commitments you have overwritten all my changes of the province map. Did you make a backup file of the latest province file? So I can merge my edits with yours.

BladedQueen commented 6 years ago

@TitanRogue Sorry about that, I mistakenly added an older province map file. All of your improvements have been restored.

About the topology, Rowan explained it, but yes - it led to wide tracts of flat coastal land. It may not seem significant, but it bothered me to lose the variation - which was noticeable in the generated height map. Example: http://www.framecompare.com/image-compare/screenshotcomparison/KWKWNNNX

Your fix was totally effective otherwise at removing all flickering, and I wanted to manually merge your edits into the problematic map areas. It's unnecessary now.

@Altemio New normal height map generated for the revamped topology. I like it. Confirmed that there is no flickering whatsoever in-game, and if anything, there's more topological variation than the older version. Did you only hit Westeros, by the way? I noticed Essos seemed unaffected. :P

RowanMaBoot commented 6 years ago

@BladedQueen Awesome! Yeah I've not got to Essos yet, since editing maps is rather arduous.

Vierwood commented 6 years ago

@Altemio I did a 250 year sim.

observer

It actually turned out really well. Minus of course the economy of every province being ridiculous.

TitanRogue commented 6 years ago

@Vierwood It really did! The March government looks well balanced and the other kingdoms look really good as well. I believe we need to strenghten Dorne to resist to foreign invaders maybe by giving the provinces a huge amount of enemy attrition.

tannerflick4 commented 6 years ago

I added a Mystics society. Everything seems fine with it, except for the interface. You guys can tweak it as you like, but I was basing it off the vanilla hermetics and "mystical" people and stuff in the history/lore for Game of Thrones, such as the search for and use of "magic" in Essos to the underground Westeros goings on like the white walkers, children, and based on how both books and show has many people who you can picture investigating stars, myths, etc.

tannerflick4 commented 6 years ago

I would like for no one to mess with the cultural buildings. Not trying to sound bossy, I just have an idea of what I want to do with them and don't want interference/balancing done on them yet.

My mindset is that no longer will the building ("levy") take away from garrison, and each of the 10 levels will only gain a net worth of 250 troops (which is not much at all!). This equals 2500 net worth of troops for a fully upgraded level 10 cultural levy building, which is not bad, especially since it is restricted to capital baronies, AND tied in with prerequisite town/road buildings. It represents more people coming in from the countryside to your castle/keep/city/etc and contributing to your "levy". For example, a Stormlander cultured province would pick up different people for its army than a Northmen province would, due to a difference in the two cultures.

Thank you for holding back the balancing/edits/etc for now, and hopefully you can see the reason I am putting behind these buildings.

RowanMaBoot commented 6 years ago

I'm actually working on a building overhaul (so all of the non-cultural buildings will be changing), so please bear it in mind when making your changes! It is quite spreadsheet heavy so far, so it's taking a bit longer to do than it should. The way it is being set up is so that a fully upgraded castle or city may only offer 3,000 troops, at a cost of 16,000 gold and taking upwards of say 150-300 years depending on modifiers, infrastructure and the sort.

The reason for the smaller numbers is because lore-wise an individual barony in many cases could only offer a few hundred troops - less, such in the case of some of the northern houses due to war exhaustion - and having provinces as we do right now supplying 30k+ between each holding is kinda insane.

So I'd be careful how you go about doing cultural buildings - in fact, rather than adding lots of troops I'd look into having them change troop compositions and using them for the retinue size (we can add retinues too) , as well as other small flavour stat tweaks.

Because cultures themselves already do the following:

But we can't do some other stuff. So for the buildings to work properly, without creating imbalance or redundancy (like just for the sake of being there), they should do the following:

tannerflick4 commented 6 years ago

Thanks for the info. I will definitely keep in touch with your building edits, since I really do want to have these tied in with the market, road, village type buildings.

I will make them deal with troop composition, with fort level and garrison and retinues for the cultures it seems like would make sense to use them with.

I am definitely a building nut, since I enjoy having lots of them to build during a playthrough.

TitanRogue commented 6 years ago

Can't wait to see the changes in the game.

RowanMaBoot commented 6 years ago

The way the building system is going now is in the direction of bloat avoidance. There will be a few fewer buildings, but each one will matter more. Costs and bonuses will curve either with or against each other where it makes sense - so whilst you might be spending more, you actually get more bang for your buck the more you upgrade a particular tree.

Additionally I want to move building assignment to an event-based system rather than using technology, so we can fine-tune it so higher ranked rulers will have more development.

tannerflick4 commented 6 years ago

Ok. While I disagree in that direction, I do understand it as well. I like the idea of events driving it, but I do not want it to be like the old Middle Earth mod's system, where there was no chance of a different "start" ever. Every time I would play a certain year, it would always start out the same, which I found incredibly boring.

RowanMaBoot commented 6 years ago

It will be more dynamic than it is now! For example, every game the Reach and Oldtown is virtually the same development due to the constructed buildings being hard-defined in the history file. Plus or minus a building handled by tech.

Ideally there will be a huge amount of randomisation since we will be able to use proper weighting and random components, and will be able to have more developed seats (for example, if you're a King or Empire tier ruler you will have more development than a count).

Events only control what is initially built - in the same way resources are handed out. If you've the money and interest you will be able to turn any seat into a gargantuan citadel.

Don't get me totally wrong though - tech will determine the bulk of development, but rather than using messy history distribution we'll have buildings assigned via the event dynamically based on your title rank and then secondarily based on certain provinces.

tannerflick4 commented 6 years ago

Sounds very cool! heavily anticipates

tannerflick4 commented 6 years ago

For some reason, the wildling revolters are calling themselves "Khans" and when they win, it creates a nomadic holding. Very odd, and I cannot figure out how to fix it. Last example I had is a religious revolt for the beyond the wall old gods's heresy, and he was Khagan at the declaration and end of the war.

@Altemio @Vierwood

tannerflick4 commented 6 years ago

https://forum.paradoxplaza.com/forum/index.php?threads/proof-of-concept-agot-seven-kingdoms.1116399/

What do you all think of this? IMO, I only do not like it because far far in the future, I was planning on doing the book years. Also, seems kind of underhanded, maybe?

TitanRogue commented 6 years ago

@tannerflick4 It´s actually pretty cool. You got to have your stamina bar filled for such a project. But I wouldnt play it. The map is far too large for these scenarios if you dont populate it properly.

Vierwood commented 6 years ago

If anything one of you guys should approach him and ask if he wants to help us with the mod. We're in dire need of people who are willing to do the history.

TitanRogue commented 6 years ago

@Vierwood Done.

Vierwood commented 6 years ago

Thanks.

tannerflick4 commented 6 years ago

So are we in for supporting this guy's effort? I am okay with it. It will end up being a mess anyways unless he really keeps up with both team's edits.

Vierwood commented 6 years ago

Yeah I don't mind it, I doubt the AGOT team will agree.

tannerflick4 commented 6 years ago

the new DD is wonderful. This will let people play our mod with random and shattered worlds. Interesting to see how hard it will be to be included

RowanMaBoot commented 6 years ago

It wouldn't be feasible for them to support it as a sub-mod, they'd have to re-release our and AGOT's content as an independent, standalone mod.

TitanRogue commented 5 years ago

@Altemio There are purple and yellow colored columns in the Reach row of the provinceDef.xls. Does it have a function or can I change it to green?