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Yep, it's still not there :) (diagram that sentence!)

Waiting (im)patiently......

;)
 
Could you name the rar file after the current version, then? That would be less confusing to me, at least :rolleyes:

I mean the rar file called NSIS.rar at this site: plaza.ufl.edu/lonetaco.
 
Yay.... back in a couple of hours (or a couple of minutes, depending on what happens :) ) with my humble opinion :)
 
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It works! YAY! So far so good.... lots of fun, lots of blood, and yet I'm still 'respectable' :) first time for everything ;)
 
i think i set all but the migrants to be ferocity = no... it could be that the ai files are not really working. i am pulling 60 hour work weeks now, so i really don't have the time or energy to get more NSIS stuff done, but soon! soon i will have the ai working as i want it to. right now the game is "done" if you can get 100 of your friends to play :^D only a few things like graphics and the regional nations are left, in addition to the terrible ai

-Matt
 
Thanks for a treat

I have opened the save file and replaced all of the "ferocious = yes" to "ferocious = no"

works like a charm
 
Eh.. how did you install this again? I know I've done it before, but I can't get it done now. In the download thread it tells me to extract and then run the NSIS.exe... well... there is no NSIS.exe >.<

Edit: Oh, never mind. I got it working. Theres still no .exe, but I just extracted everything into NSIS and fixed the "unit/palette" deal ^_^
 
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yeah i ought to put something up on the website and delete the download thread on the forums...

so for my few players, how is the game? aside from the graphics issues, is everything working out? any bugs?

-Matt
 
TheLoneTaco said:
so for my few players, how is the game? aside from the graphics issues, is everything working out? any bugs?

-Matt

So far, (mostly) so good! I played about 150 yrs as Wessex, was having great fun, finally got an explorer (the bastard died, tho!), then a conquistador, and was starting to colonize a little in the Caribbean, great fun. Saved. Came back the next day and reloaded. There was a problem with several (5-6?) leader ids (apparently dupes? uncertain from the wording), ignored and loaded.... played about 10 yrs and then it crashed....

When I have time, I'll go try and re-reload it and see if I can flag the error msgs for you.

great game tho, lots of fun!
 
duplicate leaders are a pain in the ass to find, so if you could get those IDs it would be great. also, sometimes when the game crashes, it is just an error message in the background. try alt-tabbing out, then alt-tabbing in, and see if an error pops up. i'm sorry about the instability, but i'm trying!

if you want more explorers, convert to protestant and reformed. they both have events to get free explorers, conquistadors, and colonists. glad you're enjoying it, though :^)

-Matt
 
Okay, retried to load and got the same results.....


Critical Error

Attempting to create a leader with a leader-ID that is already used-

Do you want to contine? [abort] [retry] [ignore]


there were two groups that popped this... the first was id's 1203-05, the second was id's 6615, 6603, and 6605 (the order is the computer's)

Hope that helps :)
 
Ok, new version is being cooked up. As always, fewer bugs, more features, and extra coolness :^D I'm really getting happy with my progress here, and the mod is shaping up to be very dynamic. I will release a new version in a couple days. Here are some things I would like to add, but I'd like some feedback

1. Around 1560 (15 years after CRC) have a huge number of changes
a. All Orthodox provinces convert to a new culture
b. Three new culture nations can be formed from these provinces, an East, a Central, and a West "Inland Alliance Empire" (note that I added the HRE using Orthodox countries)
c. Existing culture nations lose these provinces as cores
d. Affected culture nations have their remaining provinces lose population but gain base tax scaled to the extent of the "Orthodox Revolution's" impact on their culture with the most affected losing the most people but gaining the most base tax
e. Should an Orthodox nation unite the three Orthodox culture nations, it will form an "Inland Alliance Empire" regional nation
f. Revolt.txt will be modified such that any revolters will now form culture nations (ie, a successful revolt in the Med region will form culture nation U01) or Orthodox culture nations.

2. An event or set of events that kick Reformed nations out of Europe.
a. I'm still thinking this one out, but right now the idea would be that having an enemy nation control the capital or all European provinces or some combination would force a Reformed nation to move its capital to a colony
b. A few other events would force the nation to secede its European provinces to enemies
c. Other events would give enormous population increases to the now-overseas Reformed nations while depleting the population of their European provinces
d. The European provinces would convert to the state religion of their new owners

Feedback and new ideas please! Gotta go now

-Matt
 
I can tell how popular this mod is *rolls eyes* :^)

Anyway, both the above changes are going into effect, plus a bunch of new stuff. There will ACTUALLY BE GAMEPLAY after 1645! GASP! Yeah, lots of crazy crap between 1645 and 1705 is going up, and I think it will be good fun.

It looks like I will be changing how culture nations get their leaders. All culture nations now have leaders PAINSTAKINGLY torn from their constituent leader files. I will just go back through and write over dozens of hours of work with a leader generator, giving cuture nations better leaders than everyone else. Any qualms?

Bigger still is my desire to cut out the proposed regional nations. I personally have never actually formed one, even though I programmed like 4 possibles in. Has anyone been able to form one? Anyone had the desire to form one? I want to add some new culture and religious stuff after 1645 that won't jive with the regional nations, so instead of throwing them in when I don't want them, I think I'll take them out. Can anyone give me a reason to keep them?

Yeah, so lots of new stuff coming up. This new patch, hopefully out in a week or so, will be EVEN BIGGER! than the last one, which was the biggest release since my first one. NSIS is now over a year old, and is really shaping up into a complete mod. Please, though, guys, I need some feedback. I can't do all the testing myself, and I'm sure there are bugs out there. If you see something while playing, please report it!! I can't fix what I don't know is broken! That said, thanks a lot for playing and enjoying this mod!

-Matt
 
Hey, I love your mod, but I got a question, I am playing as Ulster, and I took over all the Islander provinces, but for some reason I never got an event asking me if I want to become my cultural nation. When does this event fire?

EDIT: Actually it fired right after I finished a war. But it doesn't have a shield or flag.
 
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yeah some of the nations in the version you have lack flags. that has been corrected in a version on my computer. right now i have a HUGE amount of new stuff in the new version. unfortunately, a lot of events i scripted don't work (thanks to an ill-fated "short cut") so i have to reprogram them. i am pulling 60 hour work weeks now, so i don't know when i'll have time for that coding. soon as i fix those events, i'll put up the new version.

-Matt