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Jane_Doe said:
I... I never would have noticed. Everything was working fine in that portion of the csvs, so I assumed any issues there would have popped up long ago o.o .

Believe me, it took a long time to find the problem in my mod, and when I fixed it I really didn't think it would fix so much...
 
Wow, that went faster than I expected... Version .022 is ready. All event-destroying bugs have been fixed; I can't tell if all the flags are being set and triggered properly without having played it for a few days, but the mod finally actually does something big ^_^ . ...Well, okay, insofar as it will probably never spark a bitter rivalry for the majority of nations, but still.
 
I've finally downloaded this, although night-time isn't exactly my prime-time as far as gaming goes, i'm at least having a look at the events, seem very very nice although a bit overwelming in numbers :p

main problem for me is that I don't know what triggers/MTTH factors/effects are availible, and no Havard in sight to provide me with a master-list :(
Is there such a list or is it just a matter of looking at existing events and figuring it all out?
 
Flooper X said:
I've finally downloaded this, although night-time isn't exactly my prime-time as far as gaming goes, i'm at least having a look at the events, seem very very nice although a bit overwelming in numbers :p

main problem for me is that I don't know what triggers/MTTH factors/effects are availible, and no Havard in sight to provide me with a master-list :(
Is there such a list or is it just a matter of looking at existing events and figuring it all out?
I believe Johan is working on assembling just such a list at the moment, or so I've been told.
 
TheLand said:
"Extend" means "Extend the contents of the directory" not "Extend the contents of the file"...

So if you modify one line of the localisation file events.csv, at 434k, you need all 434k of it in your mod.
Yep, you gave that extend line to the folder anyway ;)
 
battlecry said:
I believe Johan is working on assembling just such a list at the moment, or so I've been told.
read something about it in the CE-forum, however I was hoping that some modder with loads of spare time had already done it :p
well, it shouldn't be too hard to figure it out without it, just a lot more work
 
Flooper X said:
read something about it in the CE-forum, however I was hoping that some modder with loads of spare time had already done it :p
well, it shouldn't be too hard to figure it out without it, just a lot more work

I can start pulling apart events/modifiers and listing triggers and effects.
Maybe a thread should be started where this can be coordinated among various people. Just give me the weekend to get a good list for a base.
 
battlecry said:
I can start pulling apart events/modifiers and listing triggers and effects.
Maybe a thread should be started where this can be coordinated among various people. Just give me the weekend to get a good list for a base.
heh, I think I might be able to do a fair load of this work, i'm sure it will be finished just in time for Johan to release the complete and correct list :p
 
Flooper X said:
heh, I think I might be able to do a fair load of this work, i'm sure it will be finished just in time for Johan to release the complete and correct list :p
I guess I'm just being impatient...I'll wait for now... :(
 
battlecry said:
I guess I'm just being impatient...I'll wait for now... :(
nah, i'll do one for myself anyway, might upload it if it gets big enough

until then, i'll stop hijacking this thread :p
 
Flooper X said:
until then, i'll stop hijacking this thread :p

But... But... It keeps it near the top, so that somebody who's tried my mod might point out that a poorly coded trigger spams "You've Successfully Converted Another" or that only the ruler ever takes a side o.o !

Both of which I fixed in ...v.011, I think? But they were still big ones :) .
 
Hm... I'm tempted to unlink the legality of guilds from the Form vs. Functionality tech branches, and instead link it to (in republics) the overall number and prominence of the form vs functionality factions (and any other pertinent factions I come up with), or (in monarchies) the prominence of form vs functionality factions in positions of power.

The thoughts behind this being that it's a lot easier and less disruptive to legalize or criminalize guilds than it is to change the nature of your society along other lines, and introduces lesser changes that could serve as a barometer for how the political winds are blowing.

What do the rest of you think?
 
Well, I just finished v.1 ^_^ ... I'll upload it as soon as I've tested it for any game-breaking errors. It expands the debates from warfare to open/closed nobility, form/function and (a bit more oddly, hence a higher mtth) big ships/small ships.

Version .11 will add new events to give your ruler more of an ability to interject himself into the debate, convert all triggered events to actually make use of the trigger event command, switch from any_character = { is_ruler = yes } to ruler scope, and add strong_stance, midling_stance and weak_stance flags to indicate how much each character cares about a given issue, to modify conversion chances, bitter rivalry chance, and other stance-related effects.

Version .12 will hopefully start adding in diplomacy and culture factions and events, while version .13 will start examining colonization.

...Of course, this is all planning ^_^ . Version .1 will be out tomorrow (how many breaking bugs could I possibly have introduced with cut, paste, flag renaming, and text modifications?), but that's all I can really <i>promise</i> ^_^ ...

On a separate note, I'm considering naming the mod Ambition...
 
Okay, version .1 is up ^_^ ... I'm almost certain I have some stray flags being misset, but since I'm going to be re-examining my events for efficiency's sake, I suspect I'll catch most of the problems in the process.

However, I can say with reasonable certainty that it won't make your computer explode, something I couldn't say about previous versions ^_^0 ...

Anywho, I'm off to test compatibility with the Map Improvement project... Yeah, that's what it is, testing ^_^ ...
 
Any ETA on v0.11 Jane? Sorry to be a bother.
 
Sorry ^_^0 . Work picked up a bit recently, and I've been having some weird problems with a schizophrenia chain.

It should be ready in a couple of days, though.
 
TheLand said:
Hope you're feeling better now.

Bad joke, Land... Very bad ^_~ .

In all serious, though, it's somewhat irritating - the current setup is meant to create several possible chains of events, dictating what "flavour" of schizophrenia the ruler has, how the elite react, how the peasantry react, and in certain cases, changing certain national ideas (for example, the Deification idea; I haven't implemented the national idea changing, though, since I can't seem to figure out the right command. We can change national ideas through event, right?)

The problem is, I'm still experiencing some odd chain-switching, chain-blocking, and double-chaining. I assume I re-used or misspelled a couple of flags in there, but I can't find them...

Not to mention how many times I've rewritten the text to better fit what I thought was vaguely realistic of a crazed ruler ^_^0 .
 
elb said:
Jane

Just wanted to say I appreciate the work you've done on these events. Ive been enjoying them while playing enhanced.

Thank you ^_^ . I'm happy that they're still adding to the game, even in such a rudimentary form ^_^ .




Incidentally, I'm afraid I'm pushing back the release date for .11 by a day, while I make certain there aren't any odd errors when using it with the 1.2 patch - I can't imagine why there would be, but I'd rather play it safe for once (plus I get to play with a few new triggers ^_^ )