It was released today (...)When will it be updated for CK2 3.2.1?
My Game keeps crushing...
It was released today (...)When will it be updated for CK2 3.2.1?
My Game keeps crushing...
It was released today (...)
Yea it's a beta version, we just must report bugs and crashes.It still crashes constantly after 10 years from launch
can i use this in an existing game
Here's another attempt at fixing the nomads, slowdown and crashes. Also updated for version 3.2.1 of CK2.
I
How do you use this one, do you just drop it in the mods folder? i notice it doesn't appear to be of the same file type as the others that are in the zip file that you download at the start of this threadHere's another attempt at fixing the nomads, slowdown and crashes. Also updated for version 3.2.1 of CK2.
In short, I've reverted the government system back to vanilla's, which, as of Holy Fury and patch 3.0, also features a special imperial government for the Byzantine Empire, similar to the one Plus has had for quite a while now. May nevertheless cause some issues.
Let me know if can notice a significant difference since the last unofficial update I provided last week.
How do you use this one, do you just drop it in the mods folder? i notice it doesn't appear to be of the same file type as the others that are in the zip file that you download at the start of this thread
Question: With this Fix, do I still need to delete old versions of the mod, or is this put in the mod folder in addition to the Beta 5?
from what i can see, the karlings no longer have the decision to form their empire after karl's conquests, is this intended, or simply a result of the fact that the current version is a patch of a beta?Here's another bugfix, for matrilineal marriage (partially a vanilla bug) and Byzantine coronation. Also includes the special option when inviting a smith, if you have an Armory upgrade in a Grand Fortress. Also includes various other small fixes, too insignificant to mention.
Checksum: ICAB
Please let me know if the smith event chain still works as expected, as a few things have changed, to catch up with vanilla changes that were initially skipped.
It works the same way, yes. Perhaps you don't use archiving software that supports 7-Zip files. I'll stick to regular old Zip-files with Deflate compression for now.
Yes, it's the full mod, so delete all old files and then put in the new version.
Building is tied to the technology, you have to increase your tech to be able to build more things.There seem to be a bug caused by this mod that stops buildings going above level 1 like everything in forts can only get to level 1 and no further, turned this mod off and all works fine in a new game, start a new game with this mod on and same problem again cant get past level 1 building. Its never been a problem with the stable version but with the beta that works with the current game version it is.
Building is tied to the technology, you have to increase your tech to be able to build more things.
New CK2+ building system means constructing additional buildings, not upgrading already constructed ones. Construction tech allows with every new level two more buildings to be built. Not a bug.Like i said there is a bug because I have full tech so that aint it, when this mod is off buildings upgrade to max level with no problem, with this mod on they dont.
New CK2+ building system means constructing additional buildings, not upgrading already constructed ones. Construction tech allows with every new level two more buildings to be built. Not a bug.
I dont think you understand, no building can ever level up highter then level 1 i mean not all it simply gets stuck on level 1 no matter how much tech you have, worked perfectly fine in previous versions of the mod
That's how the new buildings work, none of them upgrade. We'll overhaul it again in the rewrite.