loup99 / BP

A Migrational Era Mod for CK3.
https://forum.paradoxplaza.com/forum/threads/wip-a-migrational-era-mod-for-ck3.1414709/
11 stars 10 forks source link

Additional alpha work (Character History Mostly) #58

Closed LT-Rascek closed 2 years ago

LT-Rascek commented 2 years ago

Starting additional error log cleanup work.

Task list

General

Character History (easy)

Character history (medium)

Character history (hard)

Title history

Religious Titles

Dynasties

Missing Features

loup99 commented 2 years ago

I disagree with the idea that non-existing de jure empires could be disabled by option, because that means you impose certain empires upon the player and means we restrict the tools available to us. If people want to remove those they can do that in their own game or sub-mod, the main mod can not provide support for every single configuration people might wish for.

If the character spawn unit effect doesn't work in character history, it can be done through event.

LT-Rascek commented 2 years ago

I disagree with the idea that non-existing de jure empires could be disabled by option, because that means you impose certain empires upon the player and means we restrict the tools available to us.

I don't quite follow this, but that might just be I failed to notice before that custom kingdoms/empires aren't necessarily enabled by default (I always have them on so I never really noticed that's not necessarily a vanilla setting). So that's something I overlooked just from my own play style.

Just covering my thoughts: I would think removing most de jure empires should set custom kingdoms/empires in the game rules and would lead to much more dynamism, as many of the de jure empires on the map don't really have too much historical basis for the time period; a few like Mali, Guinea, Kanem-Bornu, Sctyhia, Siberia are particularly noticeable and were never close to unified in any way even well into the Middle Ages.

Others, if not extant, should probably be available de jure still (e_armenia, e_gaul [Gallic Empire]), or should have its own special creation conditions (e_britannia,e_hispania,e_arabia,e_tibet) instead of just using the default custom creation tool.

If the character spawn unit effect doesn't work in character history, it can be done through event.

It's doable in character history (see William the Conqueror in Vanilla character history); the syntax is completely different in CK3 however, and it led to all sorts of errors, including (possibly) some of those several hundred line "COA" bugs with the spawned chars in them. I suppressed the character armies initially to focus on some simpler, quicker bugs, but I fully intend to reimplement them on this branch. Just haven't gotten around to it yet.

loup99 commented 2 years ago

I don't quite follow this, but that might just be I failed to notice before that custom kingdoms/empires aren't necessarily enabled by default (I always have them on so I never really noticed that's not necessarily a vanilla setting). So that's something I overlooked just from my own play style.

Just covering my thoughts: I would think removing most de jure empires should set custom kingdoms/empires in the game rules and would lead to much more dynamism, as many of the de jure empires on the map don't really have too much historical basis for the time period; a few like Mali, Guinea, Kanem-Bornu, Sctyhia, Siberia are particularly noticeable and were never close to unified in any way even well into the Middle Ages.

Others, if not extant, should probably be available de jure still (e_armenia, e_gaul [Gallic Empire]), or should have its own special creation conditions (e_britannia,e_hispania,e_arabia,e_tibet) instead of just using the default custom creation tool.

It is true that several de jure empires are just fillers and never existed throughout the Middle Ages, and if customisation is available that is fine. Yet I don't think new rules or options to disable should be a priority at this point in development.

It's doable in character history (see William the Conqueror in Vanilla character history); the syntax is completely different in CK3 however, and it led to all sorts of errors, including (possibly) some of those several hundred line "COA" bugs with the spawned chars in them. I suppressed the character armies initially to focus on some simpler, quicker bugs, but I fully intend to reimplement them on this branch. Just haven't gotten around to it yet.

Ok, fair enough.

LT-Rascek commented 2 years ago

It is true that several de jure empires are just fillers and never existed throughout the Middle Ages, and if customisation is available that is fine. Yet I don't think new rules or options to disable should be a priority at this point in development.

Fair enough it's not really a priority; disabling de jure empires was a feature in CK2+/HIP that I always like and thought it fit pretty well into this period, given the socio-political changes underway. Plus, there's already a template in the "More Game Rules" mod on Steam. But I'll move it to beta for now.

Ok, fair enough.

Partially done now actually; there's some unlanded anglo characters that have special troops attached, for which I have no real clue what to do with right now. But the remainder of 476.2.2 and earlier special troops are done.

loup99 commented 2 years ago

Partially done now actually; there's some unlanded anglo characters that have special troops attached, for which I have no real clue what to do with right now. But the remainder of 476.2.2 and earlier special troops are done.

What character employs those characters? That would be the character having the troops.

LT-Rascek commented 2 years ago

What character employs those characters? That would be the character having the troops.

The two characters are Ealdgyth Jorin (id:13), age 13 in the court of Hrodberht of Herefinna and Cretta Geotas (id:206805), age 26 in the court of Cenraed of Norgyrwa. Hrodberht does not have special troops in WtWSMS, while Cenraed does have his own troops (separate from whatever Cretta might have).


sucessor_imperial_reconquest cb is currently excluded (listed under #59 instead) because it will require additional vanilla cleanup and importing of WtWMS, instead of the absolutely minimal feature set for which this branch aims.


Some other things you might be able to answer for me:

I need to known who the following characters killed to wrap up the missing kinslayers: greek: 215000 (Evangelos), 70498 (Eirene Sarantapechaina) old_saxon: 45 (Hadugato) romano_british: 6910 (Constanine the Cornish) romano_gallic: 302 (Marius, Vassal of Syagrius)

The following characters aren't in WtWSMS history: 1104508 - Sextus Pompeius [Roman] (c_roma, b_ostia, d_senate) 1104514 - Marcus Licinius Crassus Frugi [Roman] (c_roma, b_ostia, d_senate) 1104515 - Lucius Scribonius Libo Rupilius Frugi Bonus [Roman] (c_roma, b_ostia, d_senate) 74420 - Aþanareiks [visigothic] 74421 - Alvivus [visigothic]

Do you have the WtWSMS data for them somewhere?

I don't have good mappings for the remaining commander traits (trickster, inspiring_leader, flanker). Just comment them out for now?

loup99 commented 2 years ago

The two characters are Ealdgyth Jorin (id:13), age 13 in the court of Hrodberht of Herefinna and Cretta Geotas (id:206805), age 26 in the court of Cenraed of Norgyrwa. Hrodberht does not have special troops in WtWSMS, while Cenraed does have his own troops (separate from whatever Cretta might have).

Given that Hrodberht seems to be alone in not having troops amongst Anglo-Saxon rulers at start I think that is an oversight.

I need to known who the following characters killed to wrap up the missing kinslayers: greek: 215000 (Evangelos), 70498 (Eirene Sarantapechaina) old_saxon: 45 (Hadugato) romano_british: 6910 (Constanine the Cornish) romano_gallic: 302 (Marius, Vassal of Syagrius)

No idea who Evangelos is, but Eirene is the Byzantine Empress, it is her son Constantine the trait must be referring to. Hadugato I don't know, Marius the vassal is a fictional character to my knowledge, I will ask Abian for Constantine.

The following characters aren't in WtWSMS history: 1104508 - Sextus Pompeius [Roman] (c_roma, b_ostia, d_senate) 1104514 - Marcus Licinius Crassus Frugi [Roman] (c_roma, b_ostia, d_senate) 1104515 - Lucius Scribonius Libo Rupilius Frugi Bonus [Roman] (c_roma, b_ostia, d_senate) 74420 - Aþanareiks [visigothic] 74421 - Alvivus [visigothic]

Do you have the WtWSMS data for them somewhere?

No, I don't.

I don't have good mappings for the remaining commander traits (trickster, inspiring_leader, flanker). Just comment them out for now?

Those are all from vanilla CK2, you can comment them out.

LT-Rascek commented 2 years ago

I've started review duplicate dynasty names and writing notes about it in common/dynasties/_dynasty_notes.info. While some characters seem to be unattached (i.e., no mention in history/titles/, nothing in history but birth/death (so no landed employers)) there's some odd cases of shared dynasties with no clear relation/historical reference. I've only gotten through the A & B duplicates so far, but found that:

For the Agricolus Dynasty (10424448):

are of the same dynasty but no relation. I'll keep making notes, but I assume some cases like that are unintentional.

For cases where there are duplicates but some sort of relation (Agilolfings and Gotfrid Agilolfing) I'm going to instead make a House of the main dynasty.

Just some FYIs.

loup99 commented 2 years ago

I've started review duplicate dynasty names and writing notes about it in common/dynasties/_dynasty_notes.info. While some characters seem to be unattached (i.e., no mention in history/titles/, nothing in history but birth/death (so no landed employers)) there's some odd cases of shared dynasties with no clear relation/historical reference. I've only gotten through the A & B duplicates so far, but found that:

For the Agricolus Dynasty (10424448):

  • Archelaus, Exarch of Africa <462172> [481-534] (greek.txt)
  • Caecilius, Dux of Montes Aregenses <462166> [450-530] (romano_hispanic.txt)

are of the same dynasty but no relation. I'll keep making notes, but I assume some cases like that are unintentional.

Correct me if I'm wrong, but to the best of my knowledge 462166 is fictional while 462172 is historical. They clearly should be in two separate dynasties.

LT-Rascek commented 2 years ago

Correct me if I'm wrong, but to the best of my knowledge 462166 is fictional while 462172 is historical. They clearly should be in two separate dynasties.

I figured as much and can make the appropriate changes.

LT-Rascek commented 2 years ago

Thanks to @kai229's work, I can mark this as done.

loup99 commented 2 years ago

The modifications to BP/common/dynasties/00_dynasties.txt and BP/common/dynasties/BP_dynasties.txt are too extensive to be reviewed. You have removed duplicate dynasty names, but many of those names in CK2 were intentionally the same since each culture had to have a set of dynasty names assigned to it to not appear as "Smith". There was a difference between a dynasty name given to the range of a culture for generated character and a historical character using that name.

LT-Rascek commented 2 years ago

You have removed duplicate dynasty names, but many of those names in CK2 were intentionally the same since each culture had to have a set of dynasty names assigned to it to not appear as "Smith".

Most of those dynasties that were in BP_dynasties.txt were empty and had no chars referencing the listed dynasty in the history, so their removal is safe.

There was a difference between a dynasty name given to the range of a culture for generated character and a historical character using that name.

Right, but none of the removed dynasties have chars referencing them. If you want, I can write a bash or m-code script to prove it.

loup99 commented 2 years ago

You have removed duplicate dynasty names, but many of those names in CK2 were intentionally the same since each culture had to have a set of dynasty names assigned to it to not appear as "Smith".

Most of those dynasties that were in BP_dynasties.txt were empty and had no chars referencing the listed dynasty in the history, so their removal is safe.

There was a difference between a dynasty name given to the range of a culture for generated character and a historical character using that name.

Right, but none of the removed dynasties have chars referencing them. If you want, I can write a bash or m-code script to prove it.

No, that is absolutely not necessary, I trust you entirely. 😉

LT-Rascek commented 2 years ago

Let me review some of these:

Thanks for the notes; I'll get to revisiting these later this week.

LT-Rascek commented 2 years ago

@Symmachus: I'm focusing more on code-centeric/error.log issues for this branch, so if you have additional changes, I'd very much welcome them, but I don't see them as merge-blockers right now.