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Anniversary Maintenance Patch - 2.0.4 (Open Beta)

ImperatorSocial.png

Avē!

First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio green (studio working Stellaris). But still, from outer space I look back at earth and think of Imperator sometimes and decided to make a small maintenance patch, fixing some of the issues that modders & other people ran into.

Without further ado, the patch notes:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Upped the maximum number of tags (countries) from 2048 to 8192
- Fixed levy calculations being inversed
- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoners for you, even though they are local prisoners.
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where unused modifiers were still being rewarded for specific missions (local & global cohort recruitment speed)
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon.
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels.
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.
- Fixed bug where pops could be promoted above what they were allowed to.

# Other
- Updated default message settings
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
- Added option to run multiple commands at the same time (ExecuteConsoleCommands & ExecuteConsoleCommandsForced)
- Achievements now only require that the game is in ironman mode and you achieve them within the timelimit (ingame years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.
- Added four new defines to balance the game (2 related to combat overruns, 2 related to civil war & dissenters)



Integrated fixes from the "Unofficial Patch" mod.
(Thanks Umgssda!)

# Fixes

## Missions

- Fixed mission trigger to ignore city territories in generic mission "Growth of ..." or "Pearl of .." step "Fruits of ..."
- Fix check for mission goal in Seleucid mission "Syrian Ambition" step "A Mediterranean capital" to really check for the building number as shown in the tooltip
- Fix mission availability for Cartage mission "Iberian Investments" to be selectable after finishing "The Iberian Struggle" with "Hispanic Overlord"

## Events

- Fix "There are other options..." option to actually show other territories for "Babarian Bartering" event for greek Missions in western Mediterranean and Pontus areas
- Fix party approval target in event for pop integration agenda for roman boni party
- Fix "No confidence" random event to target three distinct characters
- Fix "Demodamas the Explorer" event to select a sea harbor with enough population according to the existing check
- Fix "Fall of the [Family]" event to select the family to remove with lowest instead of highest prestige

## Gameplay

- Fix Governors selecting religious conversion policy when it is pointless (thanks to Lewa263)

## Texts

- Fixed reference from Argos to Korinthos in tooltip for spartan mission "The Second Peloponnesian League" step "Eastern Capitals"
- Corrected event text for the time passed since Alexanders death in initial Alexander the Great event. (english only)
- Fix territory names in event Options for Roman Mission "The pillars of Hercules"


- New Update 11/4/2024


#######################
# Bugfixes
######################

# Game Mechanic
- Fixed bug where temp modifiers were removed when provinces are annexed as part of a civil war
- Fix a bug when using add_to_war effect, adding a defender would always make it the war leader

# Effects
- Added set_player_country effect to allow modders to swtich the player's country
- Added add_deity_to_pantheon effect to allow deities outside of the allowed pool to a country's pantheon
- Added set_automated_trading effect to enable/disable state automated trading
- Added set_governor_policy effect to change governor policy
- Added unlock_invention effect to directly unlock a invention for free (without checking preconditions)
- Added add_trade_route and remove_trade_route effects to add and remove trade routes, respectively

# Triggers
- Added is_automated_trading trigger to check if a state has automated trading set
- Added distance_from trigger to check the distance between a province and another province, state (capital) or country (capital)
- Added can_unlock_invention to check if an invention can be unlocked by country (optionally ignoring cost, dependencies and potential trigger)
- Added can_add_trade_route to check if a trade route can be added.

# Other
- Added a modifier cultural_assimilation_speed_modifier, which changes the assimilation speed. Assimilation speed less than 0 prevents assimilation.
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals


Integrated fixes provided by the Invictus team:
Thank you Imperator: Invictus Mod Development team with highlight to Robbe Vander Kerken (aka Snowlet) & Nathaniel Van Drei (aka Dementive)


# Achievements:
- Fixed the Great Destroyer achievement being impossible to obtain
- Fixed Cincinattus achievement being impossible to obtain

# Governor policy:
- Switched to more efficient iterator: any_integrated_culture
- AI will no longer attempt the religious conversion governor policy when they have major syncretism

# Inventions:
- Switched to more efficient iterator: any_integrated_culture

# Missions:
- Fixed broken tooltip in Strategic Fastness Antigonid task
- Fixed broken AI triggers in Carthaginian missions
- Fixed Hannid character not being put into the Hannid family
- Fixed AI carthage not paying for the city in Cypriot Opportunities task
- Fixed Experienced Shipwrights being impossible to complete as it requires impassable territories
- Added missing ai_mission_back_out_trigger and start_mission_ai_effect in missions
- Macedonian missions now account for Imperial Cult government type
- Fixed province investment checks not account for Spartan investments
- Addex extra sanity checks to Macedonian missions
- Fixed several Macedonian task triggers not working
- Fixed Roman AI not getting claims upon Aquitania
- Fixed Protector of the Aegean Sea not highligting subjects correctly

# Character interactions:
- Fixed still being able to bribe mercenaries from countries with the Mercenary Benefits invention

# Unit Abilities:
- Optimized check for Barca Legion from Forced march

# Events:
- Fixed released countries not having a primary culture
- Fixed missing 'equals' characters in the scripts
- Fixed wrongly set global variable for the parthian invasion
- Fixed Antigonid capital being incorrectly set upon collapsing
- Fixed Mithradaic events not properly unlocking Pontus content
- Fixed Arsaces being able to spawn twice
- Fixed ruler not appearing in Carthaginian Iberian events
- Deleted extra dot from opinion modifier in Roman Greece missions
- Fixed Eastern Empire mission not triggering if you only have land in Macedonia
- Fixed duplicated ai_chance blocks in Western Greek missions
- Added sanity checks to ports being built through effect
- Fixed league of Korinthos not properly annexing subjects
- Fixed Serapis sanctuary taking 36 and not 360 days to be built
- Added failsafe in Egyptian character creation for events
- Fixed wrong tooltip for opinion modifier in Cities of Greece task
- Fixed Epirus subjugating themselves in the Magna Graecian missions
- Fixed Pax Epirum potentially spamming the error log
- Fixed characters befriending themselves
- Fixed desecration event opinion tooltip showing the wrong country
- Fixed broken modifier duration in Armenian events
- Fixed politics events using incorrect syntax to check countries in diplomatic range
- Fixed Republic event incorrectly checking for party scopes
- Fixed Cretan event occasionally annexing the world
- Fixed Co-Consuls being deposed by going to the olympics
- Fixed most prestigious family fading into obscurity
- Fixed startup events not pointing to your country
- Fixed error log spam from a dead character losing health

# GUI:
- Removed unused GUI types from GUI files making the GUI editor more stable
- select_import_destination.gui changed the y size of a scrollarea to remain within the window
- Replaced 4 buttons in console.gui that crash the game with useful buttons for modding
- portrait_editor_window made it possible to move the window and made all features usable

# Shaders:
- Changed gfx/FX/coat_of_arms/coat_of_arms_textured_emblem.shader so textured emblems actually work, re-added their red channel which was accidentally removed.

# Localization:
- Fixed loads of spelling errors
- Fixed various grammatical errors
- Fixed Agriana being called Agrianaa
- Fixed Ati Muwer being referred to as a male
- Fixed missing apostrophe in 'Attar
- Fixed capitalization issues
- Fixed loyalty icon not appearing
- Removed extra spaces after names

# Various fixes:
- Commented out lines triggering non-existent events
- Fixed AI Rome not getting claims on Central Gaul
- Fixed Anoint heir checking for a commented out law
- Fixed Forced March checking for a non-existent terrain type
- Added many missing equal signs
- Replaced errorous 7 character with "{"
- Fixed missions checking for "mountains" instead of "mountain"
- Fixed "[" being used instead of "{" in effect syntax
- Fixed Elephantina being unobtainable due to checking for "warelephants" instead of "warelephant" unit
- Fixed Ferrata being unobtainable due to checking for "heavy_infrantry" instead of "heavy_infantry" unit
- Fixed Antigonid events in rare cases triggering a non-existent event
- Fixed League of Korinthos forming while the player is a subject of Macedon in Greece triggering the wrong event
- Fixed non-existent Rhodes sacking event being triggered
- Fixed Carthaginian naval dominance missions checking for non-existent region
- Fixed Thracian and Roman events improperly checking for Galatia region
- Fixed Oinoandia coat of arms having a wrongly defined colour
- Fixed cancelling the Death to Tyrants mission potentially finding a wrong character to put as ruler
- Fixed edge-case where recruiting a character could raise an error
- Fixed using the omen effect on Daniel having wrong syntax
- Fixed Apotheosis manpower and money effects not having a minimum setup properly
- Fixed several wrongly defined minimum and maximums
- Fixed Daring trait not increasing likelihood of injuries
- Fixed "Forced Smiles" event where Commander demands an office for a friend not triggering and not being updated to account for Governors
- Fixed wrong areas being selected in for loyalty hit in event where Governor demands they adapt to local mannerisms
- Fixed "Learning from experience" event potentially selecting a party leader and being impossible for non-republics to trigger
- Fixed several minor edge-case and syntax issues in generic infrastructure mission events
- Fixed Carthaginian trade mission events showing the wrong character
- Fixed unneeded if's in monarchy events
- Fixed "Crisis in X" event attempting to show too many characters
- Fixed Rapax and Improba distinctions never triggering
- Fixed broken edge-case tooltip in Install Philokles decision
- Fixed Egyptian marriage event potentialyl failing to find a Thracian bride
- Ensured else_if was properly used instead of using else, if
- In common\loyalty\00_events.txt line 2876 was `ymonths`, it has been changed to `months`
- In events\storms.txt there were 2 checks for `is_in_region = areas`, the areas region does not exist so these lines were removed
- In common\modifiers\00_from_events_province.txt there were a few modifiers with like `local_population_happiness = -0.1.0` that I removed the extra decimal point from.
- The monthly_tarentum_war_pulse on_action incorrectly used is_in_region = carthage_area which is an area not a region, I changed it to africa_region.
- Fix great_work_template_06 being used in gw_ai_build even though it was removed
- Fix italia_region being used instead of central_italy_region in greek missions 4
- Fix missing = in make_subject effect in 01_seleukid_missions_03_anatolia.txt and in events/me_seleukid_03_anatolia.txt
- Fix missing closing bracket in script_values/00_army_values.txt
- Fix missing = on line 578 of script_values/00_mission_egypt.txt
- Fix is_in_region = tripolitania_occidentalis_area in script_values/00_missions.txt, changed to is_in_area.
- Fix bugged is_in_area = carthage_area check in dhe_dde_pyrhus.txt events file
- Fix block of code incorrectly placed inside of a random_list effect in events/governor_policies.txt line 657
- Fix incorrectly spelled colors in coat_of_arms/00_pre_scripted_countries.txt
- Remove change_country_color = "median_color" line from form_media decisions because median_color does not exist
- Remove duplicate modifier = {} blocks from military traditions in 00_latin, 00_persian, and 00_persian_2
- Fix ai_build_city_pay_price_effect being used in area scope instead of country scope in 01_spartan_missions_02_peloponnesus.txt
- Fix incorrect use of is_culture trigger in modifiers/00_triggered_character_modifiers.txt
- Remove duplicate script values in 00_mission_antigonid, 00_mission_carthage, and 00_mission_epirus
- Fix incorrect scope for fam:40 used in scripted_effects/00_dde_pyrrhus_effects
- Fix incorrect scope for has_same_family trigger in scripted_effects/00_on_action_effects
- Fix incorrect usage of unit_owner scope in scripted_guis/desecrate_holy_site.txt
- Remove duplicate map = yes field in civilian_road_building.txt
- Change floor = 1 to proper use with floor = yes in unit_abilities/pillage.txt
- Fix incorrect scope for owns_or_subject_owns on line 624 of dhe_macedon.txt
- Fix usage of has_culture_group instead of country_culture_group in dhe_judea.txt
- Fix incorrect use of country scope in right_portrait fields of events in country_diplomacy.txt
- Fix left_portrait = yes in me_roman_2_provincia.txt
- Fix use of [ instead of { in me_greek_2_greece.txt
- Fix use of has_province_modifier instead of has_character_modifier on line 547 of rel_flavor_buddhist
- Fix incorrect scoping to head_of_family in royal_marriage.txt
- Fix missing = on line 279 of characterwindow.gui
- Fix missing = on line 246 of messages.gui
- Fix missing = on line 189 of multi_unit_window.gui
- Fix missing bracket in culture_view.gui and government_view.gui for the top level base_window block
- Fix too many decimals in debug_menus.gui line 649
- Fix too many decimals in multiplayer_lobby.gui
- Fix broken block of brackets at the bottom of game_configuration.gui
- Remove extra } at the end of overview_view.gui
- Fix missing bracket in select_fabricate_claim.gui line 77
- Remove extra bracket from the end of select_target_character.gui and create_social_profile_window.gui
- Fix missing bracket errors in gw_tower_03_bottom.asset and female_clothes_iberian_3.asset asset files
- Fix missing = in frontend_mainview, frontend_singleplayer, loadscreen, and progressbar_idler
- Fix incorrect spelling of GetNameWithNoTooltip function in shared/cooltip.gui



- New Update 12/4/2024

# Effects
- Added play_sound_effect which allows you to play a sound effect, targeting a country (ported from ck3)
- Added set_antagonist = yes/no effect.

# Triggers
- Added has_capital_surplus to check for the existance of any capital bonuses from the state's owner
- Added has_capital_bonus_for_trade_good to check for the existance of any captial bonuses for the specific trade good

# Other
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added modifiers for local_happiness_for_wrong_religion_modifier and happiness_for_wrong_religion_modifier which is applied on top of regular happiness for the same religion modifiers. Also fixed a typo with define for WRONG_RELIGION_HAPPINESS which applies always regardless of modifiers (currently set to )
- Made all hardcoded values related to civil wars moddable through define & added documentation on what they mean


- New Update 16/4/2024

# Bugfixes
- Fix release as client state crash in the UI



As you can see, this is a minor patch, and for now it will be released as an open beta on steam & windows only. The plan is to release this on all platforms at some point in the undetermined future. Please leave feedback (or links to bug reports that you want to see fixed) in the comments section, I am quite bad at replying, but I will read them.

Thanks to all the people that helped me with this!


Available now on the steam beta branch: 2.0.4 - open beta

I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.
 
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When calculating sumcheck, it will actually consider the localization folder. Just a mod that corrects translation errors will prevent me from getting achievements.
 
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I just started modding Imperator some time ago and this updated really really helped me (portrait editor!!!) stay motivated.

Please, if you still are considering fixing stuff could we get updated documentation on console commands? Help-command lists many commands that aren't working. Any documentation on modding and debug tools is very appreciated!

For moddability three things I wish we could have without having any idea how difficult or complex they are:

- ability to mod how the calendar works (different length years/months/days for fantasy worlds, for example)
- ability to mod genders and inheritance to matriarchal, to have gender equality as default and all that
- to be able to actually choose colours for families (I think they have "colour" variable but I haven't got it to work, only way to manipulate colours is to change their order)
 
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Achievements are already trivial. You can easily edit save files if you know what you're doing, and even if that's not an option, you can spoof the very same request that the game would send to Steam and tell it to unlock the achievement. If you're not savvy enough, there are well-known programs that do that, which I will avoid naming because they might not be entirely compatible with the rules here.

The mechanics that confirm an achievement have been unlocked aren't inherently safe in any way, they're entirely clientside. You can never tell if someone unlocked an achievement in a legit way, or if they cheated it. Yes, you can make a mod for Victoria 3 that unlocks every achievement. The only person you're cheating is yourself. If you don't care about achievements, why bother downloading this mod? If you do care about them, how will feel knowing you didn't earn a single one?

So if someone installs a mod that adds some modifiers to certain nations, making them stronger, weaker, or maybe just different, why should they be barred from seeking the objectives that the game gives you? They might not even be playing otherwise, since the game won't get any new flavor DLC anymore.
Sure, if you want to cheat you can get any Achievement you want, there's no denying that and since there are 0,2 percent of players having earned an impossible Achievement we know there is a very small number of people who do.

But being able to download a mod on the official workshop to gain any Achievement you want with the click of a button is something different and is what actually trivilizes them, not the cheating by using external software or modifying game files yourself.

IMO challenges should have an even playingfield and being able to earn them with whatever modded version of the game available does the opposite.
 
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Sure, if you want to cheat you can get any Achievement you want, there's no denying that and since there are 0,2 percent of players having earned an impossible Achievement we know there is a very small number of people who do.

But being able to download a mod on the official workshop to gain any Achievement you want with the click of a button is something different and is what actually trivilizes them, not the cheating by using external software or modifying game files yourself.

IMO challenges should have an even playingfield and being able to earn them with whatever modded version of the game available does the opposite.
It’s never an even playing field. Some EU4 achievements, for instance, were much easier on older versions of the game than they are now.

Achievements on Steam are not meant to be something you compete against others with. They are challenges and objectives you impose onto yourself. As far as competing with others is concerned, you can already cheat and unlock any achievement yourself. Heck, you can even hex edit the .exe and remove the code that looks for a checksum. It’s a PITA to do every time the game gets updated, but on a game that’s barely receiving updates, it’s something you can do once and forget.

Enabling this by default would just give everyone an even playing field. For as long as Google is a thing, cheaters will always find a way to cheat. Luckily, that’s just 1 out of every 500 players for Imperator. But why should people like you and me care if others cheat on their personal accounts? We still have the very same achievements to unlock, in a way we know is legit.
 
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I also support allowing Achievements to be compatible with Mods so that I can keep using Invictus to play the game while I go achievement hunting. The mod improves the AI and actually makes the game better IMO, why would I want to play Vanilla, an inferior experience, just to get achievements, only to go back to Invictus once I finish? Feels like a waste when I could just do both at the same time IMO.

There are ways to get Steam achievements, even the broken ones, without doing them. If people really are worried about those that want to 100% the game easily with mods, there is an even easier way to do that by just downloading a program which tells Steam the achievement is complete. So keeping mods and achievements separated doesn't really help anything, because all Steam achievements are based on the honor system anyways. This isn't an issue unique to PDX games either, there isn't even anything in the Steam Terms of Service that prohibits spoofing the Achievements.

Finally, I believe mods like Invictus have added their own "Achievements" to the game. Allowing Imperator mods to be compatible with Achievements would, hopefully, mean that they persist in the UI between playthroughs and don't just vanish once you start a new campaign.
 
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It’s never an even playing field. Some EU4 achievements, for instance, were much easier on older versions of the game than they are now.

Achievements on Steam are not meant to be something you compete against others with. They are challenges and objectives you impose onto yourself. As far as competing with others is concerned, you can already cheat and unlock any achievement yourself. Heck, you can even hex edit the .exe and remove the code that looks for a checksum. It’s a PITA to do every time the game gets updated, but on a game that’s barely receiving updates, it’s something you can do once and forget.

Enabling this by default would just give everyone an even playing field.
You can just roll back to an earlier version if you think an Achievement is easier in the release version, which I think is completly legit since most PDX games can change rather drastically over the course of their patchcycles and they were achieveable in those prior patches.

I have already commented in regards to getting achievements by cheating:
Sure, if you want to cheat you can get any Achievement you want, there's no denying that and since there are 0,2 percent of players having earned an impossible Achievement we know there is a very small number of people who do.

But being able to download a mod on the official workshop to gain any Achievement you want with the click of a button is something different and is what actually trivilizes them, not the cheating by using external software or modifying game files yourself.

What makes you think Steam Achievements can't be competitive? There are millions of users some of them do them for fun or to challenge themselves, others to show of or to be competitive with their friends. You act like you don't care about them and that they are already trivial (which they aren't since there are still a few of them in IE under 1%) but simultaniously really want to get them in your modded games. I don't understand you, on one hand you say the are trivial and they don't matter and on the other hand you really want them in your modded games.
 
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You can just roll back to an earlier version if you think an Achievement is easier in the release version, which I think is completly legit since most PDX games can change rather drastically over the course of their patchcycles and they were achieveable in those prior patches.

I have already commented in regards to getting achievements by cheating:


What makes you think Steam Achievements can't be competitive? There are millions of users some of them do them for fun or to challenge themselves, others to show of or to be competitive with their friends. You act like you don't care about them and that they are already trivial (which they aren't since there are still a few of them in IE under 1%) but simultaniously really want to get them in your modded games. I don't understand you, on one hand you say the are trivial and they don't matter and on the other hand you really want them in your modded games.
I don’t think they don’t matter! I’ve been saying it since my first message: I love playing for achievements, they give me something to do. But what they don’t matter to is for others: you can’t take someone’s word for granted, and it doesn’t matter if they have the achievement or not, you can never know if they cheated it. They might have downloaded a save file, edited a save file, spoofed a request, or hex-edited an executable. It’s not currently the case that earning an achievement means you actually earned it. So why keep the restriction on mods? It’s not like this will enable cheating, since cheating is already easily available. This will only help prolong the game’s life, and help people who need the game in a certain language (loc files are checksum-altering).

And exploiting a bug present in an early version of the game is just as much cheating as any alternative lol
 
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I just started modding Imperator some time ago and this updated really really helped me (portrait editor!!!) stay motivated.

Please, if you still are considering fixing stuff could we get updated documentation on console commands? Help-command lists many commands that aren't working. Any documentation on modding and debug tools is very appreciated!

For moddability three things I wish we could have without having any idea how difficult or complex they are:

- ability to mod how the calendar works (different length years/months/days for fantasy worlds, for example)
- ability to mod genders and inheritance to matriarchal, to have gender equality as default and all that
- to be able to actually choose colours for families (I think they have "colour" variable but I haven't got it to work, only way to manipulate colours is to change their order)

How the calendar works is not something that can be modded unfortunately, at least not in the way you want it and at least not without some additional effort.
I am not 100% familiar with genders & inheritance, so I can't promise anything.
The family colours should already be moddable (I made it so when I implemented it fo 1.2) but maybe something broke, can take a look
 
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Thank you so much for spending the time to work on Imperator. This news has got me wanting to get back into Imperator and start modding again!

If we are on the topic of additional bugs to fix... I can't access my computer right now to get an example, but a bug that really bothered me is that last names for minor characters have been bugged since the family system was revised.

If a minor character has children, for example because they come from an annexed nation, or you married a character to a minor character, the children will have the last name [family does not exist] or something along those lines in square brackets. Additionally, when you adopt a character, if you choose for them to keep their last name, they will keep their last name initially, but when you load a save game, it will change to the family name.

It is by no means a major bug, but always bothered me, and seems like it shouldn't be too hard to fix.

If you make a bug report with a save game showing the issues, and the steps to reproduce, so I can easily reproduce it and fix it, that would allow me to spend some time on that.
 
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I posted this before the game was abandoned, maybe some of these can be easily fixed. I'm just going to copy most stuff over:

-----

I'd like to see the following partly irritating / annoying / miscellaneous things fixed before the developers head off for the year:

* In the nation -> administration -> provinces window, the very bottom row can not be clicked on properly

* Adjustable edge-scroll /WASD-scroll speed, possibly even separate sliders for each one.

* Hotkey for unselecting an army.
* Hotkey for transferring ownership over a besieged province.

* Currently, if you sort a list a specific way (e.g. descending: potential governors by loyalty, holdings by their total number of pops) and go into that window a second time, the game will remember that you sorted that list a specific way last time, but won't actually sort it that way. To fix this, you need to turn on the sorting again by clicking twice (ascending -> descending).

* I'd love to be able to assign / sell entire provinces to my subjects
* Maybe introduce releasing entire regions once you are a great power?
* Make it so that your subjects can not refuse the sale of a territory for 0 gold
* Perhaps a window where you could see some information about your subject nations would be nice in general

* After successfully attempting espionage, the target's treasury is referred to as "your treasury" and "your income"

* You can not upgrade a settlement into a city while a building is still being constructed there. You can however start the city upgrade and immediately after start constructing a building there

* Please add the unlockable wonder effect into the invention UI so I can actually see what I will be unlocking
* In the wonder construction screen, please at least name in which of the four invention trees I have look for the specific invention I have to unlock

* Newly raised levies automatically choose the most efficient tactic. Or: They remember the tactic they were last disbanded with. Maybe add a button for that in the levies menu to predetermine the tactic?

* Show me my own maximum of cohorts somewhere, as well as that of my subjects.

* New character filters: Married yes/no, party membership

* Let us manage all marriages of our family in a monarchy to avoid losing blood lines.

* Winning a close battle should award more war score than running over multiple 500 troop stacks

* Please add in the climate map mode officially, outside of console commands
* Trade goods map mode: Please make it so that closing the territory window on the bottom left after clicking on a territory to highlight a specific resource won't unselect the trade good you wish to highlight
* Speaking of trade goods, why are there no camels in northern Africa?

* As far as I can tell, Iberian culture is the only one without special military traditions

* Maybe slow down Rome by ~20 years in the beginning somehow? You can't even finish your first Epirus DLC mission before Rome unites Italy from top to bottom. You're essentially locked out of the Sicilian mission tree unless you rush through the first tree.

* Make it so that you can form Egypt even if Macedonian Egypt still holds land in Tibet or the Netherlands.

Most of these are probably outside of the scope for me, but anything that is a bug, if you can make a bug report with a save game, I could look into and fix
 
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I don’t think they don’t matter! I’ve been saying it since my first message: I love playing for achievements, they give me something to do. But what they don’t matter to is for others: you can’t take someone’s word for granted, and it doesn’t matter if they have the achievement or not, you can never know if they cheated it. They might have downloaded a save file, edited a save file, spoofed a request, or hex-edited an executable. It’s not currently the case that earning an achievement means you actually earned it. So why keep the restriction on mods? It’s not like this will enable cheating, since cheating is already easily available. This will only help prolong the game’s life, and help people who need the game in a certain language (loc files are checksum-altering).

And exploiting a bug present in an early version of the game is just as much cheating as any alternative lol
I already told you that there is a difference when it comes to getting achievements by either using illegal software or editing game files yourself and having mods in the official steam workshop. Yes it doesn't make it possible to cheat since there are already ways to get them that way, but it makes it an easy and legit way of cheating the system and thereby to trivialize them.
 
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I already told you that there is a difference when it comes to getting achievements by either using illegal software or editing game files yourself and having mods in the official steam workshop. Yes it doesn't make it possible to cheat since there are already ways to get them that way, but it makes it an easy and legit way of cheating the system and thereby to trivialize them.
I respectfully disagree with this, for the simple reason that people who want to easily clear the Achievements with Mods can already do so with other methods currently available. Simply put: people who want to cheat on the Achievements already can do so, so making Achievements Mod compatible won't really cause a rise in the dishonesty.
 
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How the calendar works is not something that can be modded unfortunately, at least not in the way you want it and at least not without some additional effort.
I am not 100% familiar with genders & inheritance, so I can't promise anything.
The family colours should already be moddable (I made it so when I implemented it fo 1.2) but maybe something broke, can take a look
Thanks for such vigilant replying, I really appreciate it<3

I had a guess that the calendar is pretty much hard-hard-coded.

As far as I understand gender: patriarchy is default unless a country has a special clause in their file OR a player takes the decision to allow societal equality or whatever the name was. In equality women and men are treated pretty much the same but I _think_ inheritance is always patrilineal, which pretty much messes up the possibility of matrilinear inheritance/dynasties. A way to have it either way (patrilinear or matrilinear) would be great. A matriarchy law or setting to reverse gender rules completely for a country (or culture?) would be awesome.

I'm not sure if I just did something wrong with the family colour thing. Can you show an example on what it should look like done properly?


...but tbh, I absolutely get that patching Imperator is not a high priority thing and I hope that you work on stuff that is the most inspiring to you since we are gonna have like infinite requests anyway.
 
The debate about Achievemnts can stop, please stick to Bug reporting.
 
Can you please make it so that a mouse is not required to zoom in or out, i hate using one and in imperator i am really unable to play it properly
I'd recommend looking into Autohotkey if you hate a mouse. You can use your keyboard to send mouse commands really easily. Lots of online examples.
 
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