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Who cares? I'm not an active modder and I don't have the time for such sillyness. Ignore the peasants! Let them eat cake!
burn the troll !!!!1!!111oneone1!!1 :rofl:

in any case, I love that marching speed and attrition can now be modded. thanks for that.
 
burn the troll !!!!1!!111oneone1!!1 :rofl:

in any case, I love that marching speed and attrition can now be modded. thanks for that.

can you see any use for those - if we make allow attrition on ships wont that just penalise the AI more than any human?

I dont know why i would want to change the marching speed, though could be good for certain overhaul mods i suppose.
 
I've had a thought that might be good for this. Dont know if its already listed in here.

the ability for Character and Dynasty ids to have names like event ids can
i.e.
example_mod.11= {
name="James"
dynasty=example_mod.42

So mods can add characters without either risking using the same IDs as another mod, or causing the IDs to go so high that all characters born or generated after the start of the game having hideously long IDs and so making cheating tediously slow.
 
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can you see any use for those - if we make allow attrition on ships wont that just penalise the AI more than any human?

I dont know why i would want to change the marching speed, though could be good for certain overhaul mods i suppose.
attrition, if even just minimal (like 0.01%) can add a tiny dose of immersion. slightly increasing marching time (like 5~10%) can make traits that increase speed matter, as well as lessen enemy armies running away
 
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I'm doing this on my own initiative in what free time I have between working on my actual, official tasks.

People like you are why Paradox is best company :wub:
 
can you see any use for those - if we make allow attrition on ships wont that just penalise the AI more than any human?

I dont know why i would want to change the marching speed, though could be good for certain overhaul mods i suppose.

I have a mod in development that uses the vanilla map size but only includes northwestern Europe. So I can see some use there. I actually think that the vanilla movement speed is a bit fast, for ships in particular.
 
I'd like to see true scriptability in all future Paradox Games; Mods are really what makes and would make these games enduring and great. Maybe few modders would make full use of it, but it only takes one to create something great that we'll all use.
 
I'd like to see true scriptability in all future Paradox Games; Mods are really what makes and would make these games enduring and great. Maybe few modders would make full use of it, but it only takes one to create something great that we'll all use.
the downside of high moddability is slower loading and performance though. Having data exported to text-files is inefficient as opposed to having it in binary is inefficient in the same way of having to read a book where everything is coded and you need a code sheet to decipher every word.
Of course that's the price we have to pay anyway :laugh:
Still, paradox games are worth it in terms of moddability, though it's also a good thing that they not make all values moddable at once, and unlock them as demand becomes present.
 
the downside of high moddability is slower loading and performance though. Having data exported to text-files is inefficient as opposed to having it in binary is inefficient in the same way of having to read a book where everything is coded and you need a code sheet to decipher every word.
Of course that's the price we have to pay anyway :laugh:
Still, paradox games are worth it in terms of moddability, though it's also a good thing that they not make all values moddable at once, and unlock them as demand becomes present.

If single constant variable slows down your system, you might want to update your 80s' computer.

:happy:
 
If single constant variable slows down your system, you might want to update your 80s' computer.

:happy:
nah, it's a 486, so just from the 90's :p
 
Load times may be slightly increased by parsing a lot of text files (mostly the large databases, the kind of changes we're talking about here wouldn't be noticeable), but the effect of reading the variable on today's computers is altogether unnoticable.
 
the downside of high moddability is slower loading and performance though. Having data exported to text-files is inefficient as opposed to having it in binary is inefficient in the same way of having to read a book where everything is coded and you need a code sheet to decipher every word.
Of course that's the price we have to pay anyway :laugh:
Still, paradox games are worth it in terms of moddability, though it's also a good thing that they not make all values moddable at once, and unlock them as demand becomes present.

really? i think having many moddable aspects straight form the off is a good thing; look at the devs of darkest hour & im hoping the Bl logic devs (former modders) will make lots of options available for modding also for evsw. Im hopeful that they will.

the more there is to mod at the start & the more options - then the sooner mods can establish themselves and modders get used to making scripting etc.
 
the downside of high moddability is slower loading and performance though. Having data exported to text-files is inefficient as opposed to having it in binary is inefficient in the same way of having to read a book where everything is coded and you need a code sheet to decipher every word.
Of course that's the price we have to pay anyway :laugh:
Still, paradox games are worth it in terms of moddability, though it's also a good thing that they not make all values moddable at once, and unlock them as demand becomes present.

Compared to the current load times, I don't think they could increase load times noticeably without exporting the entirety of the engine to defines.
 
+1 for more tiers!!!!

Wiz: On load times - checkbox like always called 'enhanced modding' or enhanced mod content for example. Some mods may require it, so you enable it. The regular gamer doesn't, no harm, no foul.

When they are done with DLC. Why not open up much of this :). It'll prolong CK2's lifespan to CK3 more easily, and you'll retain more customers. More back sales too from people producing content, when CK3 gets on the shelves you have CK2 still being added to and thus attractive.

On tiers I am still hoping for baron but :D, a fifth moddable tier would be interesting, 2-3 emperor titles now that is something that may take a lot of playing! I know you can't officially support it due to it being a lot of work that could go towards other things, but as landless (not titleless) is possible now why not just open up the tools for it. (Not add anything. Same for Baron)

Map modes with a bit more flexibility would be highly helpful. On the same Map: If you could for instance have an island added in one mod, as well as sea zones in another, I know this is probably harder. On a different Map: Further there has been some suggestion for India or at least a bit further east being put in, if this could be added without too much disruption it would be fun. For CK 3 you could have theaters added, areas off the map that the player could visit in boxes.

One day, in one game, Alexanders conquests will be possible again toward india, who knows :). - I know umbra spherae exists, a well developed mod, I am concerned whether the computer I have can handle it as it expands. For the future though it'll be fun.
 
sugg : adding the possibility to specify a technology/technology_group focus to the "tech_growth_modifier" effect for buildings.
 
sugg : adding the possibility to specify a technology/technology_group focus to the "tech_growth_modifier" effect for buildings.

yes i was thinking about this the other day.

Also what would be good for the bigger overhaul mods 'ala lord of the rings' would be if you could make character traits hidden. So that they could make traits that effect health etc but that cannot be seen by the player thus ruining immersion.